diff --git a/devTools/javaSanityCheck/ignoredVariables b/devTools/javaSanityCheck/ignoredVariables index 7caca87985afedde1020bf1dcad3761f587b6ce7..1aea7eacb2fe33802d0518eea12b5dc93112d39c 100644 --- a/devTools/javaSanityCheck/ignoredVariables +++ b/devTools/javaSanityCheck/ignoredVariables @@ -1,6 +1,4 @@ # Add hits, that are false positives and should therefore be ignored, here -atkMod -defMod tacChance #re-added below 11/14 ############################ diff --git a/src/Mods/SecExp/attackHandler.tw b/src/Mods/SecExp/events/attackHandler.tw similarity index 100% rename from src/Mods/SecExp/attackHandler.tw rename to src/Mods/SecExp/events/attackHandler.tw diff --git a/src/Mods/SecExp/rebellionHandler.tw b/src/Mods/SecExp/events/rebellionHandler.tw similarity index 100% rename from src/Mods/SecExp/rebellionHandler.tw rename to src/Mods/SecExp/events/rebellionHandler.tw diff --git a/src/Mods/SecExp/rebellionOptions.tw b/src/Mods/SecExp/events/rebellionOptions.tw similarity index 100% rename from src/Mods/SecExp/rebellionOptions.tw rename to src/Mods/SecExp/events/rebellionOptions.tw diff --git a/src/Mods/SecExp/js/secExp.js b/src/Mods/SecExp/js/secExp.js index a42b9592b7aa356183c97b48a7f26fe126dfed64..be6f467b4c9e93574b4b590acb2393ee124793ed 100644 --- a/src/Mods/SecExp/js/secExp.js +++ b/src/Mods/SecExp/js/secExp.js @@ -727,7 +727,11 @@ App.SecExp.battle = (function() { * @returns {number} */ function activeUnits() { - return (jsDef(V.SecExp.units.bots.active) ? V.SecExp.units.bots.active : 0) + App.SecExp.unit.humanSquads().length; + if (V.secExpEnabled > 0) { + return (jsDef(V.SecExp.units.bots.active) ? V.SecExp.units.bots.active : 0) + App.SecExp.unit.humanSquads().length; + } else { + return 0; + } } /** Get maximum active units diff --git a/src/Mods/SecExp/potentialToDo.txt b/src/Mods/SecExp/potentialToDo.txt index 5e2f32e9951cd2d2bf547878af1e2f2e6d23370b..488310875d036463afb62232e545990f7bfe81d8 100644 --- a/src/Mods/SecExp/potentialToDo.txt +++ b/src/Mods/SecExp/potentialToDo.txt @@ -21,7 +21,6 @@ Hexall90's last merged commit: 52dde0b3 - How to make threads - 355478 - One thing I find to be weird/stupid is that facilities must be manned with menial slaves. I think that it instead should be an option, like with armies, to man them with free citizens instead who then do a better job but instead require a monthly wage. - Oni-girl soldiers. -- Modify DOL battle scene to recognize SecExp units. - Update encyclopedia entry to reflect above. - Add suicide units. - Add WarAnimal's units - Optimally Functioning Code, 254511 - 3rd Military Animal Platoon. diff --git a/src/events/nonRandom/daughters/pCoupAttempt.tw b/src/events/nonRandom/daughters/pCoupAttempt.tw index 9f6ee5026521a3eb20f58622362ae5bece70c290..5839cc217ec274cfcf0cb2d79033045397467adf 100644 --- a/src/events/nonRandom/daughters/pCoupAttempt.tw +++ b/src/events/nonRandom/daughters/pCoupAttempt.tw @@ -1,6 +1,7 @@ :: P coup attempt [nobr] <<set $nextButton = "Continue", $daughtersVictory = 1>> +<<set _SecExpUnits = App.SecExp.battle.activeUnits()>> <<if $traitor != 0>> <<set _weeks = $traitorWeeks-1, _pregWeeks = $traitorWeeks-1, $traitorWeeks = 0>> @@ -65,9 +66,7 @@ You are awakened in the middle of the night by a jolt that shakes the entire arc <br><br> -<<if ($mercenaries == 0) && ($arcologies[0].FSRomanRevivalistLaw == 0)>> - You are alone in contributing to the defense of your home. -<<elseif ($mercenaries == 0) && ($arcologies[0].FSNeoImperialistLaw1 == 0)>> +<<if _SecExpUnits === 0 && $mercenaries === 0 && $arcologies[0].FSRomanRevivalistLaw === 0 && $arcologies[0].FSNeoImperialistLaw1 === 0>> You are alone in contributing to the defense of your home. <<elseif $mercenaries == 1>> Your mercenaries desperately defend their barracks but manage little else. @@ -83,10 +82,22 @@ You are awakened in the middle of the night by a jolt that shakes the entire arc As the rebels reel back from the shockingly organized initial resistance of your always-ready Imperial Knights and their lightly-armed but fanatically determined guardsmen, it becomes increasingly clear just how well prepared your arcology was for this exact event. Even as fires rage through the streets of your home, Knights clamber forward through the rebel lines practically undisturbed by the fire that clatters off their enormously thick plate, laying down explosive volleys with enormous heavy guns and launching themselves into outright melee with their holographic weapons. <</if>> +<<if _SecExpUnits >= 4>> + Your + <<if _SecExpUnits >= 9>> + massive + <<elseif _SecExpUnits >= 7>> + huge + <<elseif _SecExpUnits >= 4>> + small + <</if>> + private army quickly and efficently contribues to the defense of $arcologies[0].name. +<</if>> + <br><br> <<set _newSlaves = []>> -<<if $arcologies[0].FSRomanRevivalistLaw + $arcologies[0].FSNeoImperialistLaw1 + $mercenaries + $personalArms + $hackerSupport + _doubleAgent > 8>> +<<if (_SecExpUnits/2) + $arcologies[0].FSRomanRevivalistLaw + $arcologies[0].FSNeoImperialistLaw1 + $mercenaries + $personalArms + $hackerSupport + _doubleAgent > 8>> @@.yellow;The Daughters of Liberty are utterly crushed.@@ $arcologies[0].name has been slightly damaged, but even as the last pockets of resistance are crushed, your citizens begin repairs themselves. The effect on your reputation is @@.green;immensely positive,@@ since your victory was insultingly easy and barely set the arcology's prosperity back at all. You also took a truly impressive bag of prisoners. <<set $daughtersVictory = 3>> <<run cashX(-2000, "war")>>