Restored AI decision delay when recruiting new troops.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8788 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2020-04-20 18:24:56 +00:00
parent 8051e9b064
commit 2147de571e
+1 -2
View File
@@ -3444,8 +3444,7 @@ void EvaluateQueenSituation()
if (giReinforcementPool <= 0 || !gfUnlimitedTroops && giReinforcementPool < zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementPerDifficultyLevel)
{
//Queen has run out of reinforcements. Simulate recruiting and training new troops
// sevenfm: with default values, it can be up to 8 days of doing nothing, I think that skipping once cycle of decisions should be enough
//uiOffset *= 10;
uiOffset *= 10;
giReinforcementPool += ( zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementPerDifficultyLevel * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ;
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, GetWorldTotalMin() + uiOffset, 0 );
return;