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@ -94,7 +94,7 @@ static const NWidgetPart _nested_generate_landscape_widgets[] = {
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_LAND_GENERATOR, STR_NULL), SetFill(1, 1),
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_TERRAIN_TYPE, STR_NULL), SetFill(1, 1),
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_VARIETY, STR_NULL), SetFill(1, 1),
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_QUANTITY_OF_SEA_LAKES, STR_NULL), SetFill(1, 1),
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_SEA_LEVEL, STR_NULL), SetFill(1, 1),
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_NUMBER_OF_TOWNS, STR_NULL), SetFill(1, 1),
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_NUMBER_OF_INDUSTRIES, STR_NULL), SetFill(1, 1),
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_BORDER_TYPE, STR_NULL), SetFill(1, 1),
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@ -882,7 +882,7 @@ struct GenerateLandscapeWindow : public Window {
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if ((uint)index == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
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this->widget_id = widget;
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SetDParam(0, _settings_newgame.game_creation.custom_sea_level);
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ShowQueryString(STR_JUST_INT, STR_MAPGEN_QUANTITY_OF_SEA_LAKES, 3, this, CS_NUMERAL, QSF_NONE);
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ShowQueryString(STR_JUST_INT, STR_MAPGEN_SEA_LEVEL, 3, this, CS_NUMERAL, QSF_NONE);
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}
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_settings_newgame.difficulty.quantity_sea_lakes = index;
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break;
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