The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Removed a wrong assertion failure:
modified trunk/ctp2_code/gfx/spritesys/effectspritegroup.cpp
Seperated the CheckOrders event from the MoveUnits event to prevent a event message popup:
modified trunk/ctp2_code/gs/gameobj/Player.cpp
Merged the FinishMove code:
modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp
modified trunk/ctp2_code/gs/gameobj/ArmyData.h
modified trunk/ctp2_code/gs/gameobj/armyevent.cpp
Added a debug log entry for debug army text generation:
modified trunk/ctp2_code/ctp/ctp2_utils/c3cmdline.cpp
modified trunk/ctp2_code/gfx/gfx_utils/gfx_options.cpp
modified trunk/ctp2_code/gfx/gfx_utils/gfx_options.h
Added a /debugplayer command so that the debug log player can be changed even in nondebug builds during the program execution:
modified trunk/ctp2_code/ui/interface/chatbox.cpp
Sped up the debug log file generation:
modified trunk/ctp2_code/ctp/civ3_main.cpp
modified trunk/ctp2_code/ctp/ctp2_utils/c3debug.cpp
modified trunk/ctp2_code/ctp/ctp2_utils/c3debug.h
The strategic state of the AI is now calculated before everything else, that the AI acts according to its strategy, even after a reload:
modified trunk/ctp2_code/ai/ctpai.h
modified trunk/ctp2_code/gs/events/GameEventDescription.h
modified trunk/ctp2_code/gs/utility/TurnCntEvent.cpp
Slavers now go to cities with enough population, and replaced the rally algorithm with a working one, the AI now considers all goals:
modified trunk/ctp2_code/ai/strategy/goals/ctpgoal.cpp
Added a final configuration with logging enabled:
modified trunk/ctp2_code/ctp/civctp.dsp
Removed the UnitCountBonus flag
modified trunk/ctp2_code/gs/newdb/goal.cdb
Redesigned the AI, so that the army to goal matching algorithm is now really a greedy algorithm, except if the army needs a transporter.
The matches are now collected for every goal and the match value is now calculated for each goal based on the average match value:
modified trunk/ctp2_code/ai/ctpai.cpp
modified trunk/ctp2_code/ai/strategy/agents/agent.cpp
modified trunk/ctp2_code/ai/strategy/agents/agent.h
modified trunk/ctp2_code/ai/strategy/agents/ctpagent.cpp
modified trunk/ctp2_code/ai/strategy/agents/ctpagent.h
modified trunk/ctp2_code/ai/strategy/goals/ctpgoal.h
modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
modified trunk/ctp2_code/ai/strategy/goals/Goal.h
modified trunk/ctp2_code/ai/strategy/scheduler/Plan.cpp
modified trunk/ctp2_code/ai/strategy/scheduler/Plan.h
modified trunk/ctp2_code/ai/strategy/scheduler/scheduler.cpp
modified trunk/ctp2_code/ai/strategy/scheduler/Scheduler.h
modified trunk/ctp2_code/ai/strategy/squads/Squad.cpp
modified trunk/ctp2_code/ai/strategy/squads/Squad.h
modified trunk/ctp2_code/ai/strategy/squads/squad_Strength.cpp
modified trunk/ctp2_code/ai/strategy/squads/squad_Strength.h
modified trunk/ctp2_code/gs/world/cellunitlist.cpp
modified trunk/ctp2_code/gs/world/cellunitlist.h
modified trunk/ctp2_data/default/aidata/Goals.txt
modified trunk/ctp2_data/default/aidata/strategies.txt
The game does not crash if a new civilization is created that uses an player index that was previously used by a now dead civilization:
modified trunk/ctp2_code/ai/ctpai.cpp
Revision 890
Fixed a debug log file message:
modified trunk/ctp2_code/gs/slic/slicfunc.cpp
Fixed another of my last last minute changes. The needed number of units is again not dependent on the number of units at the target:
modified trunk/ctp2_code/ai/strategy/goals/ctpgoal.cpp
Made the game compile again on VC2008:
modified trunk/ctp2_code/ai/diplomacy/diplomat.cpp
modified trunk/ctp2_code/ai/strategy/agents/agent.h
modified trunk/ctp2_code/ai/strategy/agents/ctpagent.cpp
modified trunk/ctp2_code/ai/strategy/agents/ctpagent.h
modified trunk/ctp2_code/ai/strategy/goals/ctpgoal.h
modified trunk/ctp2_code/ai/strategy/goals/Goal.h
modified trunk/ctp2_code/ai/strategy/scheduler/Plan.cpp
modified trunk/ctp2_code/ai/strategy/squads/Squad.cpp
modified trunk/ctp2_code/ai/strategy/squads/Squad.h
For some reason those files slipped through even if they should not have been committed. I leave c3.h as it is even if it wasn't supposed to be committed either.
modified trunk/ctp2_code/ctp/civ3_main.cpp
modified trunk/ctp2_code/ctp/civpaths.txt
Simplified the design of the Squad class, the Plan class has to follow, but there are some issues with it left so that I upload Squad first:
modified trunk/ctp2_code/ai/strategy/goals/ctpgoal.cpp
modified trunk/ctp2_code/ai/strategy/goals/ctpgoal.h
modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
modified trunk/ctp2_code/ai/strategy/goals/Goal.h
modified trunk/ctp2_code/ai/strategy/scheduler/Plan.cpp
modified trunk/ctp2_code/ai/strategy/scheduler/Plan.h
modified trunk/ctp2_code/ai/strategy/scheduler/scheduler.cpp
modified trunk/ctp2_code/ai/strategy/squads/Squad.cpp
modified trunk/ctp2_code/ai/strategy/squads/Squad.h
Revision 895: Made sure that army, agent, and match handling is in sync with squad creation and deletion:
Some cleanings:
modified trunk/ctp2_code/gfx/spritesys/UnitActor.cpp
modified trunk/ctp2_code/ai/strategy/agents/agent.cpp
modified trunk/ctp2_code/ai/strategy/agents/agent.h
The AI army handling is now deleted first, since army and unit pool are now needed to delete the AI army to goal matcher, properly:
modified trunk/ctp2_code/gs/utility/gameinit.cpp
Made creating and deleting squads more save, since makes sure that the goals don't have any invalid matches stored anymore. This prevents the AI to assign to goals armies that are already dead:
modified trunk/ctp2_code/ai/ctpai.cpp
modified trunk/ctp2_code/ai/strategy/agents/ctpagent.cpp
modified trunk/ctp2_code/ai/strategy/agents/ctpagent.h
modified trunk/ctp2_code/ai/strategy/scheduler/scheduler.cpp
modified trunk/ctp2_code/ai/strategy/scheduler/Scheduler.h
modified trunk/ctp2_code/ai/strategy/squads/Squad.cpp
modified trunk/ctp2_code/ai/strategy/squads/Squad.h
modified trunk/ctp2_code/ai/strategy/squads/squad_Strength.cpp
Revision 896: Prepared the Squad class for replacement of the list of Plan iterators by a list of Goal pointers
Some cleanings:
modified trunk/ctp2_code/ai/strategy/agents/ctpagent.cpp
modified trunk/ctp2_code/ai/strategy/goals/ctpgoal.cpp
modified trunk/ctp2_code/ai/strategy/scheduler/Plan.cpp
modified trunk/ctp2_code/ai/strategy/scheduler/scheduler.cpp
Prepared to replace the list of Plan iterators by a list of goal pointers in the Squad class, unfortunately tthe old code seems to be faster and is therefore enabled:
modified trunk/ctp2_code/ai/ctpai.cpp
modified trunk/ctp2_code/ai/ctpai.h
modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
modified trunk/ctp2_code/ai/strategy/goals/Goal.h
modified trunk/ctp2_code/ai/strategy/scheduler/Scheduler.h
modified trunk/ctp2_code/ai/strategy/squads/Squad.cpp
modified trunk/ctp2_code/ai/strategy/squads/Squad.h
modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp
Revision 897: Simplified the design of the Plan class and removed public access of the Agent, CTPAgent, Squad, and Plan default constructors, since they should not be used.
modified trunk/ctp2_code/ai/strategy/agents/agent.h
modified trunk/ctp2_code/ai/strategy/agents/ctpagent.cpp
modified trunk/ctp2_code/ai/strategy/agents/ctpagent.h
modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
modified trunk/ctp2_code/ai/strategy/scheduler/Plan.cpp
modified trunk/ctp2_code/ai/strategy/scheduler/Plan.h
modified trunk/ctp2_code/ai/strategy/squads/Squad.h
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