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Thread: PROJECT: Revision Reports

  1. #181
    Ekmek
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    Revision 551

    my 543 and 544 plus

    Latest 551
    gs\gameobj\ArmyData.cpp
    -Fixed Sneak bombard that was causing possible "fugi" crash
    gs\gameobj\CityData.cpp
    - Added Citystyle Bonuses to Gold, Food, and production by either a bonus (just a solid integer) or by a percentage.
    - Added Increase Borders to AddImprovement. Buildings can now do city radius!

    ...and a few flags and out commented attempts at other code
    Last edited by Ekmek; June 1, 2006 at 12:33.
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  2. #182
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    rev552

    gs/gameobj/bldque.cpp
    -Added: EnablesVeterans flag for buildings.txt Now if a city has a flag with this building your units start as veterans (like civ3)
    -Added: PopCostsToBuild flag. Add an integer here in unitstxt and units can cost 1 or more population points. I havent instituted a disband city warning yet gs/gameobj/CityData.cpp
    -Added: Citystyle bonus (if i didnt mention already)

    I attempted many things but with no success and the code maybe seen, to include:
    -armydata.cpp MoveBonus in yet another attempt to do allterrainasimp
    -terrainutil.cpp NeedsIrrigation tryingto make so you need a river or other irrigation adjacent to build. I got close but not yet
    -Civilisation bonus - still trying
    -ArmyData.cpp PrecisionStrike and TargetsCivilians it just didnt WorkerCount
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  3. #183
    Ekmek
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    rev553

    GoodyHutExcluded flag - prevent some units from appearing in goodyhuts
    gs/gameobj/GoodyHuts.cpp
    gs/newdb/unit.cdb

    Enablesgood in terraineffect - allows for different goods for same imp on different terrains
    gs/gameobj/CityData.cpp
    gs/newdb/terrimprove.cdb

    Other attempts outcommented
    gs/gameobj/ArmyData.cpp (outcommented to prevent crashes)
    gs/gameobj/Civilisation.h (attempts to access civDB)
    gs/gameobj/Player.cpp (bonus from any imps repeat attempt)
    gs/gameobj/terrainutil.cpp (needsirrigation by checking radius of pos with river or other imps)

    Updated Readme (attached)
    Attached Files Attached Files
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  4. #184
    Martin Gühmann
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    Post

    Revision 555

    Converted two strings to CTP2 format so that we can use them, namely:
    CANT_ATTACK_HAVE_TREATY
    AT_LEAST_ONE_COULDNT_BE_EXPELLED

    modified trunk/ctp2_data/english/gamedata/ldl_str.txt
    modified trunk/ctp2_data/french/gamedata/ldl_str.txt
    modified trunk/ctp2_data/german/gamedata/ldl_str.txt
    modified trunk/ctp2_data/italian/gamedata/ldl_str.txt
    modified trunk/ctp2_data/spanish/gamedata/ldl_str.txt
    Civ2 military advisor: "No complaints, Sir!"

  5. #185
    Ekmek
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    revision 554

    gs/gameobj/Advances.cpp
    Added GoodyHutExcluded flag (just in case) outcomment fo either prereq future use
    gs/gameobj/armydata.cpp
    added messages for verifyattack and move into enemy. gs/gameobj/bldque.cpp
    added note for PopCostsToBuild
    gs/gameobj/buildingutil.cpp & buildingutil.h added upkeep flags,although not necessary (may remove) gs/gameobj/CityData.cpp
    added upkeep cost modifiers
    added gold bonus to AI so they dont have to be hurt by negative values gs/gameobj/REadiness.cpp
    added production bonus to AI so they dont have to be hurt by negative values gs/gameobj/terrainutil.cpp
    added culturestyleonly to terrain effect gs/gameobj/GoodyHuts.cpp
    Added GoodyHutExcluded flag (just in case) gs/newdb/adavnce, terrimprove buildings new flags added

    gs/gameobj/cityevent.cpp (outcommented)
    added message when popcoststobuild could disband a city gs/gameobj/player.cpp (outcomment)
    still trying the begin imps stuff

    U trunk/ctp2_code/gs/gameobj/Advances.cpp
    U trunk/ctp2_code/gs/gameobj/ArmyData.cpp
    U trunk/ctp2_code/gs/gameobj/CityData.cpp
    U trunk/ctp2_code/gs/gameobj/CityEvent.cpp
    U trunk/ctp2_code/gs/gameobj/GoodyHuts.cpp
    U trunk/ctp2_code/gs/gameobj/Player.cpp
    U trunk/ctp2_code/gs/gameobj/Readiness.cpp
    U trunk/ctp2_code/gs/gameobj/bldque.cpp
    U trunk/ctp2_code/gs/gameobj/buildingutil.cpp
    U trunk/ctp2_code/gs/gameobj/buildingutil.h
    U trunk/ctp2_code/gs/gameobj/player.h
    U trunk/ctp2_code/gs/gameobj/terrainutil.cpp
    U trunk/ctp2_code/gs/newdb/advance.cdb
    U trunk/ctp2_code/gs/newdb/building.cdb
    U trunk/ctp2_code/gs/newdb/terrimprove.cdb


    here's the new revision report site

    http://ctp2.darkdust.net/archives/ctp2-commit/
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  6. #186
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    rev 556

    gs/gameobj/ArmyData.cpp
    updated verify attack to account for sneakattack units, sneakbombard still needed
    gs/gameobj/CityData.cpp
    attempt at CantTrade in collectresources, outcommented
    updated readme
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  7. #187
    Ekmek
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    Everyone should be looking here (http://ctp2.darkdust.net/archives/ctp2-commit/), atleast to support DarkDust but anyways

    Revision 557


    gs/gameobj/ArmyData.cpp
    removed VerifyAttack from bombard code because you ought to know where you point that
    gs/gameobj/CityData.cpp
    outcommented my attempt on enablesgood where i tried to access all resourceDB
    gs/gameobj/terrainutil.cpp
    outcommented eff->cultureonly because it always disabled my tileimp buttons 9will try later)

    ctp2_data/default/aidata/personalities.txt
    not sure how these personalities are used because different than original, but saw attack at 250 and explre at 1000 so i assumed that mighth be for the passive AI. I varied the values and increased attack significantly.

    U trunk/ctp2_code/gs/gameobj/ArmyData.cpp
    U trunk/ctp2_code/gs/gameobj/CityData.cpp
    U trunk/ctp2_code/gs/gameobj/terrainutil.cpp
    U trunk/ctp2_data/default/aidata/personalities.txt
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  8. #188
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    Revision 558

    gs/gameobj/buildingutil.cpp & h
    aad GoldPerUnitSupport
    gs/gameobj/CityEvent.cpp
    Addwonder added
    gs/gameobj/GoodyHuts.cpp
    notes from the bureaubert crash
    gs/gameobj/Readiness.cpp & h
    changed recalcgold to totalgoldhunger but not used
    gs/gameobj/Player.cpp
    added get numunits from player
    gs/gameobj/CityData.cpp
    updated goldmodifier with goldhunger but didn't see impact increased city defense for AI with PopCount implemented border radius for wonders
    tried to add showonmap but didn't work yet

    U trunk/ctp2_code/gs/gameobj/CityData.cpp
    U trunk/ctp2_code/gs/gameobj/CityEvent.cpp
    U trunk/ctp2_code/gs/gameobj/GoodyHuts.cpp
    U trunk/ctp2_code/gs/gameobj/Player.cpp
    U trunk/ctp2_code/gs/gameobj/Readiness.cpp
    U trunk/ctp2_code/gs/gameobj/Readiness.h
    U trunk/ctp2_code/gs/gameobj/Unit.cpp
    U trunk/ctp2_code/gs/gameobj/buildingutil.cpp
    U trunk/ctp2_code/gs/gameobj/buildingutil.h
    U trunk/ctp2_code/gs/gameobj/player.h
    U trunk/ctp2_code/gs/gameobj/terrainutil.cpp
    U trunk/ctp2_code/gs/newdb/building.cdb
    U trunk/ctp2_code/gs/newdb/unit.cdb
    U trunk/ctp2_code/gs/newdb/wonder.cdb
    U trunk/ctp2_data/english/gamedata/ldl_str.txt
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  9. #189
    Ekmek
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    rev 559

    gs/gameobj/terrainutil.cpp & .h
    -Added terrainutil_CanPlayerspecialBuildAt (removes advance check for showonmap)
    - Add Irrigation check (still doesnt work) in CanPlayerBuildAt
    gs/gameobj/player.cpp
    -Add some 'special' functions to modify createimprovement to avoid enable advance
    gs/gameobj/citydata.cpp
    - Added ShowOnMap to wonders but its a WIP. IT places it ALL around the city not just once
    gs/gameobj/unitdata.cpp
    - Added MoveBonus - like AllTerrainAsRoads of Civ2 this is better! you can specify how much a terrain will cost only to that unit. For AllAsRoads set MoveBonus 33
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  10. #190
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    rev560
    gs/newdb/building.cdb
    added ShowOnMap
    added ShowOnMAp Radius
    gs/gameobj/CityData.cpp
    added ShowOnMap to Wonders and Buildings, it now works added ShowOnMApRadius (my old code) works for buildings (not sure for what) added ObsoleteUnit (and UpgradeTo) to make units obsolete when other units available

    updated readme

    rev561
    ai/citymanagement/governor(line412)
    - changeindex for crash but error so outcommented
    gs/gameobj/armydata.cpp & unitdata.cpp
    - movebonus references
    - add capturetile check in pillage. units with this flag capture nemy tiles instead of pillaging them
    - added CanBeGifted to units and now a human player can gift units to players not at war with
    - DeniedToEnemy code now works, so railroads to give benfit to the enmy (but now you can capture them too!)
    gs/gameobj/goodyhut.cpp
    - added Fromafar's fix to choosetype to fix bureaubert crash
    gs/gameobj/babarians
    - added sea pirates code (appears to work)
    gs/gameobj/citydata.cpp & h
    - create hasTileImpInRadius but not sure it works
    - worked on ShowOnMap code
    - set up code to have an effect sprite for rioting cities
    Further attempt at ShowOnMap
    - adjust goldperunitsupport
    - outcomment createsunit when a building is built (fu-militia code)
    gs/gameobj/player
    - another outcommented attempt at BonusProductionExport
    - fixed adding settlers to cities
    gs/gameobj/readiness.cpp anf h
    - TotalUnitSupport GoldHunger modifier changed to sint32
    gs/gameobj/terrimprove, terrimprovedata, terrimprovepool
    - added code for BonusProductionSupport didn'twork
    ai\mapanalysis\settlemap.cpp
    - added to ComputeSettleValue a check for the cell itself. If the Cell has a score of 0 than the whole score is 0. This way modders that want to limit settling set the terrain score to 0 (in effect the settlers don't need to be modified anymore).
    newdb/units.cdb
    - CanBeGifted
    newdb/terrimprove.cdb
    -moved DeniedtoEnemy
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  11. #191
    Ekmek
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    REV 562
    gs/gameobj/ArmyData.cpp
    -fixed deductmove bug that my deniedtoenemy caused
    - added regard bonus when you gidt units based on attack of unit divided by 5 //gamedata/dip2_str.txt added new diplomacy string for regard bonus when gifting units.


    U trunk/ctp2_code/gs/gameobj/ArmyData.cpp
    U trunk/ctp2_data/english/gamedata/dip2_str.txt
    U trunk/ctp2_data/french/gamedata/dip2_str.txt
    U trunk/ctp2_data/german/gamedata/dip2_str.txt
    U trunk/ctp2_data/italian/gamedata/dip2_str.txt
    U trunk/ctp2_data/spanish/gamedata/dip2_str.txt
    U trunk/doc/user/playtest/Apolyton_README.txt
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  12. #192
    Martin Gühmann
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    Revision 563

    Fixed some problems in these files:
    modified ctp2_code/ai/CityManagement/governor.cpp
    modified ctp2_code/gs/gameobj/ArmyData.cpp
    modified ctp2_code/gs/gameobj/bldque.cpp
    modified ctp2_code/gs/gameobj/CityData.cpp
    modified ctp2_code/gs/gameobj/Player.cpp
    modified ctp2_code/gs/gameobj/Readiness.cpp
    modified ctp2_code/gs/gameobj/UnitData.cpp
    modified ctp2_code/gs/newdb/unit.cdb
    Civ2 military advisor: "No complaints, Sir!"

  13. #193
    Martin Gühmann
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    Revision 564
    Partial save game compatibility fix, other fixes, implemented some slic functions and readme update

    Restored settle value computation, a tile might be bad, but the surrounding tiles maybe good, for instance a costal city at the north pole:
    modified ctp2_code/ai/mapanalysis/settlemap.cpp

    Removed lines that disturbs the MSVC6 popup help:
    modified ctp2_code/ai/strategy/scheduler/scheduler.cpp

    Fixed the indentation correction in ArmyData::Pillage:
    modified ctp2_code/gs/gameobj/ArmyData.cpp

    Fixed name of local variable: m_point to point. Variables with m_ prefex are member variables and nothing else.
    Fixed CityData::HasTileImpInRadius method.
    Outcommented AI gold cheat. This should be an option for modmakers and nothing else. The AI has to hande the gold stuff properly and if it can't then it must be modified so that it can.
    modified ctp2_code/gs/gameobj/CityData.cpp

    Removed double call of CityData::AddWonder, this method is already called in Player::AddWonder:
    modified ctp2_code/gs/gameobj/CityEvent.cpp

    Restored save game compatibilty (unfortunately there is still a problem):
    modified ctp2_code/gs/gameobj/TerrImproveData.cpp
    modified ctp2_code/gs/gameobj/TerrImproveData.h

    Old settle terrain flags are ignored if new CanSettleOn terrain flags are defined:
    modified ctp2_code/gs/gameobj/UnitData.cpp

    Implemented the following slic functions
    - INT GetProjectedScience(player) / INT GetProjectedScience(city)
    - INT GetStopResearchingAdvance(player,foreigner)
    - INT GetMostAtRiskCity(player, foreigner, &cityvar)
    These functions compile but still need to be tested:
    modified ctp2_code/gs/slic/slicfuncai.cpp

    Fixed line wrapping for notepad users on low screen resolution:
    modified doc/user/playtest/Apolyton_README.txt
    However the content must still be corected. It contains a lot of irrelevant pieces of information. No one wants to hear about a new database if it is just in the code database but has no practical consequences for the game.
    Civ2 military advisor: "No complaints, Sir!"

  14. #194
    Martin Gühmann
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    Post

    Revision 565

    Forgot to compile the last set of files, now it compiles and creates a new game again:
    modified ctp2_code/gs/slic/slicfuncai.cpp
    Civ2 military advisor: "No complaints, Sir!"

  15. #195
    Ekmek
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    Revision 566

    gameobj/ArmyData.cpp
    -implemented TargetsCivilians and PrecisionStrike - if a unit with these flags attacks a city PrecisionStike hits buildings not units, TargetCivilians kills civilians not units (modern age stuff)
    - Implemented MultipleAttack flag

    gameobj/CityData.cpp
    -enabled CantTrade for goods, now we can have some goods that are bonus only like Civ3 (i.e. an oasis isnt for trade)
    -and another attempt at showonmap, but didnt work

    Everything else is a lot of outcommented notes
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  16. #196
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    Revision 567

    gameobj/ArmyData.cpp
    -fixed multipleattacks to re-allow aircraft to move after attack (but not attack again)
    gameobj/buildingutil.cpp and h
    -added buildingutil_GetIncreaseHP not implemented yet
    gameobj/CityData.cpp and h
    -added HappyIncrease and CanCollectGood functions
    gameobj/UnitData.cpp
    outcommented attemot at increasehp
    newdb/
    -new flags


    U trunk/ctp2_code/gs/gameobj/ArmyData.cpp
    U trunk/ctp2_code/gs/gameobj/CityData.cpp
    U trunk/ctp2_code/gs/gameobj/Happy.cpp
    U trunk/ctp2_code/gs/gameobj/UnitData.cpp
    U trunk/ctp2_code/gs/gameobj/buildingutil.cpp
    U trunk/ctp2_code/gs/gameobj/buildingutil.h
    U trunk/ctp2_code/gs/gameobj/citydata.h
    U trunk/ctp2_code/gs/newdb/building.cdb
    U trunk/ctp2_code/gs/newdb/terrain.cdb
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  17. #197
    Martin Gühmann
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    Revision 568

    Replaced old Difficulty database by new one and did some fixes here and there

    MS compiler warning 4804 is now treated as error so that E does not try unsave use of type bool in operations
    modified ctp2_code/ctp/c3.h

    Fixed sub-substruct generation so that the new difficulty database can be used:
    modified ctp2_code/gs/dbgen/MemberClass.cpp

    Fixed Barbarian unit generation: If there is no valid unit type found then no barbarians are genearted at all. Done for both land barbarians and prirates:
    modified ctp2_code/gs/gameobj/barbarians.cpp

    CityData::AddWonder is now called again and duplicate code was removed:
    modified ctp2_code/gs/gameobj/CityEvent.cpp

    Replaced old difficulty database by new one.
    Fixed some bad indentation.
    Made good requirements consistent with each other. Requirements are now that the city needs more goods that it buy and collects than it sells.
    Made AI no gold deficit cheat difficulty dependent.
    modified ctp2_code/gs/gameobj/CityData.cpp
    modified ctp2_code/gs/gameobj/citydata.h
    modified ctp2_code/gs/gameobj/Player.cpp
    modified ctp2_code/gs/newdb/terrain.cdb

    Replaced old difficulty database by new one.
    Made unit over production AI cheat difficulty dependent.
    Fixed save game format with addition gold support.
    modified ctp2_code/gs/gameobj/Readiness.cpp
    modified ctp2_code/gs/gameobj/Readiness.h

    Added flags for the difficulty dependent AI gold deficit and units over production cheats.
    Fixed some typos.
    modified ctp2_code/gs/newdb/Difficulty.cdb

    Replaced old difficulty database by new one:
    modified ctp2_code/ctp/civapp.cpp
    modified ctp2_code/gs/fileio/GameFile.cpp
    modified ctp2_code/gs/gameobj/Advances.cpp
    modified ctp2_code/gs/gameobj/bldque.cpp
    modified ctp2_code/gs/gameobj/Diffcly.cpp
    modified ctp2_code/gs/gameobj/Diffcly.h
    modified ctp2_code/gs/utility/DataCheck.cpp
    modified ctp2_code/gs/utility/gameinit.cpp
    modified ctp2_code/gs/utility/newturncount.cpp
    modified ctp2_code/gs/utility/TurnCnt.cpp
    modified ctp2_code/net/general/net_crc.cpp
    modified ctp2_code/ui/interface/infowin.cpp
    modified ctp2_code/ui/interface/WonderTab.cpp
    Civ2 military advisor: "No complaints, Sir!"

  18. #198
    ctplinuxfan
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    Revision 569
    Changed paths:
    A /branches/linux-merge (from /branches/linux:568)

    - merge branch

    Added to keep a kind of "stable" linux branch, while this branch may
    contain more up to date code merged from trunk with possibly more
    bugs due to merging.

  19. #199
    Ekmek
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    Revision 570

    gs/gameobj/ArmyData.cpp
    - fixed disband order
    - added update code to sleep but still needs work
    - added barbarian chek to verifyattack
    gs/gameobj/CityData.cpp
    - add cancollectgood to other addresource calls
    gamedata/script.slc
    - update for warning pop-up
    playtest/Apolyton_README.txt
    updated
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  20. #200
    Ekmek
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    Revision 571

    gs/gameobj/ArmyData.cpp
    - fixed bug in r570 with disband crash
    - sleeping a unit in a city (with enough gold) allows unit upgrading
    gs/gameobj/CityData.cpp
    - just some out commented attempts
    Apolyton_README.txt
    - updated
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  21. #201
    Ekmek
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    Revision 572

    gameobj/Advances.cpp
    - added NeedsCityGoodAnyCity - now you can specify a good required to research an advance
    gameobj/CityData.cpp
    - added CivilisationOnly to Wonders and Buildings
    - added NeedsFeatToBuild to Wonders and Buildings
    - Added AddsASlave for goods, each turn you have the good adds a slave to the City
    - Added new difficulty AICityDefenderBonus
    gameobj/FeatTracker.cpp & h
    - Added HasFeat function to check if player achieved a Feat
    gameobj/Player.cpp
    - added CivilisationOnly and NeedsFeatToBuild to CanBuildUnit
    newdb/building.cdb
    newdb/Difficulty.cdb
    newdb/unit.cdb
    newdb/wonder.cdb
    newdb/terrain.cdb
    - updated flags

    gamedata/script.slc
    - updated
    Apolyton_README.txt
    - updated
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  22. #202
    Ekmek
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    Revision 573

    gameobj/ArmyData.cpp
    - fixed bug preventing attacks on barbarians in VerifyAttack
    - outcommented attempt at SetType in Sleep/UpgradeTo code

    gameobj/CityData.cpp
    - fixed Wonder buildque bug in CanBuildWonder

    gameobj/Unit.cpp & h & UnitData.cpp & h
    - added SetType functionality but didn't work
    Last edited by Ekmek; May 17, 2006 at 11:05.
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  23. #203
    Ekmek
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    EDIT: COMMITTED


    REvision 574

    ai/mapanalysis/settlemap.cpp
    - added a mountain check to GetSettleTargets, AI should settle better now

    gameobj/ArmyData.cpp
    - Added CanHarvest check to IsEntrenched. Adds the terrain's gold to the players treasury
    - Added but outcommented settleimprovemnent (need to see why player.h doesnt allow access)
    - Added GoldCost to capturetile

    gameobj/CityData.cpp
    - Added IsBuildingOperational check to allow for obsolete buildings
    - Fixed OnePerCiv

    gameobj/Player.cpp
    - (finally) enabled colony code with BonusProductionExport, BonusGoldExport, ExportTileValue
    - outcommented ExportTileGood, attempt to send the colony good to first city without the good, need to work on addresource

    newdb/unit.cdb
    - added CanHarvest, SetleImprovement

    newdb/terrimprove.cdb
    - added CanExportTileValue, CanExportGood
    updated readme
    Last edited by Ekmek; May 17, 2006 at 01:02.
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  24. #204
    Martin Gühmann
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    Post

    Revision 575

    Standartized code for compilng on MSVS .NET 2005 and some modifications here and there

    Standartized code:
    modified ai/CityManagement/governor.cpp
    modified ai/diplomacy/diplomat.cpp
    modified ai/mapanalysis/mapanalysis.cpp
    modified ui/aui_common/aui_bitmapfont.cpp
    modified ui/aui_common/aui_blitter.cpp
    modified ui/aui_common/aui_dirtylist.cpp
    modified ui/aui_common/aui_listbox.cpp
    modified ui/aui_common/aui_screen.cpp
    modified ui/aui_common/aui_tabgroup.cpp
    modified ui/aui_ctp2/c3blitter.cpp
    modified ui/aui_ctp2/ctp2_TabGroup.cpp
    modified ui/aui_ctp2/SelItemClick.cpp
    modified ui/aui_utils/primitives.cpp
    modified ui/interface/armymanagerwindow.cpp
    modified ui/interface/citywindow.cpp
    modified ui/interface/controlpanelwindow.cpp
    modified ui/interface/hotseatlist.cpp
    modified ui/interface/loadsavescreen.cpp
    modified ui/interface/loadsavewindow.cpp
    modified ui/interface/UnitControlPanel.cpp

    Armies with a CanSettleOn only unit are now recognized as settle armies and standartized some code:
    modified gs/gameobj/ArmyData.cpp

    Removed not working user profile options from the advance options (CityClick, EndTurnWithEmptyBuildQueues and RunInBackground):
    modified gs/database/profileDB.cpp

    Fixed database record default name generation:
    modified gs/dbgen/RecordDescription.cpp

    Did some cleanings here, espeacilly fixed some wrong indentations:
    modified gs/gameobj/CityData.cpp
    modified gs/gameobj/citydata.h
    modified gs/utility/gstypes.h

    Fixed crash caused by and an invalid unit typed passed to Player::CanBuildUnit:
    modified gs/gameobj/Player.cpp
    Civ2 military advisor: "No complaints, Sir!"

  25. #205
    Ekmek
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    Revision 576

    ai/diplomacy/diplomat.cpp
    - no changes (but merged spaces)
    ai/diplomacy/regardevent.cpp
    - removed war declaration from slave raid
    gameobj/ArmyData.cpp
    - implemented settleimprovement
    - added settlebuilding to ConvertCity
    - removed barbarian pop-up
    - removed pillage pop-up
    - added barbariancamps
    - added hostileterrain & immunetohostileterrain
    - added materials to CanHarvest
    gamedata/script.slc
    - add new barb alert tat just declares war
    gameobj/CityData.cpp & h
    - added IsXenophobia that kills foreign population
    - added sectarianhappiness (not fully tested)
    gameobj/Happy.cpp
    - added sectarianhappiness (not fully tested)
    gameobj/Player.cpp
    - added export gold to colonies
    - attempt to export the Good
    gameobj/terrainutil.cpp
    - removed visibility from specialbuildat
    gameobj/UnitData.cpp
    - fixed movebonus and air movement
    newdb/cdbs (building, difficulty, terrain, unit, wonder)
    -added new flags

    updated readme
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  26. #206
    Ekmek
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    Revision 577

    ai/mapanalysis/settlemap.cpp
    - removed settle core to zero
    gameobj/ArmyData.cpp
    - added to reformcity a building is destroyed if the reforming unit has a settlebuilding flag
    - Added ParliamentaryVote to VerifyAttack but only makes this govt not attack will add more later

    gameob/CityEvent.cpp
    gameobj/bldque.cpp & h
    - outcommented attempt at popcosts to build

    buildingutil.cpp & h
    - increase HP updated

    gameobj/CityData.cpp
    - added ExcludedbyBuilding to units and buildings
    - updated SectarianHappiness
    - changed IsXenophobia to IsXenophobic
    - added new flags HasGulags, IsCapitalist, IsTechnocracy , IsAgrarian, and HasMindlessTelevision
    - Implemented IncreaseHP for buildings

    gameobj/Player.cpp
    - Added GoldPerBuildingAnywhere

    gameobj/wonderutil.cpp & h
    Add GoldPerBuildingAnywhere wonderutil

    cdbs - new flags

    updated readme
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  27. #207
    Martin Gühmann
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    Post

    Revision 578

    Standardized more code for compilation on VC8, cleaned code (wrong indentation, etc.) and some bug fixes (untested like the original code there)

    Standardized more code:
    modified ctp2_code/ai/CityManagement/governor.cpp
    modified ctp2_code/ai/diplomacy/diplomat.cpp

    Standardized and cleaned up code (replaced counter variable names by more readable standart names):
    modified ctp2_code/gs/gameobj/ArmyData.cpp

    Cleaned up code (fixed wrong indentation, added missing header comments, made comments more readable, counter variables)
    modified ctp2_code/ai/diplomacy/regardevent.cpp
    modified ctp2_code/gs/gameobj/bldque.cpp
    modified ctp2_code/gs/gameobj/buildingutil.cpp
    modified ctp2_code/gs/gameobj/buildingutil.h
    modified ctp2_code/gs/gameobj/CityEvent.cpp
    modified ctp2_code/gs/gameobj/Player.cpp
    modified ctp2_code/gs/gameobj/UnitData.cpp
    modified ctp2_code/gs/gameobj/wonderutil.cpp
    modified ctp2_code/gs/gameobj/wonderutil.h
    modified ctp2_code/gs/slic/SlicFrame.cpp
    modified ctp2_code/gs/slic/SlicStruct.h
    modified ctp2_code/ui/aui_common/aui_blitter.cpp
    modified ctp2_code/ui/aui_common/aui_listbox.cpp
    modified ctp2_code/ui/aui_common/aui_screen.cpp
    modified ctp2_code/ui/aui_ctp2/ctp2_TabGroup.cpp
    modified ctp2_code/ui/aui_ctp2/SelItemClick.cpp
    modified ctp2_code/ui/aui_utils/primitives.cpp
    modified ctp2_code/ui/interface/armymanagerwindow.cpp
    modified ctp2_code/ui/interface/creditsscreen.cpp
    modified ctp2_code/ui/interface/loadsavescreen.cpp
    modified ctp2_code/ui/interface/sciencevictorydialog.cpp
    modified ctp2_code/ui/netshell/allinonewindow.cpp

    Fixed code, cleaned up code (wrong indentiation, counter variables, line wrapping in comments)
    modified ctp2_code/gs/gameobj/CityData.cpp

    Removed unnecessary default values for bits, removed the bit marker from flags that are not bits according to the source code and assigned to them a default value if necessary. Fixed indentation, made comments more readable:
    modified ctp2_code/gs/newdb/building.cdb
    modified ctp2_code/gs/newdb/citystyle.cdb
    modified ctp2_code/gs/newdb/Difficulty.cdb
    modified ctp2_code/gs/newdb/government.cdb
    modified ctp2_code/gs/newdb/terrain.cdb
    modified ctp2_code/gs/newdb/terrimprove.cdb
    modified ctp2_code/gs/newdb/unit.cdb

    Standardized code and reverted to pre revision 575 state. This was not intended to be submitted but somehow it sipt through:
    modified ctp2_code/ui/interface/spnewgamediffscreen.cpp
    Civ2 military advisor: "No complaints, Sir!"

  28. #208
    Martin Gühmann
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    Revision 579

    New settle targets are only added if the AI has settle units with settle abilities at the settle target position:
    modified ctp2_code/ai/ctpai.cpp
    modified ctp2_code/ai/mapanalysis/settlemap.cpp
    modified ctp2_code/ai/mapanalysis/settlemap.h
    Civ2 military advisor: "No complaints, Sir!"

  29. #209
    Fromafar
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    Revision 580

    Crash repairs: civapp.cpp (Rulesets handling), priorityqueue.h, SlicFunc (handling proposals with more than 8 arguments).
    Original behaviour compatibility preparation: added treaty ending setting to ProfileDB.
    MP diplomacy agreement index correction.
    Various minor corrections (types, unused variables etc.).

    Modified: ctp2_code\ai\ctpai.cpp
    Modified: ctp2_code\ai\ctpaidebug.cpp
    Modified: ctp2_code\ai\diplomacy\AgreementMatrix.h
    Modified: ctp2_code\ai\diplomacy\agreementmatrix.cpp
    Modified: ctp2_code\ctp\civ3_main.cpp
    Modified: ctp2_code\ctp\civ3_main.h
    Modified: ctp2_code\ctp\civapp.cpp
    Modified: ctp2_code\ctp\ctp2_utils\AvlTree.h
    Modified: ctp2_code\ctp\ctp2_utils\c3files.cpp
    Modified: ctp2_code\ctp\ctp2_utils\pointerlist.h
    Modified: ctp2_code\ctp\fingerprint\shroud.c
    Modified: ctp2_code\ctp\fingerprint\shroud.h
    Modified: ctp2_code\gs\database\StrDB.cpp
    Modified: ctp2_code\gs\database\profileDB.cpp
    Modified: ctp2_code\gs\database\profileDB.h
    Modified: ctp2_code\gs\outcom\c3rand.cpp
    Modified: ctp2_code\gs\slic\SlicEngine.cpp
    Modified: ctp2_code\gs\slic\SlicEngine.h
    Modified: ctp2_code\gs\slic\SlicFrame.cpp
    Modified: ctp2_code\gs\slic\SlicFunc.h
    Modified: ctp2_code\gs\slic\SlicSegment.cpp
    Modified: ctp2_code\gs\slic\SlicStruct.cpp
    Modified: ctp2_code\gs\slic\slicfunc.cpp
    Modified: ctp2_code\gs\slic\slicfuncai.cpp
    Modified: ctp2_code\gs\slic\slicif.cpp
    Modified: ctp2_code\gs\slic\slicobject.cpp
    Modified: ctp2_code\gs\utility\PQueue.h
    Modified: ctp2_code\gs\utility\QuadTree.h
    Modified: ctp2_code\gs\utility\TurnCnt.cpp
    Modified: ctp2_code\gs\utility\TurnCntEvent.cpp
    Modified: ctp2_code\gs\utility\gameinit.cpp
    Modified: ctp2_code\net\general\net_action.cpp
    Modified: ctp2_code\net\general\net_city.cpp
    Modified: ctp2_code\net\general\net_diplomacy.cpp
    Modified: ctp2_code\net\general\net_endgame.cpp
    Modified: ctp2_code\net\general\net_info.cpp
    Modified: ctp2_code\net\general\net_terrain.cpp
    Modified: ctp2_code\net\general\net_vision.cpp
    Modified: ctp2_code\net\general\network.cpp
    Modified: ctp2_code\net\general\network.h
    Modified: ctp2_code\net\general\networkevent.cpp
    Modified: ctp2_code\net\io\net_anet.cpp
    Modified: ctp2_code\net\io\net_anet.h
    Modified: ctp2_code\net\io\net_thread.cpp
    Modified: ctp2_code\robot\aibackdoor\priorityqueue.h
    Modified: ctp2_code\robot\pathing\A_Star_Heuristic_Cost.h
    Modified: ctp2_code\robot\pathing\CityAstar.h
    Modified: ctp2_code\robot\pathing\Path.cpp
    Modified: ctp2_code\robot\pathing\Path.h
    Modified: ctp2_code\robot\pathing\RobotAstar.cpp
    Modified: ctp2_code\robot\pathing\astar.cpp
    Modified: ctp2_code\robot\pathing\robotastar2.cpp

  30. #210
    Ekmek
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    Revision 581

    gs/gameobj/ArmyData.cpp
    - implemented Minefield; now terrain imps can deduct HP
    gs/gameobj/CityData.cpp
    - added 2 new diffDB functions RevoltInsurgents and Revolt Casualties (but need to test)
    gs/gameobj/CityEvent.cpp
    - another bad attempt at popcoststobuild outcommented
    gs/gameobj/terrainutil.cpp & h
    - added bools for colony, minefield upgrader
    newdb
    - added new flags
    gs/slic/slicfunc.cpp
    - fixed bugs where Has was checking the unitDB should have been gets
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