diff --git a/GameVersion.cpp b/GameVersion.cpp index 6aba200fd..bc29369dd 100644 --- a/GameVersion.cpp +++ b/GameVersion.cpp @@ -55,8 +55,8 @@ #endif -CHAR8 czVersionNumber[16] = { "Build 18.20.09" }; //YY.MM.DD +CHAR8 czVersionNumber[16] = { "Build 18.23.09" }; //YY.MM.DD CHAR16 zTrackingNumber[16] = { L"Z" }; -CHAR16 zRevisionNumber[16] = { L"Revision 8612" }; +CHAR16 zRevisionNumber[16] = { L"Revision 8617" }; // SAVE_GAME_VERSION is defined in header, change it there diff --git a/Strategic/Strategic AI.cpp b/Strategic/Strategic AI.cpp index 0cdb68ffc..8540ff8e7 100644 --- a/Strategic/Strategic AI.cpp +++ b/Strategic/Strategic AI.cpp @@ -1199,7 +1199,6 @@ void InitStrategicAI() memcpy( gArmyComp, gOrigArmyComp, sizeof( gArmyComp ) ); //Eliminate more perimeter defenses on the easier levels. - if (zDiffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL2 == FALSE) { gArmyComp[ LEVEL2_DEFENCE ].bDesiredPopulation = 0; @@ -1212,19 +1211,22 @@ void InitStrategicAI() gArmyComp[ LEVEL3_DEFENCE ].bStartPopulation = 0; } - if (zDiffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL2 == TRUE || zDiffSetting[gGameOptions.ubDifficultyLevel].iDesiredPopulationL3 == TRUE) - { + iPercentElitesBonus = zDiffSetting[gGameOptions.ubDifficultyLevel].iPercentElitesBonus; + + // if we allow additional elites + if ( iPercentElitesBonus > 0 ) + { for( i = 0; i < NUM_ARMY_COMPOSITIONS; ++i ) { if ( i != OMERTA_WELCOME_WAGON ) { - iPercentElitesBonus = zDiffSetting[gGameOptions.ubDifficultyLevel].iPercentElitesBonus; gArmyComp[ i ].bElitePercentage = min(100,gArmyComp[ i ].bElitePercentage + iPercentElitesBonus); gArmyComp[ i ].bTroopPercentage = max(0,gArmyComp[ i ].bTroopPercentage - iPercentElitesBonus); - gArmyComp[ i ].bAdminPercentage = 0; + gArmyComp[ i ].bAdminPercentage = max(0,gArmyComp[ i ].bAdminPercentage - iPercentElitesBonus); } } } + /* switch( gGameOptions.ubDifficultyLevel ) {