Remove the ghost cap based on number of units recruited.
It could be exploited by not recruiting until dusk. Given 2 rounds of recruiting based on starting gold, this may make easy and normal slightly more difficult (depending on number of recalls) and will not affect hard at all.
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1 changed files with 6 additions and 41 deletions
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@ -332,15 +332,12 @@
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# setup ghost difficulty
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#ifdef EASY
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{VARIABLE max_ghosts 6}
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{VARIABLE max_per_turn 1}
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#endif
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#ifdef NORMAL
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{VARIABLE max_ghosts 7}
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{VARIABLE max_per_turn 2}
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#endif
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#ifdef HARD
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{VARIABLE max_ghosts 8}
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{VARIABLE max_per_turn 3}
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#endif
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[/event]
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@ -1792,7 +1789,6 @@
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{CLEAR_VARIABLE ghosts_already_spawned}
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{CLEAR_VARIABLE ghosts_killed}
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{CLEAR_VARIABLE max_ghosts}
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{CLEAR_VARIABLE max_per_turn}
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[/event]
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#time over defeat event
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@ -1882,43 +1878,12 @@
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[then]
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# spawn more rapidly as time goes by
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{VARIABLE ghosts_per_turn $turn_number}
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{VARIABLE_OP ghosts_per_turn divide 20}
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{VARIABLE_OP ghosts_per_turn add $max_per_turn}
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#! -- Amount of ghost generation borders on insane bearing in mind that they now do arcane damage
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#! -- and payer won't have any damage type efective against them.
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[store_locations]
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variable=head_count
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[filter]
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side=1
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[/filter]
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[/store_locations]
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{VARIABLE ear_count $head_count.length}
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{CLEAR_VARIABLE head_count}
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#ifdef EASY
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# 1 ghost per 4 exposed units (roughly) per turn
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{VARIABLE_OP ghosts divide 4}
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{VARIABLE_OP ear_count divide 4}
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#endif
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#ifdef NORMAL
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# 1 ghost per 3 exposed units per turn
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{VARIABLE_OP ghosts divide 3}
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{VARIABLE_OP ear_count divide 3}
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#endif
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#ifdef HARD
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# 1 ghost per 2 exposed units per turn
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{VARIABLE_OP ghosts divide 2}
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{VARIABLE_OP ear_count divide 2}
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#endif
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[if]
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[variable]
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name=max_ghosts
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greater_than=$ear_count
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[/variable]
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[then]
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{VARIABLE max_ghosts $ear_count}
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[/then]
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[/if]
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{CLEAR_VARIABLE ear_count}
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{VARIABLE_OP ghosts_per_turn divide 21}
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{VARIABLE_OP ghosts_per_turn add {ON_DIFFICULTY 1 2 3}}
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# 1 ghost per 4/3/2 exposed units (roughly) per turn
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{VARIABLE_OP ghosts divide {ON_DIFFICULTY 4 3 2}}
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# limit ghost appearance rate
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[if]
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[variable]
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