diff --git a/js/003-data/gameVariableData.js b/js/003-data/gameVariableData.js index 366c1f2cdcd7b599bff13c2896da257718b8932b..b8bb22e895002ad45135dca2cd946e7cc01a1482 100644 --- a/js/003-data/gameVariableData.js +++ b/js/003-data/gameVariableData.js @@ -397,7 +397,6 @@ App.Data.resetOnNGPlus = { weapManu: 0, weapProductivity: 1, weapLab: 1, - baseUpgradeTime: 10, weapUpgrades: [], currentUpgrade: {}, droneUpgrades: {}, diff --git a/src/Mods/SecExp/attackOptions.tw b/src/Mods/SecExp/attackOptions.tw index 841e84f9774dc579bb808b11953e11ac50d9cdba..9d6b8c92439e1fefb4e4f6d4e55ee9d626ecab29 100644 --- a/src/Mods/SecExp/attackOptions.tw +++ b/src/Mods/SecExp/attackOptions.tw @@ -184,7 +184,7 @@ approximately <strong><<print _estimatedMen>> men</strong> are coming, they seem <<set _leader = "$assistant.name will">> <<replace "#leader">><strong><<print _leader>></strong><</replace>> <</link>> -<<if $BodyguardID != 0 && $slavesOfficers == 1>> +<<if $BodyguardID != 0 && $SecExp.edicts.defense.slavesOfficers == 1>> | <<link "Let your bodyguard lead your troops">> <<set $leadingTroops = "bodyguard">> @@ -192,7 +192,7 @@ approximately <strong><<print _estimatedMen>> men</strong> are coming, they seem <<replace "#leader">><strong><<print _leader>></strong><</replace>> <</link>> <</if>> -<<if $HeadGirlID != 0 && $slavesOfficers == 1>> +<<if $HeadGirlID != 0 && $SecExp.edicts.defense.slavesOfficers == 1>> | <<link "Let your Head Girl lead your troops">> <<set $leadingTroops = "headGirl">> diff --git a/src/Mods/SecExp/buildings/weaponsManufacturing.tw b/src/Mods/SecExp/buildings/weaponsManufacturing.tw index 3b795262e9cf093361060961ac21e91776c8012f..04adfbd931184a0fa7d454bb5e477d6c2af80f5c 100644 --- a/src/Mods/SecExp/buildings/weaponsManufacturing.tw +++ b/src/Mods/SecExp/buildings/weaponsManufacturing.tw @@ -1,6 +1,6 @@ :: weaponsManufacturing [nobr] -<<set $nextButton = "Back", $nextLink = "Main">> +<<set $nextButton = "Back", $nextLink = "Main", _baseUpgradeTime = 10>> This sector of the arcology has been dedicated to weapons manufacturing. These factories supply <<if $militiaUnits.length > 0>> your militia and<</if>> @@ -104,8 +104,8 @@ You own <<print num($menials)>> free menial slaves. This manufacturing complex c <<run cashX(forceNeg(10000 * $weapProductivity), "capEx")>> <<set $weapProductivity++>> <<if $currentUpgrade.time > 0>> - <<set _percentComplete = $currentUpgrade.time / ($baseUpgradeTime / ($weapProductivity - 1))>> - <<set _newTime = Math.ceil(_percentComplete * $baseUpgradeTime / $weapProductivity)>> + <<set _percentComplete = $currentUpgrade.time / (_baseUpgradeTime / ($weapProductivity - 1))>> + <<set _newTime = Math.ceil(_percentComplete * _baseUpgradeTime / $weapProductivity)>> <<set $currentUpgrade.time = _newTime>> <</if>> <<goto "weaponsManufacturing">> @@ -189,7 +189,7 @@ __Markets__: <</link>> <</if>> <br><br> -<<set _time = Math.ceil($baseUpgradeTime / $weapProductivity)>> +<<set _time = Math.ceil(_baseUpgradeTime / $weapProductivity)>> Upgrades: With our current industrial and research capabilities upgrades will be finished in _time weeks.