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@ghost ghost commented Aug 12, 2019

Initial setup of the C2C repo based on svn10983 without any wonder or other movies.

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I guess we may as well stay in this branch until we are ready for everyone to move over right? i.e. rest of the stuff implemented like FPK live, appveyor build creation, version.h, source indexing.

billw2012 and others added 4 commits August 13, 2019 13:50
This will NOT work yet.
Updated MakeFile to remove references to SVN as they cause the VS build to report failure.
A simple Xml-Schema validator for Caveman2Cosmos.
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ghost commented Aug 15, 2019

I didn't include the *.bik movies because:

  • They use alot of space.
  • Manny of them are just static images.
  • We don't have movies for everything and images in the dds format are easier to create.
  • Some of them have a very low quality.

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Looks good to me

@billw2012 billw2012 merged commit 7a95481 into master Aug 19, 2019
@billw2012 billw2012 deleted the Initial-Setup branch August 19, 2019 17:18
@billw2012 billw2012 mentioned this pull request Nov 7, 2019
ghost pushed a commit that referenced this pull request Feb 29, 2020
ghost pushed a commit that referenced this pull request Mar 1, 2020
ghost pushed a commit that referenced this pull request Mar 8, 2020
SannitaSSJ added a commit that referenced this pull request Nov 25, 2020
* sorting alphabetically all bonuses again;
* adding command for color highlight for bonuses' names (color hue still TBD);
* merging missing alt-timeline's bonuses into main file (does this break anything?);
* adding French and Italian translations for Sabbatean bonus;
* fixing typos and stuff.
Toffer90 pushed a commit that referenced this pull request Jan 21, 2024
SimoCvijic0 pushed a commit that referenced this pull request Aug 23, 2025
SimoCvijic0 pushed a commit that referenced this pull request Sep 2, 2025
AI Documentation Step1

* Activate Doxygen, and Comments generated by AI, in all .h of Game AI Main Classes (CvUnitAI,CvPlayerAI,CvGameAI,CvCityAI,CvTeamAI...)

* Refactoring of AI_ChooseProduction and build of an Index (from #1 to #83, to have a reference of each section of that method ) (CvCityAI.cpp)

AI needed values Update :

*iminDefenders : reduce from 4 to 2 mini (formula
*iHunterneeded : reduce from nb of Cities to intsqrt(nbCities) : in large maps, that's more than 20 to 40 hunters needed  (CvPlayerAI.cpp)
*iworkersneeded : reduce from nbCities + intsqrt(nbCities)  to  2 x intsqrt(nbCities) (CvPlayerAI.cpp)
*Victories : If AIVictoryWeight of the leader is 0 for a specific type of Victory, escape trying to score it  (CvPlayerAI.cpp)
*Prop Control units Percent : Limit to 20% the amount of Prop Control Unit (if >, don't allow new units, and don't allow to join Prop Control group) (CvCityAI.cpp and CvUnitAI.cpp)
*Prop Control units maximum per city : If idle Prop Control units, move only the unit to a target city that need it, with a RNG 50%    (CvUnitAI.cpp)
*Prop Control units maximum per city : idle Prop Control units, no need in any city, and already 10 propControl units in city, Set it to UNITAI_RESERVE  (next step, disband it ?, if global property value low ?)  (CvUnitAI.cpp)

Workers move :

* If workers is idle in one city, and there are no plots to improve to the target city, move the workers in the city. (CvUnitAI.cpp)

Off Topics Updates :

* Score Victory is not checked in the 100 first turns (to avoir weird Victories after 10 turns in Duel mode) CvGame.cpp

* Prepare Log optimization, to improve performance (due to amount of log added, will move the love into a #define macro, that could be disabled for "final" releases (BetterBTSAI.h, .cpp)
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