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TSG S2: avoid the possibility of the AI neutralizing villages...
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...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)

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sevu committed Aug 27, 2018
1 parent bbc31e6 commit d749005
Showing 1 changed file with 26 additions and 26 deletions.
52 changes: 26 additions & 26 deletions data/campaigns/The_South_Guard/scenarios/02_Proven_by_the_Sword.cfg
Expand Up @@ -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

Expand All @@ -142,7 +136,7 @@
{MODIFY_TERRAIN Ce 19 28}
#endif

#make Urza Nalmath water-phobic
# Make Urza Nalmath water-phobic
[object]
silent=yes
[filter]
Expand All @@ -153,7 +147,6 @@
apply_to=movement_costs
replace=yes
[movement_costs]
deep_water={UNREACHABLE}
shallow_water={UNREACHABLE}
swamp_water={UNREACHABLE}
[/movement_costs]
Expand Down Expand Up @@ -509,6 +502,9 @@
[filter]
side=2
race=human
[not]
role=Criminal
[/not]
[/filter]

[message]
Expand All @@ -531,6 +527,9 @@
[filter]
side=2
race=human
[not]
role=Criminal
[/not]
[/filter]

[sound]
Expand Down Expand Up @@ -654,4 +653,5 @@
[/event]
[/scenario]

#undef VILLAGE_USERS
#undef URZA_NALMATH_AI_PARAMS

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