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  • Revision 1100: Improved AI foreign strength calculation, and the AI is less easily distracted when it rallies its troops

    Removed last references of buttonbank:
    deleted trunk/ctp2_code/ui/aui_ctp2/buttonbank.cpp
    deleted trunk/ctp2_code/ui/aui_ctp2/buttonbank.h
    modified trunk/ctp2_code/ui/interface/controlpanel.cpp
    modified trunk/ctp2_code/ui/interface/controlpanelwindow.h
    modified trunk/ctp2_code/gfx/tilesys/tiledmap.cpp
    modified trunk/ctp2_code/gfx/tilesys/TileHighlight.cpp

    Extended the debug report for AIs by default in the debug version:
    modified trunk/ctp2_code/ctp/civ3_main.cpp

    CanSettle returns true always for settlers even the settlers cannot settle this turn, because they used up their movement. This keeps the AI trying to disband the settlers during the turn.
    modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp

    When a save game is loaded, the AIs get assigned their correct strategy:
    modified trunk/ctp2_code/ai/ctpai.cpp
    modified trunk/ctp2_code/ai/ctpai.h
    modified trunk/ctp2_code/ai/ctpaidebug.cpp

    The AI does not use units for garrison if they are not needed for garrison anymore, this makes the AI better in achieving its goals:
    modified trunk/ctp2_code/ai/strategy/scheduler/scheduler.cpp

    Corrected threat and power calculations for the AI:
    modified trunk/ctp2_code/ai/mapanalysis/mapanalysis.cpp
    modified trunk/ctp2_code/ai/mapanalysis/mapanalysis.h

    Reorganized the land connection boni:
    modified trunk/ctp2_code/ai/strategy/agents/agent.cpp
    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
    modified trunk/ctp2_code/gs/gameobj/Player.cpp
    modified trunk/ctp2_code/gs/gameobj/player.h
    modified trunk/ctp2_code/gs/newdb/goal.cdb
    modified trunk/ctp2_code/robot/pathing/CityAstar.cpp
    modified trunk/ctp2_code/robot/pathing/CityAstar.h
    modified trunk/ctp2_data/default/aidata/Goals.txt

    The AI does not hunt enemy units far away, just because one was visible by a spy:
    modified trunk/ctp2_data/default/aidata/Goals.txt

    When the AI is rallying troops it just selects the army closest to the target as rally point, this way the AI is not distracted from the goal.
    When the AI is rallying troops it marks those troops as used that are not moved, this way the AI does not assign those troops to other tasks, so that it is not distracted.
    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
    Civ2 military advisor: "No complaints, Sir!"

    Comment


    • Revision 1101: The AI does not move ships if not all passengers are on board, it does use non-beach-assault units for beach assaults, and cargo helicopters unload their cargo at the target continent

      Some cleanings:
      modified trunk/ctp2_code/gs/gameobj/CityData.cpp
      modified trunk/ctp2_data/default/gamedata/Units.txt

      The AI ungroups special units if their goal is a stealth goal:
      modified trunk/ctp2_data/default/aidata/Goals.txt

      The AI does not move ships before all the cargo is on board.
      The AI does not use for beach assaults units that cannot beach assault:
      modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
      modified trunk/ctp2_code/ai/strategy/goals/Goal.h

      The AI unloads cargo from cargo helicopters, when the helicopter reached the target continent and there is no water to pass anymore:
      modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
      modified trunk/ctp2_code/ai/strategy/goals/Goal.h
      modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp
      modified trunk/ctp2_code/gs/gameobj/ArmyData.h
      modified trunk/ctp2_code/gs/gameobj/UnitData.cpp
      modified trunk/ctp2_code/gs/gameobj/UnitData.h
      modified trunk/ctp2_code/gs/utility/directions.h
      modified trunk/ctp2_code/gs/world/MapPoint.cpp
      modified trunk/ctp2_code/gs/world/MapPoint.h
      modified trunk/ctp2_code/robot/pathing/Path.cpp
      modified trunk/ctp2_code/robot/pathing/Path.h
      Civ2 military advisor: "No complaints, Sir!"

      Comment


      • Revision 1102:

        Finished the Oceanforming tab, now modders can use it:
        modified trunk/ctp2_code/gfx/tilesys/tiledraw.cpp
        modified trunk/ctp2_code/gs/gameobj/Player.cpp
        modified trunk/ctp2_code/gs/gameobj/terrainutil.cpp
        modified trunk/ctp2_code/gs/gameobj/TerrImproveData.cpp
        modified trunk/ctp2_code/gs/gameobj/TerrImprovePool.cpp
        modified trunk/ctp2_code/gs/newdb/TerrainImprovement.cdb
        modified trunk/ctp2_code/ui/interface/controlpanelwindow.cpp
        modified trunk/ctp2_code/ui/interface/tileimptracker.cpp
        Civ2 military advisor: "No complaints, Sir!"

        Comment


        • Revision 1103: Improved AI air transporter pathing

          Some cleanings:
          modified trunk/ctp2_code/gs/slic/SlicSegment.h

          Fixed an endless loop and reduced the memory requirements:
          modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
          modified trunk/ctp2_code/ai/strategy/goals/Goal.h

          modified trunk/ctp2_code/ctp/ctp2_utils/c3debug.h

          Fixed an endless loop:
          modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp

          Fixed a problem with incorrect ZOC calculation:
          modified trunk/ctp2_code/robot/pathing/unitastar.cpp

          Added debug report options for the a-star algorithm:
          modified trunk/ctp2_code/gs/utility/MoveFlags.h
          modified trunk/ctp2_code/robot/pathing/astar.cpp
          modified trunk/ctp2_code/robot/pathing/robotastar2.cpp
          modified trunk/ctp2_code/robot/pathing/robotastar2.h

          The AI now moves it air transporters so that it can unload its cargo in front of a foreign city:
          modified trunk/ctp2_code/robot/pathing/robotastar2.cpp
          modified trunk/ctp2_code/robot/pathing/robotastar2.h
          modified trunk/ctp2_code/ai/strategy/agents/agent.cpp
          Civ2 military advisor: "No complaints, Sir!"

          Comment


          • Revision 1104: Sped up the AI, fixed city resource calculation, and stopped the AI building wonders, if it has not enough cities and can still found more:

            Cleaned files:
            modified trunk/ctp2_code/gs/gameobj/buildingutil.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
            modified trunk/ctp2_code/gs/utility/gameinit.cpp

            Simplified code design:
            modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
            modified trunk/ctp2_code/ai/strategy/goals/Goal.h
            modified trunk/ctp2_code/gs/gameobj/GSLogs.cpp
            modified trunk/ctp2_code/ui/interface/CauseAndEffectTab.cpp

            Added another debug logging option:
            modified trunk/ctp2_code/ctp/ctp2_utils/c3debug.h

            Added a more sophisticated timer to meassure code execution speed more accurately:
            modified trunk/ctp2_code/ctp/civctp.dsp
            added trunk/ctp2_code/ctp/debugtools/main.cpp
            added trunk/ctp2_code/ctp/debugtools/Makefile.win
            added trunk/ctp2_code/ctp/debugtools/Timer.cpp
            added trunk/ctp2_code/ctp/debugtools/Timer.dev
            added trunk/ctp2_code/ctp/debugtools/Timer.h

            Accelerated the AI:
            modified trunk/ctp2_code/ai/CityManagement/governor.cpp
            modified trunk/ctp2_code/ai/CityManagement/governor.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/PlayerTurn.cpp

            Fixed city happiness resource calculation: Net resources depend on crime. Crime depends on happiness. Happiness dependents on pollution. And pollution dependents on gross production. So crime is now recalculated after gross production and before net production, so that the values are the same when you change the specialist forth and back in the city manager:
            modified trunk/ctp2_code/gs/gameobj/CityData.cpp
            modified trunk/ctp2_code/gs/gameobj/citydata.h
            modified trunk/ctp2_code/gs/gameobj/Happy.cpp
            modified trunk/ctp2_code/gs/gameobj/Happy.h
            modified trunk/ctp2_code/ui/interface/citywindow.cpp

            The AI does not build wonders, before it has four cities, if it still has room for expansion:
            modified trunk/ctp2_code/ai/CityManagement/governor.cpp
            modified trunk/ctp2_code/gs/newdb/strategy.cdb
            modified trunk/ctp2_data/default/aidata/strategies.txt
            Civ2 military advisor: "No complaints, Sir!"

            Comment


            • Revision 1105: Simplified and accelerated city resource calculation:
              modified trunk/ctp2_code/ai/CityManagement/governor.cpp
              modified trunk/ctp2_code/gs/gameobj/CityData.cpp
              modified trunk/ctp2_code/gs/gameobj/citydata.h
              Civ2 military advisor: "No complaints, Sir!"

              Comment


              • Revision 1106: Accelerated gold from trade route calculation:

                modified trunk/ctp2_code/ai/CityManagement/governor.cpp
                modified trunk/ctp2_code/gs/gameobj/Advances.cpp
                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/Unit.cpp
                modified trunk/ctp2_code/ui/interface/CauseAndEffectTab.cpp
                Civ2 military advisor: "No complaints, Sir!"

                Comment


                • Revision 1107: Changed the default of some options, fixed bug when rebuilding capitol, changed difficulty names to classic civ-style, updated AE Mod.

                  Enabled crash logging, show city production, civ flags, enemy health and new combat, and disabled scroll delay, all by default:
                  modified trunk/ctp2_code/gs/database/profileDB.cpp

                  Fixed bug where rebuilding capitol would remove all buildings from previous capitol city, and also removed unused/duplicate method "RemoveCapitol":
                  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/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

                  Changed difficulty names to classic civ names (chieftain, prince etc):
                  modified trunk/ctp2_data/english/gamedata/gl_str.txt
                  modified trunk/ctp2_data/english/gamedata/ldl_str.txt
                  modified trunk/ctp2_data/french/gamedata/gl_str.txt
                  modified trunk/ctp2_data/french/gamedata/ldl_str.txt
                  modified trunk/ctp2_data/german/gamedata/gl_str.txt
                  modified trunk/ctp2_data/german/gamedata/ldl_str.txt
                  modified trunk/ctp2_data/italian/gamedata/gl_str.txt
                  modified trunk/ctp2_data/italian/gamedata/ldl_str.txt
                  modified trunk/ctp2_data/spanish/gamedata/gl_str.txt
                  modified trunk/ctp2_data/spanish/gamedata/ldl_str.txt

                  Updated AE Mod, removed slic and other tweaks that were outdated, and it will be easier to update the mod in the future:
                  modified trunk/Scenarios/AE_Mod/scen0000/ae_mod_readme.txt
                  deleted trunk/Scenarios/AE_Mod/scen0000/default/aidata/BuildingBuildLists.txt
                  deleted trunk/Scenarios/AE_Mod/scen0000/default/aidata/BuildListSequences.txt
                  deleted trunk/Scenarios/AE_Mod/scen0000/default/aidata/diplomacy.txt
                  deleted trunk/Scenarios/AE_Mod/scen0000/default/aidata/ImprovementLists.txt
                  deleted trunk/Scenarios/AE_Mod/scen0000/default/aidata/strategies.txt
                  deleted trunk/Scenarios/AE_Mod/scen0000/default/aidata/UnitBuildLists.txt
                  deleted trunk/Scenarios/AE_Mod/scen0000/default/gamedata/AEM_1stRingForAIs.slc
                  deleted trunk/Scenarios/AE_Mod/scen0000/default/gamedata/AEM_AIAIdiplo.slc
                  deleted trunk/Scenarios/AE_Mod/scen0000/default/gamedata/AEM_ComImpSForAIs.slc
                  deleted trunk/Scenarios/AE_Mod/scen0000/default/gamedata/AEM_MiscAIFixes.slc
                  deleted trunk/Scenarios/AE_Mod/scen0000/default/gamedata/AEM_pwcheat.slc
                  modified trunk/Scenarios/AE_Mod/scen0000/default/gamedata/DiffDB.txt
                  deleted trunk/Scenarios/AE_Mod/scen0000/default/gamedata/goods.txt
                  deleted trunk/Scenarios/AE_Mod/scen0000/default/gamedata/newsprite.txt
                  modified trunk/Scenarios/AE_Mod/scen0000/default/gamedata/risks.txt
                  modified trunk/Scenarios/AE_Mod/scen0000/default/gamedata/scenario.slc
                  modified trunk/Scenarios/AE_Mod/scen0000/english/gamedata/gl_str.txt
                  modified trunk/Scenarios/AE_Mod/scen0000/english/gamedata/Great_Library.txt
                  modified trunk/Scenarios/AE_Mod/scen0000/english/gamedata/scen_str.txt
                  Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                  CtP2 AE Wiki & Modding Reference
                  One way to compile the CtP2 Source Code.

                  Comment


                  • Revision 1108: The AI does not change its mind so often

                    Some cleanings:
                    modified trunk/ctp2_code/gs/slic/slicfuncai.cpp
                    modified trunk/ctp2_code/gs/gameobj/UnitData.cpp
                    modified trunk/ctp2_code/robot/pathing/robotastar2.cpp

                    Added governor debug report flag:
                    modified trunk/ctp2_code/ai/CityManagement/governor.cpp

                    The AI reconsiders the way of its units if they reveal foreign units:
                    modified trunk/ctp2_code/ai/ctpai.cpp
                    modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp
                    modified trunk/ctp2_code/ai/strategy/scheduler/scheduler.cpp
                    modified trunk/ctp2_code/ai/strategy/scheduler/Scheduler.h

                    Corrected AI unit strength calculation for units that are transported:
                    modified trunk/ctp2_code/ai/strategy/squads/squad_Strength.cpp
                    modified trunk/ctp2_code/ai/strategy/squads/squad_Strength.h
                    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
                    modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp
                    modified trunk/ctp2_code/gs/gameobj/ArmyData.h
                    modified trunk/ctp2_code/gs/world/cellunitlist.cpp
                    modified trunk/ctp2_code/gs/world/cellunitlist.h

                    Corrected debug report:
                    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp

                    Added for AI goal prioritation a general connection bonus, so that the AI would conquer cities on the other side of a strait:
                    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
                    modified trunk/ctp2_code/gs/gameobj/Player.cpp
                    modified trunk/ctp2_code/gs/gameobj/player.h
                    modified trunk/ctp2_code/gs/newdb/goal.cdb
                    modified trunk/ctp2_code/robot/pathing/CityAstar.cpp
                    modified trunk/ctp2_code/robot/pathing/CityAstar.h
                    modified trunk/ctp2_data/default/aidata/Goals.txt

                    The AI does not consider transporters on the way to a grouping point as transporters on the way to the final target. This way the goal does not fail, because a move order is not an attack order:
                    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp

                    The AI resets the needed transporters for a goal after a process match cycle, since this may change when all units went on board, and thus would make the goal fail:
                    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/scheduler.cpp
                    modified trunk/ctp2_code/ai/strategy/scheduler/Scheduler.h

                    The AI uses units that have orders also for garrison, this way goals won't fail after grouping. Since the grouped army wouldn't have orders:
                    modified trunk/ctp2_code/ai/strategy/scheduler/scheduler.cpp

                    Cleaned city building support cost calculation:
                    modified trunk/ctp2_code/gs/gameobj/CityData.cpp
                    modified trunk/ctp2_code/gs/gameobj/Player.cpp
                    modified trunk/ctp2_code/ui/interface/CauseAndEffectTab.cpp

                    Added /beginscheduler command to the chat window. This way one AI unit movement calculation can be initiated without having to wait for all the other AIs:
                    modified trunk/ctp2_code/ui/interface/chatbox.cpp
                    Civ2 military advisor: "No complaints, Sir!"

                    Comment


                    • Revision 1109: Fixed an AI unit visibility problem

                      Improved AI debugging:
                      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/scheduler/Plan.cpp
                      modified trunk/ctp2_code/ai/strategy/scheduler/scheduler.cpp
                      modified trunk/ctp2_code/ai/strategy/squads/squad_Strength.cpp
                      modified trunk/ctp2_code/ai/strategy/squads/squad_Strength.h

                      When an AI tries to step on an invisible enemy unit, the unit is revealed to the AI, so that the AI can either bypass that unit or attack:
                      ctp2_code/gs/gameobj/ArmyData.cpp
                      ctp2_code/gs/gameobj/armyevent.cpp
                      Civ2 military advisor: "No complaints, Sir!"

                      Comment


                      • Revision 1110: Corrected AI threat and desire war calculation

                        Some cleanings:
                        modified trunk/ctp2_code/ai/ctpaidebug.cpp
                        modified trunk/ctp2_code/gs/gameobj/PlayerTurn.cpp
                        modified trunk/ctp2_code/gs/utility/gameinit.cpp

                        Corrected AI threat calculation, and desire war calculation:
                        modified trunk/ctp2_code/ai/ctpai.cpp
                        modified trunk/ctp2_code/ai/ctpai.h
                        modified trunk/ctp2_code/ai/diplomacy/diplomat.cpp
                        modified trunk/ctp2_code/ai/diplomacy/Diplomat.h
                        modified trunk/ctp2_code/ai/mapanalysis/mapanalysis.cpp
                        modified trunk/ctp2_code/gs/events/GameEventDescription.h
                        modified trunk/ctp2_code/gs/utility/TurnCntEvent.cpp
                        modified trunk/ctp2_code/net/general/network.cpp

                        Reduced the memory requirements for the AI and so accelerated the game a tiny bit:
                        modified trunk/ctp2_code/ai/strategy/agents/agent.cpp
                        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/scheduler.cpp
                        modified trunk/ctp2_code/ai/strategy/squads/squad_Strength.cpp
                        modified trunk/ctp2_code/ai/strategy/squads/squad_Strength.h
                        modified trunk/ctp2_code/gs/world/cellunitlist.cpp
                        modified trunk/ctp2_code/gs/world/cellunitlist.h
                        Civ2 military advisor: "No complaints, Sir!"

                        Comment


                        • Revision 1111: Failed slave raids cannot be heard anymore

                          Threads for the AIs is not so much relaxed anymore:
                          modified trunk/ctp2_code/ai/mapanalysis/mapanalysis.cpp

                          Slave raid fail sounds cannot be heard anymore by the victim:
                          modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp
                          modified trunk/ctp2_code/sound/gamesounds.h

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

                          Comment

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