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
+10 -10
View File
@@ -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