From c1bdccc0101e89481e2dbc7e04e6ad9227a3ffbd Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Severin=20Gl=C3=B6ckner?= Date: Tue, 17 Jul 2018 10:28:53 +0200 Subject: [PATCH] TSG S2: avoid the possibility of the AI neutralizing villages... ...which it neither burns or captures. The AI has two sides which are presented as one to the player. It's not the best approach, because it is possible that the player realizes it looking at the side informations, e.g. how many units the enemy side has listed there. This commit unifies both sides, while still keeping the units from formerly side 3 being unable to burn villages, but, as now being in a side with a leader, they can capture them. An advantage of having two sides was, that the units could have different AI settings, and that the leaderless side was not interrested in villages. The AI settings will be adressed in a seperate commit. (bug #3032) [ci skip] (cherry-picked from commit d749005d21d3407a6bd1aff991df4ae3d0372d80) --- .../scenarios/02_Proven_by_the_Sword.cfg | 52 +++++++++---------- 1 file changed, 26 insertions(+), 26 deletions(-) diff --git a/data/campaigns/The_South_Guard/scenarios/02_Proven_by_the_Sword.cfg b/data/campaigns/The_South_Guard/scenarios/02_Proven_by_the_Sword.cfg index f4eb912e6ebf..25041240a14a 100644 --- a/data/campaigns/The_South_Guard/scenarios/02_Proven_by_the_Sword.cfg +++ b/data/campaigns/The_South_Guard/scenarios/02_Proven_by_the_Sword.cfg @@ -87,40 +87,34 @@ (scout,fighter,archer,fighter,fighter)} [/ai] {FLAG_VARIANT6 ragged} - [/side] - - {STARTING_VILLAGES 2 21} - - # The Bandit Armies - Hidden Criminals - [side] - side=3 - no_leader=yes - color=2 - hidden=yes + # These units won't, unlike all recruited ones, burn down villages. + # Instead they capture them, if they move onto one. +#define VILLAGE_USERS + [+unit] + role=Criminal + upkeep=loyal + [/unit] +#enddef - team_name=bandits - user_team_name=_"Bandits" + {NAMED_GENERIC_UNIT 2 Footpad 28 13 () (_"Criminal")} {VILLAGE_USERS} + {NAMED_GENERIC_UNIT 2 Footpad 21 17 () (_"Criminal")} {VILLAGE_USERS} {GUARDIAN} - {NAMED_GENERIC_UNIT 2 Footpad 28 13 () (_"Criminal")} #ifdef NORMAL - {NAMED_GENERIC_UNIT 2 Footpad 34 14 () (_"Criminal")} -#endif -#ifdef HARD - {NAMED_GENERIC_UNIT 2 Footpad 34 14 () (_"Criminal")} - {NAMED_GENERIC_UNIT 2 Thief 22 12 () (_"Criminal")} {GUARDIAN} + {NAMED_GENERIC_UNIT 2 Footpad 34 14 () (_"Criminal")} {VILLAGE_USERS} + {NAMED_GENERIC_UNIT 2 Poacher 18 22 () (_"Criminal")} {VILLAGE_USERS} {GUARDIAN} #endif - {NAMED_GENERIC_UNIT 2 Footpad 21 17 () (_"Criminal")} {GUARDIAN} -#ifdef NORMAL - {NAMED_GENERIC_UNIT 2 Poacher 18 22 () (_"Criminal")} {GUARDIAN} -#endif #ifdef HARD - {NAMED_GENERIC_UNIT 2 Thief 18 22 () (_"Criminal")} {GUARDIAN} + {NAMED_GENERIC_UNIT 2 Footpad 34 14 () (_"Criminal")} {VILLAGE_USERS} + # Thief instead of Poacher: + {NAMED_GENERIC_UNIT 2 Thief 18 22 () (_"Criminal")} {VILLAGE_USERS} {GUARDIAN} + {NAMED_GENERIC_UNIT 2 Thief 22 12 () (_"Criminal")} {VILLAGE_USERS} {GUARDIAN} #endif - {FLAG_VARIANT6 ragged} [/side] + {STARTING_VILLAGES 2 21} + [event] name=prestart @@ -142,7 +136,7 @@ {MODIFY_TERRAIN Ce 19 28} #endif - #make Urza Nalmath water-phobic + # Make Urza Nalmath water-phobic [object] silent=yes [filter] @@ -153,7 +147,6 @@ apply_to=movement_costs replace=yes [movement_costs] - deep_water={UNREACHABLE} shallow_water={UNREACHABLE} swamp_water={UNREACHABLE} [/movement_costs] @@ -509,6 +502,9 @@ [filter] side=2 race=human + [not] + role=Criminal + [/not] [/filter] [message] @@ -531,6 +527,9 @@ [filter] side=2 race=human + [not] + role=Criminal + [/not] [/filter] [sound] @@ -654,4 +653,5 @@ [/event] [/scenario] +#undef VILLAGE_USERS #undef URZA_NALMATH_AI_PARAMS