THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION. This version of the Call To Power 2 executable developed at apolyton.net Contact the authors on the Apolyton forums at http://apolyton.net/forums/forumdisplay.php?s=&forumid=213 or at ctp2source@apolyton.net This is the current state of the source code project released for playtesting. Playtesters should be aware that these files are intended for a plain vanilla install of CTP2. It should also be no problem to install over a patched version of CTP2, or over a previous playtest version. In theory this version is now compatible with most of the mods, but special actions may be required to make them work properly. Please visit the thread mentioned below and post queries if you desire further information. Installation instructions: unzip into your CTP2 dir and play. If you get warnings about overwriting existing files then you have unzipped to the correct location. It might be wise, if you have the space available, to make a copy of your CTP dir and unzip this into the copy, so that you can preserve an unchanged copy for playing mods, etc. Please report any problems, bugs, crashes, etc. in the following threads: http://apolyton.net/forums/showthread.php?s=&threadid=147969 Playtesting would be most useful if it tests the most recent changes, which are described briefly below, and in more detail in ChangeLog.txt Changelog: 2006-03-02 Added: EnablesVeterans flag for buildings. 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 though 2006-03-01 Added: GoldPerUnit - like my previous GoldPerCity flag but its just the flag value times the number of units (like Civ3). I stuck it to the palace to represent unit costs. Value seen in City Management (not national) Added: GoldPerUnitReadiness - same as above but added the readiness impact. Value seen in City Management (not national) Added: Need Number of buildings to Build - like the feat it can now be a flag for building a building (especially with OnePerCiv) or a wonder. 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! Added: multipleattack flag but not fully implemented (you can move after attacking or bombarding but not attack again) Added: TotalBuildingUpkeep: building upkeep also has a negative impact by being affected by your readiness and is deducted from the city gold (I can remove this if too much hate for it but it makes gold and readiness more significant) 2006-02-15 Updated: BUGS list to reflect fixes and new discoveries Updated: Improved error messages in tileset.cpp Updated: zlib (1.2.3) and tiff (3.7.3) libraries Fixed:Improved dbgen error message Fixed:Corrected turn box computation for ship paths through cities. Fixed:1.1 patch savegame compatibility fix Fixed: player color above player 16 and allow loading of the original color set again. Now there are only two valid number of colors for a ColorsXX.txt 58 and 74 - original and source code version respectively. For the 58 color version the missing player colors are copied from the terrain colors so that the result is like in the original game Fixed: mistake in tileset.cpp which prevented loading of tile file Fixed: mis-cast in UnitControlPanel.cpp Fixed: Prevent useless Assert pop-up (Governor.cpp) with the debug version Fixed: Rreport start of wonder when deleting the first item and the second item is a wonder Fixed: Removed texts that have been replaced with icons Fixed: Removed after redistribution of contents Fixed: Corrected building maintenance deficit spending handling. Fixed: Load strings from default files if a mod misses them Fixed: Added token so that the default strings aren't scanned for missing strings Fixed, added some strings and removed some duplicated strings Fixed: corrected endless path computation in an AOM game Added: NeedsCityGood, NeedsCityGoodAll, and NeedsCityGoodAny flags Added:Redesigned ColorSet to prevent a crash during start-up. Added: to Civilisation and CityStyle databases happiness increasement flags Added: Message boxes are now non-modal, left click on a message in the message list, the message is opened if it is not open, otherwise it is closed, right click removes the message from list, if it is open it is closed in addition. Left clicking on another message opens that and closes the first message. Alert boxes are left as they are modal. Added: option to select a city first instead of an active army. Added: DebugSlic and GoodAnim to the advanced options. Added:Used option to select a city first instead of an active army. Unfortunately this doesn't quite work. But for now this should be enough. Added:Made the autoDebug object more conform to the standart, maybe I move its struct to seperate header and source files Added: Improved handling of multiple build queue actions in a turn. Added:Display very slow or non-growth as --- Added: NeedsCityGood and NeedsCityGoodAll added to CanBuildUnit, CanBuildBuilding, and CanBuild Wonder Added:Implemented EnablesGood for buildings, wonders and tile improvements now they give goods to a city Added:To ProcessFood,ProcessProduction, EfficiencyOrCrime added a check that if a city has or is buying a good than you can get a bonus. Added: NeedsCityGoodAnyCity allows for a unit to be built in any city if one city has the good Added: Sneakattack - can attack with out declaring war or be attacked, like Hidden Nationality Added: Sneakbombard so you can bombard without war declared Added: new combat modifiers based on mounted and woodship bonus (see unit.cdb for flags) Added: new DifficultyDB to the project however, the DifficultyDB must still be replaced Added: two new options to the profile database: - One for allowing end turns while the game is running in the background - One that is supposed to stop end turns if there is a city with empty build queue, doesn't work yet. Added: Reneralised production start reporting Added: Settlers can now be added to a city! Added: Terrain Improvement flag CantPillage now works Added: NonLethalBombard - now the NLB flag doesnt destroy units (but weakens them) Added: CanBombardTiles - Tile Improvements can now be bombarded and destroyed Added: CollateralTileDamage - if unit has flag it will destroy the tile imps the unit they attack is on (lethal and nonlethal bombard) Added: GoldPerCity building flag. add subtract gold based on the number of cities your empire has Added: OnePerCiv - buildings can now be Small Wonders/National Projects 2005-10-23 Fixed: Misc crashes Fixed: Broken/incorrect links in the great library Fixed: Topic display bug in great library Fixed: Hosting of MP games on XP machines Fixed: SLIC error related to missing city Fixed: Prediction of movement times for ships moving through cities Changed: Message boxes to be non-modal Added: Option to select a city first instead of an army Added: DebugSlic and GoodAnim options Added: Two more colour sets 2005-09-12 Fixed: Bug with gold income Added: City limit to domestic control panel Changed: Information window remains open across turns Changed: Opening score tab of information window no longer closes other windows Added: Gold loss due to conversion and production loss due to franchising to national manager resource tab Added: Special attack window to display the cost of a special attack Added: Construction time to tileimp tracker window Fixed: Crashes when deleting tileimps Added: Option to end game on db error Fixed: MP database sync check Added: Female leader pictures Fixed: Age display in MP summary Fixed: Colors used on single player selection screen 2005-08-02 Fixed: Bugs with /importmap Fixed: Misc crashes Fixed: Updating of values caused by alteration of sliders on national management dialog Fixed: Bug preventing rush buying an item inserted before Capitalization or Infrastructure Added: Buttons linking the National, City and Build Managers 2005-06-28 Fixed: Crash caused by loading savegames with the wrong number of goods Fixed: Misc crashes Added: More AOM support Changed: Method of generating advances and units from goody huts to speed it up Fixed: Problem preventing play with fewer than 3 civs Removed: Automatic tutorial advice on low difficulty levels, since it breaks mods and generally causes problems (we have a specific tutorial button now on the main menu for those that want one) 2005-05-23 Added: Brief changelog to playtest readme Fixed: Incorrect bonuses from goods Fixed: Misc crashes Added: Some more credits 2005-05-17 Added: /debugai and /debugcells commands in chat window Changed: Some diplomatic agreements to have limited duration Added: New restriction fields to buildings and tile improvements Added: Bitwise operators in SLIC Changed: Piracy AI Added: New Anet library dlls (to fix XP hosting problems) Added: Leader name support Fixed: Misc. crashes and memory leaks Added: Support for multiple ctp2_data directories Added: Flag to prevent units being used as barbarians Fixed: Incorrect city style name display in cheat editor Fixed/Changed: AI worker allocation Fixed: Server listing in bootserv.txt Added: (Currently not useful) optimize slider button in domestic manager Added: Optimize specialist button to city manager Changed: National manager and city manager to show net rather than gross food and production Added: DisplayLevel field for tile improvements Fixed: Bug with government name display in message Fixed: Misc GL errors Added: "Turns to growth" display on main map Added: Support for immobile units Added: Ranged bombarding Changed: The method by which televangelists are recognized as special Changed: Method of caravan cost fix - now mods should have reasonable caravan costs Changed: Default colour scheme to get player 1 blue by default Added: Detailed changelog to playtest version 2005-03-05 Disabled: AI unit text, so that you don't see the AI goals. Fixed: Crashes and memory leaks. Fixed: Minor translation problems with the French and German string files. Updated: strategies.txt, advancelists.txt, buildlistsequences.txt and unitbuildlist.txt, to make the AI more agressive and seperate the AI personalities more. Fixed: Vision of borders of civs you have no contact to in fog off and god mode. Fixed: A Vision problem and a crash in combination with city conquest. Changed: Disabled autosave for MP client. Added: Finished production handling in the MP turn start. Updated: Anet game number. Fixed: Basic AI population assignment. - If cities has slaves the number of pops to assign is calculated correctly. - The first pop in the database can now be used, meaning AI can use entertainers. - The minimum amount of calculated entertainers can now be assigned. - However this are only basic fixes, population optimisation has still to be done. Added: A new slic power operator: ** Fixed: Slic database access, so that the feat units in CTC work. Added: Slic function AddSlaves to add slaves to a city. Added: Slic function IsOnSameContinent to check whether two locations are on the same continent. Fixed: Wonder start and almost complete messages are also send for the first wonder in the database correctly. Precisely you get now such messages for Aristotle's Lyceum. Fixed: Some minor bugs in the AI goal computation. Restored: Old operator of squd strengh. That caused the huge delays in the last version on maps with more than one continent. Changed: Pathfinding doesn't consider anymore danger on the way. Another solution for that has to be found. This removes the huge zone of control. Changed: Tile improvements for small cities of AIs get full utilisation bonus for placement. Changed: AI places tile improvements every fifth turn and roads every second turn. Added: CanSettleOn flag to unit.txt so that modders have the ability to limit settling to certain terrains. Changed: New games can now be started with only one civ (without any opponents). Changed: The version date is now derived from the exe's creation date (not last modification date), to prevent of showing a wrong date if ldl_str.txt has not been updated. Fixed: Turn counter synchronisation when creating a new civilisation (by revolt) to prevent one sided wars. Fixed: Science popup in hotseat and PBEM is delayed until the appropiate player's turn. Fixed: The risk levels in the drop down menu in the scenario editor are now in the right order. Fixed: Turn count in PBEM don't say anymore always "Turn 0" Changed: The same algorithm for SP and MP is used to generate Barbarians Changed: New terrain values 2004-12-28 Added: An attemp to fix range bombardment, but it does not seems to work. Fixed: Vision - The staus bar only shows what it should show. (Terrain status of the last visit) - Help tile window shows terrain statisics and improvements from the last visit. - The map only shows terrain and improvements and owners and city radii from the last visit. - If fog of war is toggled of status bar, help tile window and map show everything. Changed: The algorithm used in SP games is now the same as that used in MP games. Fixed: Feat accomplishment propagation from server to client. Fixed: Propagate city defensive bonus. Fixed: Mouse and keyboard events are also handled after buffer overflow. Fixed: Some crashes concerning the Alexander scenario. Added: Localized strings for the new civs to the other languages. Fixed: Arena and Aqueduct prerequisites Restored: Compatibility for Diplomod. Added: A Quit Button at the multiplayer screen for hotseat games. Fixed: Memory leaks concerning vision and the resourcemap. Improved: The music screen unconfirmed user changes are not reseted when returning to the music screen after visiting the music track selection screen and removed memory leaks. Fix: Unblock the client user interface when the server has handled the city production. Restored: Database compatibility of constDB for MP testing. Untested fix: Make cities grow and make science handled well in PBEM. Updated: Some player slic built-ins so that they can be not only used in string replacement but also in optaining integer values. Repaired: Some invalid links in the English Great Libary of the Alexander scneraio. Updated: GAMEID to match the value of the new anet.inf Fixed: Some crashes in concerning diplomat data and the sp new tribe screen. Fixed: Movement point propagation for settlers from disbanded cities in network games with 3+ players Corrected: Return type of IsVeteran function. 2004-10-20 Fixed: Bug fix and user interface improvement for the tactical info tab of the Unit manager Fixed: Select and center on the transport when double-clicking on a transported unit Fixed: Spelling error ("Devision") Fixed: Altered instant message display code to prevent messages being displayed to the wrong player in hotseat mode Fixed: Corrected handling of invalid strategies Fixed: Prevented crashes with invalid units Changed: Removed some duplicated code and allow to test cell whether its productivity concerning food, shields and gold would be better then with the current terrain type Added: If a terrain has no food tile improvement the AI checks whether there is a terraform option avalable for a terrain with better food stats Added: Changes to favorize Respect of non-treaspassing Treaty and retreat units Added: Checks to avoid Army blocked in grouping phasis Changed: The Group size check Changed: Rollback goals in double search Added: Methods to check if there is enough room for army along path, check danger along path Changed: Several values in goals.txt Fixed: typo corrected Changed: useless compiler warning disabled Added: CanTransport and IsCivilian, and a few other consistency changes to the Army class Fixed: Prevented a crash when a space plane gets assigned multiple orders Changed: Updated startegy database so that when two strategies are merged values aren't overwritten by the default values of an entry if this value has not been defined Changed:: Updated database generator so that bit pairs can now have default values as well. That allow to have default values in databases with entries that are merged, without merging default values into the merged record Fixed: The typo that caused the number of merchants to be displayed in the scientists column of the new Specialists tab of the National Manager window Changed: Updated the database generator so that the default values of bits can be accessed if they have any even if no value was set Fixed: Prevent crash when loading a saved game Fixed: Terraform logic Changed: Updated road path generation Changed: Lots (and lots) of things related to AI movement in an effort to improve that Added: Some French translations Fixed: Improved cleanup of the data of a dead player, to not keep old strategies hanging around Fixed: Prevented a crash when a city with walls or a forcefield gets destroyed Fixed: Allow more than 44 playable civs Added: 18 new civilizations Fixed: Crossed Sword Bug Changed: Great library enhanced Fixed: Visual tileimp progression Fixed: Extra checks to disable science victory in network games Fixed: Check for clear queue actions from clients received after they lost the city to another player Fixed: Network object bookkeeping gets cleared when exiting a game Fixed: Propagating PW in network games 2004-09-14 Added: Option (In advanced options) to display all orders any unit in an army can perform Added: Recalculation of support costs upon change of government Added: New messages when investigating a city depending on whether spying unit captured Fixed: Possible wrong sorting by "turns till production finished" in National Manager Changed: Sorting logic to speed sorting of lists Fixed: Sorting by govener type Fixed: Possible crash-causing behaviour on missing files Fixed: Text file errors in Alexander scenario Added: Prevention against a city revolting twice in a row to allow the new owner to repair problems with it and stand a chance of keeping it Fixed: Various memory leaks Fixed: Gaia controller messages Fixed: Various hotseat bugs Changed: Behaviour of text in Starting and Ending Age buttons in multiplayer setup to best cope with variations introduced by different mods. Fixed: Some problems with the original fix for the Miles sound library Changed: Many things to improve MSVC.NET compatibility Changed: Behaviour of messages tab so that newest message always displayed Added: New option to put newest messages at the top Changed: String hashing to prevent crash in Cradle Added: Target coordinates to 'armytext' playtest feature Changed: AI personalities system to improve flexibility Fixed: Possible double assignment of same civ at the start of the game Added: New city styles Added: New civs Changed: Buffer size when reading GL texts to prevent truncation of the longest entries Changed: Lots (and lots) of things related to AI movement in an effort to improve that Fixed: Crashes due to invalid units Fixed: Crash caused by starting a new game from the menu Fixed: Crashes due to malformed data files Added: Backwards compatibility with original data files Changed: Freight values to make caravans practical Changed: Sprite limit to 255 (from 200) Changed: Terrain scores to improve AI settling strategy Changed: AI tile improvement placement strategy to allow it to place undersea tunnels and be more intelligent in other placements 2004-07-25 Fixed: Various memory leaks Added: Added corrections for the French version Added: Redermination of the city style when setting the civilization in HotSeat Fixed: Strange tile visibility patterns in HotSeat mode Fixed: Enabled the end turn button when unblanking the screen in HotSeat mode Fixed: Blank the interface when loadeding a saved hot seat game Fixed: Recipients of messages Fixed: Increased animation queue to 12, making unit-in-wrong-place bug less likely Fixed: Cities do not revolt twice in a row Fixed: Slic files for the Alexander the Great scenario Added: Crash prevention for missing strings and images Fixed: Sort order for governors in in status tab for blank entries Improved: Sort logic for listboxes Fixed: Sort order in NationalManager for turns until production is finished Added: New message for the distinction if a unit was cought or not in city investigation Fixed: Recalculation of military support after government change Added: Option to display the intersection of unit orders or the union of unit orders for an army 2004-06-28 Fixed: Various memory leaks Added: Specialists tab in national manager dialog Fixed: Bug related to changing civ with the scenario editor Fixed: Bug with scenario savegames Added: Translational functionality on right click on the radar map Changed: Version of the freetype library used Fixed: Bombard information to AIs 2004-06-15 Added: Implementation of chance of gaining an advance through conquest Fixed: Various SLIC bugs Fixed: Bug which would inappropriately disable the embargo and declare war buttons Fixed: Miscellaneous sprite-related bugs Fixed: Possible crash (may be related to Solaris project bug) Fixed: Memory leak in the wonder movie window Changed: Score from city sizes to reasonable values Changed: Things to improve .NET compatibility Changed: Naming convention for autosaves Fixed: Blank age boxes in MP setup Added: More automatic focus changes for cities to standardize behaviour Fixed: Bug causing incorrect production when pressing F3 after end of turn Fixed: Possible rounding errors on science calculations Fixed: Incorrect display in keymapping dialog Added: New commands in keymapping dialog Added: New credits 2004-05-19 Fixed: Memory leak in GL Added: New ColorSet option to userprofile.txt to aid with switching colors##.txt files Fixed: Treatment of zero freight costs which gave strange trade route paths Fixed: Memory leaks with government modifications to DB entries Changed: Select current research on change research screen Fixed: Check which prevented sueing of franchises Fixed: When starting a scenario, use difficulty settings selected by user Changed: French translation of "Network Game" Changed: Implementation of new SLIC global variables 2004-04-30 Added: New SLIC global variables Fixed: Bug with scenario editor and players who have been removed Added: New SLIC functions Changed: Some French and German strings Improved: Govener AI choice of squares on which to place tile imps Changed: Error reporting for modulo 0 errors Fixed: Active defense movement type check Fixed: Neutral tile imp pillage bug Fixed: Problem with loading games using SLIC database access 2004-04-18 Added: Rush buy button status updated when gold gained from goody huts Fixed: Empty(ing) build queue crashes Fixed: Invalid memory access when loading from a file with a different table size Fixed: SLIC bugs Changed: Menu structure and graphics 2004-04-12 Added: Mousewheel support Fixed: Problem with previous bugfix preventing rush-buying of infrastructure/capitalization Improved: Rush buy buttons disabled outside of players own turn, to avoid MP rush buy bug Fixed: Misleading display of rush buy costs in city manager Added: Many missing SLIC functions Fixed: Handling of SLIC errors 2004-04-03 Fixed: Bug preventing tile imps being built on terraformed land Fixed: Bug with games played as players other than player 1 2004-03-28 Updated: German and English version of the Great Libary. Updated: colors00.txt to replace some nearly identical colors and changed the color order a little bit. Fixed: Disabled restart key in network, hot seat and email games. Fixed: Is the scenario editor launched for the first time in a game session, player 1 is not selected anymore. Added: Player selection, and with player selection color selection. Fixed: Scenarios that allow players other than player 1 to be played. Fixed: Games with more then 28 civilizations can now be saved and loaded. Changed: Replaced all Neptune refferences by Uranus refferences. For some languages this needs to be checked if the right translation is used. Improved: The path finding algorithm, as a downside this implementation could be very slow. Added: Setting research goal to something already researched clears the goal. Added: Itialian translation, unfortunatly it is not complete. Fixed: Some more memory leaks. Fixed: Pollution is not turned off automaticly when the scenario editor is used. Added: Loading of build queues with capatalisation or infrastructure. Fixed: When a trade route is pirated it is not anymore centered, just the sound effect is played. Added: Auto-center for bombardment Fixed: Diplomatic proposals/responses sent from UI get the highest priority possible so that the AI will not override them. Fixed: Cannot rush buy capitalization/infrastructure. Fixed: Problems with invalid data that lead to crashes. Added: Sanity check on city styles (avoids crash when settling in Alexander). Added: Savegames generated by CTP2 v.1.1 can now be loaded. Fixed: Invisible pirates are not centered anymore. Fixed: The Ai does not consider goals anymore that have become, e.g. destroyed cities. 2004-02-21 Added: Governments can now modify the properties of units, tile improvemnts, buildings, goods, wonders and feats. Added: French translation is now complete. Altered: Description text of the max players spinner on the new single player players screen to increase the understandibility. Fixed: North-South-warp behaviour, concerning vision etc. Seems also to fix the Neptune map. Fixed: Some memory leaks. Fixed: A freeze bug that occurs under certain circumstances, if enemy moves are set on. Altered: The Barbarian color is not black anymore, but rather some bright red. Added: New and bigger message to allow the player to see on a glance what is going on when a message appears. Fixed: Some things in the script.slc, to make sure better message icons are used, and more more messages now contain an eyepoint for better action localization. Also a doubled message was removed. 2004-01-31 Added: MAX_MATCH_LIST_CYCLES flag to sonst.txt of the Magnificant Samurai Scenario, so that it work with this version of CTP2. Possible crash fix: cpuinf32.dll is no longer used to examine the CPU, didn't work on non intel CPUs anyway. Improvement: Have the great library start with something more useful than Advanced Infantry Tactics. Fixed: A number of SLIC functions that used calls with inappropriate arguments. Fixed: Great library data between players in hotseat games is now cleared. Added: In Advanced Options Menu some more useful descriptions for CloseOnEyepoint and ShowExpensive functions, a native speaker may have a look on the English version for language corrections. Added: All the changed textfiles from patch 1.1/1.11. Added: Missing diplomacy photos in the diplomanager. Replaced: Buttons for the number of Civs in the single player new game screen by a spinner. This allows you to start a SP game with more then 7 opponents. The maximum is 31 civilizations in one game. Unfortunatly only games up to 28 or 29 players can be reloaded. Added: A maximum civs spinner on the same screen that allows you to set to how many civs can be at the same time in one game, while the limit is not reached revolting cities are converted into new civs, otherwise in Barbarian cities. Added: On the same screen another spinner that will allow you to select your civ color, unfortunatly does not work, yet. Replaced: Disclaimer strings are added for the old disclaimer image from the last versions, to allow easy localizability. Fixed: A bug in the scenario.slc from the Magnificant Samurai Scenario, so that now a fort in Shichinen is built a site when it should be build. Added: Up to 33 players are now supported with their own color. I hope you enjoy the new collor set. :D;) Fixed: Some cut & paste errors repaired in Exclusions.cpp, no idea what it does now you have to ask Fromafar. Fixed: Alexander scenario.slc, replaced the code in the "doesn't work, grrrr..." function with something that seems to do the job. Added: Slic Database access, and a way to figure out via slic how big a database is. Fixed: Crash to desktop prevented in the HasAgreement function Fixed: Crash to desktop prevented when no sound has been defined for a tile improvement. Fixed: Unloaded buttons which caused an exit pop-up in the city window, don't ask me what Fromafar here means. ;) Added: If during slic code execution a devision through 0 appears in DebugSlic=Yes mode a meaasge is give. Fixed: Map wrap handling of the trade route computation is now consistent with the actual map type selection. Fixed: Trade routes now follow rivers, roads, railroads and maglavs according the Freight flag in terrain.txt and tileimp.txt. So if you have a route between two cities and there is no road etc. you need much more caravans than if there is a road etc. Fixed: Handled a CtD (stack overflow by infinite recursion) when the advances contain a loop in the prerequisite chain. Occurred (only) with the debug version in combination with the LoTR scenario. Well maybe this is also useful somewhere else. Fixed: Memory leaks 2003-12-14 Fixed: Prevents triggering - and forcing you to click away - the intimidating message about having to sell city improvements when you rushbuy to a low gold level in an otherwise sound economy. Fixed: Some small updates for the Alexander scenario: text files only - no code. Fixed: \ctp2_data\default\gamedata\tileimp.txt updated to align with 1.11 Fixed: \ctp2_data\default\uidata\keymap.txt updated to align with 1.11 Fixed: \ctp2_data\english\gamedata\add_str.txt updated to align with 1.11 2003-11-12 Fixed: English ldl_str.txt corrected to the correct description for Neptune world. Fixed: Do not cause an Assert failure - in the debug version - when slaves revolt and capture a city. Fixed: Replaced Shield references with Food ones in the food functions. Fixed: Removed an AI mental block which prevented it from placing gold improvements on forest tiles. Unfortunately, this is not a very general solution: it will not work for water tiles. 2003-09-12 The sound system should be in working order. Added: Start screen shows legal mumbo jumbo. Fixed: Hidden goods no longer show up in the Great Library. Added: Pollution powergraph. First fix for the PBEM (PBEM is still incomplete though). Fixed: Coastal fortress and flak guns now work. Fixed: Sea city sprite bug. Added: function so that the population is displayed in the CityPopSoinner can be used elsewhere in the program. Fixed: Bug in Scenario Editor that prevents displaying of more then three city style buttons in the city tab. Well these so far these buttons don't have icons but at least they work now as expected. Fixed: Bug in the Scenario Editor so that cities created by the Scenario Editor have the right size as displayed in the CityPopSpinner and keep their style given by the Scenario Editor. Fixed: Cities created by the scenario are now selected per default. Attempt to fix bug concerning displaying of unfinished tile improvements. Unfortunatly this doesn't work as expected as the graphics of the unfinished improvements aren't updated as exspected. Fixed: PercentComplete function. Fixed: infinite rush build bug. Fixed: view the movies without a sound card. Fixed: GetNearestWater Slic function. Fixed: automatic selection when clicking the eyepoint of a message window. Implemented: FreeAllSlaves, DestroyBuilding, OpenBuildQueue, TileHasImprovement and ArmyIsValid functions. Fixed: Center on Pirating Bug. Fixed: Display the underlying terrain information when clicking on an enemy object. This prevents easy detection of invisible enemy units. Fixed: The science manager now display the real costs for the player. Added: A flag to the ConstDB to expose the number of process matches for each army so that this number is not hardencoded anymore to make the AI behaviour more modder friendly. Fixed: Recover production shields when disbanding a unit from the unit tab of the city screen. Fixed: Reduced the visibility to the player of an AI cheat in the pathfinding algorithm. Fixed: Make forts heal as cities, instead of fully in one turn. Fixed: Veteran status is now used in combat. Added: The music option to the drop down menue in the menue bar. Added: When a tile improvement is constructed a sound is played like in CTP1. Added: Strings in English and German for the new music option and for the ranking tab. Added: Short cut to the music screen to the keymaps. Added: A Sound flag, a Freight flag and remove the limit of 3 for contruction tiles. All in the TileImprovementDB. Fixed: None of the rush buy buttons is disabled anymore when there is only one turn left from completion. Added: A user interface option: Enables you to view cost and effect of all known tile improvements, even if you are short on PW. To activate this option, you have to edit userprofile.txt and set ShowExpensive to Yes. (Well has to be added, if the game doesn't do it automaticly.) There is no in-game screen to modify this setting (not yet). Fixed: AI-AI-Diplomacy actually happen now. Added: Two new flags for the terrainDB to allow modders to customize the graphics for goody huts, this modification allows the modder to define for each terrain a different hut graphic, for example you could have glacier like style huts for icy terrains or a dessert or oasis like ruin/hut for desserts and so on. The new flags in the terrainDB are optional if both of these flags are missing or just one of them a default image is used, like it is in the original CTP2. The terrain.txt here is a modified version, I replaced some of the ruins graphics with another graphic that is part of the tile file already. This terrain.txt is meant as a base for disscussion, so far it just demonstraded that it does work. Added: The maximum city size that you can create with the scenario editor is now 999. Added: Flat Map and Neptun World option to the single player shape selection window. This new features are only available in a single player game so far. Fixed: Correct movement costs for ships above seatunnels. Fixed: Do not overwrite the user's leader name with the default civilisation-dependent name when there is no reason to. Fixed: Do not trigger a disaster warning when there is no pollution at all. Fixed: Some Hotseat issues with hiding information between players. Implemented: SLIC functions GetRoundsToNextDisaster and GetCurrentPollutionLevel. Added: Close message boxes automatically when clicking the eyepoint. A line CloseOnEyepoint=No will be added to userprofile.txt when you start a game with the modified source. You have to change No to Yes to activate this option. There is no in-game screen to change this setting.