From 2147de571ed6958477440d9bfdab1aaa190b3dbe Mon Sep 17 00:00:00 2001 From: Sevenfm Date: Mon, 20 Apr 2020 18:24:56 +0000 Subject: [PATCH] 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 --- Strategic/Strategic AI.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/Strategic/Strategic AI.cpp b/Strategic/Strategic AI.cpp index 5d0d93df..52ed99d2 100644 --- a/Strategic/Strategic AI.cpp +++ b/Strategic/Strategic AI.cpp @@ -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;