diff --git a/binaries/data/mods/public/simulation/ai/qbot/economy.js b/binaries/data/mods/public/simulation/ai/qbot/economy.js index 92b17d92a0..90ea3f51dc 100644 --- a/binaries/data/mods/public/simulation/ai/qbot/economy.js +++ b/binaries/data/mods/public/simulation/ai/qbot/economy.js @@ -64,7 +64,7 @@ EconomyManager.prototype.reassignRolelessUnits = function(gameState) { roleless.forEach(function(ent) { if (ent.hasClass("Worker")){ ent.setMetadata("role", "worker"); - }else if(ent.hasClass("CitizenSoldier") || ent.hasClass("Super")){ + }else if(ent.hasClass("CitizenSoldier") || ent.hasClass("Champion")){ ent.setMetadata("role", "soldier"); }else{ ent.setMetadata("role", "unknown"); diff --git a/binaries/data/mods/public/simulation/ai/qbot/military.js b/binaries/data/mods/public/simulation/ai/qbot/military.js index b4ac8f96bf..d6c0ff669a 100755 --- a/binaries/data/mods/public/simulation/ai/qbot/military.js +++ b/binaries/data/mods/public/simulation/ai/qbot/military.js @@ -58,7 +58,7 @@ MilitaryAttackManager.prototype.init = function(gameState) { } var enemies = gameState.getEnemyEntities(); - var filter = Filters.byClassesOr(["CitizenSoldier", "Super", "Siege"]); + var filter = Filters.byClassesOr(["CitizenSoldier", "Champion", "Siege"]); this.enemySoldiers = enemies.filter(filter); // TODO: cope with diplomacy changes this.enemySoldiers.registerUpdates(); }; @@ -93,7 +93,7 @@ MilitaryAttackManager.prototype.findTrainableUnits = function(gameState, soldier MilitaryAttackManager.prototype.getSoldierType = function(ent){ if (ent.hasClass("CitizenSoldier") && !ent.hasClass("Cavalry")){ return "citizenSoldier"; - }else if (ent.hasClass("Super") || ent.hasClass("CitizenSoldier")){ + }else if (ent.hasClass("Champion") || ent.hasClass("CitizenSoldier")){ return "advanced"; }else if (ent.hasClass("Siege")){ return "siege";