Various fixes to gdi04a
* Remove support for difficulty levels * Fix victory conditions for the enemy player * Adjust difficulty due to the recent balance changes
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@@ -1,20 +1,15 @@
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Nod1Template = { {HandOfNod, {"e1", "e1", "e1", "e3", "e3"}} }
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Nod1Template = { {HandOfNod, {"e1", "e1", "e3", "e3"}} }
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Auto1Template = { {HandOfNod, {"e1", "e1", "e3"}} }
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if OpenRA.GetDifficulty() == "Easy" then
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KillsUntilReinforcements = 8
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HeliDelay = {83, 137, 211}
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else
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KillsUntilReinforcements = 16
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HeliDelay = {57, 89, 123}
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end
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KillsUntilReinforcements = 12
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HeliDelay = {83, 137, 211}
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GDIReinforcements = {"e2", "e2", "e2", "e2"}
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GDIReinforcementsWaypoints = {GDIReinforcementsEntry, GDIReinforcementsWP1}
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NodHelis = {
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{Utils.Seconds(HeliDelay[1]), {NodHeliEntry, NodHeliLZ1}, {"e1", "e3", "e3"}},
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{Utils.Seconds(HeliDelay[2]), {NodHeliEntry, NodHeliLZ2}, {"e1", "e1", "e1", "e1", "e1"}},
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{Utils.Seconds(HeliDelay[1]), {NodHeliEntry, NodHeliLZ1}, {"e1", "e1", "e3"}},
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{Utils.Seconds(HeliDelay[2]), {NodHeliEntry, NodHeliLZ2}, {"e1", "e1", "e1", "e1"}},
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{Utils.Seconds(HeliDelay[3]), {NodHeliEntry, NodHeliLZ3}, {"e1", "e1", "e3"}}
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}
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@@ -49,11 +44,7 @@ BuildNod1 = function()
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Production.BuildTeamFromTemplate(nod, Nod1Template, function(team)
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Team.Do(team, function(actor)
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if not Actor.IsDead(actor) then
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if OpenRA.GetDifficulty() == "Normal" then
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Actor.OnIdle(actor, Actor.Hunt)
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else
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Actor.Scatter(actor)
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end
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Actor.OnIdle(actor, Actor.Hunt)
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Actor.OnKilled(actor, KillCounter)
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end
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end)
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@@ -29,7 +29,6 @@ Options:
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FragileAlliances: False
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StartingCash: 0
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ConfigurableStartingUnits: False
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Difficulties: Easy,Normal
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Players:
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PlayerReference@Nod:
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@@ -551,6 +550,10 @@ Rules:
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-ConquestVictoryConditions:
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^Infantry:
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MustBeDestroyed:
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^Vehicle:
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MustBeDestroyed:
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^Tank:
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MustBeDestroyed:
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CRATE:
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Crate:
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Lifetime: 9999
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