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
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
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