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]
This commit is contained in:
Severin Glöckner 2018-07-17 10:28:53 +02:00
parent fce4088fea
commit 8488218053

View file

@ -87,40 +87,34 @@
(scout,fighter,archer,fighter,fighter)}
[/ai]
{FLAG_VARIANT6 ragged}
# 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
{NAMED_GENERIC_UNIT 2 Footpad 28 13 () (_"Criminal")} {VILLAGE_USERS}
{NAMED_GENERIC_UNIT 2 Footpad 21 17 () (_"Criminal")} {VILLAGE_USERS} {GUARDIAN}
#ifdef NORMAL
{NAMED_GENERIC_UNIT 2 Footpad 34 14 () (_"Criminal")} {VILLAGE_USERS}
{NAMED_GENERIC_UNIT 2 Poacher 18 22 () (_"Criminal")} {VILLAGE_USERS} {GUARDIAN}
#endif
#ifdef HARD
{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
[/side]
{STARTING_VILLAGES 2 21}
# The Bandit Armies - Hidden Criminals
[side]
side=3
no_leader=yes
color=2
hidden=yes
team_name=bandits
user_team_name=_"Bandits"
{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}
#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}
#endif
{FLAG_VARIANT6 ragged}
[/side]
[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