(START_CASH, start_cash): Replace START_CASH by new econfig key
start_cash.
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8e16ae9e43
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4 changed files with 5 additions and 3 deletions
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@ -125,6 +125,8 @@ EMPCFBOTH("players_at_00", players_at_00, int, NSC_INT, 0,
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"Players have their coordinate system at deity 0,0 (0 - no, 1 - yes)")
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"Players have their coordinate system at deity 0,0 (0 - no, 1 - yes)")
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EMPCFBOTH("at_least_one_100", at_least_one_100, int, NSC_INT, KM_INTERNAL,
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EMPCFBOTH("at_least_one_100", at_least_one_100, int, NSC_INT, KM_INTERNAL,
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"Initialize new countries with at least one sector with 100 of all resource")
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"Initialize new countries with at least one sector with 100 of all resource")
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EMPCFBOTH("start_cash", start_cash, long, NSC_LONG, 0,
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"Starting cash for new countries")
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EMPCFBOTH("powe_cost", powe_cost, double, NSC_DOUBLE, 0,
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EMPCFBOTH("powe_cost", powe_cost, double, NSC_DOUBLE, 0,
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"Number of BTUs needed to generate a new power report")
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"Number of BTUs needed to generate a new power report")
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EMPCFBOTH("war_cost", War_Cost, int, NSC_INT, 0,
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EMPCFBOTH("war_cost", War_Cost, int, NSC_INT, 0,
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@ -50,8 +50,6 @@
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#define LANDSPIES /* Enable the land unit type spies */
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#define LANDSPIES /* Enable the land unit type spies */
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#define START_CASH 25000 /* set starting cash when capitol created */
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/* Setting BLITZ sets a couple of things.
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/* Setting BLITZ sets a couple of things.
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1. BTU's always max when you login.
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1. BTU's always max when you login.
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2. Changing name doesn't take any btus or $$
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2. Changing name doesn't take any btus or $$
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@ -195,7 +195,7 @@ new(void)
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natp->nat_xorg = 0;
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natp->nat_xorg = 0;
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natp->nat_yorg = 0;
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natp->nat_yorg = 0;
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}
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}
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natp->nat_money = START_CASH;
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natp->nat_money = start_cash;
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natp->nat_level[NAT_HLEV] = start_happiness;
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natp->nat_level[NAT_HLEV] = start_happiness;
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natp->nat_level[NAT_RLEV] = start_research;
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natp->nat_level[NAT_RLEV] = start_research;
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natp->nat_level[NAT_TLEV] = start_technology;
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natp->nat_level[NAT_TLEV] = start_technology;
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@ -217,6 +217,8 @@ float trade_ally_cut = 0.10; /* 10% bonus for ally you trade with */
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int torpedo_damage = 40; /* damage is X + 1dX + 1dX, so 40+1d40+1d40 */
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int torpedo_damage = 40; /* damage is X + 1dX + 1dX, so 40+1d40+1d40 */
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long start_cash = 25000;
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/* initial levels */
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/* initial levels */
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float start_education = 0.0;
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float start_education = 0.0;
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float start_happiness = 0.0;
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float start_happiness = 0.0;
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