Freesmog
Skeptic1938222569
They ask for forts to be able to hurt opposing units.
Exactly. I know Forts provide a combat bonus depending on what type it is, however it there was a catapult effect as well I think it makes more sense. Already the AI isn't very smart about Fort efficiency, and it isn't hard enough IMO to overtake them. I think a Fort should have a turn limit before it turns neutral without any units occupying them.
I guess the name should have warned me! Look forward to seeing your fix!
I think what you did in the code was good - using more defenders if there is danger. The main problem is the iNeededDefense variable that determines the # of defenders is never reset in the loop that uses it, so it keeps incrementing for each fort that is in danger. If the AI has a lot of forts in danger then they will be sending a lot of defenders to whichever forts they loop through last. I'll move it over to AI_guardFort(), and fix the bug.


