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Liberty S8: Remove unnecessary hidden side
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Side 3 was composed by enemy reinforcements. Since they were
spawned on the right corner of the map, and since side 2
was blocked inside Halstead by and [avoid] tag, it was
necessary to add a new hidden side which could move freely
on the map.
If we upgrade the AI, removing the [avoid] tag, this hidden
side becomes unnecessary.

(cherry-picked from commit f32dfaa)
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DisherProject authored and sigurdfdragon committed Oct 7, 2018
1 parent d222aaf commit 258f4e8
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6 changes: 3 additions & 3 deletions data/campaigns/Liberty/maps/08_Glory.map
@@ -1,7 +1,7 @@
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Expand Down Expand Up @@ -36,7 +36,7 @@ Gs^Fds, Gs^Fds, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fds, Gg, Gs^Fds, Gg, Gg, Gg, Gg, Gg,
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105 changes: 28 additions & 77 deletions data/campaigns/Liberty/scenarios/08_Glory.cfg
Expand Up @@ -49,7 +49,7 @@
user_team_name=_"Rebels"
[/side]

{AI_CONTROLLER () 1 5,6 ()}
{AI_CONTROLLER () 1 4,5 ()}

{STARTING_VILLAGES 1 4}

Expand All @@ -64,7 +64,6 @@
{GOLD 200 340 400}
{INCOME 10 20 40}
controller=ai
color=blue
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0}
{AI_SIMPLE_ALWAYS_ASPECT leader_value 0}
Expand Down Expand Up @@ -97,32 +96,6 @@

[side]
side=3
no_leader=yes
controller=ai
color=blue
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0}
{AI_SIMPLE_ALWAYS_ASPECT leader_value 0}
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.4}
[goal]
value=10
[criteria]
[filter_location]
# These cover Halstead itself and a bit of the area around
# the four gates
x=14-26,12-28,17-23
y=11-22,14-20,10-22
[/filter_location]
[/criteria]
[/goal]
[/ai]
team_name=bad_guys
user_team_name=_"Asheviere"
{FLAG_VARIANT loyalist}
[/side]

[side]
side=4
type=Orcish Warlord
id=Vashna
name= _ "Vashna"
Expand All @@ -131,7 +104,6 @@
recruit=Wolf Rider,Orcish Grunt,Orcish Archer,Orcish Assassin,Troll,Troll Whelp
gold=300
controller=ai
color=green
[ai]
scout_village_targeting=1
{AI_SIMPLE_NIGHT_ASPECT aggression 0.9}
Expand Down Expand Up @@ -165,10 +137,10 @@
{FLAG_VARIANT6 ragged}
[/side]

{STARTING_VILLAGES 4 5}
{STARTING_VILLAGES 3 5}

[side]
side=5
side=4
type=Shadow Lord
id=Helicrom
name= _ "Helicrom"
Expand All @@ -178,7 +150,6 @@
recruit=Shadow Mage,Fugitive,Rogue Mage,Rogue,Huntsman
{GOLD 700 600 500}
controller=ai
color=purple
[ai]
recruitment_pattern=mixed fighter,mixed fighter,fighter,mixed fighter,archer
[goal]
Expand All @@ -199,11 +170,10 @@
[/side]

[side]
side=6
side=5
no_leader=yes
{GOLD 380 260 160}
controller=ai
color=black
team_name=good_guys
user_team_name=_"Rebels"
[ai]
Expand Down Expand Up @@ -337,7 +307,7 @@
[/then]
[else]
[kill]
side=5
side=4
[/kill]
{MODIFY_TERRAIN Gs^Fds (25-28) (37-40)}
[/else]
Expand Down Expand Up @@ -498,7 +468,7 @@
[/if]

[unit]
side=6
side=5
type=Paladin
id=Sir Gwydion
name= _ "Sir Gwydion"
Expand All @@ -508,10 +478,10 @@

{MOVE_UNIT (id=Sir Gwydion) 5 3}

{GENERIC_UNIT 6 (Lancer) 4 3}
{GENERIC_UNIT 6 (Lancer) 6 2}
{GENERIC_UNIT 6 (Knight) 4 2}
{GENERIC_UNIT 6 (Knight) 5 2}
{GENERIC_UNIT 5 (Lancer) 4 3}
{GENERIC_UNIT 5 (Lancer) 6 2}
{GENERIC_UNIT 5 (Knight) 4 2}
{GENERIC_UNIT 5 (Knight) 5 2}
#
#
[message]
Expand All @@ -527,7 +497,7 @@
{MODIFY_TERRAIN Ke (5) (3)}

[set_recruit]
side=6
side=5
recruit=Knight,Lancer
[/set_recruit]

Expand Down Expand Up @@ -577,26 +547,26 @@
# unit can be moved, in case the player would have misplaced his units
# on the spawn coordinates.

{GENERIC_UNIT 3 (Shock Trooper) 40 23}
{MOVE_UNIT x,y,side=40,23,3 38 23}
{GENERIC_UNIT 2 (Shock Trooper) 40 23}
{MOVE_UNIT x,y,side=40,23,2 38 23}

{GENERIC_UNIT 3 (Shock Trooper) 40 24}
{MOVE_UNIT x,y,side=40,24,3 39 23}
{GENERIC_UNIT 2 (Shock Trooper) 40 24}
{MOVE_UNIT x,y,side=40,24,2 39 23}

{GENERIC_UNIT 3 (Shock Trooper) 40 23}
{MOVE_UNIT x,y,side=40,23,3 38 22}
{GENERIC_UNIT 2 (Shock Trooper) 40 23}
{MOVE_UNIT x,y,side=40,23,2 38 22}

{GENERIC_UNIT 3 (Pikeman) 40 24}
{MOVE_UNIT x,y,side=40,24,3 39 21}
{GENERIC_UNIT 2 (Pikeman) 40 24}
{MOVE_UNIT x,y,side=40,24,2 39 21}

{GENERIC_UNIT 3 (Lieutenant) 40 23}
{MOVE_UNIT x,y,side=40,23,3 37 21}
{GENERIC_UNIT 2 (Lieutenant) 40 23}
{MOVE_UNIT x,y,side=40,23,2 37 21}

{GENERIC_UNIT 3 (Longbowman) 40 24}
{MOVE_UNIT x,y,side=40,24,3 38 21}
{GENERIC_UNIT 2 (Longbowman) 40 24}
{MOVE_UNIT x,y,side=40,24,2 38 21}

{GENERIC_UNIT 3 (Heavy Infantryman) 40 23}
{MOVE_UNIT x,y,side=40,23,3 39 24}
{GENERIC_UNIT 2 (Heavy Infantryman) 40 23}
{MOVE_UNIT x,y,side=40,23,2 39 24}
[/event]
#enddef

Expand All @@ -606,25 +576,6 @@
{BAD_CAVALRY 25}
{BAD_CAVALRY 31}

# If the side 3 reinforcements move to a village, it is given to side 2
[event]
name=moveto
first_time_only=no

[filter]
side=3

[filter_location]
terrain=*^V*
[/filter_location]
[/filter]

[capture_village]
side=2
x,y=$x1,$y1
[/capture_village]
[/event]

#
# Special Event - the first time you kill one of them, they catch on
# that you're trying to storm the fortress (color dialogue)
Expand All @@ -635,7 +586,7 @@
side=2
[/filter]
[filter_second]
side=1,5,6
side=1,4,5
[/filter_second]
[message]
speaker=Dommel
Expand Down Expand Up @@ -965,7 +916,7 @@ Uu, Uu, Chr, Uh, Re, Uu, Uu, Uh, Uu, Chr, Chr
[/filter]

[filter_second]
side=4,5
side=3,4
[/filter_second]

[fire_event]
Expand All @@ -989,7 +940,7 @@ Uu, Uu, Chr, Uh, Re, Uu, Uu, Uh, Uu, Chr, Chr
[/filter]

[filter_second]
side=1,6
side=1,5
[/filter_second]

[message]
Expand Down

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