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Thread: PROJECT: Revision Reports 2

  1. #91
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    Revision 1011

    I tested this one!

    Added HealRate flag for terrain improvements.

    Moved heal rate calculation to terrainutil.cpp: function terrainutil_GetHealRate

    Heal rate Priority:
    City Heal Rate
    Sum of Tile Improvement Heal Rate
    Base Heal Rate

    U trunk/ctp2_code/gs/gameobj/UnitData.cpp
    U trunk/ctp2_code/gs/gameobj/terrainutil.cpp
    U trunk/ctp2_code/gs/gameobj/terrainutil.h
    U trunk/ctp2_code/gs/newdb/TerrainImprovement.cdb
    U trunk/ctp2_data/default/gamedata/tileimp.txt

  2. #92
    Martin Gühmann
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    Revision 1012: Prepared savegame format 67 to support more than 256 sprites

    Some cleanings:
    modified trunk/ctp2_code/gs/gameobj/CityData.cpp
    modified trunk/ctp2_code/gs/newdb/unit.cdb
    modified trunk/ctp2_code/gs/newdb/unitpromotion.cdb

    Fixed the nano destroyed city and nano infected victim messages, so that the slic player argument is the city owner instaed of the visible player:
    modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp

    Prepared savegame format for upgrading to version 67, prepared savegame format change for support of more than 256 sprites:
    modified trunk/ctp2_code/gfx/spritesys/SpriteGroupList.h
    modified trunk/ctp2_code/gfx/spritesys/UnitActor.cpp
    modified trunk/ctp2_code/gs/fileio/GameFile.cpp

    modified trunk/doc/user/playtest/Apolyton_README.txt
    Civ2 military advisor: "No complaints, Sir!"

  3. #93
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    Revision 1013: Updated readme:
    modified trunk/doc/user/playtest/Apolyton_README.txt
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  4. #94
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    Revision 1014

    Stopped the AI checking it's city limit if no city limit rule is enabled:
    modified trunk/ctp2_code/ai/diplomacy/sstateevent.cpp

    Removed the AI specific rules from profile and rules screen, since they already exist in difficultyDB. You can now find those diffDB flags for the AI here:
    http://www.ctp2.info/database/text/c...medata/DiffDB/ Also removed sectarian happiness because it doesn't do anything:
    modified trunk/ctp2_code/gs/database/profileDB.cpp
    modified trunk/ctp2_code/gs/database/profileDB.h
    modified trunk/ctp2_code/gs/gameobj/CityData.cpp
    modified trunk/ctp2_code/gs/gameobj/Happy.cpp
    modified trunk/ctp2_code/gs/gameobj/Player.cpp
    modified trunk/ctp2_code/gs/gameobj/Readiness.cpp
    modified trunk/ctp2_code/ui/interface/spnewgamerulesscreen.cpp
    modified trunk/ctp2_data/english/gamedata/ldl_str.txt
    modified trunk/ctp2_data/english/uidata/layouts/spnewgamepopups.ldl
    modified trunk/ctp2_data/french/gamedata/ldl_str.txt
    modified trunk/ctp2_data/french/uidata/layouts/spnewgamepopups.ldl
    modified trunk/ctp2_data/german/gamedata/ldl_str.txt
    modified trunk/ctp2_data/german/uidata/layouts/spnewgamepopups.ldl
    modified trunk/ctp2_data/italian/gamedata/ldl_str.txt
    modified trunk/ctp2_data/italian/uidata/layouts/spnewgamepopups.ldl
    modified trunk/ctp2_data/japanese/gamedata/ldl_str.txt
    modified trunk/ctp2_data/japanese/uidata/layouts/spnewgamepopups.ldl
    modified trunk/ctp2_data/spanish/gamedata/ldl_str.txt
    modified trunk/ctp2_data/spanish/uidata/layouts/spnewgamepopups.ldl

    Added mouse over descriptions in the rules window and cleaned up the (English) button labels to be in the same style:
    modified trunk/ctp2_code/ui/interface/spnewgamerulesscreen.cpp
    modified trunk/ctp2_data/english/gamedata/ldl_str.txt
    modified trunk/ctp2_data/english/uidata/layouts/spnewgamepopups.ldl
    modified trunk/ctp2_data/french/gamedata/ldl_str.txt
    modified trunk/ctp2_data/french/uidata/layouts/spnewgamepopups.ldl
    modified trunk/ctp2_data/german/gamedata/ldl_str.txt
    modified trunk/ctp2_data/german/uidata/layouts/spnewgamepopups.ldl
    modified trunk/ctp2_data/italian/gamedata/ldl_str.txt
    modified trunk/ctp2_data/italian/uidata/layouts/spnewgamepopups.ldl
    modified trunk/ctp2_data/japanese/gamedata/ldl_str.txt
    modified trunk/ctp2_data/japanese/uidata/layouts/spnewgamepopups.ldl
    modified trunk/ctp2_data/spanish/gamedata/ldl_str.txt
    modified trunk/ctp2_data/spanish/uidata/layouts/spnewgamepopups.ldl
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  5. #95
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    Revision 1015: Some cleanings and added some German translations

    Some cleanings:
    modified trunk/ctp2_code/ai/CityManagement/governor.cpp
    modified trunk/ctp2_code/ai/ctpai.h
    modified trunk/ctp2_code/ai/strategy/scheduler/Scheduler.h
    modified trunk/ctp2_code/ai/strategy/squads/squad_Strength.cpp
    modified trunk/ctp2_code/gs/gameobj/Happy.cpp

    Made the CityAstar::FindCityDist useful:
    modified trunk/ctp2_code/robot/pathing/CityAstar.cpp

    Translated some strings into German, and removed some duplicated strings:
    modified trunk/ctp2_data/english/gamedata/ldl_str.txt
    modified trunk/ctp2_data/english/uidata/layouts/civstatus.ldl
    modified trunk/ctp2_data/french/gamedata/ldl_str.txt
    modified trunk/ctp2_data/french/uidata/layouts/civstatus.ldl
    modified trunk/ctp2_data/german/gamedata/ldl_str.txt
    modified trunk/ctp2_data/german/uidata/layouts/civstatus.ldl
    modified trunk/ctp2_data/italian/gamedata/ldl_str.txt
    modified trunk/ctp2_data/italian/uidata/layouts/civstatus.ldl
    modified trunk/ctp2_data/japanese/gamedata/ldl_str.txt
    modified trunk/ctp2_data/japanese/uidata/layouts/civstatus.ldl
    modified trunk/ctp2_data/spanish/gamedata/ldl_str.txt
    modified trunk/ctp2_data/spanish/uidata/layouts/civstatus.ldl
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  6. #96
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    Revision 1016

    Removed obsolete comment:
    modified trunk/ctp2_code/gfx/tilesys/tiledraw.cpp

    Cleaning up and made project compile again with NEW_RESOURCE_PROCESS preprocessor definition:
    modified trunk/ctp2_code/gs/gameobj/CityData.cpp
    modified trunk/ctp2_code/ui/interface/CauseAndEffectTab.cpp

    Fixed a crash related to citystyles:
    modified trunk/ctp2_code/gs/gameobj/CityData.cpp

    Fixed GetNetCityProduction sometimes returning gross production:
    modified trunk/ctp2_code/gs/gameobj/CityData.cpp

    Made the turns to growth and city production turns figures update when a city changes size and at begin turn:
    modified trunk/ctp2_code/gs/gameobj/CityData.cpp

    Removed (now) useless methods that I added before to calculate specialists for city window:
    modified trunk/ctp2_code/gs/gameobj/CityData.cpp
    modified trunk/ctp2_code/gs/gameobj/citydata.h
    modified trunk/ctp2_code/ui/interface/citywindow.cpp

    Added TechCostKnownDeduction to diffDB, you can find a description of it here: http://www.ctp2.info/aewiki/index.ph...KnownDeduction
    Thanks to the CtP1 tech dissemination mod and civ4 for this one:
    modified trunk/ctp2_code/gs/gameobj/Advances.cpp
    modified trunk/ctp2_code/gs/newdb/Difficulty.cdb

    Fixed an assert regarding the custom ages screen:
    modified trunk/ctp2_code/ui/interface/spnewgamewindow.cpp

    Expanded description of new combat in rules window:
    modified trunk/ctp2_data/english/gamedata/ldl_str.txt
    modified trunk/ctp2_data/french/gamedata/ldl_str.txt
    modified trunk/ctp2_data/italian/gamedata/ldl_str.txt
    modified trunk/ctp2_data/japanese/gamedata/ldl_str.txt
    modified trunk/ctp2_data/spanish/gamedata/ldl_str.txt

    Fixed "Subtotal:" label in empire manager:
    modified trunk/ctp2_data/english/uidata/layouts/civstatus.ldl
    modified trunk/ctp2_data/french/uidata/layouts/civstatus.ldl
    modified trunk/ctp2_data/german/uidata/layouts/civstatus.ldl
    modified trunk/ctp2_data/italian/uidata/layouts/civstatus.ldl
    modified trunk/ctp2_data/japanese/uidata/layouts/civstatus.ldl
    modified trunk/ctp2_data/spanish/uidata/layouts/civstatus.ldl
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  7. #97
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    Revision 1017

    Fixed EitherPrerequisites (optional prerequisites) in advance.txt. A maximum of 4 (prerequisites + eitherprerequisites) can be used per advance. e.g. Writing can lead to 4 other advances, as a prerequisite or eitherprerequisite. And e.g. Trade can only have 4 required advances (prerequities + eitherprerequisites). As far as I know this is just a limitation of the great library tech tree tab height, so could possibly be increased.
    modified trunk/ctp2_code/gs/gameobj/Advances.cpp

    Changed to a blue line (rather than black) if an advance is an eitherprerequisite in tech tree tab of great library:
    modified trunk/ctp2_code/gs/gameobj/advanceutil.cpp
    modified trunk/ctp2_code/gs/gameobj/advanceutil.h
    modified trunk/ctp2_code/ui/aui_ctp2/chart.cpp
    modified trunk/ctp2_code/ui/aui_ctp2/chart.h
    modified trunk/ctp2_code/ui/interface/greatlibrary.cpp

    Improved the English messages for entering a new age:
    modified trunk/ctp2_data/english/gamedata/info_str.txt

    Made the new game screen difficulty text bold again like it was originally:
    modified trunk/ctp2_data/english/uidata/layouts/spnewgamepopups.ldl
    modified trunk/ctp2_data/french/uidata/layouts/spnewgamepopups.ldl
    modified trunk/ctp2_data/german/uidata/layouts/spnewgamepopups.ldl
    modified trunk/ctp2_data/italian/uidata/layouts/spnewgamepopups.ldl
    modified trunk/ctp2_data/japanese/uidata/layouts/spnewgamepopups.ldl
    modified trunk/ctp2_data/spanish/uidata/layouts/spnewgamepopups.ldl
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  8. #98
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    Revision 1018

    Fixed bugs when combining "prerequisites" with "eitherprerequisites" in the same advance:
    modified trunk/ctp2_code/gs/gameobj/Advances.cpp
    modified trunk/ctp2_code/ui/aui_ctp2/chart.cpp
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
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  9. #99
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    Revision 1019

    Fixed spacing of "eitherprerequisites" advances in GL tech tree tab:
    modified trunk/ctp2_code/ui/aui_ctp2/chart.cpp
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
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  10. #100
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    Revision 1020: Added roll over AI

    MOved some includes from the header file to the implementation file to shrink the size of the governor translation unit:
    modified trunk/ctp2_code/ai/CityManagement/governor.cpp
    modified trunk/ctp2_code/ai/CityManagement/governor.h

    Removed an unnecessary include, a leftover from some of my tests:
    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp

    Added roll over AI. Now the AI will now pick a path that goes over enemy units if there is a war and the roll over army is strong enough. This removes the problem the AI has with ZOCs and clears the room around an enemy city that is to be conquered. Actually the amount of troops needed is calculated with this in mind:
    modified trunk/ctp2_code/ai/strategy/squads/squad_Strength.cpp
    modified trunk/ctp2_code/ai/strategy/squads/squad_Strength.h
    modified trunk/ctp2_code/robot/pathing/unitastar.cpp
    modified trunk/ctp2_code/robot/pathing/UnitAstar.h
    Civ2 military advisor: "No complaints, Sir!"

  11. #101
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    Revision 1021:

    Changed occurances of UnitRecord::GetMaxHP to UnitData::CalculateTotalHP, some to fix the unit healthbar overflowing when you get a hp bonus, and some for consistency in calculations:
    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
    modified trunk/ctp2_code/gfx/spritesys/director.cpp
    modified trunk/ctp2_code/gfx/spritesys/UnitActor.cpp
    modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp
    modified trunk/ctp2_code/gs/gameobj/Unit.cpp
    modified trunk/ctp2_code/gs/world/cellunitlist.cpp
    modified trunk/ctp2_code/ui/aui_ctp2/battleorderbox.cpp
    modified trunk/ctp2_code/ui/aui_ctp2/unittabbutton.cpp
    modified trunk/ctp2_code/ui/interface/armymanagerwindow.cpp
    modified trunk/ctp2_code/ui/interface/battle.cpp
    modified trunk/ctp2_code/ui/interface/UnitControlPanel.cpp
    modified trunk/ctp2_code/ui/interface/unitmanager.cpp

    Outcommented some debug stuff:
    modified trunk/ctp2_code/gs/gameobj/CTP2Combat.cpp

    Units over their maxhp after a hp wonder is lost get their hp lowered to the new maximum:
    modified trunk/ctp2_code/gs/gameobj/Player.cpp

    Added more unit bonuses and clarified the names of others, modifying GetOffense, GetDefense, GetRanged, and GetDefCounterAttack.
    You can find a list of them here.
    modified trunk/ctp2_code/gs/gameobj/UnitData.cpp
    modified trunk/ctp2_code/gs/newdb/unit.cdb

    Added built-in slic variable "unit.actualmaxhp" to return the maxhp used after wonders, feats and civ hp bonuses have been added:
    modified trunk/ctp2_code/gs/slic/SlicBuiltin.cpp
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  12. #102
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    Revision 1022: Fixed AI army to transporter selection:

    Some cleanings:
    modified trunk/ctp2_code/robot/pathing/unitastar.cpp
    modified trunk/ctp2_code/ai/CityManagement/governor.cpp

    If the AI now executes a goal that needs transport, it will now pick the army with the closest transporter. SO no more trying to use the furthest from the transporter away army, which will on each turn reverse the selection of the army:
    modified trunk/ctp2_code/ai/strategy/agents/agent.cpp
    modified trunk/ctp2_code/ai/strategy/agents/agent.h
    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
    modified trunk/ctp2_code/ai/strategy/goals/Goal.h
    modified trunk/ctp2_code/ai/strategy/scheduler/Plan.cpp
    modified trunk/ctp2_code/ai/strategy/scheduler/Plan.h
    modified trunk/ctp2_code/ai/strategy/scheduler/scheduler.cpp
    Civ2 military advisor: "No complaints, Sir!"

  13. #103
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    Revision 1023:

    Modified HutMaxAdvancePrerequisites and HutMaxUnitPrerequisites from risks.txt to check for EitherPrerequisites as well as regular Prerequisites:
    modified trunk/ctp2_code/gs/gameobj/Advances.cpp

    Fixed advances a player can research not recalculating when finding an advance in a ruin, and some cleaning:
    modified trunk/ctp2_code/gs/gameobj/Player.cpp

    Modified bombard ranged strength to check for all ranged bonuses used in normal combat and not just veteran bonuses:
    modified trunk/ctp2_code/gs/gameobj/UnitData.cpp

    Modified NoDefenseBonuses flag in unitDB so a unit does not receive entrenched, terrain, or fort(tile imp) bonuses (all other defence bonuses are added),
    Removed RangedCityBonus and added RangedDefendCityBonus and RangedAttackCityBonus,
    Added IsSurfaceShip, DefendSurfaceShipBonus, AttackSurfaceShipBonus, and RangedSurfaceShipBonus,
    Added AlwaysHeal flag to unitDB for a unit to be eligible for healing even after moving:
    modified trunk/ctp2_code/gs/gameobj/UnitData.cpp
    modified trunk/ctp2_code/gs/newdb/unit.cdb
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  14. #104
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    Revision 1024: Improved and fixed AI tile improvement:

    The AI now builds every turn tile improvements including roads:
    modified trunk/ctp2_code/ai/ctpai.cpp

    The AI uses road paths that it has laid down this turn for further road paths, the AI will fill the AI with gold tile improvements if it does not need more food or production improvements, and the AI prefers to improve small first ring cities first:
    modified trunk/ctp2_code/ai/CityManagement/governor.cpp
    modified trunk/ctp2_code/gs/newdb/Const.cdb
    modified trunk/ctp2_code/gs/newdb/strategy.cdb
    modified trunk/ctp2_code/gs/world/Cell.cpp
    modified trunk/ctp2_code/gs/world/Cell.h
    modified trunk/ctp2_code/gs/world/wldgen.cpp
    modified trunk/ctp2_code/gs/world/World.h
    Civ2 military advisor: "No complaints, Sir!"

  15. #105
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    Revision 1025:

    The AI now rush buys items in cities without garrison first. Than it rush buys those items in small (one ring) cities.
    modified trunk/ctp2_code/ai/ctpai.cpp
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  16. #106
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    Revision 1026 Add AI build lists so that the AI can build buildings especially for small cities and cities near their maximum size.

    Some cleanings:
    modified trunk/ctp2_code/gs/newdb/Const.cdb
    modified trunk/ctp2_data/english/gamedata/civ_str.txt

    The Spanish version can now be loaded again:
    modified trunk/ctp2_data/spanish/gamedata/civ_str.txt

    The AI builds now buildings from a build list for small buildings if the city is less than the size of the second ring, and if it has some garrison of two units. And the AI builds now buildings to increase the maximum city size from a build list, when the city is two pops below the maximum city size:
    modified trunk/ctp2_code/ai/CityManagement/governor.cpp
    modified trunk/ctp2_code/gs/gameobj/CityData.cpp
    modified trunk/ctp2_code/gs/gameobj/citydata.h
    modified trunk/ctp2_code/gs/newdb/strategy.cdb
    modified trunk/ctp2_code/ui/interface/CityControlPanel.cpp
    modified trunk/ctp2_data/default/aidata/BuildingBuildLists.txt
    modified trunk/ctp2_data/default/aidata/buildlistsequences.txt
    modified trunk/ctp2_data/default/aidata/strategies.txt
    modified trunk/ctp2_data/english/gamedata/gl_str.txt
    modified trunk/ctp2_data/french/gamedata/gl_str.txt
    modified trunk/ctp2_data/german/gamedata/gl_str.txt
    modified trunk/ctp2_data/italian/gamedata/gl_str.txt
    modified trunk/ctp2_data/spanish/gamedata/gl_str.txt
    Civ2 military advisor: "No complaints, Sir!"

  17. #107
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    Revision 1027: Fixed success reduction of slave raids for buildings that reduce the success rate by a percentage

    Some cleanings:
    modified trunk/ctp2_code/net/general/net_gamesettings.cpp
    modified trunk/ctp2_code/net/general/net_gamesettings.h
    modified trunk/ctp2_code/net/general/network.cpp
    modified trunk/ctp2_code/net/general/network.h

    The number of turns to completion is now also updated if it is not the turn of the visible player:
    modified trunk/ctp2_code/ui/interface/CityControlPanel.cpp

    A pillage event does not center the map anymore, if auto center is off:
    modified trunk/ctp2_code/gfx/spritesys/directorevent.cpp

    The game does not crash if you try to load a queue when the city build queue is empty.
    modified trunk/ctp2_code/gs/gameobj/CityData.cpp
    modified trunk/ctp2_code/gs/utility/Globals.h

    Added a goal priority bonus for cities with protection from slavery:
    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
    modified trunk/ctp2_data/default/aidata/Goals.txt
    modified trunk/ctp2_code/gs/newdb/goal.cdb

    City buildings that protect from slavery will only reduce the success of an attacking slaver by the percent they give instead of giving a complete protection:
    modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp
    modified trunk/ctp2_code/gs/gameobj/Unit.cpp
    modified trunk/ctp2_code/gs/gameobj/Unit.h
    modified trunk/ctp2_code/gs/gameobj/UnitData.cpp
    modified trunk/ctp2_code/gs/gameobj/UnitData.h
    Civ2 military advisor: "No complaints, Sir!"

  18. #108
    Martin Gühmann
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    Revision 1028: Sped up debugging, made the settle eventually less favorable terrain, added expel to the AI opportunity actions, and increased the AI slave goals.

    Some cleanings:
    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp

    Sped up AI testing if unit animations are off. Now no unit moves are shown if the visible player is an AI and unit animations are off.
    modified trunk/ctp2_code/gfx/spritesys/director.cpp

    Added expel to the AI opportunity actions. If unit that can be expelled is nearby an AI unit that can expel then the AI will do, if there is no alliance.
    modified trunk/ctp2_code/ai/ctpai.cpp
    modified trunk/ctp2_code/ai/ctpai.h
    modified trunk/ctp2_code/gs/gameobj/Player.cpp
    modified trunk/ctp2_code/gs/gameobj/player.h

    Increase the priority for slave attacks:
    modified trunk/ctp2_data/default/aidata/Goals.txt
    modified trunk/ctp2_data/default/aidata/strategies.txt

    Increased the terrain score for dessert and swamp so that the AI will eventually fill also those areas with cities. So no space left for humans.
    modified trunk/ctp2_data/default/gamedata/terrain.txt
    Civ2 military advisor: "No complaints, Sir!"

  19. #109
    Martin Gühmann
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    Post

    Revision 1029: Stopped the AI building settlers if there is no room for settling left, the AI will now use surplus settlers to increase the size of small cities, and added the AI sea settler build list to strategies.txt.

    Some cleanings:
    modified trunk/ctp2_code/gs/utility/MoveFlags.h
    modified trunk/ctp2_code/ai/strategy/agents/agent.cpp
    modified trunk/ctp2_code/gs/world/wldgen.cpp
    modified trunk/ctp2_code/gs/world/World.h
    modified trunk/ctp2_code/gs/world/WrlEnv.cpp

    Fixed a potential crash:
    modified trunk/ctp2_code/gfx/spritesys/director.cpp

    Fixed tunnel move costs for ships over tunnels if the move costs of the terrain differ from deep sea:
    modified trunk/ctp2_code/robot/pathing/unitastar.cpp

    Fixed AI goal raw priority calculation, if the AI goal elements are not in order of the goal database.
    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
    modified trunk/ctp2_code/ai/strategy/goals/Goal.h

    Added a settle in city goal for the AI so it gets rid of surplus settlers:
    modified trunk/ctp2_code/ai/strategy/scheduler/scheduler.cpp
    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
    modified trunk/ctp2_code/ai/strategy/goals/Goal.h
    modified trunk/ctp2_code/gs/gameobj/CityData.cpp
    modified trunk/ctp2_code/gs/gameobj/citydata.h
    modified trunk/ctp2_code/gs/gameobj/Player.cpp
    modified trunk/ctp2_code/gs/gameobj/player.h
    modified trunk/ctp2_code/gs/gameobj/UnitData.cpp
    modified trunk/ctp2_code/gs/gameobj/UnitData.h
    modified trunk/ctp2_code/gs/newdb/goal.cdb
    modified trunk/ctp2_code/gs/newdb/strategy.cdb
    modified trunk/ctp2_data/default/aidata/Goals.txt
    modified trunk/ctp2_data/default/aidata/strategies.txt

    Added a sea settler unit build list. And stopped the AI building settlers if it does not have any settle goals left:
    modified trunk/ctp2_code/ai/CityManagement/governor.cpp
    modified trunk/ctp2_code/ai/CityManagement/governor.h
    modified trunk/ctp2_code/gs/newdb/strategy.cdb
    modified trunk/ctp2_data/default/aidata/strategies.txt
    Civ2 military advisor: "No complaints, Sir!"

  20. #110
    Martin Gühmann
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    Revision 1030: The AI does not use the build list for small cities if it has build some specified buildings in the target city

    Some cleanings:
    modified trunk/ctp2_code/ai/strategy/agents/agent.cpp
    modified trunk/ctp2_code/gs/newdb/CTPDatabase.h

    Prevented the game from hanging, when it is trying to optimize sliders for a civilization that will starve afterwards the happiness requirements has been met, and the AI does not build ships in cities that are just at a puddle than at an ocean:
    modified trunk/ctp2_code/ai/CityManagement/governor.cpp

    The AI will use armies containing settlers to conquer cities if those cities are empty:
    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp

    The AI won't use the build lists for small cities when a certain amount of buildings has been build in the target city:
    modified trunk/ctp2_code/ai/CityManagement/governor.cpp
    modified trunk/ctp2_code/ai/CityManagement/governor.h
    modified trunk/ctp2_code/ai/ctpai.cpp
    modified trunk/ctp2_code/gs/newdb/strategy.cdb
    modified trunk/ctp2_data/default/aidata/BuildingBuildLists.txt
    modified trunk/ctp2_data/default/aidata/strategies.txt
    Civ2 military advisor: "No complaints, Sir!"

  21. #111
    Martin Gühmann
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    Revision 1031: The AI now builds pollution reducing buildings in dirty cities

    The AI does not build sea engineers at puddles:
    modified trunk/ctp2_code/ai/CityManagement/governor.cpp

    Added a build list for pollution reduction buildings, so that the AI builds such buildings in highly polluted cities:
    modified trunk/ctp2_code/gs/newdb/strategy.cdb
    modified trunk/ctp2_data/default/aidata/BuildingBuildLists.txt
    modified trunk/ctp2_data/default/aidata/buildlistsequences.txt
    modified trunk/ctp2_data/default/aidata/strategies.txt
    modified trunk/ctp2_data/english/gamedata/gl_str.txt
    modified trunk/ctp2_data/french/gamedata/gl_str.txt
    modified trunk/ctp2_data/german/gamedata/gl_str.txt
    modified trunk/ctp2_data/italian/gamedata/gl_str.txt
    modified trunk/ctp2_data/spanish/gamedata/gl_str.txt
    Civ2 military advisor: "No complaints, Sir!"

  22. #112
    Martin Gühmann
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    Post

    Revision 1032: Makes the AI building settlers again in the late game when new regions can be settled again, some fixes concerning AI refuel, and prevent the ranking line graph from crashing if the number of civilizations dead or alive is bigger 32.

    The builds now settlers again if it was in no settler mode before, and a flood makes no land available for resettling
    modified trunk/ctp2_code/ai/CityManagement/governor.cpp
    modified trunk/ctp2_code/ai/CityManagement/governor.h
    modified trunk/ctp2_code/ai/mapanalysis/settlemap.cpp
    modified trunk/ctp2_code/ai/mapanalysis/settlemap.h

    The AI will also use aircraft carriers if the army to be carried is smaller than the aircraft carrier capacity:
    modified trunk/ctp2_code/ai/ctpai.cpp

    The AI does not consider cities that are full for refuel:
    modified trunk/ctp2_code/gs/gameobj/Player.cpp
    modified trunk/ctp2_code/gs/gameobj/player.h

    Some fixes:
    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp

    The game does not crash when the player opens the ranking tab and the number of civilizations dead or alive is bigger than 32:
    modified trunk/ctp2_code/ui/aui_ctp2/linegraph.cpp

    Added number of wonders to the ranking line graph:
    modified trunk/ctp2_code/ui/aui_ctp2/linegraph.cpp
    modified trunk/ctp2_code/ui/interface/rankingtab.cpp
    modified trunk/ctp2_code/ui/interface/rankingtab.h
    modified trunk/ctp2_data/default/gamedata/Units.txt
    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/japanese/gamedata/ldl_str.txt
    modified trunk/ctp2_data/spanish/gamedata/ldl_str.txt
    Civ2 military advisor: "No complaints, Sir!"

  23. #113
    Martin Gühmann
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    Revision 1033: The AI now builds slavers or abolitionists, spies, another kind of special unit at the same time

    Separated spy and slaver unit build lists from the special build lists:
    ctp2_code/ai/CityManagement/governor.cpp
    ctp2_code/ai/CityManagement/governor.h
    ctp2_code/gs/newdb/strategy.cdb
    ctp2_data/default/aidata/strategies.txt
    ctp2_data/default/aidata/unitbuildlists.txt

    Increased the elite chance of cyber ninjas, in investigate city attacks:
    ctp2_data/default/gamedata/Units.txt
    Civ2 military advisor: "No complaints, Sir!"

  24. #114
    Martin Gühmann
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    Revision 1034: Improved AI happiness and wonder handling, and make spies to steal advances from cities that have advances:

    Spies now steal advances from cities of civilizations that have advances to be stolen:
    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp

    The AI builds in unhappy cities buildings to improve happiness, and it build wonders in cities with high production:
    modified trunk/ctp2_code/ai/CityManagement/governor.cpp
    modified trunk/ctp2_code/gs/world/Cell.cpp
    modified trunk/ctp2_code/gs/world/Cell.h
    modified trunk/ctp2_data/default/aidata/buildlistsequences.txt
    modified trunk/ctp2_data/default/aidata/strategies.txt
    Civ2 military advisor: "No complaints, Sir!"

  25. #115
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    Revision 1035

    Changed AddMember to AddAccessor, to prevent crashes when reading old save games or starting scenarios.

    modified trunk/ctp2_code/gs/slic/SlicBuiltin.cpp

    Members are saved/restored in SlicStructInstance::Serialize, so adding a new one will break the save game format.

  26. #116
    Fromafar
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    (deleted: double post)
    Last edited by Fromafar; October 23, 2009 at 15:36. Reason: Double post

  27. #117
    Martin Gühmann
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    Revision 1036: Fixed AI city rank calculation, tweaked the BuildListSequence selection, and restored the Penicillin wonder.

    Fixed AI city rank calculation, so that the AI does not assign almost all its cities the wonder build list:
    ctp2_code/ai/CityManagement/governor.cpp
    ctp2_code/ai/CityManagement/governor.h
    ctp2_code/ai/ctpai.cpp
    ctp2_code/ai/mapanalysis/mapanalysis.cpp
    ctp2_code/ai/mapanalysis/mapanalysis.h
    ctp2_code/ui/interface/EditQueue.cpp
    ctp2_code/gs/gameobj/citydata.h

    Modified the priorities of of some of the build list, and the conditions thy are used. Added for each personality an island strategy. Those island strategies still need custom advance research lists:
    ctp2_code/gs/newdb/strategy.cdb
    ctp2_data/default/aidata/buildlistsequences.txt
    ctp2_data/default/aidata/personalities.txt
    ctp2_data/default/aidata/strategies.txt

    Fixed the Penicillin wonder, next time check what the original Great Library said:
    modified trunk/ctp2_code/gs/gameobj/CityData.cpp
    modified trunk/ctp2_data/english/gamedata/Great_Library.txt
    modified trunk/ctp2_data/french/gamedata/Great_Library.txt
    modified trunk/ctp2_data/german/gamedata/Great_Library.txt
    modified trunk/ctp2_data/italian/gamedata/Great_Library.txt
    modified trunk/ctp2_data/spanish/gamedata/Great_Library.txt
    Civ2 military advisor: "No complaints, Sir!"

  28. #118
    Martin Gühmann
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    Revision 1037

    Some cleanings, removed VS2008 debúg compiler warnings:
    modified trunk/ctp2_code/gs/gameobj/bldque.cpp
    modified trunk/ctp2_code/gs/gameobj/CityData.cpp
    modified trunk/ctp2_code/gs/gameobj/Unit.cpp
    modified trunk/ctp2_code/gs/utility/TurnCnt.cpp
    modified trunk/ctp2_code/mapgen/Crater.cpp
    modified trunk/ctp2_code/ui/aui_ctp2/pattern.cpp
    modified trunk/ctp2_code/ui/aui_ctp2/radarmap.cpp
    modified trunk/ctp2_code/ui/interface/spnewgamediffscreen.cpp
    Civ2 military advisor: "No complaints, Sir!"

  29. #119
    Martin Gühmann
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    Revision 1038: Added triple graphics buffering

    Some cleanings:
    modified trunk/ctp2_code/ai/strategy/scheduler/scheduler.cpp
    modified trunk/ctp2_code/gfx/gfx_utils/ColorSet.cpp
    modified trunk/ctp2_code/gs/gameobj/Diffcly.cpp
    modified trunk/ctp2_code/robot/pathing/CityAstar.cpp
    modified trunk/ctp2_code/ui/aui_ctp2/c3blitter.cpp
    modified trunk/ctp2_code/ui/aui_directx/aui_directblitter.cpp
    modified trunk/ctp2_code/ui/aui_utils/primitives.cpp
    modified trunk/ctp2_code/ui/aui_utils/primitives.h

    Enhanced debug memory reporting:
    modified trunk/ctp2_code/ctp/debugtools/debugmemory.cpp

    Added triple buffering, the objects are not drawn on the primate surface anymore, the screen you seen but on a back buffer, this makes the screen more smooth and removes a screen flickering artifact, which caused the screen to blink black for a second:
    modified trunk/ctp2_code/ctp/civ3_main.cpp
    modified trunk/ctp2_code/ctp/civapp.cpp
    modified trunk/ctp2_code/ui/aui_common/aui_bitmapfont.cpp
    modified trunk/ctp2_code/ui/aui_common/aui_dropdown.cpp
    modified trunk/ctp2_code/ui/aui_common/aui_image.cpp
    modified trunk/ctp2_code/ui/aui_common/aui_mouse.cpp
    modified trunk/ctp2_code/ui/aui_common/aui_movie.cpp
    modified trunk/ctp2_code/ui/aui_common/aui_moviebutton.cpp
    modified trunk/ctp2_code/ui/aui_common/aui_surface.cpp
    modified trunk/ctp2_code/ui/aui_common/aui_surface.h
    modified trunk/ctp2_code/ui/aui_common/aui_ui.cpp
    modified trunk/ctp2_code/ui/aui_common/aui_ui.h
    modified trunk/ctp2_code/ui/aui_directx/aui_directmouse.cpp
    modified trunk/ctp2_code/ui/aui_directx/aui_directmovie.cpp
    modified trunk/ctp2_code/ui/aui_directx/aui_directsurface.cpp
    modified trunk/ctp2_code/ui/aui_directx/aui_directsurface.h
    modified trunk/ctp2_code/ui/aui_directx/aui_directui.cpp
    modified trunk/ctp2_code/ui/aui_directx/aui_directui.h
    modified trunk/ctp2_code/ui/interface/splash.cpp
    Civ2 military advisor: "No complaints, Sir!"

  30. #120
    Martin Gühmann
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    Revision 1039

    Fixed a debug report message:
    modified trunk/ctp2_code/gs/gameobj/bldque.cpp
    Civ2 military advisor: "No complaints, Sir!"

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