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synced 2026-07-22 13:40:22 +02:00
- Added external parameter CounterAttackGroupSize to DifficultySettings.xml for counter attack strength. This replaces the old hard coded value. Requires GameDir >= 2363!
- Changed counter attack elite soldier distribution to replace regulars just like the rest of the code handles elites. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8396 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -16,7 +16,7 @@ enum
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DIF_LEVEL_MEDIUM,
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DIF_LEVEL_HARD,
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DIF_LEVEL_INSANE,
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MAX_DIF_LEVEL = 15,
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MAX_DIF_LEVEL,
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};
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typedef struct
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@@ -31,6 +31,7 @@ typedef struct
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UINT16 iNumKillsPerProgressPoint;
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INT32 iInitialGarrisonPercentages;
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UINT8 iMinEnemyGroupSize;
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UINT8 iCounterAttackGroupSize;
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BOOLEAN bUnlimitedPoolOfTroops;
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INT32 iQueensInitialPoolOfTroops;
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UINT32 iQueenPoolIncrementPerDifficultyLevel;
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+9
-9
@@ -15,9 +15,9 @@
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#ifdef JA2EDITOR
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8384 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8396 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8384 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8396 (Development Build)" };
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#endif
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// ------------------------------
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@@ -27,11 +27,11 @@
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//DEBUG BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8384 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8396 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8384 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8396 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8384 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8396 (Development Build)" };
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#endif
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#elif defined CRIPPLED_VERSION
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@@ -46,16 +46,16 @@
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//RELEASE BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8384 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8396 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8384 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8396 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8384 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8396 (Development Build)" };
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#endif
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#endif
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CHAR8 czVersionNumber[16] = { "Build 17.01.29" }; //YY.MM.DD
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CHAR8 czVersionNumber[16] = { "Build 17.03.14" }; //YY.MM.DD
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CHAR16 zTrackingNumber[16] = { L"Z" };
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// SAVE_GAME_VERSION is defined in header, change it there
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+18
-40
@@ -4556,23 +4556,8 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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if ( !NumNonPlayerTeamMembersInSector( SECTORX( ubSourceSectorID ), SECTORY( ubSourceSectorID ), ENEMY_TEAM ) )
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ubSourceSectorID = SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY );
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UINT8 val;
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if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
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val = 1;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
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val = 2;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
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val = 3;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
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val = 4;
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else
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{
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val = Random (4);
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if (val == 0)
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val = 1;
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}
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ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + val * 3);
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// make sure that we use at least the min group size
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ubNumSoldiers = (UINT8)( __max(zDiffSetting[gGameOptions.ubDifficultyLevel].iCounterAttackGroupSize, zDiffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize) );
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// anv: replace one of soldiers with tank
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if ( ubNumSoldiers )
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@@ -4584,7 +4569,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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grouptanks[ubCounter] = 0;
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groupjeeps[ubCounter] = 0;
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if ( Random( 10 ) < val )
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if ( Random( 10 ) < gGameOptions.ubDifficultyLevel )
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{
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if ( gGameExternalOptions.fArmyUsesJeepsInAttacks && ASDSoldierUpgradeToJeep( ) )
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{
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@@ -4598,8 +4583,12 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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}
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}
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if ( val > 0 )
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groupelites[ubCounter] = grouptroops[ubCounter] - grouptroops[ubCounter] / val;
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// replace some soldiers with elites
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if ( gGameOptions.ubDifficultyLevel > 0 )
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{
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groupelites[ubCounter] = grouptroops[ubCounter] - grouptroops[ubCounter] / gGameOptions.ubDifficultyLevel;
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grouptroops[ubCounter] -= groupelites[ubCounter];
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}
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totalusedsoldiers += grouptroops[ubCounter] + groupelites[ubCounter] + grouptanks[ubCounter] + groupjeeps[ubCounter];
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}
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@@ -4655,23 +4644,9 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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break;
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}
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UINT8 value;
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if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
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value = 1;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
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value = 2;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
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value = 3;
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else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
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value = 4;
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else
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{
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value = Random (4);
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if (value == 0) value = 1;
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}
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ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + value * 3);
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// make sure that we use at least the min group size
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ubNumSoldiers = (UINT8)( __max(zDiffSetting[gGameOptions.ubDifficultyLevel].iCounterAttackGroupSize, zDiffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize) );
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// anv: replace one of soldiers with tank
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for( UINT8 ubCounter = 0; ubCounter < 4; ++ubCounter )
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{
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@@ -4682,7 +4657,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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if( ubNumSoldiers )
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{
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if ( Random( 10 ) < value )
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if ( Random( 10 ) < gGameOptions.ubDifficultyLevel )
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{
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if ( gGameExternalOptions.fArmyUsesJeepsInAttacks && ASDSoldierUpgradeToJeep( ) )
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{
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@@ -4697,8 +4672,11 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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}
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}
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if ( value > 0 )
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groupelites[ubCounter] = grouptroops[ubCounter] - grouptroops[ubCounter] / value;
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if ( gGameOptions.ubDifficultyLevel > 0 )
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{
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groupelites[ubCounter] = grouptroops[ubCounter] - grouptroops[ubCounter] / gGameOptions.ubDifficultyLevel;
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grouptroops[ubCounter] -= groupelites[ubCounter];
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}
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totalusedsoldiers += grouptroops[ubCounter] + groupelites[ubCounter] + grouptanks[ubCounter] + groupjeeps[ubCounter];
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}
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@@ -55,6 +55,7 @@ DifficultySettingsParseDataStartElementHandle(void *userData, const XML_Char *na
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strcmp(name, "NumKillsPerProgressPoint") == 0 ||
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strcmp(name, "InitialGarrisonPercentages") == 0 ||
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strcmp(name, "MinEnemyGroupSize") == 0 ||
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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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@@ -161,6 +162,7 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name)
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zDiffSetting[pData->curDifficultySettings.uiIndex].iNumKillsPerProgressPoint = pData->curDifficultySettings.iNumKillsPerProgressPoint;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iInitialGarrisonPercentages = pData->curDifficultySettings.iInitialGarrisonPercentages;
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zDiffSetting[pData->curDifficultySettings.uiIndex].iMinEnemyGroupSize = pData->curDifficultySettings.iMinEnemyGroupSize;
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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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@@ -286,6 +288,11 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name)
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.iMinEnemyGroupSize = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "CounterAttackGroupSize") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curDifficultySettings.iCounterAttackGroupSize = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "PercentElitesBonus") == 0)
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{
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pData->curElement = ELEMENT;
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