Increase effect of the skirmish difficulty modifier slider by 20% to have a greater range of AI difficulty available to chose from.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@4132 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
15511049ca
commit
4bfba84e8f
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@ -1770,7 +1770,8 @@ BOOL scrSkDifficultyModifier(void)
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}
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// power modifier
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amount = game.skDiff[player]*40; //(0-DIFF_SLIDER_STOPS)*25
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// power range: 0-1000 (0 - DIFF_SLIDER_STOPS * 50)
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amount = game.skDiff[player]*50;
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if(amount > 0)
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{
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@ -1784,24 +1785,17 @@ BOOL scrSkDifficultyModifier(void)
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//research modifier.??
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for(psStr=apsStructLists[player];psStr;psStr=psStr->psNext)
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{
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// subtract 0 - 60% off the time to research.
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if(psStr->pStructureType->type == REF_RESEARCH)
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{
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psResFacility = (RESEARCH_FACILITY*)psStr->pFunctionality;
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/*if(psResFacility->timeToResearch )
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{
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amount = psResFacility->timeToResearch;
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psResFacility->timeToResearch = amount - ( (amount*3*game.skDiff[player])/100);
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}*/
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//this is not appropriate now the timeToResearch is not used - 10/06/99 so...
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//add 0-60% to the amount required to research
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// subtract 0 - 80% off the time to research.
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if (psResFacility->psSubject)
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{
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pPlayerRes = asPlayerResList[player] +
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(((RESEARCH *)psResFacility->psSubject)->ref - REF_RESEARCH_START);
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pPlayerRes->currentPoints += ((((RESEARCH *)psResFacility->psSubject)->
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researchPoints * 3 * game.skDiff[player])/100);
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researchPoints * 4 * game.skDiff[player])/100);
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}
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}
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