Just pushed to SVN:
@AIAndy: fixed the save game load issue - see cvCity.cpp
@DH: Added 2 new UNITAIs for (respectively) subdued animals, and (animal) hunters. The first is safe to use (right now it just does what the GREAT_ENGINEER does anyway), but I added the infrastructure so the assets can be switched over before/concurrently with my work on the new AI routines. All subdued animals need to change to UNITAI_SUBDUED_ANIMAL. I can do this if you like, but I didn't want to do so in your files without asking first...
The UNITAI_HUNTER is a placeholder for now, which I'll be filling out soon so that the AI can hunt animals deliberately (right now it does it more or less accidentally as part of the explorer AI mostly)
The REV stuff so far is just correcting some errors in the existing AND AI where it evaluated building stability backwards! (so instability was seen by the AI as good!!), and scaling the evaluation of building local instability and distance modifiers by the degree of existing instability (so as a city's instability rises so will the value of stability enhancing buildings).
I don't expect this initial tidy up of the REV modifier evaluation to have much effect since there really aren't many buildings with stability modifiers - it's more other factors (civics, culture etc.) that need their evaluation tweaking, which I'll get to soon.
- Fixed save game loads that could crash due to uninitialised data in the new building filter mechanism
- Started work on REV stability control in the AI
- Added UNITAI_SUBDUED_ANIMAL and UNITAI_HUNTER
@AIAndy: fixed the save game load issue - see cvCity.cpp
@DH: Added 2 new UNITAIs for (respectively) subdued animals, and (animal) hunters. The first is safe to use (right now it just does what the GREAT_ENGINEER does anyway), but I added the infrastructure so the assets can be switched over before/concurrently with my work on the new AI routines. All subdued animals need to change to UNITAI_SUBDUED_ANIMAL. I can do this if you like, but I didn't want to do so in your files without asking first...
The UNITAI_HUNTER is a placeholder for now, which I'll be filling out soon so that the AI can hunt animals deliberately (right now it does it more or less accidentally as part of the explorer AI mostly)
The REV stuff so far is just correcting some errors in the existing AND AI where it evaluated building stability backwards! (so instability was seen by the AI as good!!), and scaling the evaluation of building local instability and distance modifiers by the degree of existing instability (so as a city's instability rises so will the value of stability enhancing buildings).
I don't expect this initial tidy up of the REV modifier evaluation to have much effect since there really aren't many buildings with stability modifiers - it's more other factors (civics, culture etc.) that need their evaluation tweaking, which I'll get to soon.