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/Trunk/Sources/CvUnitAI.cpp Commit Log


Commit Date  
[r801] (1.0 MB) by afforess

Claiming territory tiles requires that you own a tile culturally adjacent to the tile you wish to claim
Added AI logic to encourage AI units to claim nearby resource tiles
Early Resync code (not yet enabled) to fix OOS's

2014-09-03 04:28:36 View
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[r797] (1.0 MB) by afforess

New save format for saving game options, backward compatible with old save format. Prevents order or removal from affecting selected game options.
Removed Surround and Destroy game option
Removed Advanced Economy game option
Removed Arctic and Parks game option (always on now)
Removed Meteorology game option
Removed divine prophets game option
Removed no city limits game option
Removed infinite XP game option
Increased maximum unit XP from 25 -> 100
Removed unlimited national units game option
Removed scale city limits game option (always on now)
Removed advanced cargo option (always on now)

2014-08-30 22:06:44 View
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[r771] (1.0 MB) by afforess

Fix potential CTD bug due to uninitialized pointers when reading empty XML lists (particularly occurred with replaced buildings)
Pipeline thread count is dynamic, dependent on number of cities and cores available
Pipeline threading is disabled in multiplayer automatically
Fix bug in civic attitude calculations with player values leaking out to other players
Add dedicated AI logic to scrub fallout for workers
Artist Guild, Opera House no longer gives +1 happy with dye
Academy gives +25% science, +10 science beakers (previously just +50% science)
School of Scribes gives +3 science beakers (previously +10% science)
Observatory gives +8 science beakers (previously +25% science beakers)
Agora gives +3 science beakers, +5 culture (previously +10% science, +5% culture)
Printer gives +5 science beakers, +3 culture, +3 espionage (previously +15% science, +10% culture, +10% espionage)
Laboratory gives +6 science beakers (previously +15% science)
Research Laboratory gives +12 science beakers (previously +25% science)

2014-08-02 05:04:32 View
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[r756] (1.0 MB) by afforess

Fix FLAVOR_ECONOMY (should be FLAVOR_GOLD)
Tweak AI to avoid civics with high upkeep during financial difficulties
Count UNITAI_ATTACK units as city defenders when they are given a mission to guard a city

2014-07-18 00:57:34 View
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[r755] (1.0 MB) by afforess

Fixed a bug introduced with National Defense automation that prevents attacking when you have 100% chance of defeat
Require revolutions mod to be active to build Tax Office
Cache the MAX_TRADE_ROUTES variable

2014-07-16 10:34:36 View
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[r748] (1.0 MB) by afforess

Add national defense automation
Fix AI combat odds evaluation

2014-07-13 03:47:33 View
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[r738] (1.0 MB) by afforess

Fixed bug where you could "gift" war reparations to an AI to get the trade for free.
Toned down the amount of cease relations occuring from AI's
Rewrote AI logic for choosing how many great commanders they need, AI's should now retain (1 + cities / 5) commanders, with +1 extra if they are in a war.
Added new XML for Techs that allows overriding of the arrow relationships

2014-06-22 05:47:37 View
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[r717] (1.0 MB) by afforess

AI cities will choose to focus on gold buildings if the AI is "near" financial troubles, instead of waiting until troubles are upon them
Include C2C MemoryAlloc fix
Include C2C Base path cost fix
AI includes civic, religion, and wonder experience when determining the least experienced units to disband
AI safe funded percent mimics revolutions financial trouble calculations, when using revolutions mod
AI's correctly assess financial pain caused by civic gold per military units
AI's will disband units with more than 1 experience when experiencing financial troubles
AI's will use fewer floating defenders during financial troubles
AI assumes wars will cost extra gold per turn, instead of earning them income, during warplan assessment
AI will not switch to a warplan if they are in financial trouble, unless they are attacked
Fixed bug where AI workers would skip turns in a city, when they mistakenly believed there to be danger, where there was no danger
AI will disband excess workers more frequently in finacial distress
Fix a few more asserts

2014-05-24 19:01:54 View
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[r716] (1.0 MB) by n4538-e1347

Added Great Diplomat Mod (by stolenrays)
Fixed wrong Pedia entry for Tunnel

2014-05-24 17:36:32 View
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[r715] (1.0 MB) by afforess

Fix annoying and useless assets in the code
Add AI defense exemptions for extreme early game
Remove 'retreat to city' logic for settlers (settlers will still retreat to cities in danger, this check was regardless of danger rating)

2014-05-23 23:03:30 View
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