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]
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1 changed files with 28 additions and 7 deletions
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@ -156,17 +156,38 @@
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[/side]
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# This prevents the magican from getting himself killed easily by not
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# leaving him off his castle
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# leaving him off his castle.
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[event]
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name=side 2 turn refresh
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first_time_only=no
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# Exception to avoid the leader being passive even after he is basically defeated.
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# If the leader recruited one unit last turn, they can leave the castle together.
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[filter_condition]
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[not]
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[have_unit]
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side=2
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canrecruit=no
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count=1
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[/have_unit]
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[/not]
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[/filter_condition]
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[modify_unit]
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[object]
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silent=yes
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duration=turn end
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take_only_once=no
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[filter]
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id="Mal A'kai"
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[/filter]
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moves=1
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[/modify_unit]
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[effect]
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apply_to=movement_costs
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replace=yes
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[movement_costs]
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flat={UNREACHABLE}
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swamp_water={UNREACHABLE}
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[/movement_costs]
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[/effect]
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[/object]
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[/event]
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{STARTING_VILLAGES 3 9}
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@ -510,7 +531,7 @@
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animate=yes
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[/kill]
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{VARIABLE undead_defeated "yes"}
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{VARIABLE undead_defeated yes}
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[if]
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[variable]
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@ -556,7 +577,7 @@
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animate=yes
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[/kill]
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{VARIABLE bandits_defeated "yes"}
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{VARIABLE bandits_defeated yes}
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[if]
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[variable]
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@ -647,7 +668,7 @@
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message= _ "Well, vengeance or no, if you will lead us into the forest, we will follow you and battle the undead!"
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[/message]
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{VARIABLE mebrin_found "yes"}
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{VARIABLE mebrin_found yes}
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[if]
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[variable]
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