@@ -90,6 +90,7 @@ var COREAI =
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reconCounterUnitBalance : 2.5 ,
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ownCounterUnitMinHp : 7 ,
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enemyCounterUnitMinHp : 5 ,
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+ lowLevelFuelUnitCount : 2 ,
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// building variables
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minMaxFundsPerFactory : 10000 ,
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minMaxFundsOvercharge : 7000 ,
@@ -432,20 +433,19 @@ var COREAI =
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var apcCount = ai . getUnitCount ( units , COREAI . supplyUnits ) ;
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if ( apcCount === 0 &&
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turn >= COREAI . minApcResupplyDay &&
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- ( lowFuelUnitCount > 2 ||
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+ ( lowFuelUnitCount > COREAI . lowLevelFuelUnitCount ||
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COREAI . minInfantryTransporterMapSize <= map . getMapWidth ( ) * map . getMapHeight ( ) ) )
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{
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system . addForcedProduction ( COREAI . supplyUnits ) ;
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}
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+
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var variables = system . getVariables ( ) ;
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var variableNavalBattle = variables . createVariable ( "NAVALBATTLE" ) ;
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- var naval = variableNavalBattle . readDataInt32 ( ) ;
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-
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- var blackboatCount = ai . getUnitCount ( units , COREAI . navalSupplyUnits ) ;
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- var hasNavalFlag = map . hasMapFlags ( GameEnums . MapFilterFlags_Naval ) ;
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- if ( blackboatCount === 0 &&
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+ var naval = variableNavalBattle . readDataInt32 ( ) ;
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+ var navalSupplyUnits = ai . getUnitCount ( units , COREAI . navalSupplyUnits ) ;
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+ if ( navalSupplyUnits === 0 &&
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turn >= COREAI . minApcResupplyDay &&
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- ( lowFuelUnitCount > 2 && naval > 0 ) )
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+ ( lowFuelUnitCount > COREAI . lowLevelFuelUnitCount && naval > 0 ) )
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{
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system . addForcedProduction ( COREAI . navalSupplyUnits ) ;
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}
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