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@@ -2616,7 +2616,7 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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continue;
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const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
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InfoAboutHero iah;
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- iah.initFromHero(best, level >= 8);
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+ iah.initFromHero(best, level >= 2);
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iah.army.clear();
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tgi.colorToBestHero[g->second.color] = iah;
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}
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@@ -2633,27 +2633,27 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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{
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FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
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}
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- if(level >= 4) //obelisks found
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+ if(level >= 3) //obelisks found
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{
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FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id])
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}
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- if(level >= 5) //artifacts
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+ if(level >= 4) //artifacts
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{
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FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
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}
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- if(level >= 6) //army strength
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+ if(level >= 4) //army strength
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{
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FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
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}
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- if(level >= 7) //income
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+ if(level >= 5) //income
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{
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FILL_FIELD(income, statsHLP::getIncome(&g->second))
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}
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- if(level >= 8) //best hero's stats
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+ if(level >= 2) //best hero's stats
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{
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//already set in lvl 1 handling
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}
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- if(level >= 9) //personality
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+ if(level >= 3) //personality
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{
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for(auto g = players.cbegin(); g != players.cend(); ++g)
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{
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@@ -2670,7 +2670,7 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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}
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}
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- if(level >= 10) //best creature
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+ if(level >= 4) //best creature
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{
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//best creatures belonging to player (highest AI value)
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for(auto g = players.cbegin(); g != players.cend(); ++g)
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