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
View File
@@ -1293,7 +1293,7 @@ void HandleUnhiredMercDeaths( INT32 iProfileID )
return;
}
ubMaxDeaths = zDeffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
ubMaxDeaths = zDiffSetting[gGameOptions.ubDifficultyLevel].iMaxMercDeaths;
// if we've already hit the limit in this game, skip these checks
if (gStrategicStatus.ubUnhiredMercDeaths >= ubMaxDeaths)
@@ -1592,7 +1592,7 @@ UINT8 CurrentPlayerProgressPercentage(void)
// kills per point depends on difficulty, and should match the ratios of starting enemy populations (730/1050/1500)
// HEADROCK HAM 3: Externalized all four Kills-per-point ratios.
ubKillsPerPoint = zDeffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
ubKillsPerPoint = zDiffSetting[gGameOptions.ubDifficultyLevel].iNumKillsPerProgressPoint;
usKillsProgress = gStrategicStatus.usPlayerKills / ubKillsPerPoint;
if (usKillsProgress > usMaxKillsProgress)