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.
This commit is contained in:
Severin Glöckner 2019-12-20 15:52:20 +01:00
parent 7359fddecb
commit 2518cef313

View File

@ -128,6 +128,8 @@
[ai]
aggression=1.0
recruitment_pattern=fighter
{MODIFY_AI_DELETE_CANDIDATE_ACTION 5 main_loop retreat_injured}
{MODIFY_AI_DELETE_CANDIDATE_ACTION 5 main_loop castle_switch}
[/ai]
[village]
x,y=10,25
@ -159,6 +161,8 @@
[ai]
aggression=1.0
recruitment_pattern=fighter
{MODIFY_AI_DELETE_CANDIDATE_ACTION 6 main_loop retreat_injured}
{MODIFY_AI_DELETE_CANDIDATE_ACTION 6 main_loop castle_switch}
[/ai]
[village]
x,y=50,25
@ -190,6 +194,8 @@
[ai]
aggression=1.0
recruitment_pattern=fighter
{MODIFY_AI_DELETE_CANDIDATE_ACTION 7 main_loop retreat_injured}
{MODIFY_AI_DELETE_CANDIDATE_ACTION 7 main_loop castle_switch}
[/ai]
[village]
x,y=10,30
@ -221,6 +227,8 @@
[ai]
aggression=1.0
recruitment_pattern=fighter
{MODIFY_AI_DELETE_CANDIDATE_ACTION 8 main_loop retreat_injured}
{MODIFY_AI_DELETE_CANDIDATE_ACTION 8 main_loop castle_switch}
[/ai]
[village]
x,y=50,30
@ -275,8 +283,11 @@
#ifdef MULTIPLAYER_A_NEW_LAND_LOAD
[ai]
aggression=1.0
grouping=no
village_value=0
ai_algorithm=experimental_ai
# let the monster use melee or ranged dependent on the chance to kill, ignoring the poison bonus
{MODIFY_AI_DELETE_CANDIDATE_ACTION 10 main_loop spread_poison}
{MODIFY_AI_DELETE_CANDIDATE_ACTION 10 main_loop retreat_injured}
# avoiding the AI guards in case it's lured out
[avoid]
x=26,34,26,34