diff --git a/binaries/data/mods/public/simulation/ai/aegis/army-defense.js b/binaries/data/mods/public/simulation/ai/aegis/army-defense.js index 6e7aaf15e8..4cfa74cd95 100644 --- a/binaries/data/mods/public/simulation/ai/aegis/army-defense.js +++ b/binaries/data/mods/public/simulation/ai/aegis/army-defense.js @@ -71,7 +71,7 @@ m.DefenseArmy.prototype.assignUnit = function (gameState, entID) this.assignedAgainst[maxEnt].push(entID); this.assignedTo[entID] = maxEnt; - ent.attack(id); + ent.attack(maxEnt); return true; } diff --git a/binaries/data/mods/public/simulation/ai/aegis/headquarters.js b/binaries/data/mods/public/simulation/ai/aegis/headquarters.js index 4ff3745b86..01db10c6cc 100644 --- a/binaries/data/mods/public/simulation/ai/aegis/headquarters.js +++ b/binaries/data/mods/public/simulation/ai/aegis/headquarters.js @@ -802,7 +802,8 @@ m.HQ.prototype.buildMoreHouses = function(gameState,queues) { var HouseNb = gameState.countEntitiesByType(gameState.applyCiv("foundation|structures/{civ}_house"), true); var freeSlots = 0; - if (gameState.civ() == "gaul" || gameState.civ() == "brit" || gameState.civ() == "iber") + if (gameState.civ() == "gaul" || gameState.civ() == "brit" || gameState.civ() == "iber" || + gameState.civ() == "maur" || gameState.civ() == "ptol") freeSlots = gameState.getPopulationLimit() + HouseNb*5 - gameState.getPopulation(); else freeSlots = gameState.getPopulationLimit() + HouseNb*10 - gameState.getPopulation();