Well, what I dont like about this is that understandability is lost.
'easy_limit = 1' is clear and obvious.
Moreover, more reasonable would be to tie it with actual size of controlled territory, but again this should be done within AI C++ code. Or make it dependable on number of player's buildings. But I dont like complexity here.
With static limitation ai will still be allowed to conquer entire map, only it will take much longer.
I will implement it as a static limit and do some tests and see if it is viable. I will present results of my testing...
Anyway there is still another AI branch waiting for review....
Well, what I dont like about this is that understandability is lost.
'easy_limit = 1' is clear and obvious.
Moreover, more reasonable would be to tie it with actual size of controlled territory, but again this should be done within AI C++ code. Or make it dependable on number of player's buildings. But I dont like complexity here.
With static limitation ai will still be allowed to conquer entire map, only it will take much longer.
I will implement it as a static limit and do some tests and see if it is viable. I will present results of my testing...
Anyway there is still another AI branch waiting for review....