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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
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+10
-10
@@ -430,32 +430,32 @@ void BuildUndergroundSectorInfoList()
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//J9
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curr = NewUndergroundNode( 9, 10, 1 );
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curr->ubNumTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B1NumTroops;
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curr->ubNumTroops = zDiffSetting[gGameOptions.ubDifficultyLevel].iJ9B1NumTroops;
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//J9 feeding zone
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curr = NewUndergroundNode( 9, 10, 2 );
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curr->ubNumCreatures = (UINT8)(2 + zDeffSetting[gGameOptions.ubDifficultyLevel].iJ9B2NumCreatures*2 + Random( 2 ));
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curr->ubNumCreatures = (UINT8)(2 + zDiffSetting[gGameOptions.ubDifficultyLevel].iJ9B2NumCreatures*2 + Random( 2 ));
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//K4
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curr = NewUndergroundNode( 4, 11, 1 );
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curr->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumTroops*2 + Random( 3 ));
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curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumElites + Random( 2 ));
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curr->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumTroops*2 + Random( 3 ));
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curr->ubNumElites = (UINT8)(4 + zDiffSetting[gGameOptions.ubDifficultyLevel].iK4B1NumElites + Random( 2 ));
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//O3
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curr = NewUndergroundNode( 3, 15, 1 );
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curr->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumTroops*2 + Random( 3 ));
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curr->ubNumElites = (UINT8)(4 + zDeffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumElites + Random( 2 ));
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curr->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumTroops*2 + Random( 3 ));
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curr->ubNumElites = (UINT8)(4 + zDiffSetting[gGameOptions.ubDifficultyLevel].iO3B1NumElites + Random( 2 ));
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//P3
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curr = NewUndergroundNode( 3, 16, 1 );
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if (gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
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curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 3 ));
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curr->ubNumElites = (UINT8)(zDiffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 3 ));
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else if (gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
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curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 5 ));
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curr->ubNumElites = (UINT8)(zDiffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 5 ));
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else if (gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
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curr->ubNumElites = (UINT8)(zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 6 ));
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curr->ubNumElites = (UINT8)(zDiffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites + Random( 6 ));
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else
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curr->ubNumElites = zDeffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites;
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curr->ubNumElites = zDiffSetting[gGameOptions.ubDifficultyLevel].iP3B1NumElites;
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//Do all of the mandatory underground mine sectors
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