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ANL: ai tweaks – don't retreat
In this scenario, the AI can't heal his units, as they destroy buildings (except for leaders). Thus no sense in keeping units alive. Disable caste_switch, in case players find a way to abuse it (as they can build castles) For the Spiders, disable the poison CA, as it's only a monster encounter, no need to be tactically smart in the long run.
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@ -128,6 +128,8 @@
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[ai]
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aggression=1.0
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recruitment_pattern=fighter
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{MODIFY_AI_DELETE_CANDIDATE_ACTION 5 main_loop retreat_injured}
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{MODIFY_AI_DELETE_CANDIDATE_ACTION 5 main_loop castle_switch}
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[/ai]
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[village]
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x,y=10,25
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@ -159,6 +161,8 @@
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[ai]
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aggression=1.0
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recruitment_pattern=fighter
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{MODIFY_AI_DELETE_CANDIDATE_ACTION 6 main_loop retreat_injured}
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{MODIFY_AI_DELETE_CANDIDATE_ACTION 6 main_loop castle_switch}
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[/ai]
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[village]
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x,y=50,25
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@ -190,6 +194,8 @@
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[ai]
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aggression=1.0
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recruitment_pattern=fighter
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{MODIFY_AI_DELETE_CANDIDATE_ACTION 7 main_loop retreat_injured}
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{MODIFY_AI_DELETE_CANDIDATE_ACTION 7 main_loop castle_switch}
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[/ai]
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[village]
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x,y=10,30
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@ -221,6 +227,8 @@
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[ai]
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aggression=1.0
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recruitment_pattern=fighter
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{MODIFY_AI_DELETE_CANDIDATE_ACTION 8 main_loop retreat_injured}
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{MODIFY_AI_DELETE_CANDIDATE_ACTION 8 main_loop castle_switch}
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[/ai]
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[village]
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x,y=50,30
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@ -275,8 +283,11 @@
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#ifdef MULTIPLAYER_A_NEW_LAND_LOAD
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[ai]
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aggression=1.0
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grouping=no
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village_value=0
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ai_algorithm=experimental_ai
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# let the monster use melee or ranged dependent on the chance to kill, ignoring the poison bonus
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{MODIFY_AI_DELETE_CANDIDATE_ACTION 10 main_loop spread_poison}
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{MODIFY_AI_DELETE_CANDIDATE_ACTION 10 main_loop retreat_injured}
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# avoiding the AI guards in case it's lured out
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[avoid]
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x=26,34,26,34
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