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Initial setup #1
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CvAltRoot doen't seem to be used anymore.
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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. |
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.
Updated the XmlValidator.exe to caveman2cosmos/XmlValidator@b27c9e5
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I didn't include the *.bik movies because:
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Removed the skip_branch_with_pr setting
Also a fix to source indexing so it injects the correct case sensitive github url, with git sha.
Automated deployment from a branch
billw2012
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Aug 19, 2019
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Looks good to me
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ghost
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Mar 8, 2020
SannitaSSJ
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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.
SimoCvijic0
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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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Initial setup of the C2C repo based on svn10983 without any wonder or other movies.