It's confusing when it pops up on turn 12, regardless of the game state. My
leader is normally on the other side of the river from my keep, and I always
wonder "what about my play triggered that?"
Move the message to be part of the "I now have enough gold to recruit more
units" hint.
Not a code-revert, but a behavior-revert of the switch of this unit
to use the guardian AI. 26327a5bdc.
If he somehow doesn't get across the bridge, warn the player
that something has broken.
- lower AI agression:
AI agression of 1.0 means that the AI doesn't take retalation damage
into account and uses the strongest weapon it has. Better is close to
1 and lower caution, but the reason for this change is as bellow:
In practice an agression of 1 is bad for Shamans, because the AI does not
know about their special. Because both their melee and ranged are equal in
terms of power, the AI choses the first attack – melee (except for dextrous
shamans). With this change, they use at least ranged against melee enemies.
- avoid dialogue been shown in the middle of the fight.
Instead show it afterwards, and only if the player initiated the fight. The
message shown afterwards is a warning to not overdo with that.
At the end of S09, the heroes have four ships. The narrative is that all the
elves are on the ships, but the in-game visuals were that the ships move while
all the player's units are standing on the shore.
The heal=yes isn't needed since 74c2398f6, but adding it here avoids
a possible bug if this commit is backported to 1.14.
(cherry picked from commit f514304954)
If all the dwarves are inside when the gate closes, don't say there were some lost outside.
Make the dialogue about the north and south side entrances only trigger once.
Closes issue 2a of #1584
Previously the warning was always given on turn 7. It will still trigger even
if the player has units ready to defend that crossing, because I think it's
better to show the message and let the player think "I'm already ready" than to
have it pop up once some fighting has already happened; and it seems easier to
test this logic than to test logic for not showing the message if the crossing
is currently guarded.
Also add a first_time_only=no to the check_income event, so that it can trigger
on turn 7 if it doesn't trigger on turn 6.