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Re: AIMNAS Bug reports[message #341786 is a reply to message #341785] Sat, 18 July 2015 14:25 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Oh boy. I really need to put the rant I am about to post in a separate thread, and jsut link to it. This is the n-th time I'm posting this. Enraged rant follows:

A while ago, someone had the idea to move all kinds of difficulty settings to a new xml, DifficultySettings.xml. This was never announced anywhere, and isn't described anywhere, so good look learning that unless you are a frequent lurker. These are supposed to be all game-difficulty related settings. In theory, this would also allow to create new difficulty levels, as you seem to have tried to do. However, several scripts do not work with this and will cause the game to crash, as you have just observed. Since this is one of the main points of this feature, it seems it was not tested at all before it was committed.

There are also several other severe problems with this. There are numerous instances where a value is based on the difficulty level. For example, during the Drassen and other counterattacks, you are attacked by 4 equally-sized enemy platoons. Each platoon has a size of <MinEnemyGroupSize> (from the xml) + extra value. Extra value is index of difficulty level * 3. But as this would very high, this has instead been changed to a random number between 1 and 3 times 3. Which means that for this reason alone, the number of troops you face can vary by up to 24. Which is quite a kick in the nuts if, say, someone wants to have a novice like game.
There are several instances of this - we draw a difficulty-based value at random.

Long story short: In my personal opinion, this is an unneccessary, illogical, bug-ridden feature which isn't explained anywhere. To be clear: I have no problem with someone committing code with bugs (I do that all the time angel ). I have no problem with fixing other's bugs, but I do have a problem with unannounced features appearing out of nowhere with no documentation that have severe design flaws. I (and a least one other coder I know of) could fix these problems... but we won't. I'm not some street sweeper here to clean other's obvious mess. And yes, I am severely pissed about this, and won't apologize for anything said here.

Phew. Blood for the blood god and all that.

As to your problem: In Data-1.13/Scripts/GameInit.lua, change
...
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
	iStartingCash = GetStartingCashNovice()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
	iStartingCash = GetStartingCashExperienced()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then	
	iStartingCash = GetStartingCashExpert()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
	iStartingCash = GetStartingCashInsane()
end
...

to
...
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
	iStartingCash = GetStartingCashNovice()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
	iStartingCash = GetStartingCashExperienced()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then	
	iStartingCash = GetStartingCashExpert()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
	iStartingCash = GetStartingCashInsane()
else
        iStartingCash = 50000
end
...
(Replace the 50000 with whatever value you want to have as starting cash).

[Updated on: Sat, 18 July 2015 14:27]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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