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  • It didn't worl so well for Apolyton Pack, Med Pack 2 and Cradle, it only worked in GoodMod, because I provided a modified ns_strings.ldl, but then you had an problem with the original setup, actual for that thing ModSwapper doesn't work at all. Either the ten ages or the five ages. However the missing entries were just blank. And the end age was set to the industrial age in Apolyton Pack, well we could provide a modified ns_strings.ldl, as most mods have ten ages, and like in the case of MedPack 2 with nine ages it wouldn't matter as well, as the last string would just be skipped.

    -Martin
    Civ2 military advisor: "No complaints, Sir!"

    Comment


    • 2004.09.11
      Text file update by Martin Gühmann:

      [b]..\ctp2_data\default\terrain.txt[b]
      Updated the terrain scores so that match they more to the ones from Apolyton, this results in a more aggressive settling behaviour of the AI.

      ..\ctp2_data\default\civilisation.txt
      ..\ctp2_data\english\civ_str.txt
      ..\ctp2_data\german\civ_str.txt
      ..\ctp2_data\italian\civ_str.txt

      Reinserted the civs from the original game. And removed most of the new civs to fit to the UI limitation. The following civs have been readded:

      Korean
      Nigerian
      Welsh
      Cuban
      Nicaraguan
      Irish

      The following civs have been removed in comparision to the last version:

      Byzantine
      Babylonian
      Carthaginian
      Austrian
      Swedish
      Celtic

      The following civs are now in but are not in the original game.

      Arabian
      Nubian
      Aztec

      All the aditional city names and civs names are still in the string files, the additional civs over the limit of 45 are still in the civilisation.txt but outcommented to make sure that all civs are selectable by the human player that are in the game. The downside of this restoration is that the readded civs just have 30 city names. That is also true for the Nubians and the Poles. Unfortunatly there is no French and Spanish version of the civ_str.txt therefore I wasn't able to provide for these languages at least non-translated strings in English, the consequence of these missing strings are that the Frensh and Spanish version of CTP2 doesn't run.

      -Martin
      Attached Files
      Civ2 military advisor: "No complaints, Sir!"

      Comment


      • Increased great library data storage size from 4k to 8k (for the German version), and added support for target memory range checking when parsing text strings.

        gs\utility\stringutils.cpp
        gs\utility\stringutils.h
        ui\interface\greatlibrary.cpp
        ui\interface\greatlibrary.h
        ui\interface\great_library_util.cpp
        ui\interface\greatlibrarywindow.cpp

        [Edit: file link removed. Included in the 2004.09.13 source collection.]
        Last edited by Fromafar; September 15, 2004, 17:22.

        Comment


        • A lot of stuff have accomulated on my harddrive, so I better post it before I lose the overview definatly. I undid the changes about the astar stuff, as I think it belongs into the ENtryCost function so that it is efficent and I also undid the exploration res change as I got the feeling that there is still a slowdown even with an optimized final release build. So I should be able to release now an all pack in the next days. So that we can build a new playtest build.


          Improved AI and mayor tile improvement behaviour by Martin Gühmann:

          ..\ctp2_code\gs\gameobj\CityData.cpp
          ..\ctp2_code\gs\gameobj\CityData.h
          Added NeedMoreFood to determine whether the AI should build a food tile improvement.

          ..\ctp2_code\ai\CityManagement\governor.cpp
          ..\ctp2_code\ai\CityManagement\governor.h

          - Removed .NET warnings
          - Added Calvitex' roads around cities code
          - Removed code that prevents the AI and mayors from building undersea tunnels.
          - Modified g_cityAstar.FindRoadPath to match the new signature
          - Added more arguments to FindBestTileImprovement function, so that it can take
          the terrain improvements from the other tiles into consideration.
          - Food tile improvements are now build if food is needed and not if there is
          plenty of food for the city.

          ..\ctp2_code\ctp2_code\robot\pathing\CityAstar.cpp
          ..\ctp2_code\ctp2_code\robot\pathing\CityAstar.h

          - Added owner argument to FindRoadPath so that the m_owner variable can be set the
          actual owner.
          - Unexplored terrain is now taken into consideration
          - Tiles on that no road improvement can be built, because it has non, e.g dead or
          the according advance is missing, e.g. water.
          - Tiles that no one owns are taken into account, but with higher costs so that
          tiles are prefered that are owned, but leave the possiblity open to build a road
          when the territoral connection is missing.
          - Foreign tiles are ignored unless the foreigner is an ally, maybe a higher penalty
          then for unowned tiles should be indroduced.
          - Linking cities on different continents and building of undersea tunnels is now
          also possible.
          - To calculate the costs for one tile the MoveCosts are weighted with the pw costs
          this results in good and cheap pathes.

          ..\ctp2_code\gs\newdb\StartegyRecord.cpp
          ..\ctp2_code\gs\newdb\StartegyRecord.h
          ..\ctp2_code\gs\newdb\StrategyRecord.stamp
          ..\ctp2_code\gs\newdb\startegy.cdb

          Exposed to new constant to startegy.txt to calculate whether food is needed:

          Code:
          	// Maximum number of turns required for city growth of one pop that
          	// is accepted for the AI and mayors. Default value == 30.
          //	Bit (Int) TurnsAcceptedForOnePop = 30
          	Int TurnsAcceptedForOnePop = 30
          
          	// The number of pops before the current pop maximum the AI and mayors
          	// stop to consinder building food terrain improvements in the radius
          	// of the according city. Default value == 1.
          //	Bit (Int) StopBuildingFoodBeforePopMax = 1
          	Int StopBuildingFoodBeforePopMax = 1
          Actual those constants should be Bits so that when two startegies are merged the value of that startegy in that the value is not defined merged into the other. But unfortunatly Bits don't allow default values, at least not yet.

          ..\ctp2_code\ai\ctpai.cpp
          Set back the exploration resolution to five, there seem still to be a slow down in the game for no obvious gain.

          ..\ctp2_code\ctp2_code\robot\pathing\astar.cpp
          ..\ctp2_code\ctp2_code\robot\pathing\Astar.h
          ..\ctp2_code\ctp2_code\robot\pathing\unitastar.cpp
          ..\ctp2_code\ctp2_code\robot\pathing\UnitAstar.h
          ..\ctp2_code\ctp2_code\robot\pathing\TradeAstar.cp p
          ..\ctp2_code\ctp2_code\robot\pathing\RobotAstar.h

          Restored the last versions of these files as the check whether a path is blocked or not has to be put into the EntryCost function or into one of the from there called other functions, that will reduce the additional code and the calculation time.

          ..\ctp2_code\gs\newdb\GoalRecord.cpp
          ..\ctp2_code\gs\newdb\GoalRecord.h
          ..\ctp2_code\gs\newdb\GoalRecord.stamp
          ..\ctp2_code\gs\newdb\goal.cdb

          Restored backward compartibility by giving the new flags default values.

          -Martin
          Attached Files
          Civ2 military advisor: "No complaints, Sir!"

          Comment


          • 2004.09.13. All Pack part 1

            2004.08.02
            ..\ctp2_code\libs\miles\mss.h

            Miles Sound System include file update by Fromafar:

            * Assigned debugger confirmed values to the enumeration constants.
            * Added disclaimers.
            * Replaced bool (not a type in C) with S32.
            * Integrated stubbed and non-stubbed versions.

            Note: To make it complicated, the path ..\ctp2_code\libs\miles\mss.h from the original source code project has been reinstated. This will make accessing this file from the File View tab work again. However, this forces you to delete ..\ctp2_code\sound\mss.h before rebuilding with the new file. If you don't, the wrong file will be included during compilation.


            2004.08.03
            ..\ctp2_code\ai\diplomacy\diplomat.h
            ..\ctp2_code\ai\diplomacy\foreigner.cpp
            ..\ctp2_code\ai\mapanalysis\settlemap.h
            ..\ctp2_code\ai\strategy\scheduler.plan.h
            ..\ctp2_code\ai\strategy\scheduler.cpp
            ..\ctp2_code\ai\strategy\scheduler_types.h
            ..\ctp2_code\gs\gameobj\gaiacontroller.h
            ..\ctp2_code\ai\strategy\scheduler\scheduler.h
            ..\ctp2_code\ctp\ctp2_utils\c3debugstl.h
            ..\ctp2_code\ctp\ctp2_utils\AvlTree.h
            ..\ctp2_code\ctp\ctp2_utils\c3cmdline.cpp

            MSVC.NET compatibility update part 1, by Fromafar.

            Most of the following changes have already been reported by RalphTrickey in the COMPILE: Getting the source to compile on VS.NET thread.
            This code has no functional changes, but has been verified to work on both MSVC 6.0 and .NET.

            Replace list-fixed with list:
            diplomat.h
            foreigner.cpp
            settlemap.h
            scheduler.plan.h
            scheduler.cpp
            scheduler_types.h
            gaiacontroller.h

            Workarounds for allocator problems:
            scheduler.h
            c3debugstl.h

            Replace or remove references to a missing iostream.h:
            AvlTree.h
            c3cmdline.cpp


            2004.08.03
            ..\ctp2_code\ui\netshell\ns_lobby.h
            ..\ctp2_code\ui\netshell\ns_gplayer.h
            ..\ctp2_code\ui\netshell\ns_gamesetup.h
            ..\ctp2_code\ui\netshell\ns_game.h
            ..\ctp2_code\ui\netshell\ns_aiplayersetup.h
            ..\ctp2_code\ui\netshell\ns_aiplayer.h
            ..\ctp2_code\ui\netshell\ns_transport.h
            ..\ctp2_code\ui\netshell\ns_session.h
            ..\ctp2_code\ui\netshell\ns_server.h
            ..\ctp2_code\ui\netshell\ns_rplayer.h
            ..\ctp2_code\ui\netshell\ns_playersetup.h
            ..\ctp2_code\ui\netshell\ns_player.h
            ..\ctp2_code\ui\netshell\ns_transport.cpp
            ..\ctp2_code\ui\netshell\ns_session.cpp
            ..\ctp2_code\ui\netshell\ns_server.cpp
            ..\ctp2_code\ui\netshell\ns_rplayer.cpp
            ..\ctp2_code\ui\netshell\ns_playersetup.cpp
            ..\ctp2_code\ui\netshell\ns_player.cpp
            ..\ctp2_code\ui\netshell\ns_object.h
            ..\ctp2_code\ui\netshell\ns_lobby.cpp
            ..\ctp2_code\ui\netshell\ns_listbox.h
            ..\ctp2_code\ui\netshell\ns_gplayer.cpp
            ..\ctp2_code\ui\netshell\ns_game.cpp
            ..\ctp2_code\ui\netshell\ns_civlistbox.cpp
            ..\ctp2_code\ui\netshell\ns_aiplayer.cpp
            ..\ctp2_code\ui\netshell\ns_accessor.h
            ..\ctp2_code\ui\netshell\ns_gamesetup.cpp
            ..\ctp2_code\ui\netshell\ns_aiplayersetup.cpp

            MSVC.NET compatibillity update part 2 by Fromafar.

            Resolved ambiguous function reference:
            ns_civlistbox.cpp

            Other files:
            Corrected strange access of non-static members from static data.


            2004.08.04
            ..\ctp2_code\ai\diplomacy\diplomat.cpp
            ..\ctp2_code\ai\diplomacy\diplomattypes.h
            ..\ctp2_code\gs\gameobj\terrainutil.cpp
            ..\ctp2_code\gs\slic\sliccmd.cpp
            ..\ctp2_code\gs\slic\slicengine.cpp
            ..\ctp2_code\gs\slic\slicif.cpp
            ..\ctp2_code\gs\utillity\mapfile.cpp
            ..\ctp2_code\ui\aui_ctp2\c3_listbox.cpp
            ..\ctp2_code\ui\aui_ctp2\ctp2_listbox.cpp
            ..\ctp2_code\ui\aui_utils\vidplay.h
            ..\ctp2_code\ui\interface\creditsscreen.cpp
            ..\ctp2_code\ui\interface\trademanager.cpp

            MSVC .NET compatibility update part 3 by Fromafar.

            Removed some more non-standard language constructs.


            2004.08.05
            ..\ctp2_code\ai\citymanagement\governor.cpp
            ..\ctp2_code\ai\strategy\agents\ctpagent.cpp
            ..\ctp2_code\ai\strategy\goals\ctpgoal.cpp
            ..\ctp2_code\gfx\tilesys\tiledraw.cpp
            ..\ctp2_code\gs\gameobj\armydata.cpp
            ..\ctp2_code\gs\slic\slicfunc.cpp
            ..\ctp2_code\gs\world\wldgen.cpp
            ..\ctp2_code\ui\aui_utils\textutils.cpp

            MSVC .NET compatibility update part 4 by Fromafar.

            Resolved ambiguous fabs, floor, and sqrt calls.


            2004.08.06
            ..\ctp2_code\ai\diplomacy\agreementmatrix.cpp
            ..\ctp2_code\ctp\c3.h
            ..\ctp2_code\ctp\ctp2_utils\c3cmdline.cpp
            ..\ctp2_code\gfx\tilesys\maputils.cpp
            ..\ctp2_code\gfx\tilesys\TileHighlight.cpp
            ..\ctp2_code\gs\gameobj\ArmyData.cpp
            ..\ctp2_code\gs\gameobj\CityData.cpp
            ..\ctp2_code\gs\gameobj\Happy.cpp
            ..\ctp2_code\gs\gameobj\UnitData.cpp
            ..\ctp2_code\gs\world\Cell.cpp
            ..\ctp2_code\gs\world\wldgen.cpp
            ..\ctp2_code\robot\aibackdoor\dynarr.h
            ..\ctp2_code\robot\pathing\unitastar.cpp
            ..\ctp2_code\ui\aui_common\aui_control.cpp
            ..\ctp2_code\ui\aui_common\aui_music.cpp
            ..\ctp2_code\ui\aui_ctp2\radarmap.cpp
            ..\ctp2_code\ui\aui_ctp2\thumbnailmap.cpp

            MSVC .NET compatibility update part 5 by Fromafar.

            Resolved ambiguous ceil calls, and tried to standardise min and max calls.

            Notes by Fromafar:

            This is the final and most dangerous part of the update - and the most likely one not to work.

            In ..\ctp2_code\ctp\c3.h, I have set the NOMINMAX define to suppress the macros, and have added template versions of std::min and std::max, which MSVC 6 did not have. MSVC .NET is supposed to have those, but I am unable to verify this, because I don't have a .NET compiler. If it does not work with MSVC .NET, try updating the _MSC_VER test value from 1300 to 1400.


            2004.08.07
            dsp update part 1 by ctplinuxfan:

            * added custom build targets for (.cdb|.l|.y) files
            => e.g. Release build does not need prior debug build
            * removed hardcoded directx .lib and include references
            => dxsdk switching via tools->options->directories possible, no more copy orgies
            * removed hardcoded dxmedia .lib and include references
            => dxmedia sdk switching via tools->options->directories possible, no more copy orgies
            * added nodefaultlib for libcmt/libcmtd.lib (probably worth for xp/2k)

            Configuration note: If you haven't added the Direct Media SDK and DirectX SDK to your paths in tools->options->directories, do so now.
            For libraries, make sure at top path are in that order:
            DXMedia\lib
            DXSDK\lib
            ... (any further system libs)

            For headers, this order is a must, beginning from top:
            DXMedia\classes\base
            DXMedia\include
            DXSDK\include
            ... (any further system headers)

            Where

            * DXMedia is your Direct Media SDK installation path (e.g. C:\DXMedia)
            * DXSDK is your DirectX SDK installation path (e.g. C:\DX90SDK).

            Though for now, you still cannot use DirectShow Base Classes of DXSDK instead of the outdated onces of DXMedia


            2004.08.08
            ..\ctp2_code\ctp\civctp.dsp
            ..\ctp2_code\mapgen\plasma1.dsp
            ..\ctp2_code\mapgen\fault.dsp
            ..\ctp2_code\mapgen\Crater.dsp
            ..\ctp2_code\mapgen\Plasma2.dsp
            ..\ctp2_code\mapgen\geometric.dsp
            ..\ctp2_code\gs\dbgen\dbgen.dsp
            ..\ctp2_code\gs\world\wldgen.cpp
            ..\ctp2_code\os\
            ..\ctp2_code\os\linux\
            ..\ctp2_code\os\win32\
            ..\ctp2_code\os\autoconf\
            ..\ctp2_code\os\common\
            ..\ctp2_code\os\include\
            ..\ctp2_code\os\include\ctp2_config.h
            ..\ctp2_code\os\include\config_win32.h

            dsp update part 2: DXMedia requirement removed

            changes:
            - added generation of lex.sc.c (forgot that for Win32 Release)
            - finally dxmedia is not needed, if you use DirectX SDK >8.x like beginning of this post
            - added ctp2_code/os for os specific/dependent code
            - stub headers os/include/*.h (unused yet and pretty empty)

            ..\ctp2_code\ui\interface\NationalManagementDialog .cpp
            ..\ctp2_code\ui\aui_ctp2\ctp2_listbox.cpp
            I merged back changes by Lui2 as described here
            Thanks Fromafar for starting with CityData.cpp

            Note: civctp_j.dsp is not altered yet; for the conversion a unicode capable editor with dos line conversions or a hex editor is needed.


            2004.08.10
            ..\ctp2_code\gs\database\profiledb.cpp
            ..\ctp2_code\gs\database\profiledb.h
            ..\ctp2_code\ui\aui_common\aui_listbox.cpp
            ..\ctp2_code\ui\aui_common\aui_listbox.h
            ..\ctp2_code\ui\interface\controlpanelwindow.cpp
            ..\ctp2_data\\gamedata\ldl_str.txt

            Activision patch reimplementation by Fromafar: Always display the newest message.
            User interface option: Display the newest message at the top.
            Placeholders added for the new option string to the data files.

            2004.08.12
            ..\ctp2_code\gs\slic\stringhash.h
            Bug fix by Fromafar for a reported crash with Cradle.


            2004.08.13
            ..\ctp2_code\ai\strategy\goals\CTPGoals.cpp
            ..\ctp2_code\ai\strategy\goals\CTPGoals.h

            'armytext' command enhancement by calvitix:

            Add the target coords (X,Y) to the armytext (text with the army goal that is available on the screen when using the playtest command 'armytext').


            2004.08.15
            ..\ctp2_code\ai\diplomacy\sstateevent.cpp
            ..\ctp2_data\default\aidata\personalities.txt
            ..\ctp2_data\default\aidata\Goals.txt
            ..\ctp2_data\default\aidata\strategies.txt
            ..\ctp2_code\gs\newdb\PersonalityRecord.cpp
            ..\ctp2_code\gs\newdb\PersonalityRecord.h
            ..\ctp2_code\gs\newdb\PersonalityRecord.stamp
            ..\ctp2_code\gs\newdb\personality.cdb

            Changes by Martin Gühmann:
            Exposed the strategies used by the players to the personalities.txt.
            Fixed advice strings for some personalities.
            Added new strategy, so that when the AI hit the city limit conquest and founding of cities is stopped.
            Added new AI goals so that the AI can also advertise, incite uprisings, poison cities, sue, sell indulgences and faith healing. In addition the settling goals are now executed more often so that the AI fills available land with cities quickly. And land destroed due to pollution is fixed now quicklier, this fix is taken from kaan's Fixmod.

            Note all the old personalities.txt's are incompatible with this version of the PersonalitiesDB, but this PersonalitiesDB is much more flexible then the old one.


            2004.08.17
            ..\ctp2_code\gs\gameobj\civilisation.cpp
            ..\ctp2_code\gs\gameobj\civilisationpool.cpp
            ..\ctp2_code\gs\gameobj\civisationpool.h

            Bug fixes by Fromafar:

            1. Prevent assigning the same civilisation twice at the start of the game.
            2. Recycle the civilisation (index) when a civilisation gets killed. This may prevent a game crash that would occur when a new - revolting - civilisation is created and all civilisation indices had been used in the past.

            Note: The solution for problem 1 is incomplete. When the human player selects an index (color) larger than 1, the human player civilisation may be the one that gets reassigned. Modifications in gameinit.cpp to prevent this are still under test, and will follow later.



            2004.08.19
            ..\ctp2_code\gs\utility\gameinit.cpp

            Bug fix: make sure that the human player will get the selected civilisation.

            Notes:Tested for most SP start possibilities. Not tested for MP. The code for an editor start has not been changed (still using player 1).


            2004.08.20
            ..\Scenarios\AlexanderTheGreat\scen0000\default\ai data\personalities.txt
            ..\Scenarios\MagnificentSamurai\scen0000\default\a idata\personalities.txt

            Changed by Martin Gühmann to make the Alexander the Great and the Magnicant Samurai scenarios compatiple with the lastest personalities.txt modifications.


            2004.08.27
            ..\ctp2_code\ui\netshell\ns_listbox.h
            ..\ctp2_code\ui\netshell\ns_customlistbox.cpp

            Bug fix by Fromafar: Repaired broken MP list boxes and updated the list box data handling to match the .NET compatibility changes.

            2004.08.28
            CityMod3 by Martin Gühmann
            Graphics part:

            ..\ctp2_data\default\pictures\CM2_*.tga
            Update the age membership of the buildings and advances in the Great Libary.

            ..\ctp2_data\default\pictures\Classic.tga
            ..\ctp2_data\default\pictures\Future.tga
            ..\ctp2_data\default\pictures\Industri.tga
            ..\ctp2_data\default\pictures\Info.tga
            ..\ctp2_data\default\pictures\Renaiss.tga
            Blank age backgrounds.

            ..\ctp2_data\default\pictures\RomanStyle.tga
            ..\ctp2_data\default\pictures\ArabianStyle.tga
            ..\ctp2_data\default\pictures\AsianStyle.tga
            ..\ctp2_data\default\pictures\AmericanStyle.tga
            ..\ctp2_data\default\pictures\CastleStyle.tga
            ..\ctp2_data\default\pictures\EgyptainStyle.tga
            ..\ctp2_data\default\pictures\PalaceStyle.tga
            New city style icons for the scenario editor.

            ..\ctp2_data\default\gamedata\sprites\gc*.spr
            From sprite 000-020: New sprites to complete the set of new modern sprites of CityMod2 to a set of 8 sprites per city style.
            From sprite 097-187: Sprites by Harlan Thompson (American and Castle style and Industrial Age), PinkFriend (Palace style) and Martin Gühmann (Egyptain style and new Modern style).
            From sprite 188-219: Sprites from CTP1 (Genetic style, Diamond style, Underwater style and space style)

            Text file part:
            ..\ctp2_data\default\gamedata\Advance.txt
            ..\ctp2_data\default\gamedata\age.txt
            ..\ctp2_data\default\gamedata\agecitystyle.txt
            ..\ctp2_data\default\gamedata\citystyle.txt
            ..\ctp2_data\default\gamedata\civilisation.txt
            ..\ctp2_data\default\gamedata\uniticon.txt
            ..\ctp2_data\default\gamedata\script.slc

            New city styles, ages and civilisation have been added to these files. Now there are 45 civs in the game. The following civs have been added:

            Arabian
            Austrian
            Nubian
            Byzantine
            Celtic
            Babylonian
            Carthaginian
            Swedish
            Aztec

            The following civs have been removed:

            Korean
            Nigerian
            Welsh
            Cuban
            Nicaraguan
            Irish

            However the according strings are still in the civ_str.txts maybe with an interface update we can readd them.

            Language text file part:
            ..\ctp2_data\XXXXXX\gamedata\GreatLibary.txt
            ..\ctp2_data\XXXXXX\gamedata\gl_str.txt
            ..\ctp2_data\XXXXXX\gamedata\civ_str.txt
            ..\ctp2_data\XXXXXX\gamedata\info_str.txt
            ..\ctp2_data\XXXXXX\gamedata\str_loc.txt
            Where XXXXXX stands for English, French, German, Italian or Spanish. However there is no str_loc.txt in the English version, therefore this file is not included in the English folder, for French and Spanish version I have only the Great_Libary.txt and the info_str.txt the other files are missing and are also needed in modified form to run the game.

            New age concept descriptions were added to the Great_Libary.txt, age concept, age and city style names were added to the gl_str.txt. New age entering messages were added to info_str.txt. New localized grammar was added to the German str_loc.txt, placeholders for localized grammar were added to the Italian version of that file.

            In addition all the other localized text files except sceen.txt for English, German and Italian were added for later use. However French and Spanish files are missing.

            Source files

            ..\ctp2_code\gs\newdb\*.stamp
            Updated stamps for database record files.
            ..\ctp2_code\gs\newdb\citystyle.cdb
            ..\ctp2_code\gs\newdb\AgeCityStyleRecord.h
            ..\ctp2_code\gs\newdb\AgeCityStyleRecord.cpp
            ..\ctp2_code\gs\newdb\CityStyleRecord.h
            ..\ctp2_code\gs\newdb\CityStyleRecord.cpp
            Updated file for new flags in the AgeCityStyleDB to expose city walls and force field tile set indices to the text files.

            ..\ctp2_code\gs\dbgen\MemberClass.cpp
            ..\ctp2_code\gs\newdb\RecourceRecord.cpp
            ..\ctp2_code\gs\newdb\TerrainRecord.cpp

            Updated dbgen to allow flags of substructures to have default values. The record files are updated due to this change.

            ..\ctp2_code\gfx\spritesys\SpriteGroupList.h
            ..\ctp2_code\gfx\spritesys\SpriteList.h

            Increased the sprite limit from 200 to 500 per sprite type.

            ..\ctp2_code\gfx\spritesys\UnitActor.cpp

            Exposed city walls and force field graphics to the AgeCityStyleDB, fixed the sea city sprite bug concerning force fields, however city walls and force field graphics aren't positioned correctly on the screen, if for each graphic an idifidual correction factor is needed then this should be exposed to AgeCityStyeleDB as well, in form of x and y coordinates.

            ..\ctp2_code\ui\interface\greatlibary.cpp
            Doubled the maximum entry size. To remove game entry assert in German version.

            ..\ctp2_code\ui\interface\scenarioeditor.cpp
            Added icons and tooltips to the city style buttons on the city tab of the scenario editor.

            ..\ctp2_code\ui\interface\agesscreen.cpp
            Start and end ages names are now taken from the gl_str.txt instead of the *.ldl files. This makes the game more flexible when ages are added or removed.

            ..\ctp2_code\ui\netshell\gameselectwindow.cpp
            When a new multiplayer game is started, default values are now taken from the profile. These values are for world size, shape, world type wet/dry, warm/cold, ocean/land, island/continent, homo/deverse and goodcout. The end age is now set to the last age in the database instead to the age with the DB index 4.

            Edit: Link removed, new all pack has been posted see further down this thread.

            -Martin
            Last edited by Martin Gühmann; December 27, 2004, 17:33.
            Civ2 military advisor: "No complaints, Sir!"

            Comment


            • 2004.09.13. All Pack part 2

              2004.08.30
              AI improvements by Calvitix

              ..\ctp2_code\gs\gameobj\ArmyData.cpp
              ..\ctp2_code\gs\gameobj\ArmyData.h
              Added a method to check if the army can transport troops (used for the escort transport)

              ..\ctp2_code\ai\ctpai.cpp
              ..\ctp2_code\ai\ctpai.h
              Added a method to move out of the city the transports
              Changed the frequence for road and tile improvement building (every turn instead of every 5 turns)
              Changed the explore goal resolution (2 tiles instead of 5 tiles)
              new explore goals are generated every turns (instead of when all the previous goals are accomplished)

              ..\ctp2_code\ai\goals\goal.cpp
              Add a condition to IsSatisfied method : when army size for the goal is equal to k_max_army_size

              ..\ctp2_code\ai\strategy\goals\ctpgoal.cpp
              ..\ctp2_code\ai\strategy\goals\ctpgoal.h
              Added an Ungroup condition that can be associated to goals (as it exists RallyFirst)
              and Ungroup methods
              Changed the task forces for goals (based on objectif's threat)
              Added a Debug Log (activated with k_dbg_scheduler_all) to see the goal priority computing
              (raw priority, plus value of each modifier)
              Added an SUB_TASK_TYPE attribute (used for armytext display)

              ..\ctp2_code\gs\newdb\Goal.cdb
              ..\ctp2_code\gs\newdb\GoalRecord.stamp
              ..\ctp2_code\gs\newdb\GoalRecord.cpp
              ..\ctp2_code\gs\newdb\GoalRecord.h
              Added Ungroup token to interpret the goal.txt file

              ..\ctp2_data\default\aidata\goals.txt
              Added UngroupFirst token to several Goals (Explore, Defend, ...)

              ..\ctp2_data\default\aidata\strategies.txt
              Changed ratio forces to promote group formations
              Lower army garrison to avoid full cities

              ..\ctp2_code\ai\strategy\scheduler\plan.cpp
              ..\ctp2_code\ai\strategy\scheduler\plan.h
              ..\ctp2_code\ai\strategy\scheduler\scheduler.cpp
              Changed the > and < operator (to change the Sort method see Sort_Matches)
              Added a method that will determine if the plan can be reevaluated (ie the agent can be rollbacked
              and eventually be used for another goal)

              ..\ctp2_code\ai\strategy\squads\squad_strength.cpp
              Changed the > operator (used by Goal::IsSatisfied method)
              the Original method only test attack or defense param.
              New methode take the sum of all strength (attack, defense, ranged,...)


              2004.09.02
              ..\ctp2_code\ctp\civapp.cpp
              ..\ctp2_code\ui\interface\StatusBar.cpp
              ..\ctp2_code\ui\interface\StatusBar.h

              Memory fix of StatusBar trial two by Martin Gühmann: m_text of StatusBar is now cleaned up from civapp.cpp.


              2004.09.04
              ..\ctp2_code\ai\diplomacy\sstateevent.cpp

              Backwards compartibilty restoration by Martin Gühmann: If the new structs are missing from personalities.txt the old strategies and priorities are taken as default values. The following startegies data must be defined in block if block member is missing default values are also used for the other members as well:

              DefenceNoneStrategy
              DefenceVeryLowStrategy
              DefenceLowStrategy
              DefenceMediumStrategy
              DefenceHighStrategy
              DefenceVeryHighStrategy

              The same is true for the following nuclear strategies:

              MinimumNukesStrategy
              LowNukesStrategy
              AverageNukesStrategy
              MaximumNukesStrategy

              If the following nuclear strike strategy data are present then the according nuclear strike strategy is used if it is not present no nuclear strike strategy is used:

              NuclearStrikeStrategy

              If the two many cities strategy data are not present, no strategy is loaded to reduce settling and conquering activity. In that case the no revolution strategy isn't loaded, either. Even if it is present. If the no revolution strategy data are missing, then no no revolution startegy is loaded if the according civ is over the city limit and owns the wonder that makes this civ to get revolting cities.


              2004.09.04
              Mostly bug fixes by Fromafar

              ..\ctp2_code\gs\gameobj\army.cpp
              ..\ctp2_code\gs\gameobj\army.h
              ..\ctp2_code\gs\gameobj\unit.cpp
              ..\ctp2_code\gs\gameobj\unit.h
              ..\ctp2_code\gs\world\cell.cpp
              ..\ctp2_code\gs\world\cellunitlist.cpp
              ..\ctp2_code\gs\world\cellunitlist.h
              Prevented crashes with invalid units.

              ..\ctp2_code\gs\database\strdb.cpp
              Prevented crashes when starting a new game from the menu.

              ..\ctp2_code\gs\newdb\citystyle.cdb
              ..\ctp2_code\ui\interface\scenarioeditor.cpp
              ..\ctp2_code\ui\interface\dipwizard.cpp
              Restored original game file compatibility.
              Added crash prevention on unexpected file input.

              ..\ctp2_code\ai\mapanalysis\mapanalysis.cpp
              ..\ctp2_code\gs\slic\SlicSymbol.cpp
              Relaxed some asserts to make mods less tedious to debug.

              ..\ctp2_code\ui\netshell\ns_window.cpp
              Corrected delete type.


              2004.09.04
              ..\ctp2_code\ui\aui_common\aui_control.cpp
              ..\ctp2_code\ui\aui_ctp2\linegraph.cpp
              ..\ctp2_code\ui\netshell\netfunc.cpp
              ..\ctp2_code\ui\netshell\ns_customlistbox.cpp

              Resolved forgotten .Net compartibility issures by Martin Gühmann.

              aui_control.cpp: Standardized forgotten max calls.
              linegraph.cpp: Fixed ambigious calls of std::max.
              netfunc.cpp and ns_customlistbox.cpp replaced typed T in specialized member template function by the type used in the template specialization.


              2004.09.07
              Bug fix by Frmafar: prevented crashes and memory leak when starting a new game.

              ..\ctp2_code\gs\database\strdb.h
              ..\ctp2_code\gs\database\strdb.cpp
              Redesigned to make the memory handling less error prone.

              ..\ctp2_code\ui\netshell\ns_customlistbox.cpp
              Removed improper preprocessor directives. These were marking Fromafar's cut-and-paste errors as original Activision code.


              2004.09.08
              ..\ctp2_code\ui\aui_ctp2\linegraph.cpp

              Improved .NET vs. VC6 compatibility by Martin Gühmann, replaced casts to long by long numeric literals.

              ..\ctp2_data\default\gamedata\Const.txt
              ..\ctp2_data\default\gamedata\terrain.txt
              ..\ctp2_data\default\gamedata\tileimp.txt

              Set MAX_MATCH_LIST_CYCLES to 6 to accelerate the game.
              Devieded CARAVAN_COEF so that it is now 0.004.
              Used Flink's tileimp.txt and terrain.txt as base for better Freight values and multiplyed all the Freight values in both files by ten, so that the devisin by ten of the CARAVAN_COEF is canceled. In addition the Freight values for rivers are identical to those of roads, so that it is not more likely that a trade route follows a river than a road.


              2004.09.09
              Miscellaneous corrections by Fromfar:

              ..\ctp2_code\ui\aui_common\aui_stringtable.cpp
              Memory leaks repaired.

              ..\ctp2_code\ui\interface\agesscreen.cpp
              ..\ctp2_code\gfx\spritesys\unitactor.cpp
              Restored backwards compatibility.

              ..\ctp2_code\gfx\spritesys\spritegrouplist.cpp
              ..\ctp2_code\gfx\spritesys\spritegrouplist.h
              ..\ctp2_code\gfx\spritesys\spritelist.cpp
              ..\ctp2_code\gfx\spritesys\spritelist.h
              Sprite limit set to 255, and deactivated some unused code.


              2004.09.10
              ArmyMovement Beta Update 1.1 by Calvitex:

              ..\ctp2_code\ai\strategy\goals\CTPgoal.cpp
              ..\ctp2_code\ai\strategy\goals\CTPgoal.h
              ..\ctp2_code\ai\strategy\goals\goal.h
              ..\ctp2_code\ai\strategy\goals\goal.cpp
              Added bonus to define in 'goals.txt': For wounded units (IswoundedBonus), Goals in territory (Home, Enemy or neutral), Is Tile visible,...
              Added respect of non-trespassing Treaty (Goals have in that case BAD_UTILITY)
              Another minor changes (Debug log,...)

              ..\ctp2_code\ai\strategy\scheduler\plan.cpp
              ..\ctp2_code\ai\strategy\scheduler\scheduler.cpp
              Rollbacked 'NO_GOAL' armytext
              Add NoRollback Condition for goals that can't be reevaluated (like seige for exemple). Without that flag,
              Goals affectation are reevaluated every turn.

              ..\ctp2_code\ai\ctpai.cpp
              ..\ctp2_code\ai\ctpai.h
              An Explore goal every 4 tiles is a good compromise. Add an STEALTH_EXPLORE only for special units to explore deeply in enemy territory.
              Added UngroupGarrison method to Ungroup Seige force after taking city (otherwhile the whole army is blocked as garrison.

              ..\ctp2_code\ai\mapanalysis\mapanalysis.cpp
              ..\ctp2_code\ai\mapanalysis\boundingrect.cpp
              Corrected the determination of Empire Center

              ..\ctp2_code\ai\citymanagement\governor.cpp
              Add roads around cities

              ..\ctp2_code\gs\gameobj\Army.h
              ..\ctp2_code\gs\gameobj\Army.cpp
              ..\ctp2_code\gs\gameobj\ArmyData.h
              ..\ctp2_code\gs\gameobj\ArmyData.cpp
              Added a Iswounded method

              ..\ctp2_code\gs\newdb\goals.cdb
              Added the bonuses defineds if 'goals.txt'

              ..\ctp2_code\robot\pathing\*aStar.cpp
              Added a 'avoidList' parameter in Find_path to specify tile that can't be used for path.
              Added methods to check if there is enough room for army along path, check danger along path,
              Added method to build roads around 'dead' tiles
              ...

              ..\ctp2_data\default\aidata\goals.txt
              ..\ctp2_data\default\aidata\strategies.txt
              Added new bonuses, new Goal (GOAL_STEALTH_EXPLORE)
              changed ratio forces a bit


              2004.09.10
              Bug fixes by Fromafar:

              ..\ctp2_data\ui\interface\agesscreen.cpp
              ..\ctp2_data\ui\netshell\allinonewindow.cpp
              ..\ctp2_data\ui\netshell\lobbywindow.cpp
              Repaired memory leaks, and improved the compatibility handling of age names.


              2004.09.11
              ..\ctp2_data\ui\interface\agesscreen.cpp

              Design change by Fromafar:
              1. Use the AGE_ONE etc. texts from gl_str.txt when available.
              2. Use the ns_strings.ldl startagestrings when the AGE_ONE etc. texts are not available and the number of ages is equal to the number of startagestrings.
              3. Just display "AGE_ONE", etc. in all other cases.

              So, for compatibility, you have to use the ns_strings.ldl with the original 5 age names.


              2004.09.11
              Text file update by Martin Gühmann:

              [b]..\ctp2_data\default\terrain.txt[b]
              Updated the terrain scores so that match they more to the ones from Apolyton, this results in a more aggressive settling behaviour of the AI.

              ..\ctp2_data\default\civilisation.txt
              ..\ctp2_data\english\civ_str.txt
              ..\ctp2_data\german\civ_str.txt
              ..\ctp2_data\italian\civ_str.txt

              Reinserted the civs from the original game. And removed most of the new civs to fit to the UI limitation. The following civs have been readded:

              Korean
              Nigerian
              Welsh
              Cuban
              Nicaraguan
              Irish

              The following civs have been removed in comparision to the last version:

              Byzantine
              Babylonian
              Carthaginian
              Austrian
              Swedish
              Celtic

              The following civs are now in but are not in the original game.

              Arabian
              Nubian
              Aztec

              All the aditional city names and civs names are still in the string files, the additional civs over the limit of 45 are still in the civilisation.txt but outcommented to make sure that all civs are selectable by the human player that are in the game. The downside of this restoration is that the readded civs just have 30 city names. That is also true for the Nubians and the Poles. Unfortunatly there is no French and Spanish version of the civ_str.txt therefore I wasn't able to provide for these languages at least non-translated strings in English, the consequence of these missing strings are that the Frensh and Spanish version of CTP2 doesn't run.


              2004.09.12
              Great Libary modification by Fromafar

              gs\utility\stringutils.cpp
              gs\utility\stringutils.h
              ui\interface\greatlibrary.cpp
              ui\interface\greatlibrary.h
              ui\interface\great_library_util.cpp
              ui\interface\greatlibrarywindow.cpp

              Increased great library data storage size from 4k to 8k (for the German version), and added support for target memory range checking when parsing text strings.


              2004.09.12
              Improved AI and mayor tile improvement behaviour by Martin Gühmann:

              ..\ctp2_code\gs\gameobj\CityData.cpp
              ..\ctp2_code\gs\gameobj\CityData.h
              Added NeedMoreFood to determine whether the AI should build a food tile improvement.

              ..\ctp2_code\ai\CityManagement\governor.cpp
              ..\ctp2_code\ai\CityManagement\governor.h

              - Removed .NET warnings
              - Added Calvitex' roads around cities code
              - Removed code that prevents the AI and mayors from building undersea tunnels.
              - Modified g_cityAstar.FindRoadPath to match the new signature
              - Added more arguments to FindBestTileImprovement function, so that it can take
              the terrain improvements from the other tiles into consideration.
              - Food tile improvements are now build if food is needed and not if there is
              plenty of food for the city.

              ..\ctp2_code\ctp2_code\robot\pathing\CityAstar.cpp
              ..\ctp2_code\ctp2_code\robot\pathing\CityAstar.h

              - Added owner argument to FindRoadPath so that the m_owner variable can be set the
              actual owner.
              - Unexplored terrain is now taken into consideration
              - Tiles on that no road improvement can be built, because it has non, e.g dead or
              the according advance is missing, e.g. water.
              - Tiles that no one owns are taken into account, but with higher costs so that
              tiles are prefered that are owned, but leave the possiblity open to build a road
              when the territoral connection is missing.
              - Foreign tiles are ignored unless the foreigner is an ally, maybe a higher penalty
              then for unowned tiles should be indroduced.
              - Linking cities on different continents and building of undersea tunnels is now
              also possible.
              - To calculate the costs for one tile the MoveCosts are weighted with the pw costs
              this results in good and cheap pathes.

              ..\ctp2_code\gs\newdb\StartegyRecord.cpp
              ..\ctp2_code\gs\newdb\StartegyRecord.h
              ..\ctp2_code\gs\newdb\StrategyRecord.stamp
              ..\ctp2_code\gs\newdb\startegy.cdb

              Exposed to new constant to startegy.txt to calculate whether food is needed:

              Code:
              	// Maximum number of turns required for city growth of one pop that
              	// is accepted for the AI and mayors. Default value == 30.
              //	Bit (Int) TurnsAcceptedForOnePop = 30
              	Int TurnsAcceptedForOnePop = 30
              
              	// The number of pops before the current pop maximum the AI and mayors
              	// stop to consinder building food terrain improvements in the radius
              	// of the according city. Default value == 1.
              //	Bit (Int) StopBuildingFoodBeforePopMax = 1
              	Int StopBuildingFoodBeforePopMax = 1
              Actual those constants should be Bits so that when two startegies are merged the value of that startegy in that the value is not defined merged into the other. But unfortunatly Bits don't allow default values, at least not yet.

              ..\ctp2_code\ai\ctpai.cpp
              Set back the exploration resolution to five, there seem still to be a slow down in the game for no obvious gain.

              ..\ctp2_code\ctp2_code\robot\pathing\astar.cpp
              ..\ctp2_code\ctp2_code\robot\pathing\Astar.h
              ..\ctp2_code\ctp2_code\robot\pathing\unitastar.cpp
              ..\ctp2_code\ctp2_code\robot\pathing\UnitAstar.h
              ..\ctp2_code\ctp2_code\robot\pathing\TradeAstar.cp p
              ..\ctp2_code\ctp2_code\robot\pathing\RobotAstar.h

              Restored the last versions of these files as the check whether a path is blocked or not has to be put into the EntryCost function or into one of the from there called other functions, that will reduce the additional code and the calculation time.

              ..\ctp2_code\gs\newdb\GoalRecord.cpp
              ..\ctp2_code\gs\newdb\GoalRecord.h
              ..\ctp2_code\gs\newdb\GoalRecord.stamp
              ..\ctp2_code\gs\newdb\goal.cdb

              Restored backward compartibility by giving the new flags default values.

              Edit: Link removed, new all pack has been posted see further down this thread.

              -Martin
              Last edited by Martin Gühmann; December 27, 2004, 17:35.
              Civ2 military advisor: "No complaints, Sir!"

              Comment


              • Bug fix and user interface improvement for the tactical info tab of the Unit manager.

                ai\strategy\scheduler\scheduler.cpp
                Fixed crash when selecting this tab with the CTC mod.

                ui\interface\unitmanager.cpp
                Select and center on the transport when double-clicking on a transported unit.

                [Edit: file link removed. Included in the 2004.12.27 source collection.]
                Last edited by Fromafar; January 4, 2005, 16:36.

                Comment


                • ctp2_code\gs\slic\slicframe.cpp

                  Fixed a spelling error ("Devision")

                  ctp2_code\gs\slic\slicobject.cpp
                  ctp2_code\gs\gameobj\Player.cpp
                  ctp2_code\gfx\spritesys\director.cpp


                  Altered instant message display code to prevent messages being displayed to the wrong player in hotseat mode (most notably message about wonders being started/stopped/etc). The message display is still not quite right (some of the messages are inexplicably duplicated), but I think it's better than it was.

                  2004.09.15.hotseatmessages.rar

                  Comment


                  • Bug fixes:

                    ai\diplomacy\diplomat.cpp
                    Corrected handling of invalid strategies.

                    ai\strategy\squads\squad_strength.cpp
                    Prevented crashes with invalid units.

                    [Edit: file link removed. Included in the 2004.12.27 source collection.]
                    Last edited by Fromafar; January 4, 2005, 16:37.

                    Comment


                    • 2004.09.21
                      AI tile improvement behaviour update by Martin Gühmann

                      ..\ctp2_code\ctp2_code\gs\world\cell.cpp
                      ..\ctp2_code\ctp2_code\gs\world\cell.h
                      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.

                      ..\ctp2_code\ai\CityManagement\governor.cpp
                      ..\ctp2_code\ai\CityManagement\governor.h
                      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.

                      To do:
                      - The same for gold and production improvements.
                      - Whether the AI should buld a gold or production improvement. (Low production, hight pollution, etc.)
                      - Possible tile improvements for the new terrain.

                      -Martin
                      Attached Files
                      Civ2 military advisor: "No complaints, Sir!"

                      Comment


                      • ArmyMovement Update 1.2

                        ctp2_code\ai\strategy\goals\CTPgoal.cpp
                        ctp2_code\ai\strategy\goals\CTPgoal.h
                        ctp2_code\ai\strategy\goals\goal.h
                        ctp2_code\ai\strategy\goals\goal.cpp
                        Added changes to favorize Respect of non-treaspassing Treaty and retreat units.
                        Added checks to avoid Army blocked in grouping phasis(grouping in a city when there is garrison,...)
                        Changed the Group size check (not based on agent size, but on cellunitlist num (as a grouped army is considered as 1 single agent).


                        ctp2_code\ai\strategy\scheduler\scheduler.cpp
                        Rollback goals in double search (costs too much calculation time, and isn't necessary)

                        ctp2_code\robot\pathing\UnitaStar.cpp
                        Added methods to check if there is enough room for army along path, check danger along path,
                        integrated in the Entrycost method.

                        ctp2_data\default\aidata\goals.txt
                        Changed several values
                        Attached Files

                        Comment


                        • Small fixes:

                          ctp2_data\default\gamedata\script.slc: typo corrected.
                          ctp2_code\ctp\c3.h: useless compiler warning disabled.

                          ctp2_code\gs\gameobj\army.h
                          ctp2_code\gs\gameobj\army.cpp
                          Added CanTransport and IsCivilian, and a few other consistency changes.

                          ctp2_code\gs\gameobj\armydata.h
                          Consistency changes.
                          ctp2_code\gs\gameobj\armydata.cpp
                          Prevented a crash when a space plane gets assigned multiple orders.

                          Note: the latter only solves the crash - by ignoring the move order when the space plane has already been launched. The underlying problem of the multiple orders has not been addressed. Somehow, it looks like an attempt is made to move the space plane out of a city - to make room for other units? - and launch it - to collect cargo? - at the same turn.

                          [Edit: file link removed. Included in the 2004.12.27 source collection.]
                          Last edited by Fromafar; January 4, 2005, 16:38.

                          Comment


                          • 2004.09.28
                            DB Generator Update by Martin Gühmann:

                            ..\ctp2_code\gs\newdb\*Record.stamp
                            ..\ctp2_code\gs\newdb\AdvanceRecord.cpp
                            ..\ctp2_code\gs\newdb\BuildingRecord.cpp
                            ..\ctp2_code\gs\newdb\BuildListSequenceRecord.cpp
                            ..\ctp2_code\gs\newdb\TerrainImprovementRecord.cpp
                            ..\ctp2_code\gs\newdb\UnitRecord.cpp
                            ..\ctp2_code\gs\newdb\WonderRecord.cpp
                            Updated files caused by modified dbgen.

                            ..\ctp2_code\gs\newdb\StrategyRecord.cpp
                            ..\ctp2_code\gs\newdb\StrategyRecord.h
                            ..\ctp2_code\gs\newdb\strategy.cdb
                            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 beem defined.

                            ..\ctp2_code\gs\dbgen\MemberClass.h
                            ..\ctp2_code\gs\dbgen\MemberClass.cpp
                            ..\ctp2_code\gs\dbgen\RecordDescription.h
                            ..\ctp2_code\gs\dbgen\RecordDescription.cpp
                            ..\ctp2_code\gs\dbgen\Datum.cpp
                            ..\ctp2_code\gs\dbgen\ctpdb.cpp
                            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.

                            -Martin
                            Attached Files
                            Civ2 military advisor: "No complaints, Sir!"

                            Comment


                            • 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.

                              ..\ctp2_code\ui\interface\NationalManagementDialog .cpp
                              Attached Files
                              ·Circuit·Boi·wannabe·
                              "Evil reptilian kitten-eater from another planet."
                              Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

                              Comment


                              • 2004.09.29
                                DB Generator Update 2 by Martin Gühmann:

                                ..\ctp2_code\gs\newdb\*Record.stamp
                                ..\ctp2_code\gs\newdb\StrategyRecord.h
                                ..\ctp2_code\gs\dbgen\Datum.cpp
                                ..\ctp2_code\gs\gameobj\CityData.cpp
                                Updated the database generator so that the default values of bits can be accessed if they have any even if no value was set.

                                -Martin
                                Attached Files
                                Civ2 military advisor: "No complaints, Sir!"

                                Comment

                                Working...
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