TSG 04: Better implementation to protect the magican

The player can all the time view the stats of any unit in the sidebar. This allowed to
see that he doesn't attack because he has only one move. There is no way to see the
movement costs directly, and as long as they are higher than the max_moves it's not
possible to figure out that this is not AI behavior but a game restriction.

Additionally, as the player has to kill both leaders to continue, try to not let the
player camp around the castle for the rest of the game, by giving the leader a possiblity
to attack if he recruited last turn a unit.

[ci skip]
This commit is contained in:
Severin Glöckner 2018-07-06 22:22:55 +02:00
parent 00d8548c24
commit 7ea951d5b9

View file

@ -156,17 +156,38 @@
[/side]
# This prevents the magican from getting himself killed easily by not
# leaving him off his castle
# leaving him off his castle.
[event]
name=side 2 turn refresh
first_time_only=no
# Exception to avoid the leader being passive even after he is basically defeated.
# If the leader recruited one unit last turn, they can leave the castle together.
[filter_condition]
[not]
[have_unit]
side=2
canrecruit=no
count=1
[/have_unit]
[/not]
[/filter_condition]
[modify_unit]
[object]
silent=yes
duration=turn end
take_only_once=no
[filter]
id="Mal A'kai"
[/filter]
moves=1
[/modify_unit]
[effect]
apply_to=movement_costs
replace=yes
[movement_costs]
flat={UNREACHABLE}
swamp_water={UNREACHABLE}
[/movement_costs]
[/effect]
[/object]
[/event]
{STARTING_VILLAGES 3 9}
@ -510,7 +531,7 @@
animate=yes
[/kill]
{VARIABLE undead_defeated "yes"}
{VARIABLE undead_defeated yes}
[if]
[variable]
@ -556,7 +577,7 @@
animate=yes
[/kill]
{VARIABLE bandits_defeated "yes"}
{VARIABLE bandits_defeated yes}
[if]
[variable]
@ -647,7 +668,7 @@
message= _ "Well, vengeance or no, if you will lead us into the forest, we will follow you and battle the undead!"
[/message]
{VARIABLE mebrin_found "yes"}
{VARIABLE mebrin_found yes}
[if]
[variable]