xienwolf
Deity
It's been too long since we released... I know I tweaked an error with ALL safemove functions a while ago, but I can't remember if it was before the last release or not.
If I recall correctly, the issue was that I had messed up the AI_isPlotThreatened function, but looking in my current copy I have no changes in that function at all (which means it doesn't account for ranged attacks, curious why they didn't use AI_getPlotDanger instead... that is where I have it modified now)
I assume you are replacing the:
But why did you reduce the danger range check to 1? If anything I would think it worth increasing that value due to the ease of enhanced movement which isn't reflected between turns.
If I recall correctly, the issue was that I had messed up the AI_isPlotThreatened function, but looking in my current copy I have no changes in that function at all (which means it doesn't account for ranged attacks, curious why they didn't use AI_getPlotDanger instead... that is where I have it modified now)
I assume you are replacing the:
Code:
if (GET_PLAYER(getOwnerINLINE()).AI_isPlotThreatened(plot(), 2))
{
if (AI_retreatToCity()) // XXX maybe not do this??? could be working productively somewhere else...
{
return;
But why did you reduce the danger range check to 1? If anything I would think it worth increasing that value due to the ease of enhanced movement which isn't reflected between turns.