Various fixes to gdi04a

* Remove support for difficulty levels
* Fix victory conditions for the enemy player
* Adjust difficulty due to the recent balance changes
This commit is contained in:
Oliver Brakmann
2014-05-03 23:06:36 +02:00
parent b1c0a1fb11
commit c0610ad1e7
2 changed files with 10 additions and 16 deletions

View File

@@ -1,20 +1,15 @@
Nod1Template = { {HandOfNod, {"e1", "e1", "e1", "e3", "e3"}} }
Nod1Template = { {HandOfNod, {"e1", "e1", "e3", "e3"}} }
Auto1Template = { {HandOfNod, {"e1", "e1", "e3"}} }
if OpenRA.GetDifficulty() == "Easy" then
KillsUntilReinforcements = 8
HeliDelay = {83, 137, 211}
else
KillsUntilReinforcements = 16
HeliDelay = {57, 89, 123}
end
KillsUntilReinforcements = 12
HeliDelay = {83, 137, 211}
GDIReinforcements = {"e2", "e2", "e2", "e2"}
GDIReinforcementsWaypoints = {GDIReinforcementsEntry, GDIReinforcementsWP1}
NodHelis = {
{Utils.Seconds(HeliDelay[1]), {NodHeliEntry, NodHeliLZ1}, {"e1", "e3", "e3"}},
{Utils.Seconds(HeliDelay[2]), {NodHeliEntry, NodHeliLZ2}, {"e1", "e1", "e1", "e1", "e1"}},
{Utils.Seconds(HeliDelay[1]), {NodHeliEntry, NodHeliLZ1}, {"e1", "e1", "e3"}},
{Utils.Seconds(HeliDelay[2]), {NodHeliEntry, NodHeliLZ2}, {"e1", "e1", "e1", "e1"}},
{Utils.Seconds(HeliDelay[3]), {NodHeliEntry, NodHeliLZ3}, {"e1", "e1", "e3"}}
}
@@ -49,11 +44,7 @@ BuildNod1 = function()
Production.BuildTeamFromTemplate(nod, Nod1Template, function(team)
Team.Do(team, function(actor)
if not Actor.IsDead(actor) then
if OpenRA.GetDifficulty() == "Normal" then
Actor.OnIdle(actor, Actor.Hunt)
else
Actor.Scatter(actor)
end
Actor.OnKilled(actor, KillCounter)
end
end)

View File

@@ -29,7 +29,6 @@ Options:
FragileAlliances: False
StartingCash: 0
ConfigurableStartingUnits: False
Difficulties: Easy,Normal
Players:
PlayerReference@Nod:
@@ -551,6 +550,10 @@ Rules:
-ConquestVictoryConditions:
^Infantry:
MustBeDestroyed:
^Vehicle:
MustBeDestroyed:
^Tank:
MustBeDestroyed:
CRATE:
Crate:
Lifetime: 9999