diff --git a/data/ai/lua/ca_castle_switch.lua b/data/ai/lua/ca_castle_switch.lua index fda8b4953531..c0d2b11adcb7 100644 --- a/data/ai/lua/ca_castle_switch.lua +++ b/data/ai/lua/ca_castle_switch.lua @@ -161,7 +161,7 @@ function ca_castle_switch:evaluation(cfg, data) data.leader_target = next_hop -- if we're on a keep, wait until there are no movable units on the castle before moving off - CS_leader_score = 290000 + CS_leader_score = 195000 if wesnoth.get_terrain_info(wesnoth.get_terrain(leader.x, leader.y)).keep then local castle = wesnoth.get_locations { x = "1-"..width, y = "1-"..height, diff --git a/data/ai/lua/ca_grab_villages.lua b/data/ai/lua/ca_grab_villages.lua index 13f252bab8dd..3b8e3c82c807 100644 --- a/data/ai/lua/ca_grab_villages.lua +++ b/data/ai/lua/ca_grab_villages.lua @@ -31,7 +31,7 @@ function ca_grab_villages:evaluation(cfg, data) end -- First check if attacks are possible for any unit - local return_value = 200000 + local return_value = 191000 -- If one with > 50% chance of kill is possible, set return_value to lower than combat CA local attacks = ai.get_attacks() for i,a in ipairs(attacks) do diff --git a/data/ai/lua/ca_move_to_any_enemy.lua b/data/ai/lua/ca_move_to_any_enemy.lua index d5930f47d273..d20f0a159d02 100644 --- a/data/ai/lua/ca_move_to_any_enemy.lua +++ b/data/ai/lua/ca_move_to_any_enemy.lua @@ -51,7 +51,7 @@ function ca_move_to_any_enemy:evaluation(cfg, data) MTAE_unit = unit if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end - return 1 + return 1000 end function ca_move_to_any_enemy:execution(cfg, data) diff --git a/data/ai/lua/ca_place_healers.lua b/data/ai/lua/ca_place_healers.lua index de15dca6904f..65da4d3edb5a 100644 --- a/data/ai/lua/ca_place_healers.lua +++ b/data/ai/lua/ca_place_healers.lua @@ -11,7 +11,7 @@ function ca_place_healers:evaluation(cfg, data) if HS:evaluation(cfg, data) > 0 then if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end - return 95000 + return 96000 end if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end return 0 diff --git a/data/ai/lua/ca_recruit_rushers.lua b/data/ai/lua/ca_recruit_rushers.lua index c9f0963277b2..dab29ef6c3e8 100644 --- a/data/ai/lua/ca_recruit_rushers.lua +++ b/data/ai/lua/ca_recruit_rushers.lua @@ -14,7 +14,7 @@ end local dummy_engine = { data = {} } -local params = { score_function = (function() return 300000 end) } +local params = { score_function = (function() return 196000 end) } if ca_castle_switch then params.min_turn_1_recruit = (function() return ca_castle_switch:evaluation({}, dummy_engine.data) > 0 end) params.leader_takes_village = (function() diff --git a/data/ai/lua/ca_retreat_injured.lua b/data/ai/lua/ca_retreat_injured.lua index 9fbced337e19..2b6571e6f532 100644 --- a/data/ai/lua/ca_retreat_injured.lua +++ b/data/ai/lua/ca_retreat_injured.lua @@ -30,7 +30,7 @@ function ca_retreat_injured:evaluation(cfg, data) end end if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end - return 205000 + return 192000 end if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end return 0 diff --git a/data/ai/lua/generic_recruit_engine.lua b/data/ai/lua/generic_recruit_engine.lua index 55b1b58b2958..fd6529cdb9dd 100644 --- a/data/ai/lua/generic_recruit_engine.lua +++ b/data/ai/lua/generic_recruit_engine.lua @@ -371,7 +371,7 @@ return { end data.recruit.cheapest_unit_cost = cheapest_unit_cost - local score = 180000 -- default score if one not provided. Same as RCA AI + local score = 180010 -- default score if one not provided, just above RCA AI recruiting if params.score_function then score = params.score_function() end