Fix: - additional defenses around Meduna and additional elites where used incorrectly from DifficultySettings.xml

- corrected some typos for parameters from DifficultySettings.xml

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8013 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2016-01-09 16:27:56 +00:00
parent 48413a9242
commit 50c764ee04
24 changed files with 157 additions and 155 deletions
+2 -2
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@@ -5423,7 +5423,7 @@ void HandleRadioScanInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
if ( range < 1 )
return;
UINT16 normalgroupsize = 2 * zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
UINT16 normalgroupsize = 2 * zDiffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
FLOAT detect_basechance = 1.0f - pow(0.5f, numberofradiooperators);
FLOAT detect_rangefactor = .0f;
@@ -5764,7 +5764,7 @@ void HandleGatheringInformationBySoldier( SOLDIERTYPE* pSoldier )
}
}
UINT16 usNormalGroupSize = 2 * zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
UINT16 usNormalGroupSize = 2 * zDiffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
FLOAT fBaseChance = ( EffectiveLeadership(pSoldier) + EffectiveWisdom(pSoldier) + EffectiveExpLevel(pSoldier) * 10 ) / 3000.0f;
+10 -10
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@@ -430,32 +430,32 @@ void BuildUndergroundSectorInfoList()
//J9
curr = NewUndergroundNode( 9, 10, 1 );
curr->ubNumTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B1NumTroops;
curr->ubNumTroops = zDiffSetting[gGameOptions.ubDifficultyLevel].iJ9B1NumTroops;
//J9 feeding zone
curr = NewUndergroundNode( 9, 10, 2 );
curr->ubNumCreatures = (UINT8)(2 + zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B2NumCreatures*2 + Random( 2 ));
curr->ubNumCreatures = (UINT8)(2 + zDiffSetting[gGameOptions.ubDifficultyLevel].iJ9B2NumCreatures*2 + Random( 2 ));
//K4
curr = NewUndergroundNode( 4, 11, 1 );
curr->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumTroops*2 + Random( 3 ));
curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumElites + Random( 2 ));
curr->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumTroops*2 + Random( 3 ));
curr->ubNumElites = (UINT8)(4 + zDiffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumElites + Random( 2 ));
//O3
curr = NewUndergroundNode( 3, 15, 1 );
curr->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumTroops*2 + Random( 3 ));
curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumElites + Random( 2 ));
curr->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumTroops*2 + Random( 3 ));
curr->ubNumElites = (UINT8)(4 + zDiffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumElites + Random( 2 ));
//P3
curr = NewUndergroundNode( 3, 16, 1 );
if (gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 3 ));
curr->ubNumElites = (UINT8)(zDiffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 3 ));
else if (gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 5 ));
curr->ubNumElites = (UINT8)(zDiffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 5 ));
else if (gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 6 ));
curr->ubNumElites = (UINT8)(zDiffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 6 ));
else
curr->ubNumElites = zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites;
curr->ubNumElites = zDiffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites;
//Do all of the mandatory underground mine sectors
+5 -5
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@@ -348,7 +348,7 @@ void InitCreatureQuest()
#endif
giHabitatedDistance = 0;
giPopulationModifier = zDeffSetting[gGameOptions.ubDifficultyLevel].iCreaturePopulationModifier;
giPopulationModifier = zDiffSetting[gGameOptions.ubDifficultyLevel].iCreaturePopulationModifier;
//Determine which of the maps are infectible by creatures. Infectible mines
//are those that are player controlled and unlimited. We don't want the creatures to
@@ -498,8 +498,8 @@ void InitCreatureQuest()
//Now determine how often we will spread the creatures.
i = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenInitBonusSpread;
AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureSpreadTime, 0 );
i = zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenInitBonusSpread;
AddPeriodStrategicEvent( EVENT_CREATURE_SPREAD, zDiffSetting[gGameOptions.ubDifficultyLevel].iCreatureSpreadTime, 0 );
//Set things up so that the creatures can plan attacks on helpless miners and civilians while
//they are sleeping. They do their planning at 10PM every day, and decide to attack sometime
@@ -656,7 +656,7 @@ void SpreadCreatures()
}
//queen just produced a litter of creature larvae. Let's do some spreading now.
UINT16 usNewCreatures = (UINT16)(zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBase + Random( 1 + zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBonus ));
UINT16 usNewCreatures = (UINT16)(zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBase + Random( 1 + zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenReproductionBonus ));
while( usNewCreatures-- )
{
@@ -1673,7 +1673,7 @@ void CreatureNightPlanning()
UINT8 ubNumCreatures = CreaturesInUndergroundSector( ubSectorID, 1 );
//10% chance for each creature with difficulty modifier to decide it's time to attack.
if ( ubNumCreatures > 1 && ubNumCreatures * 10 + zDeffSetting[gGameOptions.ubDifficultyLevel].iCreatureTownAggressiveness > (INT32)PreRandom( 100 ) )
if ( ubNumCreatures > 1 && ubNumCreatures * 10 + zDiffSetting[gGameOptions.ubDifficultyLevel].iCreatureTownAggressiveness > (INT32)PreRandom( 100 ) )
{
AddStrategicEvent( EVENT_CREATURE_ATTACK, GetWorldTotalMin() + 1 + PreRandom( 429 ), ubSectorID );
}
+2 -2
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@@ -562,7 +562,7 @@ BOOLEAN InitNewGame( BOOLEAN fReset )
AutoSaveToSlot[3] = FALSE;
AutoSaveToSlot[4] = FALSE;
gGameExternalOptions.gfAllowReinforcements = zDeffSetting[gGameOptions.ubDifficultyLevel].bAllowReinforcements;
gGameExternalOptions.gfAllowReinforcements = zDiffSetting[gGameOptions.ubDifficultyLevel].bAllowReinforcements;
#ifdef JA2UB
//Ja25 no meanwhiles
@@ -748,7 +748,7 @@ fFirstTimeInMapScreen = TRUE;
}
// ATE: Set starting cash....
iStartingCash = zDeffSetting[gGameOptions.ubDifficultyLevel].iStartingCash;
iStartingCash = zDiffSetting[gGameOptions.ubDifficultyLevel].iStartingCash;
// Setup initial money
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash );
+1 -1
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@@ -13009,7 +13009,7 @@ static int l_SetStartingCashDifLevel (lua_State *L)
{
INT32 DifficultyLevel = lua_tointeger(L,1);
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), zDeffSetting[DifficultyLevel].iStartingCash );
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), zDiffSetting[DifficultyLevel].iStartingCash );
}
return 0;
+1 -1
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@@ -700,7 +700,7 @@ void ProcessImplicationsOfMeanwhile( void )
{
case END_OF_PLAYERS_FIRST_BATTLE:
if( zDeffSetting[gGameOptions.ubDifficultyLevel].bStrategicAiActionWakeQueen )
if( zDiffSetting[gGameOptions.ubDifficultyLevel].bStrategicAiActionWakeQueen )
{
//Wake up the queen earlier to punish the good players!
ExecuteStrategicAIAction( STRATEGIC_AI_ACTION_WAKE_QUEEN, 0, 0 );
+1 -1
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@@ -334,7 +334,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
if ( !SectorInfo[ SECTOR( sMapX, sMapY ) ].fSurfaceWasEverPlayerControlled )
{
// grant grace period
UpdateLastDayOfPlayerActivity( ( UINT16 ) ( GetWorldDay() + zDeffSetting[gGameOptions.ubDifficultyLevel].iUpdateLastDayOfPlayerActivity ) );
UpdateLastDayOfPlayerActivity( ( UINT16 ) ( GetWorldDay() + zDiffSetting[gGameOptions.ubDifficultyLevel].iUpdateLastDayOfPlayerActivity ) );
}
}
+1 -1
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@@ -694,7 +694,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
iChance -= (2 * ((ubNumMobileEnemies + ubNumStationaryEnemies) - 6)); // -2% adjustment per enemy beyond 6
// adjust the chance for difficulty setting
iChance = iChance + (zDeffSetting[gGameOptions.ubDifficultyLevel].iChanceOfEnemyAmbushes);
iChance = iChance + (zDiffSetting[gGameOptions.ubDifficultyLevel].iChanceOfEnemyAmbushes);
// adjust the chance for what we know about the sector
if( WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) == KNOWS_NOTHING )
+1 -1
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@@ -51,7 +51,7 @@ void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pub
if( !gGameExternalOptions.gfAllowReinforcements )
return;
if ( ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA )&& ( !zDeffSetting[gGameOptions.ubDifficultyLevel].bAllowReinforcementsOmerta ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
if ( ( GetTownIdForSector( sSectorX, sSectorY ) == OMERTA )&& ( !zDiffSetting[gGameOptions.ubDifficultyLevel].bAllowReinforcementsOmerta ) ) //Madd: skip Omerta //Lal: but not on insane ;-)
return;
GenerateDirectionInfos( sSectorX, sSectorY, &ubDirNumber, pusMoveDir, FALSE, TRUE );
+32 -32
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@@ -1175,17 +1175,17 @@ void InitStrategicAI()
dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus );
}
giReinforcementPool = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueensInitialPoolOfTroops;
giForcePercentage = zDeffSetting[gGameOptions.ubDifficultyLevel].iInitialGarrisonPercentages;
giArmyAlertness = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyStartingAlertLevel;
giArmyAlertnessDecay = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAlertDecay;
gubMinEnemyGroupSize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
gubHoursGracePeriod = zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInHoursAfterSectorLiberation;
gfUnlimitedTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
gfAggressiveQueen = zDeffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
giReinforcementPool = zDiffSetting[gGameOptions.ubDifficultyLevel].iQueensInitialPoolOfTroops;
giForcePercentage = zDiffSetting[gGameOptions.ubDifficultyLevel].iInitialGarrisonPercentages;
giArmyAlertness = zDiffSetting[gGameOptions.ubDifficultyLevel].iEnemyStartingAlertLevel;
giArmyAlertnessDecay = zDiffSetting[gGameOptions.ubDifficultyLevel].iEnemyAlertDecay;
gubMinEnemyGroupSize = zDiffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
gubHoursGracePeriod = zDiffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInHoursAfterSectorLiberation;
gfUnlimitedTroops = zDiffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
gfAggressiveQueen = zDiffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
// 475 is 7:55am in minutes since midnight, the time the game starts on day 1
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance )), 0 );
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (zDiffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDiffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance )), 0 );
//Initialize the sectorinfo structure so all sectors don't point to a garrisonID.
for( i = 0; i <= 255; ++i )
@@ -1199,25 +1199,25 @@ void InitStrategicAI()
//Eliminate more perimeter defenses on the easier levels.
if (zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL2 == FALSE)
if (zDiffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL2 == FALSE)
{
gArmyComp[ LEVEL2_DEFENCE ].bDesiredPopulation = 0;
gArmyComp[ LEVEL2_DEFENCE ].bStartPopulation = 0;
}
if (zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE)
if (zDiffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE)
{
gArmyComp[ LEVEL3_DEFENCE ].bDesiredPopulation = 0;
gArmyComp[ LEVEL3_DEFENCE ].bStartPopulation = 0;
}
if (zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE && zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE)
if (zDiffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL2 == TRUE || zDiffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == TRUE)
{
for( i = 0; i < NUM_ARMY_COMPOSITIONS; ++i )
{
if ( i != OMERTA_WELCOME_WAGON )
{
iPercentElitesBonus = zDeffSetting[gGameOptions.ubDifficultyLevel].iPercentElitesBonus;
iPercentElitesBonus = zDiffSetting[gGameOptions.ubDifficultyLevel].iPercentElitesBonus;
gArmyComp[ i ].bElitePercentage = min(100,gArmyComp[ i ].bElitePercentage + iPercentElitesBonus);
gArmyComp[ i ].bTroopPercentage = max(0,gArmyComp[ i ].bTroopPercentage - iPercentElitesBonus);
gArmyComp[ i ].bAdminPercentage = 0;
@@ -1592,7 +1592,7 @@ void InitStrategicAI()
{
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
if (ubPicked[0] == 0)
ubPicked[0] = ubSector;
else if (ubPicked[1] == 0)
@@ -1610,7 +1610,7 @@ void InitStrategicAI()
{
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
if (ubPicked[0] == 0)
ubPicked[0] = ubSector;
else if (ubPicked[1] == 0)
@@ -1628,7 +1628,7 @@ void InitStrategicAI()
{
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
if (ubPicked[0] == 0)
ubPicked[0] = ubSector;
else if (ubPicked[1] == 0)
@@ -1646,7 +1646,7 @@ void InitStrategicAI()
{
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
if (ubPicked[0] == 0)
ubPicked[0] = ubSector;
else if (ubPicked[1] == 0)
@@ -1664,7 +1664,7 @@ void InitStrategicAI()
{
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
if (ubPicked[0] == 0)
ubPicked[0] = ubSector;
else if (ubPicked[1] == 0)
@@ -1688,23 +1688,23 @@ void InitStrategicAI()
{
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
/*
pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
@@ -3410,7 +3410,7 @@ void EvaluateQueenSituation()
dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus );
}
uiOffset += dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance ));
uiOffset += dEnemyGeneralsSpeedupFactor * (zDiffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDiffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance ));
if( !giReinforcementPool )
{
@@ -3418,7 +3418,7 @@ void EvaluateQueenSituation()
uiOffset *= 10;
//Madd: don't need an unlimited troops check here, since they can never run out like this
giReinforcementPool += ( zDeffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementPerDifficultyLevel * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ;
giReinforcementPool += ( zDiffSetting[gGameOptions.ubDifficultyLevel].iQueenPoolIncrementPerDifficultyLevel * gGameOptions.ubDifficultyLevel ) * ( 100 + CurrentPlayerProgressPercentage() ) / 100 ;
AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, GetWorldTotalMin() + uiOffset, 0 );
return;
@@ -3679,8 +3679,8 @@ BOOLEAN LoadStrategicAI( HWFILE hFile )
UINT8 ubSAIVersion;
INT32 iMaxEnemyGroupSize = gGameExternalOptions.iMaxEnemyGroupSize;
gfUnlimitedTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
gfAggressiveQueen = zDeffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
gfUnlimitedTroops = zDiffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
gfAggressiveQueen = zDiffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic6");
FileRead( hFile, gbPadding2, 3, &uiNumBytesRead );
@@ -5437,7 +5437,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
case NPC_ACTION_GIVE_KNOWLEDGE_OF_ALL_MERCS:
//temporarily make the queen's forces more aware (high alert)
gubNumAwareBattles = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumAwareBattles;
gubNumAwareBattles = zDiffSetting[gGameOptions.ubDifficultyLevel].iNumAwareBattles;
break;
default:
@@ -5795,7 +5795,7 @@ void StrategicHandleQueenLosingControlOfSector( INT16 sSectorX, INT16 sSectorY,
if (value9 == 0) value9 = 1;
}
if( pSector->ubInvestigativeState >= ( 4 * value9 ) && !zDeffSetting[gGameOptions.ubDifficultyLevel].bQueenLosingControlOfSector )
if( pSector->ubInvestigativeState >= ( 4 * value9 ) && !zDiffSetting[gGameOptions.ubDifficultyLevel].bQueenLosingControlOfSector )
{
//This is the 4th time the player has conquered this sector. We won't pester the player with probing attacks here anymore.
return;
@@ -6339,7 +6339,7 @@ void UpgradeAdminsToTroops()
while ( ubAdminsToCheck > 0)
{
// chance to upgrade at each check is random, and also dependant on the garrison's priority
if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops )
if ( Chance ( bPriority ) || zDiffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops )
{
pSector->ubNumAdmins--;
pSector->ubNumTroops++;
@@ -6393,7 +6393,7 @@ void UpgradeAdminsToTroops()
while ( ubAdminsToCheck > 0)
{
// chance to upgrade at each check is random, and also dependant on the group's priority
if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops2 )
if ( Chance ( bPriority ) || zDiffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops2 )
{
pGroup->pEnemyGroup->ubNumAdmins--;
pGroup->pEnemyGroup->ubNumTroops++;
@@ -6643,7 +6643,7 @@ void TagSAIGroupWithGracePeriod( GROUP *pGroup )
if( iPatrolID != -1 )
{
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInDaysAfterPatrolDestroyed) % 100);
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + zDiffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInDaysAfterPatrolDestroyed) % 100);
}
}
}
+1 -1
View File
@@ -15719,7 +15719,7 @@ void DumpSectorDifficultyInfo( void )
// NOTE: This operates on the selected map sector!
CHAR16 wSectorName[ 128 ];
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Playing Difficulty: %s", zDeffSetting[gGameOptions.ubDifficultyLevel].szDeffName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Playing Difficulty: %s", zDiffSetting[gGameOptions.ubDifficultyLevel].szDiffName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Highest Progress (0-100) = %d%%", HighestPlayerProgressPercentage() );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Player Kills = %d", gStrategicStatus.usPlayerKills );