New feature: Diseaes affect your mercenaries. They can be contracted in varíous ways and have varying effects.

For more info, see http://www.ja-galaxy-forum.com/ubbthreads.php/topics/334918#Post334918

Requires GameDir >= r2099.

Does not break savegame compatibility.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7384 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-08-10 13:45:11 +00:00
parent 09244c2369
commit 36e9d15edc
96 changed files with 5569 additions and 1573 deletions
+3 -2
View File
@@ -510,13 +510,11 @@ INT32 GetAvailableWorkForceForMineForPlayer( INT8 bMineIndex )
return ( 0 );
}
//bTownId = gMineLocation[ bMineIndex ].bAssociatedTown;
bTownId = gMineStatus[ bMineIndex ].bAssociatedTown;
Assert ( GetTownSectorSize( bTownId ) != 0 );
// get workforce size (is 0-100 based on local town's loyalty)
iWorkForceSize = gTownLoyalty[ bTownId ].ubRating;
@@ -526,6 +524,9 @@ INT32 GetAvailableWorkForceForMineForPlayer( INT8 bMineIndex )
iWorkForceSize /= 100;
*/
// Flugente: if strategic disease is active, disease can affect out workforce, so the calculation gets slightly more complicated
iWorkForceSize *= GetWorkforceEffectivenessWithDisease( bTownId, OUR_TEAM );
// now adjust for town size.. the number of sectors you control
iWorkForceSize *= GetTownSectorsUnderControl( bTownId );
iWorkForceSize /= GetTownSectorSize( bTownId );