ANL: alternative solution for Guard Problem
This avoids not only luring them on weak terrain, but also luring them out of the way.
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2 changed files with 35 additions and 3 deletions
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@ -9,14 +9,18 @@
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#enddef
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#define MOVEMENT_RESTRICTION
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# to avoid luring onto unprotected terrain, can still move in castles
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[object]
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silent=yes
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duration=forever
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duration=scenario
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[effect]
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apply_to=movement_costs
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replace=true
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[movement_costs]
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flat={UNREACHABLE}
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frozen={UNREACHABLE}
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cave={UNREACHABLE}
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reef={UNREACHABLE}
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sand={UNREACHABLE}
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shallow_water={UNREACHABLE}
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swamp_water={UNREACHABLE}
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@ -25,3 +29,31 @@
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[/effect]
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[/object]
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#enddef
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#define MOVEMENT_RESTRICTION_FULL
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# to avoid luring onto destroyable buildings or out of position
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[object]
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silent=yes
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duration=scenario
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[effect]
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apply_to=movement_costs
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replace=true
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[movement_costs]
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castle={UNREACHABLE}
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village={UNREACHABLE}
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flat={UNREACHABLE}
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mountains={UNREACHABLE}
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frozen={UNREACHABLE}
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cave={UNREACHABLE}
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hills={UNREACHABLE}
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reef={UNREACHABLE}
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fungus={UNREACHABLE}
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sand={UNREACHABLE}
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forest={UNREACHABLE}
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shallow_water={UNREACHABLE}
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swamp_water={UNREACHABLE}
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deep_water={UNREACHABLE}
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[/movement_costs]
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[/effect]
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[/object]
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#enddef
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@ -243,7 +243,7 @@
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{GUARDIAN}
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[+unit]
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[+modifications]
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{MOVEMENT_RESTRICTION}
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{MOVEMENT_RESTRICTION_FULL}
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[/modifications]
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[/unit]
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#enddef
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@ -254,7 +254,7 @@
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{GUARDIAN}
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[+unit]
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[+modifications]
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{MOVEMENT_RESTRICTION}
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{MOVEMENT_RESTRICTION_FULL}
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{TRAIT_LOYAL}
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[/modifications]
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[/unit]
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