Remove the enemy forces multiplier option.

This didn't do what it claimed to (it actually just determines the
threshold for whether a control point shoudl be a *preferred* canidate
for purchasing ground units), and the income multipliers offer the
intended behavior.
This commit is contained in:
Dan Albert
2020-12-05 23:51:28 -08:00
parent aa9ffa0855
commit ce977ac937
5 changed files with 12 additions and 21 deletions

View File

@@ -146,7 +146,6 @@ def create_game(campaign_path: Path, blue: str, red: str,
start_date=datetime.today(),
player_budget=DEFAULT_BUDGET,
enemy_budget=DEFAULT_BUDGET,
multiplier=1.0,
midgame=False,
inverted=False,
no_carrier=False,

View File

@@ -81,7 +81,6 @@ class NewGameWizard(QtWidgets.QWizard):
enemy_budget=int(self.field("enemy_starting_money")),
# QSlider forces integers, so we use 1 to 50 and divide by 10 to
# give 0.1 to 5.0.
multiplier=self.field("multiplier") / 10,
midgame=self.field("midGame"),
inverted=self.field("invertMap"),
no_carrier=self.field("no_carrier"),
@@ -360,10 +359,6 @@ class DifficultyAndAutomationOptions(QtWidgets.QWizardPage):
economy_layout = QtWidgets.QVBoxLayout()
economy_group.setLayout(economy_layout)
multiplier = TenthsSpinSlider("Enemy forces multiplier", 1, 50, 10)
self.registerField('multiplier', multiplier.spinner)
economy_layout.addLayout(multiplier)
player_income = TenthsSpinSlider("Player income multiplier", 1, 50, 10)
self.registerField("player_income_multiplier", player_income.spinner)
economy_layout.addLayout(player_income)