6 new categories and 72 new items added to the shop!Fake forum EC for posting doubled everywhere to help pay for them!
0 Members and 5 Guests are viewing this topic.
Rocky, do a clean install first when you face unresolvable problems. Download the game from GOG and apply mod on top of it.
debug("colony_move %d %d -> %d %d | %d %d | %d\n", veh->x, veh->y, tx, ty, faction, id, tscore); adjust_value(pm_former, tx, ty, 1, 1);
if (!sq || y < 3 || y >= *map_axis_y-3 || (~sq->landmarks & LM_JUNGLE && [b]pm_former[x][y] > 0[/b])) return false;
int mineral_cost(int faction, int prod) { if (prod >= 0) { return Units[prod].cost * cost_factor(faction, 1, -1); } else { return Facility[-prod].cost * cost_factor(faction, 1, -1); }
/*Calculates mineral cost for given faction, production item, and possibly base.If base is not negative then its cost modifying facilities are taken into account: Skunkworks and Brood Pits.*/int mineral_cost(int baseId, int itemId){ BASE *base = &(tx_bases[baseId]); return (itemId >= 0 ? tx_veh_cost(itemId, baseId, 0) : tx_facility[-itemId].cost) * tx_cost_factor(base->faction_id, 1, -1);}
; Remove AQUATIC faction bonus minerals from sea mining platforms.