diff --git a/binaries/data/mods/public/simulation/ai/qbot-wc/attack_plan.js b/binaries/data/mods/public/simulation/ai/qbot-wc/attack_plan.js index bcdb596a08..ea31d60d5a 100755 --- a/binaries/data/mods/public/simulation/ai/qbot-wc/attack_plan.js +++ b/binaries/data/mods/public/simulation/ai/qbot-wc/attack_plan.js @@ -708,8 +708,6 @@ CityAttack.prototype.StartAttack = function(gameState, militaryManager){ this.unitCollectionNoWarship = this.unitCollection.filter(Filters.not(Filters.byClass("Warship"))); this.unitCollectionNoWarship.registerUpdates(); - if (this.path[0][0]) - return false; this.unitCollection.moveIndiv(this.path[0][0][0], this.path[0][0][1]); this.unitCollection.setStance("aggressive"); this.unitCollection.filter(Filters.byClass("Siege")).setStance("defensive"); diff --git a/binaries/data/mods/public/simulation/ai/qbot-wc/economy.js b/binaries/data/mods/public/simulation/ai/qbot-wc/economy.js index 87f6548723..661d222cb7 100644 --- a/binaries/data/mods/public/simulation/ai/qbot-wc/economy.js +++ b/binaries/data/mods/public/simulation/ai/qbot-wc/economy.js @@ -128,7 +128,7 @@ EconomyManager.prototype.trainMoreWorkers = function(gameState, queues) { var numTotal = numWorkers + numQueued; if (gameState.currentPhase() > 1 || gameState.isResearching("phase_town")) - this.targetNumFields = numWorkers/25; + this.targetNumFields = numWorkers/10.0; // 5 workers per field max. else this.targetNumFields = 1;