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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
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@@ -3444,8 +3444,7 @@ void EvaluateQueenSituation()
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if (giReinforcementPool <= 0 || !gfUnlimitedTroops && giReinforcementPool < zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementPerDifficultyLevel)
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if (giReinforcementPool <= 0 || !gfUnlimitedTroops && giReinforcementPool < zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementPerDifficultyLevel)
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{
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{
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//Queen has run out of reinforcements. Simulate recruiting and training new troops
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//Queen has run out of reinforcements. Simulate recruiting and training new troops
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// 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
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uiOffset *= 10;
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//uiOffset *= 10;
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giReinforcementPool += ( zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementPerDifficultyLevel * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ;
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giReinforcementPool += ( zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementPerDifficultyLevel * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ;
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, GetWorldTotalMin() + uiOffset, 0 );
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, GetWorldTotalMin() + uiOffset, 0 );
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return;
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return;
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