Relevant references of difficulty:
PROGRAM\Dialog_func.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void SelectCoastalGuardShip(ref rCharacter)
{
// PS -->
ref PChar;
PChar = GetMainCharacter();
int irank = sti(PChar.Rank)/2;
int pRank = sti(PChar.rank);
if(GetShipCap()) { if((8-GetCharacterShipClass(PChar)) * 2 < pRank) { pRank = (8-GetCharacterShipClass(PChar)) * 2; } } // NK
irank = makeint((pRank/2.0 + Rand(pRank/2)) * (2.0/3.0 + ((makefloat(GetDifficulty())-1.0)/5.0)) + 0.5);
if(irank < 1) irank = 1;<!--c2--></div><!--ec2-->This makes the level of random ships dependant on difficulty.
PROGRAM\Loc_ai\LAi_boarding.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> if (GetDifficulty() < 4 && boarding_erank > 2*sti(mchr.rank)) // LDH 06Sep06 put a limit on this thing to prevent insanely high enemy ranks
{
int new_boarding_erank = sti(mchr.rank) * 2;
SDLogIt("boarding_erank changed from " + boarding_erank + " to " + new_boarding_erank);
boarding_erank = new_boarding_erank;
}<!--c2--></div><!--ec2-->This apparently stops insanely high level enemies on all but the highest difficulties.
PROGRAM\Loc_ai\LAi_CreateOfficer.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// NK added 05-07-03 as centralized HP setting thing.
float ResetHP(ref chr)
{
int type = 0;
int PlayerHPperLevel = PLAYER_HITPOINTS_PER_LEVEL;
int PlayerStartHP = PLAYER_START_HITPOINTS;
float HP = LAI_DEFAULT_HP;
float level = makefloat(GetLevel(&chr));
if(CheckAttribute(chr, "HPBonus")) HP += stf(chr.HPBonus);
if(sti(chr.index) != GetMainCharacterIndex())
{
if(CheckAttribute(chr, "officer") && sti(chr.officer)) { type = 1; }
else { if(CheckAttribute(chr, "friend") && sti(chr.friend)) { type = 2; }
else { type = 3; }
}
}
switch(type)
{
case 1: HP += level * (11-GetDifficulty()); break; // officer
case 2: HP += level * (11-GetDifficulty()); break; // friend
case 3: HP += level * makeint(pow(GetDifficulty()+1,1.35)); break; // enemy
// case 0, default--PChar.
// ---> El Rapido
HP += PLAYER_START_HITPOINTS + (level - 1) * PlayerHPperLevel - LAI_DEFAULT_HP;
// <--- El Rapido
}<!--c2--></div><!--ec2-->This makes characters regain their health much slower on higher difficulties.
PROGRAM\Loc_ai\LAi_equip.c
Here the difficulty influences the blade and gun used by characters. This is probably what you will want to change.
PROGRAM\MAXIMUS_Functions.c
Here the difficulty influences the speed at which you gain new skills with the Auto Skill System enabled.
PROGRAM\NATIONS\nations.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->float GetChanceDetectFalseFlag()
{
// original code -->
// float rank = GetRankFromPoints(GetScore(GetMainCharacter()));
// return CHANCE_DETECT_FALSE_FLAG_BASE+(CHANCE_DETECT_FALSE_FLAG_MAX-CHANCE_DETECT_FALSE_FLAG_BASE)*rank/MAX_RANK;
// original code <--
// LDH -->
ref mchr = GetMainCharacter(); // KK
float score = GetScore(mchr); // KK
float rank = GetRankFromPoints(score);
int sneak = GetSummonSkillFromName(mchr, SKILL_SNEAK);
int difficulty = GetDifficulty();
float chance = rank/MAX_RANK * (11.0-sneak)/10.0;
chance = chance * difficulty/2.0; // 0.5, 1.0, 1.5, 2.0
// chance = chance * (difficulty+1)/3.0; // alternate difficulty calculation 0.67, 1,0, 1.33, 1.67
chance = retmin(chance,1.0); // so chance doesn't go over 100%
// LogIt("False Flag Detection - Score: " + score + ", rank: " + rank + ", Sneak: " + sneak + ", Chance: " + chance*100.0 + "%"); // for testing
// LogIt("The chance of your false flag being detected is " + chance*100.0 + "%"); // Tell the player, it might get him used to looking for it.
return chance;
// LDH <--
}<!--c2--></div><!--ec2-->Higher difficulty, higher chance of detection of a false flag.
Strangely enough I have found no reference to either enemy character level or amount of carried gold being dependant on difficulty. Just the blades and guns carried. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />