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Activity for Religion and Revolution GIT

  • Nightinggale committed [f5b675]

    Makefile: Debug and Profile targets now copies the pdb file to assets (needed for some people in order to debug)

  • Alexander Picoli Alexander Picoli created ticket #10

    test ticket

  • Nightinggale committed [7ea6d2]

    Change import/export threshold limits from 999 to 65535 (full 16 bit)

  • Erik Sandbraaten committed [e43417]

    OPT6: Optimized and refactored CvSelectionGroupAI::AI_tradeRoutes / CvSelectionGroupAI::AI_getYieldsLoaded. Added a helper CvSelectionGroupAI::processTradeRoute

  • Erik Sandbraaten committed [3a01c7]

    BUG39: In EXP3 I forgot to make an exception for the case where the king is already at war with his colonies. In that case there should be no demerit for the player if the king asks him to declare on his (former) colony.

  • Erik Sandbraaten committed [a63360]

    BUG40: Adapted from K-mod. Whenever we check the attitude towards our own team, we're always friendly :P

  • Erik Sandbraaten committed [07af49]

    BUG41: Adapted from K-mod \ Unofficial patch. CvUnit::healTurns and CvUnit::canHeal - Now handles damage and healing from plot features (thanks LunarMongoose)

  • Erik Sandbraaten committed [37e0fb]

    Merge branch 'develop-2_7_1' of ssh://git.code.sf.net/p/religion-and-revolution-git/code into develop-2_7_1

  • Erik Sandbraaten committed [4dfb32]

    AI20: Added isProfessionalMilitary() mainly to prevent the AI from having units with GGs attached join cities.

  • Erik Sandbraaten committed [b40ca0]

    AI21: Prohibit the AI from ever exporting tools, blades, muskets and cannons to Europe. We can make the logic more refined in the future but for now the AI needs strict hand-holding

  • Nightinggale committed [c0ba2b]

    BUG: colony traderoute settings maintainLevel and importLimitLevel got swapped in the network code

  • Duneflower Duneflower posted a comment on ticket #9

    Strictly speaking, it's not that I'm not allowed to build it - if I use the WB to downgrade my warehouse temporarily, it lets me build it even after re-upgrading the warehouse; I'm simply not allowed to select it for construction.

  • Duneflower Duneflower created ticket #9

    Bug: Train-oil Manufactory

  • Duneflower Duneflower created ticket #8

    Broken random event

  • Erik Sandbraaten committed [b1d020]

    EXP5: AI players fighting the revolutionary war will no longer consider a bribe to sign peace with their king. Also they will no longer reply with the "we'd love to, but you would have to ask them" nonsense :P

  • Erik Sandbraaten committed [bc08c1]

    BUG36: Imported several fixes from K-mod:

  • Erik Sandbraaten committed [77d36c]

    BUG37: Adapted from K-mod. Fixed the issue that causes the wrong odds (due to selecting the wrong defender) to be displayed if units from different players were on the same plot

  • Erik Sandbraaten committed [a04740]

    AI16: Block AI from producing YIELD_CANNON

  • Erik Sandbraaten committed [1514c3]

    BUILD1: Added the "1 plot debug" configuration

  • Erik Sandbraaten committed [402552]

    ACO1: Implemented a modified version of PieceOfMind's Advanced Combat Odds modcomp for BTS that supports the limited combat rounds feature in RaR

  • Erik Sandbraaten committed [9a44ee]

    AI18: Adapted from K-mod. AI explorers will now try to make contact with mapped but unmet players. Added missing const.

  • Erik Sandbraaten committed [4c9a0f]

    AI17: Restricting the UNITAIs considered by great generals / admirals

  • Erik Sandbraaten committed [315073]

    BUG37: Fix strange divide by zero bug in CvPlayerAI::AI_transferYieldValue. It's weird that this happened so I am adding an assert to help detect issues caused by variables unexpectedly having negative values!

  • Erik Sandbraaten committed [b06422]

    AI19: By mistake I had broken CvPlayerAI::AI_needsProtection by omitting to return true when a transport needed protection.

  • Erik Sandbraaten committed [478b2a]

    OPT4: From K-mod: Disabled some obsolete BtS code.

  • Erik Sandbraaten committed [d41c22]

    BUILD2: Added version indicator to help players determine the DLL version. The tutorial tab may not be the best place for it though...

  • Erik Sandbraaten committed [a3dd88]

    OPT5: Adapted from K-mod. Blocked most python callbacks and recoded those who only had a python implementation in C++. The callbacks can be reenabled in XML.

  • Erik Sandbraaten committed [f04b51]

    BUG38: Adapted from K-mod, alberts2, DarkLunaPhantom. Various fixes concerning "Typos, order of operations mistakes, memory leaks, missing initialisers, style changes."

  • Erik Sandbraaten Erik Sandbraaten committed [ed16b0]

    GAME1: African slaves now have the same restrictions as native slaves with respect to allowed professions

  • Erik Sandbraaten Erik Sandbraaten committed [67b262]

    BUG35: We will no longer attempt to make peace with ourselves!

  • Erik Sandbraaten Erik Sandbraaten committed [8f1d1d]

    EVENTS3: The WHALING event is no longer recurrent since the event's logic cannot handle it correctly

  • Erik Sandbraaten Erik Sandbraaten committed [189753]

    AI15: Tweak AI to produce less coastal transports and more wagons

  • Christian Schmidt Christian Schmidt committed [690d87]

    Size fitting of pioneer.

  • Erik Sandbraaten Erik Sandbraaten committed [2c5c9d]

    OPT3: From K-mod: "Made some minor efficiency improvements to CvUnitAI::AI_promote"

  • Erik Sandbraaten Erik Sandbraaten committed [24d44d]

    BUG25: Disable the European peace DLL event if the game option always war is enabled

  • Erik Sandbraaten Erik Sandbraaten committed [4e09c1]

    BUG24: Citizens will no longer seem to disappear if re-assigned (by double clicking) to a plot with no apparent economic value. Removed testing/debug code.

  • Erik Sandbraaten Erik Sandbraaten committed [f5d711]

    BUG23: Pirates and other non-animal "barbarians"/wild-animals will no longer result in a warning about animals

  • Erik Sandbraaten Erik Sandbraaten committed [ed3d2e]

    BUG22: We only allow ships to sail to Port Royal if all units in the group are allowed to do so

  • Christian Schmidt Christian Schmidt posted a comment on ticket #7

    I would like if every military unit would activate a fort (including ranger, mercenaries and militia) to keep this feature simple.

  • Erik Sandbraaten Erik Sandbraaten modified a comment on ticket #7

    Ok, but we have to agree on which units may activate the fort ? The fort attack uses the same rule as "activation" so currently no artillery would ever trigger the attack. It's clear to me from looking at the code that they never indended artillery to work. However, there is a city attack as well, processed in CvCity::doExtraCityDefenseAttacks. It requires a citdael or bastion (any defensive building with a defense > 120) and that a unit capable of bombarding (so all artillery will work) is present...

  • Erik Sandbraaten Erik Sandbraaten posted a comment on ticket #7

    Ok, but we have to agree on which units may activate the fort ? The fort attack uses the same rule as "activation" so currently no artillery would ever trigger the attack. It's clear to me from looking at the code that they never indended artillery to work. However, there is a city attack as well, processed in CvCity::doExtraCityDefenseAttacks. It requires a citdael or bastion (any defensive building with a defense > 120) and that a unit capable of bombarding (so all artillery will work) is present...

  • Christian Schmidt Christian Schmidt modified a comment on ticket #7

    Hm, I'm not sure but it could also have caused an issue when I changed the military system. If I remember correctly at the beginning there was only one unit class for "standard" military units (soldier) and this unit class still exists for the veteran colonial militia unit (which seems to be the only unit that currently activates the growth correctly). However, since we have added a lot of different new unit classes in the meantime it could be the issue that the code simply does not consider these...

  • Christian Schmidt Christian Schmidt modified a comment on ticket #7

    Hm, I'm not sure but it could also have caused an issue when I changed the military system. If I remember correctly at the beginning there was only one unit class for "standard" military units (soldier) and this unit class still exists for the veteran colonial militia unit (which seems to be the only unit that currently activates the growth correctly). However, since we have added a lot of different new unitc classes in the meantime it could be the issue that the code simply does not consider these...

  • Christian Schmidt Christian Schmidt posted a comment on ticket #7

    Hm, I'm not sure but it could also have caused an issue when I changed the military system. If I remember correctly at the beginning there was only one unit class for "standard" military units (soldier) and this unit class still exists for the veteran colonial militia unit. However, since we have added a lot of different new unitc classes in the meantime it could be the issue that the code simply does not consider these new unit classes. Furthermore if i'm remember correctly forts shall attack hostile...

  • Erik Sandbraaten Erik Sandbraaten posted a comment on ticket #7

    5) I don't really like adding another tag (besides we would break exisiting saves) if we're able to make up a sensible rule based on the tags we already have. I tend to agree with Ray and go by his guidance, I suppose he had a good reason for only allowing infantry though, need to search for the original discussion. I think it's about time for schmiddie to chime in on this :D

  • Nightinggale Nightinggale posted a comment on ticket #7

    5) one option is to add a bool to unitInfo/professionInfo telling if it's allows to defend a fort. This can be done without affective savegames. The same goes for monasteries. This this one bool is more simple at runtime and it's easier to handle for xml editors and it will never need DLL updates to handle future unit combos.

  • Erik Sandbraaten Erik Sandbraaten modified a comment on ticket #7

    Regarding 5) I prefer to only allow defensive units activate the fort (no cavalry, artillery). Need to check what will happen with invisible units (this feature deserves its own ticket!, since they cannot be countered by the AI) since they certainly should not be allowed to both activate the fort as defenders and also pretend to be invisible!

  • Erik Sandbraaten Erik Sandbraaten posted a comment on ticket #7

    Regarding 5) I prefer to only allow defensive units activate the fort (no cavalry, artillery). Need to check what will happen with invisible units (this feature deserves its own ticket!) since they certainly should not be allowed to both activate the fort as defenders and also pretend to be invisible!

  • Nightinggale Nightinggale posted a comment on ticket #7

    4) is an issue for monasteries too. At least I encountered it in one of my first RaR playthroughs and I don't think anybody fixed it without also fixing forts. 5) if units with the base power (promotions not counting) of 1 can't man a fort, then all the civilian units will be filtered out.

  • Erik Sandbraaten Erik Sandbraaten modified ticket #7

    Fort Bugs

  • Erik Sandbraaten Erik Sandbraaten modified ticket #7

    Fort Bugs

  • Erik Sandbraaten Erik Sandbraaten created ticket #7

    Fort Bugs

  • Christian Schmidt Christian Schmidt committed [dc293b]

    Corrected sizes of furniture maker and butcher in Europe

  • Christian Schmidt Christian Schmidt committed [f91335]

    Size of prospector in Europe amended.

  • Christian Schmidt Christian Schmidt committed [b72a38]

    Updated DLLs, Readme and changelog for 2.7

  • Nightinggale committed [7c2ba8]

    Fixed typos and improved readability of changelog

  • Christian Schmidt Christian Schmidt committed [83987e]

    small typo corrected bugfix

  • Christian Schmidt Christian Schmidt committed [5c81fe]

    Changelog 2.7 finished

  • Christian Schmidt Christian Schmidt committed [f6fbf9]

    Update Title / Logo to 2.7

  • Erik Sandbraaten Erik Sandbraaten committed [8642b9]

    EVENTS2: Fix missing commit that should have been part of EVENTS1

  • Erik Sandbraaten Erik Sandbraaten committed [9a2f2a]

    COASTAL_TRANSPORT5: Prevent the AI from building a coastal transport if there are not coastal routes to another city

  • Erik Sandbraaten Erik Sandbraaten committed [5dc06b]

    Merge remote-tracking branch 'origin/develop'

  • Erik Sandbraaten Erik Sandbraaten committed [153bcb]

    EVENTS1: Disabled problematic events and modified the sanity checker to ignore disabled events

  • Erik Sandbraaten Erik Sandbraaten committed [e022df]

    COASTAL_TRANSPORT4: Created new UNITCLASSes for the recently introduced coastal ships

  • Christian Schmidt Christian Schmidt committed [4808ab]

    Implementation of small and big coastal ship

  • Erik Sandbraaten Erik Sandbraaten committed [50971a]

    BUG21: CvUnit::canMoveInto() failed to check for an impassable terrain if the plot had a feature. Fixed.

  • Erik Sandbraaten Erik Sandbraaten committed [dc122c]

    COASTAL_TRANSPORT3: Updated the XML with better defaults and corrected pathfinding issues.

  • Erik Sandbraaten Erik Sandbraaten committed [df85de]

    COASTAL_TRANSPORT2: Added XML support. Note that the current entry is copy pasted and adapted from the existing Fluyt and needs to be updated to the proper unit.

  • Erik Sandbraaten Erik Sandbraaten committed [02520b]

    COASTAL_TRANSPORT1: Implement new feature: Coastal Transport. ships that can only traverse coast or culturally owned tiles. This feature is now fully functional and includes AI support.

  • Nightinggale committed [43c83b]

    Added assert messages on invalid setup in CvEventTriggerInfo

  • Nightinggale committed [236695]

    Fix: new Danish king music had the first second cut off, making the start sound really weird

  • Christian Schmidt Christian Schmidt committed [0efee7]

    - Changes the diplomacy music of the Danish King

  • Erik Sandbraaten Erik Sandbraaten committed [7a5a88]

    AI13: This is the first transition towards a "local" price model for yields. We now lower the local price of certain yields if they are produced in excess of what's needed, conversely we increase the price of yields that we are currently lacking as inputs. The value of Bells/hammers now scale with the population / rebel percentage.

  • Erik Sandbraaten Erik Sandbraaten committed [fa8157]

    DEBUG1: If debug mode is activated (ctrl-Z), we now display the AI's valuation of yields when hoovering over the stored yields inside a city

  • Christian Schmidt Christian Schmidt committed [ad57bd]

    Changed starting units of European Nations. Balancing needs to be tested.

  • Erik Sandbraaten Erik Sandbraaten committed [108dcd]

    AI12 Comment out the changes introduced by AI1 since start units are now sensibly assigned

  • Christian Schmidt Christian Schmidt committed [ca24ab]

    - New late cityset for Russia

  • Christian Schmidt Christian Schmidt committed [7d8d0a]

    Bugfix: Great Generals, Great Admirals and Great Chiefs did not have combat animations, hurt animations and die animations (only surrender). However, since these units not have a combat strength of >0 surrender anim did no longer work and combat animations were required.

  • Christian Schmidt Christian Schmidt committed [3b28d0]

    Changed starting units of Portugal and Spain since the AI ever uses military specialist units as settlers in their starting city but not a military unit.

  • Erik Sandbraaten Erik Sandbraaten committed [ee3940]

    BUG20: The evaluation of multiple input yields in BUG18 were too optimistic and resulted in the assignment of a dyer even if no indigo was present. Thus I changed from max to min to further penalize a missing input. The lower bound of profession value is now 0 rather than 1

  • Erik Sandbraaten Erik Sandbraaten modified a comment on ticket #2

    Ok, it seems that I was (fortunately)wrong about the trade route code itself. It turned out to be a GUI issue only, the parameters had been swapped. Fix has been committed to develop (BUG19) Please test again :P

  • Erik Sandbraaten Erik Sandbraaten posted a comment on ticket #2

    Ok, it seems that I was (fortunately)wrong about the trade route code itself. It turned out to be a GUI issue only, the parameters had been swapped. Fix has been committed to develop (BUG19)

  • Erik Sandbraaten Erik Sandbraaten committed [add711]

    BUG19: Fix swapped import / export limit parameters

  • Christian Schmidt Christian Schmidt posted a comment on ticket #2

    would make sense. :-)

  • Erik Sandbraaten Erik Sandbraaten committed [d60878]

    BUG18: Fix missing evaluation of multiple input yields which resulted in a profession requiring multiple inputs (AND) being satisfied with any input being preset (OR). The result was frequently that nothing was being produced by this profession unless both inputs were available.

  • Erik Sandbraaten Erik Sandbraaten posted a comment on ticket #2

    It seems that the proper term is not export limit, but maintain level :P

  • Erik Sandbraaten Erik Sandbraaten posted a comment on ticket #2

    My understanding is that there's two ways to export goods. CvSelectionGroupAI::AI_tradeRoutes : Deals with the traderoutes and it does respect the limits. CvUnitAI::AI_collectGoods : Simply loads whatever can be sold in Europe and that the city allows to be exported. It does not respect the limits. Ships can make use of both functions, so I think that the latter one is the culprit. I will add the export limit and report back.

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