CHANGELOG:
2006-03-08
Added: GoodyHutExcluded flag for Units. Units with this flag shouldn't appear from a goody hut.
2006-03-02
Added: EnablesVeterans flag for buildings. Now if a city has a flag with this building your units start as veterans (like civ3)
Added: PopCostsToBuild flag. Add an integer here in unitstxt and units can cost 1 or more population points. I havent instituted a disband city warning yet though
2006-02-27
Added: GoldPerUnit - like my previous GoldPerCity flag but its just the flag value times the number of units (like Civ3). I stuck it to the palace to represent unit costs. Value seen in City Management (not national)
Added: GoldPerUnitReadiness - same as above but added the readiness impact. Value seen in City Management (not national)
Added: Need Number of buildings to Build - like the feat it can now be a flag for building a building (especially with OnePerCiv) or a wonder.
gs\gameobj\Player.cpp
Added: TotalBuildingUpkeep: building upkeep also has a negative impact by being affected by your readiness and is deducted from the city gold (I can remove this if too much hate for it but it makes gold and readiness more significant)
gs\gameobj\ArmyData.cpp
Added: multipleattack flag but not fully implemented (you can move after attacking or bombarding but not attack again)
Added: CommercePercent,sciencePercent,ProductionPercent, and FoodPercent to cities If its receiving a good or is part of a civilization, or if the the city's style grants it.
Added: BonusGold,BonusProduction, and BonusFood (integer value) to cities If its receiving or has a good
Added: BonusGold,BonusProduction, and BonusFood (integer value) to cities if the the city's style grants it.
Fixed: Sneak bombard that was causing possible "fugi" crash (I hope)
2006-02-15
Added: NeedsCityGood, NeedsCityGoodAll, and NeedsCityGoodAny flags
Added:Redesigned ColorSet to prevent a crash during start-up.
Added: to Civilisation and CityStyle databases happiness increasement flags
Added: Message boxes are now non-modal, left click on a message in the message list, the message is opened if it is not open, otherwise it is closed, right click removes the message from list, if it is open it is closed in addition. Left clicking on another message opens that and closes the first message. Alert boxes are left as they are modal.
Added: option to select a city first instead of an active army.
Added: DebugSlic and GoodAnim to the advanced options.
Added:Used option to select a city first instead of an active army. Unfortunately this doesn't quite work. But for now this should be enough.
Added:Made the autoDebug object more conform to the standart, maybe I move its struct to seperate header and source files
Added: Improved handling of multiple build queue actions in a turn.
Added
isplay very slow or non-growth as ---
Added: NeedsCityGood and NeedsCityGoodAll added to CanBuildUnit, CanBuildBuilding, and CanBuild Wonder
Added:Implemented EnablesGood for buildings, wonders and tile improvements now they give goods to a city
Added:To ProcessFood,ProcessProduction, EfficiencyOrCrime added a check that if a city has or is buying a good than you can get a bonus.
Added: NeedsCityGoodAnyCity allows for a unit to be built in any city if one city has the good
Added: Sneakattack - can attack with out declaring war or be attacked, like Hidden Nationality
Added: Sneakbombard so you can bombard without war declared
Added: new combat modifiers based on mounted and woodship bonus (see unit.cdb for flags)
Added: new DifficultyDB to the project however, the DifficultyDB must still be replaced
Added: two new options to the profile database:
- One for allowing end turns while the game is running in the background
- One that is supposed to stop end turns if there is a city with empty build queue, doesn't work yet.
Added: Reneralised production start reporting
Added: Settlers can now be added to a city!
Added: Terrain Improvement flag CantPillage now works
Added: NonLethalBombard - now the NLB flag doesnt destroy units (but weakens them)
Added: CanBombardTiles - Tile Improvements can now be bombarded and destroyed
Added: CollateralTileDamage - if unit has flag it will destroy the tile imps the unit they attack is on (lethal and nonlethal bombard)
Added: GoldPerCity building flag. add/subtract gold based on the number of cities your empire has
Added: OnePerCiv - buildings can now be Small Wonders/National Projects
Fixed:Improved dbgen error message
Fixed:Corrected turn box computation for ship paths through cities.
Fixed:1.1 patch savegame compatibility fix
Fixed: player color above player 16 and allow loading of the original color set again. Now there are only two valid number of colors for a ColorsXX.txt 58 and 74 - original and source code version respectively. For the 58 color version the missing player colors are copied from the terrain colors so that the result is like in the original game
Fixed: mistake in tileset.cpp which prevented loading of tile file
Fixed: mis-cast in UnitControlPanel.cpp
Fixed: Prevent useless Assert pop-up (Governor.cpp) with the debug version
Fixed: Rreport start of wonder when deleting the first item and the second item is a wonder
Fixed: Removed texts that have been replaced with icons
Fixed: Removed after redistribution of contents
Fixed: Corrected building maintenance deficit spending handling.
Fixed: Load strings from default files if a mod misses them
Fixed: Added token so that the default strings aren't scanned for missing strings
Fixed, added some strings and removed some duplicated strings
Fixed: corrected endless path computation in an AOM game
Updated: BUGS list to reflect fixes and new discoveries
Updated: Improved error messages in tileset.cpp
Updated: zlib (1.2.3) and tiff (3.7.3) libraries
2005-10-23
Added: Option to select a city first instead of an army
Added: DebugSlic and GoodAnim options
Added: Two more colour sets
Changed: Message boxes to be non-modal
Fixed: Misc crashes
Fixed: Broken/incorrect links in the great library
Fixed: Topic display bug in great library
Fixed: Hosting of MP games on XP machines
Fixed: SLIC error related to missing city
Fixed: Prediction of movement times for ships moving through cities
2005-09-12
Added: City limit to domestic control panel
Added: Gold loss due to conversion and production loss due to franchising to national manager resource tab
Added: Special attack window to display the cost of a special attack
Added: Construction time to tileimp tracker window
Added: Option to end game on db error
Added: Female leader pictures
Changed: Information window remains open across turns
Changed: Opening score tab of information window no longer closes other windows
Fixed: Crashes when deleting tileimps
Fixed: Bug with gold income
Fixed: MP database sync check
Fixed: Age display in MP summary
Fixed: Colors used on single player selection screen
2005-08-02
Added: Buttons linking the National, City and Build Managers
Fixed: Bugs with /importmap
Fixed: Misc crashes
Fixed: Updating of values caused by alteration of sliders on national management dialog
Fixed: Bug preventing rush buying an item inserted before Capitalization or Infrastructure
2005-06-28
Added: More AOM support
Changed: Method of generating advances and units from goody huts to speed it up
Fixed: Crash caused by loading savegames with the wrong number of goods
Fixed: Misc crashes
Fixed: Problem preventing play with fewer than 3 civs
Removed: Automatic tutorial advice on low difficulty levels, since it breaks mods and generally causes problems (we have a specific tutorial button now on the main menu for those that want one)
2005-05-23
Added: Brief changelog to playtest readme
Added: Some more credits
Fixed: Incorrect bonuses from goods
Fixed: Misc crashes
2005-05-17
Added: /debugai and /debugcells commands in chat window
Changed: Some diplomatic agreements to have limited duration
Added: New restriction fields to buildings and tile improvements
Added: Bitwise operators in SLIC
Changed: Piracy AI
Added: New Anet library dlls (to fix XP hosting problems)
Added: Leader name support
Fixed: Misc. crashes and memory leaks
Added: Support for multiple ctp2_data directories
Added: Flag to prevent units being used as barbarians
Fixed: Incorrect city style name display in cheat editor
Fixed/Changed: AI worker allocation
Fixed: Server listing in bootserv.txt
Added: (Currently not useful) optimize slider button in domestic manager
Added: Optimize specialist button to city manager
Changed: National manager and city manager to show net rather than gross food and production
Added: DisplayLevel field for tile improvements
Fixed: Bug with government name display in message
Fixed: Misc GL errors
Added: "Turns to growth" display on main map
Added: Support for immobile units
Added: Ranged bombarding
Changed: The method by which televangelists are recognized as special
Changed: Method of caravan cost fix - now mods should have reasonable caravan costs
Changed: Default colour scheme to get player 1 blue by default
Added: Detailed changelog to playtest version
2005-03-05
Disabled: AI unit text, so that you don't see the AI goals.
Fixed: Crashes and memory leaks.
Fixed: Minor translation problems with the French and German string files.
Updated: strategies.txt, advancelists.txt, buildlistsequences.txt and unitbuildlist.txt,
to make the AI more agressive and seperate the AI personalities more.
Fixed: Vision of borders of civs you have no contact to in fog off and god mode.
Fixed: A Vision problem and a crash in combination with city conquest.
Changed: Disabled autosave for MP client.
Added: Finished production handling in the MP turn start.
Updated: Anet game number.
Fixed: Basic AI population assignment.
- If cities has slaves the number of pops to assign is calculated correctly.
- The first pop in the database can now be used, meaning AI can use entertainers.
- The minimum amount of calculated entertainers can now be assigned.
- However this are only basic fixes, population optimisation has still to be done.
Added: A new slic power operator: **
Fixed: Slic database access, so that the feat units in CTC work.
Added: Slic function AddSlaves to add slaves to a city.
Added: Slic function IsOnSameContinent to check whether two locations are on the
same continent.
Fixed: Wonder start and almost complete messages are also send for the first wonder
in the database correctly. Precisely you get now such messages for Aristotle's Lyceum.
Fixed: Some minor bugs in the AI goal computation.
Restored: Old operator of squd strengh. That caused the huge delays in the last version
on maps with more than one continent.
Changed: Pathfinding doesn't consider anymore danger on the way. Another solution for
that has to be found. This removes the huge zone of control.
Changed: Tile improvements for small cities of AIs get full utilisation bonus for placement.
Changed: AI places tile improvements every fifth turn and roads every second turn.
Added: CanSettleOn flag to unit.txt so that modders have the ability to limit settling
to certain terrains.
Changed: New games can now be started with only one civ (without any opponents).
Changed: The version date is now derived from the exe's creation date (not last
modification date), to prevent of showing a wrong date if ldl_str.txt has not
been updated.
Fixed: Turn counter synchronisation when creating a new civilisation (by revolt) to
prevent one sided wars.
Fixed: Science popup in hotseat and PBEM is delayed until the appropiate player's turn.
Fixed: The risk levels in the drop down menu in the scenario editor are now in the
right order.
Fixed: Turn count in PBEM don't say anymore always "Turn 0"
Changed: The same algorithm for SP and MP is used to generate Barbarians
Changed: New terrain values
2004-12-28
Added: An attemp to fix range bombardment, but it does not seems to work.
Fixed: Vision
- The staus bar only shows what it should show. (Terrain status of the last visit)
- Help tile window shows terrain statisics and improvements from the last visit.
- The map only shows terrain and improvements and owners and city radii from the
last visit.
- If fog of war is toggled of status bar, help tile window and map show everything.
Changed: The algorithm used in SP games is now the same as that used in MP games.
Fixed: Feat accomplishment propagation from server to client.
Fixed: Propagate city defensive bonus.
Fixed: Mouse and keyboard events are also handled after buffer overflow.
Fixed: Some crashes concerning the Alexander scenario.
Added: Localized strings for the new civs to the other languages.
Fixed: Arena and Aqueduct prerequisites
Restored: Compatibility for Diplomod.
Added: A Quit Button at the multiplayer screen for hotseat games.
Fixed: Memory leaks concerning vision and the resourcemap.
Improved: The music screen unconfirmed user changes are not reseted when returning to
the music screen after visiting the music track selection screen and removed memory
leaks.
Fix: Unblock the client user interface when the server has handled the city production.
Restored: Database compatibility of constDB for MP testing.
Untested fix: Make cities grow and make science handled well in PBEM.
Updated: Some player slic built-ins so that they can be not only used in string
replacement but also in optaining integer values.
Repaired: Some invalid links in the English Great Libary of the Alexander scneraio.
Updated: GAMEID to match the value of the new anet.inf
Fixed: Some crashes in concerning diplomat data and the sp new tribe screen.
Fixed: Movement point propagation for settlers from disbanded cities in network games
with 3+ players
Corrected: Return type of IsVeteran function.
2004-10-20
Fixed: Bug fix and user interface improvement for the tactical info tab of the Unit manager
Fixed: Select and center on the transport when double-clicking on a transported unit
Fixed: Spelling error ("Devision")
Fixed: Altered instant message display code to prevent messages being displayed to the
wrong player in hotseat mode
Fixed: Corrected handling of invalid strategies
Fixed: Prevented crashes with invalid units
Changed: Removed some duplicated code and allow to test cell whether its productivity
concerning food, shields and gold would be better then with the current terrain type
Added: If a terrain has no food tile improvement the AI checks whether there is a
terraform option avalable for a terrain with better food stats
Added: Changes to favorize Respect of non-treaspassing Treaty and retreat units
Added: Checks to avoid Army blocked in grouping phasis
Changed: The Group size check
Changed: Rollback goals in double search
Added: Methods to check if there is enough room for army along path, check danger along path
Changed: Several values in goals.txt
Fixed: typo corrected
Changed: useless compiler warning disabled
Added: CanTransport and IsCivilian, and a few other consistency changes to the Army class
Fixed: Prevented a crash when a space plane gets assigned multiple orders
Changed: Updated startegy database so that when two strategies are merged values aren't
overwritten by the default values of an entry if this value has not been defined
Changed:: Updated database generator so that bit pairs can now have default values as well.
That allow to have default values in databases with entries that are merged, without
merging default values into the merged record
Fixed: The typo that caused the number of merchants to be displayed in the scientists
column of the new Specialists tab of the National Manager window
Changed: Updated the database generator so that the default values of bits can be accessed
if they have any even if no value was set
Fixed: Prevent crash when loading a saved game
Fixed: Terraform logic
Changed: Updated road path generation
Changed: Lots (and lots) of things related to AI movement in an effort to improve that
Added: Some French translations
Fixed: Improved cleanup of the data of a dead player, to not keep old strategies hanging around
Fixed: Prevented a crash when a city with walls or a forcefield gets destroyed
Fixed: Allow more than 44 playable civs
Added: 18 new civilizations
Fixed: Crossed Sword Bug
Changed: Great library enhanced
Fixed: Visual tileimp progression
Fixed: Extra checks to disable science victory in network games
Fixed: Check for clear queue actions from clients received after they lost the city to another player
Fixed: Network object bookkeeping gets cleared when exiting a game
Fixed: Propagating PW in network games
2004-09-14
Added: Option (In advanced options) to display all orders any unit in an army can perform
Added: Recalculation of support costs upon change of government
Added: New messages when investigating a city depending on whether spying unit captured
Fixed: Possible wrong sorting by "turns till production finished" in National Manager
Changed: Sorting logic to speed sorting of lists
Fixed: Sorting by govener type
Fixed: Possible crash-causing behaviour on missing files
Fixed: Text file errors in Alexander scenario
Added: Prevention against a city revolting twice in a row to allow the new owner to
repair problems with it and stand a chance of keeping it
Fixed: Various memory leaks
Fixed: Gaia controller messages
Fixed: Various hotseat bugs
Changed: Behaviour of text in Starting and Ending Age buttons in multiplayer setup to
best cope with variations introduced by different mods.
Fixed: Some problems with the original fix for the Miles sound library
Changed: Many things to improve MSVC.NET compatibility
Changed: Behaviour of messages tab so that newest message always displayed
Added: New option to put newest messages at the top
Changed: String hashing to prevent crash in Cradle
Added: Target coordinates to 'armytext' playtest feature
Changed: AI personalities system to improve flexibility
Fixed: Possible double assignment of same civ at the start of the game
Added: New city styles
Added: New civs
Changed: Buffer size when reading GL texts to prevent truncation of the longest entries
Changed: Lots (and lots) of things related to AI movement in an effort to improve that
Fixed: Crashes due to invalid units
Fixed: Crash caused by starting a new game from the menu
Fixed: Crashes due to malformed data files
Added: Backwards compatibility with original data files
Changed: Freight values to make caravans practical
Changed: Sprite limit to 255 (from 200)
Changed: Terrain scores to improve AI settling strategy
Changed: AI tile improvement placement strategy to allow it to place undersea tunnels
and be more intelligent in other placements
2004-07-25
Fixed: Various memory leaks
Added: Added corrections for the French version
Added: Redermination of the city style when setting the civilization in HotSeat
Fixed: Strange tile visibility patterns in HotSeat mode
Fixed: Enabled the end turn button when unblanking the screen in HotSeat mode
Fixed: Blank the interface when loadeding a saved hot seat game
Fixed: Recipients of messages
Fixed: Increased animation queue to 12, making unit-in-wrong-place bug less likely
Fixed: Cities do not revolt twice in a row
Fixed: Slic files for the Alexander the Great scenario
Added: Crash prevention for missing strings and images
Fixed: Sort order for governors in in status tab for blank entries
Improved: Sort logic for listboxes
Fixed: Sort order in NationalManager for turns until production is finished
Added: New message for the distinction if a unit was cought or not in city investigation
Fixed: Recalculation of military support after government change
Added: Option to display the intersection of unit orders or the union
of unit orders for an army
2004-06-28
Fixed: Various memory leaks
Added: Specialists tab in national manager dialog
Fixed: Bug related to changing civ with the scenario editor
Fixed: Bug with scenario savegames
Added: Translational functionality on right click on the radar map
Changed: Version of the freetype library used
Fixed: Bombard information to AIs
2004-06-15
Added: Implementation of chance of gaining an advance through conquest
Fixed: Various SLIC bugs
Fixed: Bug which would inappropriately disable the embargo and declare war buttons
Fixed: Miscellaneous sprite-related bugs
Fixed: Possible crash (may be related to Solaris project bug)
Fixed: Memory leak in the wonder movie window
Changed: Score from city sizes to reasonable values
Changed: Things to improve .NET compatibility
Changed: Naming convention for autosaves
Fixed: Blank age boxes in MP setup
Added: More automatic focus changes for cities to standardize behaviour
Fixed: Bug causing incorrect production when pressing F3 after end of turn
Fixed: Possible rounding errors on science calculations
Fixed: Incorrect display in keymapping dialog
Added: New commands in keymapping dialog
Added: New credits
2004-05-19
Fixed: Memory leak in GL
Added: New ColorSet option to userprofile.txt to aid with switching colors##.txt files
Fixed: Treatment of zero freight costs which gave strange trade route paths
Fixed: Memory leaks with government modifications to DB entries
Changed: Select current research on change research screen
Fixed: Check which prevented sueing of franchises
Fixed: When starting a scenario, use difficulty settings selected by user
Changed: French translation of "Network Game"
Changed: Implementation of new SLIC global variables
2004-04-30
Added: New SLIC global variables
Fixed: Bug with scenario editor and players who have been removed
Added: New SLIC functions
Changed: Some French and German strings
Improved: Govener AI choice of squares on which to place tile imps
Changed: Error reporting for modulo 0 errors
Fixed: Active defense movement type check
Fixed: Neutral tile imp pillage bug
Fixed: Problem with loading games using SLIC database access
2004-04-18
Added: Rush buy button status updated when gold gained from goody huts
Fixed: Empty(ing) build queue crashes
Fixed: Invalid memory access when loading from a file with a different table size
Fixed: SLIC bugs
Changed: Menu structure and graphics
2004-04-12
Added: Mousewheel support
Fixed: Problem with previous bugfix preventing rush-buying of infrastructure/capitalization
Improved: Rush buy buttons disabled outside of players own turn, to avoid MP rush buy bug
Fixed: Misleading display of rush buy costs in city manager
Added: Many missing SLIC functions
Fixed: Handling of SLIC errors
2004-04-03
Fixed: Bug preventing tile imps being built on terraformed land
Fixed: Bug with games played as players other than player 1
2004-03-28
Updated: German and English version of the Great Libary.
Updated: colors00.txt to replace some nearly identical colors and changed the
color order a little bit.
Fixed: Disabled restart key in network, hot seat and email games.
Fixed: Is the scenario editor launched for the first time in a game session,
player 1 is not selected anymore.
Added: Player selection, and with player selection color selection.
Fixed: Scenarios that allow players other than player 1 to be played.
Fixed: Games with more then 28 civilizations can now be saved and loaded.
Changed: Replaced all Neptune refferences by Uranus refferences. For some languages
this needs to be checked if the right translation is used.
Improved: The path finding algorithm, as a downside this implementation could be
very slow.
Added: Setting research goal to something already researched clears the goal.
Added: Itialian translation, unfortunatly it is not complete.
Fixed: Some more memory leaks.
Fixed: Pollution is not turned off automaticly when the scenario editor is used.
Added: Loading of build queues with capatalisation or infrastructure.
Fixed: When a trade route is pirated it is not anymore centered, just the sound
effect is played.
Added: Auto-center for bombardment
Fixed: Diplomatic proposals/responses sent from UI get the highest priority possible
so that the AI will not override them.
Fixed: Cannot rush buy capitalization/infrastructure.
Fixed: Problems with invalid data that lead to crashes.
Added: Sanity check on city styles (avoids crash when settling in Alexander).
Added: Savegames generated by CTP2 v.1.1 can now be loaded.
Fixed: Invisible pirates are not centered anymore.
Fixed: The Ai does not consider goals anymore that have become, e.g. destroyed cities.
2004-02-21
Added: Governments can now modify the properties of units, tile improvemnts, buildings,
goods, wonders and feats.
Added: French translation is now complete.
Altered: Description text of the max players spinner on the new single player players screen
to increase the understandibility.
Fixed: North-South-warp behaviour, concerning vision etc. Seems also to fix the Neptune map.
Fixed: Some memory leaks.
Fixed: A freeze bug that occurs under certain circumstances, if enemy moves are set on.
Altered: The Barbarian color is not black anymore, but rather some bright red.
Added: New and bigger message to allow the player to see on a glance what is going on when a
message appears.
Fixed: Some things in the script.slc, to make sure better message icons are used, and more
more messages now contain an eyepoint for better action localization. Also a doubled
message was removed.