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PROJECT: Revision Reports

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  • Revision 900: Fixed some AI issues:

    Some cleanings:
    modified trunk/ctp2_code/ai/strategy/agents/ctpagent.h
    modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
    modified trunk/ctp2_code/gs/gameobj/CityData.cpp
    modified trunk/ctp2_code/gs/gameobj/citydata.h
    modified trunk/ctp2_code/gs/newdb/building.cdb
    modified trunk/ctp2_code/gs/newdb/Const.cdb
    modified trunk/ctp2_code/gs/newdb/wonder.cdb
    modified trunk/ctp2_code/robot/pathing/robotastar2.cpp

    Fixed the order of AI cleanup so that the game doesn't crash during cleanup:
    modified trunk/ctp2_code/ai/ctpai.cpp

    For boats with cargo the squad class is now computed from the cargo and empty transporters cannot defend:
    modified trunk/ctp2_code/ai/strategy/agents/ctpagent.cpp
    modified trunk/ctp2_code/gs/gameobj/ArmyData.h
    modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp

    Slavers don't go to cities with city walls:
    modified trunk/ctp2_code/ai/strategy/goals/ctpgoal.cpp

    Simplified the class more:
    modified trunk/ctp2_code/ai/strategy/squads/Squad.cpp
    modified trunk/ctp2_code/ai/strategy/squads/Squad.h

    The message that a slave raid has failed now displays the target city correctly:
    modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp

    Slaves aren't send to cities if it causes an population increase over the city maximum size:
    modified trunk/ctp2_code/gs/gameobj/Player.cpp

    Moved BUILDING_BUILD_LIST_OFFENSE to the top of the BUILD_LIST_SEQUENCE_OFFENSE so that the AI builds city walls first, that will also help the to protect itself from slave raids:
    modified trunk/ctp2_data/default/aidata/buildlistsequences.txt

    Added an InVisionRangeBonus for GOAL_ENSLAVE_SETTLER:
    modified trunk/ctp2_data/default/aidata/Goals.txt

    Increase the city is watchful period to 7 turns:
    modified trunk/ctp2_data/default/gamedata/Const.txt

    Improved at some places the comprehensibility:
    modified trunk/ctp2_data/german/gamedata/Great_Library.txt
    Civ2 military advisor: "No complaints, Sir!"

    Comment


    • Revision 901: Optimized AI path computation

      Some cleanings:
      modified trunk/ctp2_code/ai/diplomacy/diplomat.cpp
      modified trunk/ctp2_code/ai/diplomacy/Diplomat.h
      modified trunk/ctp2_code/ai/diplomacy/sstateevent.cpp
      modified trunk/ctp2_code/ai/strategy/goals/ctpgoal.cpp
      modified trunk/ctp2_code/ai/strategy/goals/Goal.h
      modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp

      If an army has already a path to its target position, then no new path is calculated. The new path should be the same as the old path so that calculating a new path is just a waste of time:
      modified trunk/ctp2_code/ai/strategy/agents/ctpagent.cpp
      Civ2 military advisor: "No complaints, Sir!"

      Comment


      • Revision 902: Rations, workday, and wages add the happiness as they are supposed to do:

        Some cleanings:
        modified trunk/ctp2_code/ai/CityManagement/governor.cpp
        modified trunk/ctp2_code/ai/ctpai.cpp
        modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp

        Fixed happiness calculation according to rations, workday, and wages:
        modified trunk/ctp2_code/gs/gameobj/Happy.cpp
        Civ2 military advisor: "No complaints, Sir!"

        Comment


        • Revision 903: If the AI loses its Capitol it builds a new one in its most productive city.

          Some cleanings:
          modified trunk/ctp2_code/gs/gameobj/Player.cpp
          modified trunk/ctp2_code/gs/gameobj/player.h

          Removed the iterator in list storing stuff from the squad class:
          modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
          modified trunk/ctp2_code/ai/strategy/goals/Goal.h
          modified trunk/ctp2_code/ai/strategy/squads/Squad.cpp
          modified trunk/ctp2_code/ai/strategy/squads/Squad.h

          If the AI loses its Capitol it builds a new one in its most productive city:
          modified trunk/ctp2_code/ai/CityManagement/governor.cpp
          modified trunk/ctp2_code/ai/CityManagement/governor.h
          Civ2 military advisor: "No complaints, Sir!"

          Comment


          • Revision 904: Finished the upgrade option:

            Some cleanings:
            modified trunk/ctp2_code/ai/ctpai.cpp
            modified trunk/ctp2_code/gs/gameobj/bldque.cpp
            modified trunk/ctp2_code/gs/gameobj/CityData.cpp

            Free unit upgrades for the AI is now enabled by default:
            modified trunk/ctp2_code/gs/database/profileDB.cpp

            Added upgrade option to the single player new game rules screen:
            modified trunk/ctp2_code/gs/database/profileDB.h
            modified trunk/ctp2_code/ui/interface/spnewgamerulesscreen.cpp
            modified trunk/ctp2_data/english/uidata/layouts/spnewgamepopups.ldl
            modified trunk/ctp2_data/french/uidata/layouts/spnewgamepopups.ldl
            modified trunk/ctp2_data/german/uidata/layouts/spnewgamepopups.ldl
            modified trunk/ctp2_data/italian/uidata/layouts/spnewgamepopups.ldl
            modified trunk/ctp2_data/japanese/uidata/layouts/spnewgamepopups.ldl
            modified trunk/ctp2_data/spanish/uidata/layouts/spnewgamepopups.ldl

            If a unit can be upgraded can now be controlled by terrain.txt, tileimp.txt and goods.txt:
            modified trunk/ctp2_code/gs/world/Cell.cpp

            Added upgrade events:
            modified trunk/ctp2_code/gs/events/GameEventDescription.h
            modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp
            modified trunk/ctp2_code/gs/gameobj/ArmyData.h
            modified trunk/ctp2_code/gs/gameobj/armyevent.cpp
            modified trunk/ctp2_code/gs/gameobj/Unit.cpp
            modified trunk/ctp2_code/gs/gameobj/Unit.h
            modified trunk/ctp2_code/gs/gameobj/UnitData.cpp
            modified trunk/ctp2_code/gs/gameobj/UnitData.h
            modified trunk/ctp2_code/gs/gameobj/unitevent.cpp

            The upgrade order appears only on the order button bank when an army is selected that contains units that can be upgraded:
            modified trunk/ctp2_code/gs/gameobj/Unit.cpp

            When the mouse hovers over the upgrade order button in the status bar, the number of units that can be upgraded with the gold in the treasury, the units that could be upgraded if there were enough gold in the treasury, and the number of units in the selected army are shown. Additionally, the amount of gold is shown that is needed to upgrade the units that can be upgraded with the gold in the treasury, and the gold needed to upgrade all units in the selected army:
            modified trunk/ctp2_code/ui/aui_common/aui_control.cpp
            modified trunk/ctp2_code/ui/aui_common/aui_control.h
            modified trunk/ctp2_code/ui/interface/UnitControlPanel.cpp

            Added upgrade order:
            modified trunk/ctp2_data/default/gamedata/Orders.txt
            modified trunk/ctp2_data/default/gamedata/uniticon.txt
            added trunk/ctp2_data/default/graphics/pictures/upgradeunit_buttonactive.tga
            added trunk/ctp2_data/default/graphics/pictures/upgradeunit_buttoninactive.tga
            added trunk/ctp2_data/default/graphics/pictures/upgradeunit_GLpicture.tga
            added trunk/ctp2_data/default/graphics/pictures/upgradeunit_GLpicture_old.tga
            modified trunk/ctp2_data/english/gamedata/gl_str.txt
            modified trunk/ctp2_data/english/gamedata/Great_Library.txt
            modified trunk/ctp2_data/english/gamedata/ldl_str.txt
            modified trunk/ctp2_data/french/gamedata/gl_str.txt
            modified trunk/ctp2_data/french/gamedata/Great_Library.txt
            modified trunk/ctp2_data/french/gamedata/ldl_str.txt
            modified trunk/ctp2_data/german/gamedata/gl_str.txt
            modified trunk/ctp2_data/german/gamedata/Great_Library.txt
            modified trunk/ctp2_data/german/gamedata/info_str.txt
            modified trunk/ctp2_data/german/gamedata/ldl_str.txt
            modified trunk/ctp2_data/italian/gamedata/gl_str.txt
            modified trunk/ctp2_data/italian/gamedata/Great_Library.txt
            modified trunk/ctp2_data/italian/gamedata/ldl_str.txt
            modified trunk/ctp2_data/spanish/gamedata/gl_str.txt
            modified trunk/ctp2_data/spanish/gamedata/Great_Library.txt
            modified trunk/ctp2_data/spanish/gamedata/ldl_str.txt
            Civ2 military advisor: "No complaints, Sir!"

            Comment


            • Revision 905: The AI does not bombard adjacent units if it cannot bombard them and the AccomplishFeat event now fires if an advance feat is accomplished.

              Some cleanings:
              modified trunk/ctp2_code/ai/ctpai.cpp
              modified trunk/ctp2_code/ai/ctpai.h
              modified trunk/ctp2_code/ai/strategy/goals/ctpgoal.cpp
              modified trunk/ctp2_code/gs/gameobj/armyevent.cpp
              modified trunk/ctp2_code/gs/gameobj/FeatTracker.cpp
              modified trunk/ctp2_code/gs/gameobj/FeatTracker.h
              modified trunk/ctp2_code/gs/gameobj/PlayerEvent.cpp

              Prevented a debug assertion failure from showing up:
              modified trunk/ctp2_code/ai/strategy/scheduler/Plan.cpp
              modified trunk/ctp2_code/ai/strategy/scheduler/scheduler.cpp

              Replaced the copy constructor with a real copy constructor:
              modified trunk/ctp2_code/ai/strategy/squads/Squad.cpp

              Disabled E's modifications to the CanBombard method, since they didn't work anyway and just messed with the AI, if you can fix his modifications feel free to do so:
              modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp

              The AccomplishFeat event now fires if an advance feat is archived:
              modified trunk/ctp2_code/gs/gameobj/Player.cpp
              Civ2 military advisor: "No complaints, Sir!"

              Comment


              • Revision 907 Changed AI city explored status handling, fixed the settle city site selection and fixed a tiring flickering tile highlight rectangle.

                Some cleanings:
                modified trunk/ctp2_code/ai/mapanalysis/mapanalysis.cpp
                modified trunk/ctp2_code/ai/mapanalysis/settlemap.cpp
                modified trunk/ctp2_code/gs/gameobj/CityRadius.cpp
                modified trunk/ctp2_code/gs/newdb/building.cdb
                modified trunk/ctp2_data/default/gamedata/Const.txt

                The AI only considers a city in its goal assignment as unexplored if no tile improvement is visible. That is the same way as a human player behaves, since if he sees a tile improvement without a city then he concludes it must be in the dark:
                modified trunk/ctp2_code/ai/ctpai.cpp
                modified trunk/ctp2_code/ai/strategy/goals/ctpgoal.cpp
                modified trunk/ctp2_code/gs/gameobj/CityData.cpp
                modified trunk/ctp2_code/gs/gameobj/citydata.h
                modified trunk/ctp2_code/gs/world/Cell.cpp
                modified trunk/ctp2_code/gs/world/Cell.h

                Corrected the settle map calculation, so the AI now settles in the right boundings:
                modified trunk/ctp2_code/ai/mapanalysis/boundingrect.cpp

                The AI only considers the number of goals it should consider according strategies.txt:
                modified trunk/ctp2_code/ai/strategy/scheduler/scheduler.cpp

                The tile highlight square at the mouse pointing position does not not blink anymore. In general, blinking items draw attention even if there is nothing important. In that case it was blinking always at the of the GUI repainting speed, which just makes the player tired:
                modified trunk/ctp2_code/gfx/tilesys/tiledraw.cpp

                Removed distance to home and to enemy penalties:
                modified trunk/ctp2_data/default/aidata/Goals.txt

                Updated readme:
                modified trunk/doc/user/playtest/Apolyton_README.txt

                This thread has now reached more than 500 posts, so time for a new thread. Please continue here.
                Last edited by Martin Gühmann; December 25, 2008, 20:51.
                Civ2 military advisor: "No complaints, Sir!"

                Comment

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