This allows to remove any outdated data that might be present:
- mods removed from repository
- mods that came from no longer used repository
- fields that were removed from mod.json's
Fixed a rare case in which a town-defender could become an indirect part of a troop-delivery-task by doing a sub-task like capturing a shipyard that takes less than 1 turn but leaves him out in the open.
It was happening when all slots were full but no unit even needed disbanding because the unit to be bought is part of the units that are inside of the existing slots.
(This commit contains excessive debugging but I don't want to remove it just yet incase another issue pops up.)
The score for buying army now scales with the cost of that army.
The cost of the units that need to be disbanded in order to hire the new units is subtracted from the army-hiring-score so the AI will prefer hiring armies where the amount of troops to disband is low or non-existent.
Fixed a bug that also disbanded troops when there still were free slots available.
When the AI cannot buy units in a city because all slots are blocked and the units in the slot are cheaper than the units it wants to buy, the AI will now get rid of the units that block that slot in order to be able to buy the better units.
- new "Game" tab on the left is now top-most tab, insted of bottom-most
- moved start game / start editor buttons to the right
- Update information is now right-most column in start game tab
- extended columns in start game tab all the way to bottom
- Changed "Installing chronicles" to "Installing Heroes Chronicles" in
translations
- Fixed plural form for English translation of artifacts transfer
- Added clear text button to mod name filter
Fixed that armyInvolvement was only filled in when the action involved a target to interact with rather than just a tile.
Since armyInvolvement was used for scoring actions such as retreating towards the closest town, this caused the AI to never retreat to their towns when they were supposed to.
These can happen when an enemy spawns ontop of an AI-hero. If the action would win, it wouldn't be executed anyways. So now AI does the next best thing instead, which likely what it wanted to do anyways.