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synced 2026-08-19 14:20:30 +02:00
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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+32
-32
@@ -1175,17 +1175,17 @@ void InitStrategicAI()
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dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus );
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}
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giReinforcementPool = zDeffSetting[gGameOptions.ubDifficultyLevel].iQueensInitialPoolOfTroops;
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giForcePercentage = zDeffSetting[gGameOptions.ubDifficultyLevel].iInitialGarrisonPercentages;
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giArmyAlertness = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyStartingAlertLevel;
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giArmyAlertnessDecay = zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAlertDecay;
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gubMinEnemyGroupSize = zDeffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
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gubHoursGracePeriod = zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInHoursAfterSectorLiberation;
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gfUnlimitedTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
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gfAggressiveQueen = zDeffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
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giReinforcementPool = zDiffSetting[gGameOptions.ubDifficultyLevel].iQueensInitialPoolOfTroops;
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giForcePercentage = zDiffSetting[gGameOptions.ubDifficultyLevel].iInitialGarrisonPercentages;
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giArmyAlertness = zDiffSetting[gGameOptions.ubDifficultyLevel].iEnemyStartingAlertLevel;
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giArmyAlertnessDecay = zDiffSetting[gGameOptions.ubDifficultyLevel].iEnemyAlertDecay;
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gubMinEnemyGroupSize = zDiffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
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gubHoursGracePeriod = zDiffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInHoursAfterSectorLiberation;
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gfUnlimitedTroops = zDiffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
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gfAggressiveQueen = zDiffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
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// 475 is 7:55am in minutes since midnight, the time the game starts on day 1
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance )), 0 );
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + dEnemyGeneralsSpeedupFactor * (zDiffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDiffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance )), 0 );
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//Initialize the sectorinfo structure so all sectors don't point to a garrisonID.
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for( i = 0; i <= 255; ++i )
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@@ -1199,25 +1199,25 @@ void InitStrategicAI()
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//Eliminate more perimeter defenses on the easier levels.
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if (zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL2 == FALSE)
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if (zDiffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL2 == FALSE)
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{
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gArmyComp[ LEVEL2_DEFENCE ].bDesiredPopulation = 0;
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gArmyComp[ LEVEL2_DEFENCE ].bStartPopulation = 0;
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}
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if (zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE)
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if (zDiffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE)
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{
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gArmyComp[ LEVEL3_DEFENCE ].bDesiredPopulation = 0;
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gArmyComp[ LEVEL3_DEFENCE ].bStartPopulation = 0;
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}
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if (zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE && zDeffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == FALSE)
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if (zDiffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL2 == TRUE || zDiffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == TRUE)
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{
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for( i = 0; i < NUM_ARMY_COMPOSITIONS; ++i )
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{
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if ( i != OMERTA_WELCOME_WAGON )
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{
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iPercentElitesBonus = zDeffSetting[gGameOptions.ubDifficultyLevel].iPercentElitesBonus;
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iPercentElitesBonus = zDiffSetting[gGameOptions.ubDifficultyLevel].iPercentElitesBonus;
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gArmyComp[ i ].bElitePercentage = min(100,gArmyComp[ i ].bElitePercentage + iPercentElitesBonus);
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gArmyComp[ i ].bTroopPercentage = max(0,gArmyComp[ i ].bTroopPercentage - iPercentElitesBonus);
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gArmyComp[ i ].bAdminPercentage = 0;
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@@ -1592,7 +1592,7 @@ void InitStrategicAI()
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{
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
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if (ubPicked[0] == 0)
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ubPicked[0] = ubSector;
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else if (ubPicked[1] == 0)
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@@ -1610,7 +1610,7 @@ void InitStrategicAI()
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{
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
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if (ubPicked[0] == 0)
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ubPicked[0] = ubSector;
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else if (ubPicked[1] == 0)
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@@ -1628,7 +1628,7 @@ void InitStrategicAI()
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{
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
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if (ubPicked[0] == 0)
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ubPicked[0] = ubSector;
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else if (ubPicked[1] == 0)
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@@ -1646,7 +1646,7 @@ void InitStrategicAI()
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{
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
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if (ubPicked[0] == 0)
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ubPicked[0] = ubSector;
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else if (ubPicked[1] == 0)
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@@ -1664,7 +1664,7 @@ void InitStrategicAI()
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{
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
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if (ubPicked[0] == 0)
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ubPicked[0] = ubSector;
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else if (ubPicked[1] == 0)
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@@ -1688,23 +1688,23 @@ void InitStrategicAI()
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{
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2);
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2);
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2);
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2);
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + zDeffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
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pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2);
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/*
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
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@@ -3410,7 +3410,7 @@ void EvaluateQueenSituation()
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dEnemyGeneralsSpeedupFactor = max( 0.5f, dEnemyGeneralsSpeedupFactor - gStrategicStatus.usVIPsLeft * gGameExternalOptions.fEnemyGeneralStrategicDecisionSpeedBonus );
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}
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uiOffset += dEnemyGeneralsSpeedupFactor * (zDeffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDeffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance ));
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uiOffset += dEnemyGeneralsSpeedupFactor * (zDiffSetting[gGameOptions.ubDifficultyLevel].iBaseDelayInMinutesBetweenEvaluations + Random( zDiffSetting[gGameOptions.ubDifficultyLevel].iEvaluationDelayVariance ));
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if( !giReinforcementPool )
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{
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@@ -3418,7 +3418,7 @@ void EvaluateQueenSituation()
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uiOffset *= 10;
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//Madd: don't need an unlimited troops check here, since they can never run out like this
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giReinforcementPool += ( zDeffSetting[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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return;
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@@ -3679,8 +3679,8 @@ BOOLEAN LoadStrategicAI( HWFILE hFile )
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UINT8 ubSAIVersion;
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INT32 iMaxEnemyGroupSize = gGameExternalOptions.iMaxEnemyGroupSize;
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gfUnlimitedTroops = zDeffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
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gfAggressiveQueen = zDeffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
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gfUnlimitedTroops = zDiffSetting[gGameOptions.ubDifficultyLevel].bUnlimitedPoolOfTroops;
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gfAggressiveQueen = zDiffSetting[gGameOptions.ubDifficultyLevel].bAggressiveQueenAi;
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic6");
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FileRead( hFile, gbPadding2, 3, &uiNumBytesRead );
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@@ -5437,7 +5437,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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case NPC_ACTION_GIVE_KNOWLEDGE_OF_ALL_MERCS:
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//temporarily make the queen's forces more aware (high alert)
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gubNumAwareBattles = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumAwareBattles;
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gubNumAwareBattles = zDiffSetting[gGameOptions.ubDifficultyLevel].iNumAwareBattles;
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break;
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default:
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@@ -5795,7 +5795,7 @@ void StrategicHandleQueenLosingControlOfSector( INT16 sSectorX, INT16 sSectorY,
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if (value9 == 0) value9 = 1;
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}
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if( pSector->ubInvestigativeState >= ( 4 * value9 ) && !zDeffSetting[gGameOptions.ubDifficultyLevel].bQueenLosingControlOfSector )
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if( pSector->ubInvestigativeState >= ( 4 * value9 ) && !zDiffSetting[gGameOptions.ubDifficultyLevel].bQueenLosingControlOfSector )
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{
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//This is the 4th time the player has conquered this sector. We won't pester the player with probing attacks here anymore.
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return;
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@@ -6339,7 +6339,7 @@ void UpgradeAdminsToTroops()
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while ( ubAdminsToCheck > 0)
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{
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// chance to upgrade at each check is random, and also dependant on the garrison's priority
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if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops )
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if ( Chance ( bPriority ) || zDiffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops )
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{
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pSector->ubNumAdmins--;
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pSector->ubNumTroops++;
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@@ -6393,7 +6393,7 @@ void UpgradeAdminsToTroops()
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while ( ubAdminsToCheck > 0)
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{
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// chance to upgrade at each check is random, and also dependant on the group's priority
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if ( Chance ( bPriority ) || zDeffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops2 )
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if ( Chance ( bPriority ) || zDiffSetting[gGameOptions.ubDifficultyLevel].bUpgradeAdminsToTroops2 )
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{
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pGroup->pEnemyGroup->ubNumAdmins--;
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pGroup->pEnemyGroup->ubNumTroops++;
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@@ -6643,7 +6643,7 @@ void TagSAIGroupWithGracePeriod( GROUP *pGroup )
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if( iPatrolID != -1 )
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{
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gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + zDeffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInDaysAfterPatrolDestroyed) % 100);
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gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + zDiffSetting[gGameOptions.ubDifficultyLevel].iGracePeriodInDaysAfterPatrolDestroyed) % 100);
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}
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}
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}
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