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New feature: the refilling of the queen's army resevere now requires her to train recruits, which the player can disrupt to some degree (by sun_alf)
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20659&goto=360475&#msg_360475 and http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=24433&goto=359872&#msg_359872 Requires GameDir >= r2555 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8830 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -58,7 +58,10 @@ DifficultySettingsParseDataStartElementHandle(void *userData, const XML_Char *na
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strcmp(name, "CounterAttackGroupSize") == 0 ||
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strcmp(name, "UnlimitedPoolOfTroops") == 0 ||
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strcmp(name, "QueensInitialPoolOfTroops") == 0 ||
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strcmp(name, "QueenPoolIncrementPerDifficultyLevel") == 0 ||
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strcmp(name, "QueenPoolMaxSizePerDifficultyLevel" ) == 0 ||
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strcmp(name, "QueenPoolIncrementDaysPerDifficultyLevel" ) == 0 ||
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strcmp(name, "QueenPoolBaseIncrementSizePerDifficultyLevel" ) == 0 ||
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strcmp(name, "QueenPoolRecruitPercentPerDifficultyLevel" ) == 0 ||
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strcmp(name, "EnemyStartingAlertLevel") == 0 ||
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strcmp(name, "EnemyAlertDecay") == 0 ||
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strcmp(name, "NumAwareBattles") == 0 ||
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@@ -169,7 +172,10 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name)
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zDiffSetting[pData->curDifficultySettings.uiIndex].iCounterAttackGroupSize = pData->curDifficultySettings.iCounterAttackGroupSize;
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zDiffSetting[pData->curDifficultySettings.uiIndex].bUnlimitedPoolOfTroops = pData->curDifficultySettings.bUnlimitedPoolOfTroops;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iQueensInitialPoolOfTroops = pData->curDifficultySettings.iQueensInitialPoolOfTroops;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenPoolIncrementPerDifficultyLevel = pData->curDifficultySettings.iQueenPoolIncrementPerDifficultyLevel;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenPoolMaxSizePerDifficultyLevel = pData->curDifficultySettings.iQueenPoolMaxSizePerDifficultyLevel;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenPoolIncrementDaysPerDifficultyLevel = pData->curDifficultySettings.iQueenPoolIncrementDaysPerDifficultyLevel;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenPoolBaseIncrementSizePerDifficultyLevel = pData->curDifficultySettings.iQueenPoolBaseIncrementSizePerDifficultyLevel;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iQueenPoolRecruitPercentPerDifficultyLevel = pData->curDifficultySettings.iQueenPoolRecruitPercentPerDifficultyLevel;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iEnemyStartingAlertLevel = pData->curDifficultySettings.iEnemyStartingAlertLevel;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iEnemyAlertDecay = pData->curDifficultySettings.iEnemyAlertDecay;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iNumAwareBattles = pData->curDifficultySettings.iNumAwareBattles;
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@@ -314,13 +320,31 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name)
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else if(strcmp(name, "QueensInitialPoolOfTroops") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.iQueensInitialPoolOfTroops = (INT32) atol(pData->szCharData);
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pData->curDifficultySettings.iQueensInitialPoolOfTroops = max( 0, (INT32)atol( pData->szCharData ) );
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}
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else if(strcmp(name, "QueenPoolIncrementPerDifficultyLevel") == 0)
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else if ( strcmp( name, "QueenPoolIncrementDaysPerDifficultyLevel" ) == 0 )
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.iQueenPoolIncrementPerDifficultyLevel = (UINT32) atol(pData->szCharData);
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}
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pData->curDifficultySettings.iQueenPoolIncrementDaysPerDifficultyLevel = (UINT16)atol( pData->szCharData );
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}
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else if ( strcmp( name, "QueenPoolBaseIncrementSizePerDifficultyLevel" ) == 0 )
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.iQueenPoolBaseIncrementSizePerDifficultyLevel = (INT32)atol( pData->szCharData );
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pData->curDifficultySettings.iQueenPoolBaseIncrementSizePerDifficultyLevel = max( 0, pData->curDifficultySettings.iQueenPoolBaseIncrementSizePerDifficultyLevel );
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}
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else if ( strcmp( name, "QueenPoolRecruitPercentPerDifficultyLevel" ) == 0 )
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.iQueenPoolRecruitPercentPerDifficultyLevel = (UINT8)atol( pData->szCharData );
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pData->curDifficultySettings.iQueenPoolRecruitPercentPerDifficultyLevel = min( 100, pData->curDifficultySettings.iQueenPoolRecruitPercentPerDifficultyLevel );
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}
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else if ( strcmp( name, "QueenPoolMaxSizePerDifficultyLevel" ) == 0 )
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.iQueenPoolMaxSizePerDifficultyLevel = (INT32)atol( pData->szCharData );
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pData->curDifficultySettings.iQueenPoolMaxSizePerDifficultyLevel = max( 0, pData->curDifficultySettings.iQueenPoolMaxSizePerDifficultyLevel );
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}
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else if(strcmp(name, "EnemyStartingAlertLevel") == 0)
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{
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pData->curElement = ELEMENT;
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