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  • Revision 595

    gs/gameobj/CityData.cpp
    - added ExludedbyWOnder and PreRequisitWonder to buildings and units
    - notes on showonmap

    gs/slic/SlicEngine.cpp
    gs/slic/SlicFunc.h
    - place holders for new slic functions

    newdb/advance.cdb
    newdb/building.cdb
    newdb/unit.cdb
    newdb/wonder.cdb
    - new flags
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

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    • Revision 596

      Repaired agreement matrix index computation.
      Activated consideration of a defined nuclear strike strategy.

      Modified: ctp2_code\ai\diplomacy\AgreementMatrix.h
      Modified: ctp2_code\ai\diplomacy\agreementmatrix.cpp
      Modified: ctp2_code\ai\diplomacy\sstateevent.cpp

      Comment


      • Revision 597

        gameobj/terrainutil.cpp
        - attempt at PrerequisiteTileImp
        - Another attempt at needs irrigation

        newdb/terrimprove.cdb
        - updated flags
        Last edited by Ekmek; July 2, 2006, 11:15.
        Formerly known as "E" on Apolyton

        See me at Civfanatics.com

        Comment


        • Revision 598

          Merged some more stuff into the official code base

          Removed unused files EmptyTile.h and EmptyTile.cpp:
          modified ctp2_code/ctp/civctp.dsp

          Replaced C-style BOOL typedef by C++ bool builtin type:
          modified ctp2_code/gs/gameobj/Army.cpp
          modified ctp2_code/gs/gameobj/Army.h
          modified ctp2_code/gs/gameobj/ArmyData.cpp
          modified ctp2_code/ui/aui_ctp2/SelItem.cpp
          modified ctp2_code/gs/world/cellunitlist.cpp
          modified ctp2_code/gs/world/cellunitlist.h

          Did some cleanings:
          modified ctp2_code/gs/gameobj/Score.cpp
          modified ctp2_code/gs/gameobj/tradeutil.cpp
          modified ctp2_code/gs/gameobj/tradeutil.h
          modified ctp2_code/gs/gameobj/Unit.cpp
          modified ctp2_code/gs/gameobj/UnitData.cpp
          modified ctp2_code/gs/gameobj/WonderTracker.cpp
          modified ctp2_code/gs/gameobj/WonderTracker.h
          Civ2 military advisor: "No complaints, Sir!"

          Comment


          • Revision 599

            Merged another set of modifications into the official code base

            Replaced c-style BOOL typedef by c++ builtin type bool:
            modified ctp2_code/gs/gameobj/Army.cpp
            modified ctp2_code/gs/gameobj/Army.h
            modified ctp2_code/gs/gameobj/ArmyData.cpp
            modified ctp2_code/gs/gameobj/ArmyData.h
            modified ctp2_code/ui/aui_ctp2/SelItem.cpp

            Fixed CanBombard and CanCloak methods, replaced Get by Has database access functions, standardized government modified unit handling, simplified war detection handling, and fixed Minefield:
            modified ctp2_code/gs/gameobj/ArmyData.cpp

            Made government modified work here:
            modified ctp2_code/gs/gameobj/GoodyHuts.cpp
            modified ctp2_code/gs/world/cellunitlist.cpp

            Added Player::HasWarWith method:
            modified ctp2_code/gs/gameobj/Player.cpp
            modified ctp2_code/gs/gameobj/player.h
            modified ctp2_code/gs/slic/slicfuncai.cpp

            Changed Minefield from Int to Float:
            modified ctp2_code/gs/newdb/terrimprove.cdb
            Civ2 military advisor: "No complaints, Sir!"

            Comment


            • Revision 600
              Corrected invalid unit access crashes (including the CountNuclearUnits one).
              Various other small updates.

              Modified: ctp2_code\gs\database\ConstDB.cpp
              Modified: ctp2_code\gs\database\dbtypes.h
              Modified: ctp2_code\gs\dbgen\RecordDescription.cpp
              Modified: ctp2_code\gs\events\GameEventArgList.cpp
              Modified: ctp2_code\gs\events\GameEventArgList.h
              Modified: ctp2_code\gs\gameobj\Advances.cpp
              Modified: ctp2_code\gs\gameobj\Advances.h
              Modified: ctp2_code\gs\gameobj\AgreementData.cpp
              Modified: ctp2_code\gs\gameobj\AgreementPool.h
              Modified: ctp2_code\gs\gameobj\ArmyData.cpp
              Modified: ctp2_code\gs\gameobj\ArmyData.h
              Modified: ctp2_code\gs\gameobj\CityData.cpp
              Modified: ctp2_code\gs\gameobj\Civilisation.cpp
              Modified: ctp2_code\gs\gameobj\Exclusions.cpp
              Modified: ctp2_code\gs\gameobj\FeatTracker.cpp
              Modified: ctp2_code\gs\gameobj\Happy.cpp
              Modified: ctp2_code\gs\gameobj\MessagePool.cpp
              Modified: ctp2_code\gs\gameobj\MessagePool.h
              Modified: ctp2_code\gs\gameobj\Player.cpp
              Modified: ctp2_code\gs\gameobj\PlayerEvent.cpp
              Modified: ctp2_code\gs\gameobj\Pollution.cpp
              Modified: ctp2_code\gs\gameobj\Readiness.cpp
              Modified: ctp2_code\gs\gameobj\Readiness.h
              Modified: ctp2_code\gs\gameobj\Sci.cpp
              Modified: ctp2_code\gs\gameobj\TerrImprove.cpp
              Modified: ctp2_code\gs\gameobj\TerrImprove.h
              Modified: ctp2_code\gs\gameobj\TerrImproveData.cpp
              Modified: ctp2_code\gs\gameobj\TerrImproveData.h
              Modified: ctp2_code\gs\gameobj\TerrImprovePool.cpp
              Modified: ctp2_code\gs\gameobj\TerrImprovePool.h
              Modified: ctp2_code\gs\gameobj\TradeOffer.cpp
              Modified: ctp2_code\gs\gameobj\TradeOffer.h
              Modified: ctp2_code\gs\gameobj\TradeOfferData.cpp
              Modified: ctp2_code\gs\gameobj\TradeOfferData.h
              Modified: ctp2_code\gs\gameobj\TradePool.cpp
              Modified: ctp2_code\gs\gameobj\TradeRoute.cpp
              Modified: ctp2_code\gs\gameobj\TradeRoute.h
              Modified: ctp2_code\gs\gameobj\Unit.cpp
              Modified: ctp2_code\gs\gameobj\Unit.h
              Modified: ctp2_code\gs\gameobj\UnitData.cpp
              Modified: ctp2_code\gs\gameobj\UnitData.h
              Modified: ctp2_code\gs\gameobj\UnitPool.h
              Modified: ctp2_code\gs\gameobj\Vision.cpp
              Modified: ctp2_code\gs\gameobj\Vision.h
              Modified: ctp2_code\gs\gameobj\armyevent.cpp
              Modified: ctp2_code\gs\gameobj\citydata.h
              Modified: ctp2_code\gs\gameobj\combatevent.cpp
              Modified: ctp2_code\gs\gameobj\messagedata.cpp
              Modified: ctp2_code\gs\gameobj\player.h
              Modified: ctp2_code\gs\gameobj\terrainutil.cpp
              Modified: ctp2_code\gs\gameobj\terrainutil.h
              Modified: ctp2_code\gs\gameobj\tradeutil.cpp
              Modified: ctp2_code\gs\gameobj\tradeutil.h
              Modified: ctp2_code\gs\gameobj\unitutil.cpp
              Modified: ctp2_code\gs\newdb\CTPRecord.cpp
              Modified: ctp2_code\gs\newdb\CTPRecord.h
              Modified: ctp2_code\os\include\config_win32.h

              Comment


              • Revision 601

                gs/gameobj/CityData.cpp
                - added NeedsFeatToBuild to CanBuildUnit (don't know why i left it)


                gamedata/Const.txt
                gamedata/DiffDB.txt
                -apolpack additions
                gamedata/script.slc
                - made 128CivStartedWar an alertbox
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

                Comment


                • with the 600 rev I'm getting these errors
                  Code:
                  Readiness.cpp
                  F:\SVN-Code\trunk\ctp2_code\gs\gameobj\Readiness.cpp(472) : error C2593: 'operator <<' is ambiguous
                  F:\SVN-Code\trunk\ctp2_code\gs\gameobj\Readiness.cpp(490) : error C2679: binary '>>' : no operator defined which takes a right-hand operand of type 'int' (or there is no acceptable conversion)
                  TerrImprovePool.cpp
                  F:\SVN-Code\trunk\ctp2_code\gs\gameobj\TerrImprovePool.cpp(130) : error C2664: 'InsertImprovement' : cannot convert parameter 2 from 'const class MapPoint' to 'class MapPoint &'
                          Conversion loses qualifiers
                  Unit.cpp
                  F:\SVN-Code\trunk\ctp2_code\gs\gameobj\Unit.cpp(514) : error C2593: 'operator &&' is ambiguous
                  armymanagerwindow.cpp
                  F:\SVN-Code\trunk\ctp2_code\ui\interface\armymanagerwindow.h(35) : error C2065: 'k_MAX_ARMY_SIZE' : undeclared identifier
                  F:\SVN-Code\trunk\ctp2_code\ui\interface\armymanagerwindow.h(35) : error C2057: expected constant expression
                  F:\SVN-Code\trunk\ctp2_code\ui\interface\armymanagerwindow.h(36) : error C2057: expected constant expression
                  F:\SVN-Code\trunk\ctp2_code\ui\interface\armymanagerwindow.h(36) : error C2229: class 'ArmyManagerWindow' has an illegal zero-sized array
                  Generating Code...
                  Formerly known as "E" on Apolyton

                  See me at Civfanatics.com

                  Comment


                  • Revision 602

                    Restored compilability with MSVC6 (I hope).

                    Modified: ctp2_code\gs\gameobj\Readiness.cpp

                    Another batch of small fixes.

                    Modified: ctp2_code\ai\CityManagement\governor.cpp
                    Modified: ctp2_code\gs\gameobj\Army.cpp
                    Modified: ctp2_code\gs\gameobj\Score.cpp
                    Modified: ctp2_code\gs\gameobj\Unit.cpp
                    Modified: ctp2_code\gs\gameobj\UnitData.cpp
                    Modified: ctp2_code\gs\gameobj\UnitData.h
                    Modified: ctp2_code\gs\gameobj\bldque.cpp
                    Modified: ctp2_code\gs\world\Cell.cpp
                    Modified: ctp2_code\gs\world\Cell.h
                    Modified: ctp2_code\gs\world\MapPoint.cpp
                    Modified: ctp2_code\gs\world\UnseenCell.cpp
                    Modified: ctp2_code\gs\world\World.h
                    Modified: ctp2_code\gs\world\WrlEnv.cpp
                    Modified: ctp2_code\gs\world\WrlImprove.cpp
                    Modified: ctp2_code\gs\world\WrldCity.cpp
                    Modified: ctp2_code\gs\world\WrldCont.cpp
                    Modified: ctp2_code\gs\world\WrldPoll.cpp
                    Modified: ctp2_code\gs\world\cellunitlist.cpp
                    Modified: ctp2_code\gs\world\cellunitlist.h
                    Modified: ctp2_code\gs\world\wldgen.cpp
                    Modified: ctp2_code\ui\interface\armymanagerwindow.cpp
                    Modified: ctp2_code\ui\interface\armymanagerwindow.h

                    Comment


                    • Revision 603

                      gs/gameobj/ArmyData.cpp
                      - restored && !CanPillage(uindex) // Nonsense already tested (line 5018) because outcommenting it made it so the player could not Pillage


                      ctp2_data/default/aidata/personalities.txt
                      - tweaked a little to add more settle large and explore wide
                      (but we should add more personalties)

                      updated readme
                      Formerly known as "E" on Apolyton

                      See me at Civfanatics.com

                      Comment


                      • Originally posted by E
                        gs/gameobj/ArmyData.cpp
                        - restored && !CanPillage(uindex) // Nonsense already tested (line 5018) because outcommenting it made it so the player could not Pillage
                        Why did you do this, in this situation it CanPillage should always return false, and is with the negation operator always a true, and in a chain of ands you can leave out the trues.


                        Originally posted by E
                        ctp2_data/default/aidata/personalities.txt
                        - tweaked a little to add more settle large and explore wide
                        Why did you lower the priorities of OverCityLimitStrategy and NoRevolutionStrategy? If the AI is over the city limit it means for the AI: Don't conquer cities, don't found new cities and don't incite revolutions if you own this wonder. In brief don't do anything that gives you new cities. Now those strategies aren't at high priority anymore and suddenly the AI ignores the city limit again.

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

                        Comment


                        • Originally posted by Martin Gühmann


                          Why did you do this, in this situation it CanPillage should always return false, and is with the negation operator always a true, and in a chain of ands you can leave out the trues.
                          Because with it out commented it always made pillaging false meaning that I could not pillage at all. Thereby introducing a bug. Restoring it made Pillaging work. I know what you are saying but for some reason the Logic works the other. But if you don't believe me test both pieces of code.


                          Why did you lower the priorities of OverCityLimitStrategy and NoRevolutionStrategy? If the AI is over the city limit it means for the AI: Don't conquer cities, don't found new cities and don't incite revolutions if you own this wonder. In brief don't do anything that gives you new cities. Now those strategies aren't at high priority anymore and suddenly the AI ignores the city limit again.

                          I know, but not all AI needs to play be the rules. Most notably the AI was only going to an empire of 6 and leaving entire continents empty although they explored the whole thing. I only changed a few to get more aggressive empire builders and more risk takers. There will be those that carefully manage their size and those that don't. It brings a more human element, and I got even more fight and competition out of some of the AI playing it. Playtest it, it made an in progress game even better.

                          But I think we need to add more personalities the primary criteria is Attackers, defenders, expansionists and pacificists, explorers and not explorers.
                          Formerly known as "E" on Apolyton

                          See me at Civfanatics.com

                          Comment


                          • Originally posted by E
                            Because with it out commented it always made pillaging false meaning that I could not pillage at all. Thereby introducing a bug. Restoring it made Pillaging work. I know what you are saying but for some reason the Logic works the other.
                            Actually this logic doesn't work at all:

                            Code:
                            ORDER_RESULT ArmyData::Pillage(BOOL test_ownership)
                            {
                            	uint32 uindex;
                            	if (!CanPillage(uindex))
                            		return ORDER_RESULT_ILLEGAL;
                            
                            	// Some code here in between
                            
                            	if(g_player[m_owner]->GetPlayerType() != PLAYER_TYPE_ROBOT
                            	||(g_network.IsClient() 
                            	&& g_network.IsLocalPlayer(m_owner))
                            	)
                            		if(test_ownership 
                            	//	&& !CanPillage(uindex) // Nonsense already tested
                            		&& VerifyAttack(UNIT_ORDER_PILLAGE_UNCONDITIONALLY, m_pos, cellOwner)
                            		)
                            			return ORDER_RESULT_ILLEGAL;
                            At the top we have a CanPillage method call, if this method returns false the method ArmyData::Pillage is exited.

                            If CanPillage returns true then !CanPillage is false and that is the only result you get from the second call. And this makes the call of VerifyAttack always skipped.

                            VerifyAttack always returns true if you are at war with your opponent, or there is no opponent at all. So if you have war you cannot pillage, but in peace you can pillage even if you are asked and you clicked No.

                            In fact I did not introduce any bugs, that are your bugs, I just make your bug show up. Now there are two things you can do, either you fix this bug or you remove this piece of code entirely. And by the way you can be sure if you don't do this I will do this.

                            Originally posted by E
                            I know, but not all AI needs to play be the rules.
                            That's right therefore I added a flag for additional cities the AI is allowed to have CitiesOverLimit there is such a flag. The default value is 0, so you just have to set it.

                            Originally posted by E
                            Most notably the AI was only going to an empire of 6 and leaving entire continents empty although they explored the whole thing. I only changed a few to get more aggressive empire builders and more risk takers. There will be those that carefully manage their size and those that don't. It brings a more human element, and I got even more fight and competition out of some of the AI playing it. Playtest it, it made an in progress game even better.
                            If you find AIs that stay way below the city limit than this is caused by a defect in the code and not by a missconfiguration of the text files. So you have to figure out why the strategy is applied before the condition of too many cities is reached. I remember I added something to reduce settlers if they are near the limits so that they don't build unnecessary settlers.

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

                            Comment


                            • Revision 604
                              MSVS 2005 updates (No functional changes)

                              Modified: ctp2_code\ui\aui_common\aui_bitmapfont.cpp
                              Modified: ctp2_code\ui\aui_common\aui_blitter.cpp
                              Modified: ctp2_code\ui\aui_common\aui_control.cpp
                              Modified: ctp2_code\ui\aui_common\aui_cursor.cpp
                              Modified: ctp2_code\ui\aui_common\aui_cursor.h
                              Modified: ctp2_code\ui\aui_common\aui_dirtylist.cpp
                              Modified: ctp2_code\ui\aui_common\aui_dragdropwindow.cpp
                              Modified: ctp2_code\ui\aui_common\aui_dropdown.cpp
                              Modified: ctp2_code\ui\aui_common\aui_header.cpp
                              Modified: ctp2_code\ui\aui_common\aui_hypertextbase.cpp
                              Modified: ctp2_code\ui\aui_common\aui_hypertextbox.cpp
                              Modified: ctp2_code\ui\aui_common\aui_image.cpp
                              Modified: ctp2_code\ui\aui_common\aui_imagebase.cpp
                              Modified: ctp2_code\ui\aui_common\aui_ldl.cpp
                              Modified: ctp2_code\ui\aui_common\aui_ldl.h
                              Modified: ctp2_code\ui\aui_common\aui_listbox.cpp
                              Modified: ctp2_code\ui\aui_common\aui_mouse.cpp
                              Modified: ctp2_code\ui\aui_common\aui_moviebutton.cpp
                              Modified: ctp2_code\ui\aui_common\aui_pixel.cpp
                              Modified: ctp2_code\ui\aui_common\aui_progressbar.cpp
                              Modified: ctp2_code\ui\aui_common\aui_ranger.cpp
                              Modified: ctp2_code\ui\aui_common\aui_region.cpp
                              Modified: ctp2_code\ui\aui_common\aui_screen.cpp
                              Modified: ctp2_code\ui\aui_common\aui_soundbase.cpp
                              Modified: ctp2_code\ui\aui_common\aui_stringtable.cpp
                              Modified: ctp2_code\ui\aui_common\aui_switch.cpp
                              Modified: ctp2_code\ui\aui_common\aui_tabgroup.cpp
                              Modified: ctp2_code\ui\aui_common\aui_textbase.cpp
                              Modified: ctp2_code\ui\aui_common\aui_textfield.cpp
                              Modified: ctp2_code\ui\aui_common\aui_tipwindow.cpp
                              Modified: ctp2_code\ui\aui_common\aui_ui.cpp
                              Modified: ctp2_code\ui\aui_common\aui_ui.h
                              Modified: ctp2_code\ui\aui_common\tech_memory.h

                              Comment


                              • Fromafar I got this one error:

                                Code:
                                F:\SVN-Code\trunk\ctp2_code\ui\aui_common\aui_control.cpp(1706) : error C2782: 'const T &__cdecl std::max(const T &,const T &)' : template parameter 'T' is ambiguous
                                        could be 'int'
                                        or       'long'
                                Formerly known as "E" on Apolyton

                                See me at Civfanatics.com

                                Comment

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