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changed email because ysagoon.com is down
Fixed bug #19557, clearing flags did not have their local ressources gradient updated automatically.
Fixed bug [19572] in Building.cpp
Fixed bug [19542], related to buildings being repaired.
fixed bug# 19489
cleaned code to remove compiler warnings
debian patches 02_gcc-4.3_fixes and 03_freedesktop_compliance. Thanks Martin Michlmayr and David MartÃnez Moreno
Fixed allocation bug where units with higher walkspeed where not prioritized [Bug #19504]
Fixed allocation bug where units with higher walkspeed where not prioritized [Bug #19504]
Fixed bug in teams priotization of buildings.
Various changes. Fixed crash bug in new allocation system. Fixed Nicowar dig out bug.
Fixed Nicowar dig out code bug. Fixed new unit allocation system bug. Added new hidden forbbidden zone, which acts exactly like forbidden zone except that it can not be seen or changed by the user. Units that are spinning on the spot (they are trapped or other units are blocking their path) put hidden forbidden zone on themselves, which automatically diverts other units, and breaks up the clogged pathway. Hidden forbidden zones are also placed on buildings that are being upgraded, the area arround them is restricted so that units don't walk arround in the space that the building needs to upgrade.
Reorganized and documented Building-unit interaction code. Removed subscribe system for units wanting to go inside a building.
Committing second revision of new unit allocation system. Small scale testing is done, and it seems to be bug-free. Also, added Osoitz Elkorobarrutia's email address to the AUTHORS file
Converted spaces to tabs
Implemented Beta version of new unit allocation system. Buildings are now prioritized intelligently and higher priority buildings get first pick on desired units. Units no longer choose the building.
Cleaned temporary unit count by cleaning them out of settings and putting an int array in GameGUI
Cleaned predefined number of assigned unit argument passing. No use of settigns anymore
tentative fix of #18637
building upgrades can now be preset in settings
Allow all buildings to be customized and remember changed values
corrected bug that prevented towers from properly targeting explorers
changed towers to target explorers before warriors
Updated customized flag settings which fixes world desync bug
removed custom flags to prevent desyncs
reverting back
streamlined flag customization and possible desync fix.
Fixed numerous map editor bugs. Fixed nicowar float usage. Finished teamRessources code.
added towers-shooting-explorers and explorers-avoiding-towers
Fixed building flag bug
Added a comment
Fixed several non initialised variables on load
Reverting stuff from unit-rewrite that went into HEAD by mistake
Finally correctly applied unit-rewrite changes in the right branch
New branch unit rewrite
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Removed a memory leak where destroyed buildings would not free the gradients\!
Added some code for the unit to building allocation system rewrite.
Now the gradient are updated when a building is destroyed by an ennemy. And all war flags are updated when any building is destroyed.
first commit
Fixed bugs in the unit to building allocation system.
Changed the way the units and buildings are matched in order to improve overall efficiency.
Increased the weight of the 'hungryness' and 'hp', when a war flag choose the warriors it wants.
Improved explorers behaviour. Now it's really cool.
Improve event (unit/building attacked, conversion, ...): now name of team is printed on conversion and ctrl + space iterate through the positions of each event type.
Tuned the tower shooting algo.
Tower shooting tuning.
Changed the tower shooting system, so most shot do actualy hit.
Fixed: Now the unit get converted only more likely when you really have enough space. Fixed: You did could loose if all your units where into food buildings.
Changed checksums from list to vectors
Added ability to change min ability of units assigned to exploration flags. Changing the min level of a flag now flush the associated units.
Added some more quietness, set the island map generator to only create on stone, and backed out the map changes.
Reviewed and applied Andrew's patch for 0.8.16
Miscellaneous rewrites for I/O and other things. Most removed files are now-redundant parsers
New I/O model (doesn't work yet)
Merged more of Elvish_Pillager's ever-helpful comments and s/corn/wheat/g
Fixed two widely used typos: caryedResource -> carriedResource, foreing -> foreign
First beta version of the map rewrite. The map code itself is now at least a bit mature, and I don't expect the interface to change much now. Now the changes to the map code need to be propagated around the rest of the program, and many bugs squashed.
Removed warnings due to size_t
This is an initial upload of the changes I made to Map.h/Map.cpp, and knock-on changes that had on the system in general. The Map files are nowhere near ready - they don't even resemble something that might compile. But the basic principles are all there.
Explorer now have magic attack. Structure for more magic added
Added XP to warriors
Macintosh GL fix, playable now
Fixed a bug, where there may be too mayn unit to go in a food building.
Turret reveal themself when hit another team
finished to fix the unit allocation. with nuage.
New allocation timing system.
Now the number of units counted 'in spot' of a flag are compuetr correctly.
Typo fix
Fixed cancel destroy bug
Clickable dump of unit/building
Minor cosmetic upgrade
Turret behaves now perfectly
Huge update. New serialisation model
comments update
Fixed some forbidden areas bugs
Clean and fix
Huge update : BuildingType structure reforged. data/building.txt is now much better for end-user. Multiple classes cleaned and optimized. Doc on BuildingType added in doc/
Fixed a GUID not on the air unit crash bug.
Workers won't bring furits if some are lost.
Removed the use of float/double to avoit non-deterministic with optimisation.
Added a minimum level to war flags.
Forbidden ressources can't be grabed.
Corrected all Aviable by Available.
Fixed some memory management failures with the call-lists.
Now the unit take into account what the other units are bringning to choose which ressource they will bring.
Added 3 stats at End game screen stats
Moved all Phases system to a smoother Projects system in AICastor.
Fixed when upgraded towers where finished with not all hp.
Now damaged buildings while in construction will keep damaged when the construction is finished.
Fixed buildings list in team at loading plus more fixes.
Fixed some desynchronisations errors in NetGame. Added dumps to log to find desynchronisation errors. Fixed a clearing flag bug.
Now clearin flags doenst request units when there os nothing to clear. Plus engine efficency fix.
Added an enable options for each ressoures in the clearing flag.
Now you can delete flags in map editor, and you can't add flags over each others.
Unpdated checkSum to detect ai desync. All checksums are now Uint32.
Removed many dependencies.
Can quit if you kick you in YOG host game + faster flag auto allocation.
Updated checkSums for more precise checks.
Fixed an unitialised value.
Updated network to allow cleaner check of network versions.
Removed old useless comments.
Updated 2004 (c)
Fixed Warriors behaviour, to avoid attacking exchanging ennemy units; and to attack right better target.
Added a clean bullets for turrets system.
Balanced the choosen ressource to bring to a building.
Added the exchange-building functionality.
Added a time while you can't add any buildingSite if a new one has been killed.
Fixed a centering building bug.
Fixed the repair cost int to float bug.
Upgrade cost is now shown. Upgrade cancelation bug is now fixed
Removed legacy code (Map), and updated TODO file.
Now the units may get converted to enemies.
Now the units will go to enemies food building if their happyness is better, but it won't change team yet!
Order for exchange building do now correctly go through network
Fixed a inggameGUI TeamStats graphic bug.
Changed the unit to building allocation system to a sub-optimal system to keep usable CPU performances. More fixes.
Worked all day to optimise code.
Cleaned Unit code.
fixed a Building-Locked-Gradient-System bug
Added the Locked-Detection-System for building, to reduce CUP usage in this case. Plus fixes.
Added CPU stats. Fixed some assert().
added real support of ClearingFlags woth gradient system.
Added pathfinding stats, and debugged.
Cleaned Unit.cpp: state graph and pathfinding.
Debugged pathfinding.
Removed the ugly memory trash\!
Decrease dependencies, removed ressources.xml in favour of ressource.txt, improved compilation speed, removed IntResType, improve code readability
Solved and seeking boring bugs.
Improved and fixed unit-to-building allocation system.
Debugged the unit to building allocation system.
Fixed bug in GUI
Multiple level of share vision
Searching for a memory-trash.
Now war and exploration flags does not dirty gradients\!
Now we free the globalGradients when dirty, plus pathfindig bugfixes.
switched ressources type to signed.
Method in Building.cpp to get fruits
Now the gradients are updating when possibly needed, and only when needed!
Added the global gradient system, whithout sharing between buildings.
Added the Gradient-Pathfinding-For-Buildings system base, short range only.
Debugged and improved speed of the gradient system.
Changed all pathfinding system, to a gradient system. Not finished.
moved StringTable to libgag, removed many GlobalContainer.h includes (marv@nct's)
Fixed turret stone-feeded after fire
Turret need stone to fire
Began reowkr of ressource system. Map format changed
Removed a building simultaneous destruction bug.
Cleaned and debugged engine.
Fixed non-upgradale building bug.
Added some support for ForbiddenFlag and fixed a building destruction bug.
Fixed the upgrade building bug.
Removed useless code for game and map file older than version 15.
Now the units will go correctly to upgrade buildings.
Improved the Building updating system, and destroying system.
The Unit-Buindings allocation system has been completely reviewed, cleaned and improved.
Fixed a building exit for air unit bug.
Fixed an unworking units bug.
Buildings, air units and ground units are now on separate layers map. The code compiles, works at 20% but is buggy. This is all work in progress.
Added THE prestige concept
Fix to please the compiler
Fix so that glob2 is more c++ spec compliant and compile with gcc 3.x
Removed bugs.
Added correct building name in warning messages
Repair ability added. Unification of Upgrade and Reparation systems. Minor bug fixes. Gameplay tune.
Improved the balancing system: now the importance is proportional to the number of missing workers.
cleaned the (team)engine.
Improved the turrets efficency!
Removed a bug which prevented to load games!
Removed the optimisation bug called job[]
Now the gamesfiles do saves which buildings has been seen under fog of war.
Fixed (c) date and utf-8
Debugged the Stats for the unemployement.
Now the ClearingFlags indicate the right number of units working and on-the-way.
improved the building exit choosing position
Now units get out of the building a places with fewer ressources.
Completed and fixed the sharing vision system
Fixed some trash
Now you can see explored enemies buildings
Turret shoot debugged. YOG debugged
Debugged LANBroadcast a bit. (not tested on macOSX and solaris, but it has to) Changed saving ordering to allow new evolutions on AI, and new beahviors in AI. Added a new state in protocol, to prevent useless long latencies, to avoid the wrong checksum for new player symptom, to reduce brandwith uses at connection, and to allow further firewall watering. Added untested firewall watering.
Added clearing flags. Now swarms stop to produce units if all ratios are zeros. The warrior don't attempt any more to attack units outside flag's ranges. Added Islands map generator system. Changed structure to allow MapGenerationDescriptor to inclue map size. Finished to programm MapGenerationDescriptor Order's propreties. New file version minor 7. Allowed net games with random map generator. (You can play network games without exchanging a map now!)
Now the random generated maps finally have the right ratios. Added showed numbers into GUIRatios. The minimap in game doesn't flip anymore (mode added). The size of the last level's building is now always shown (as players wants).
Bullet did go anywhere when turet was near pos 0. Added real support of the "visible" flag for more widgets. Added "close" button for online games. And then you can host only if you kick youself. Added flag "fileIsAMap" in Session. You can now save and load network games.
bug: When any AI dies, netGame was waiting for his order, and game was blocked. fixed. bug: Units where alowed to bring food to food's building while building-sites. fixed. Upgrade cleaned, moved to building.cpp. Added "cancel destruction". Now flags does send a minimum of orders: avoid the queue to growth, and other sides-bugs. LocalPos added to buildings. Then, flags are now much easyer to move.
bug: when you lost, you where onable to exit game. fixed. Improved the way buildings choose the unit who doesn't works any more, when player decreases the nuber of working units. Now buildings does free units at the end of construction, this allow better units-to-building efficency.
Reverted order interpretation
Major compile fix and clean-up
Debugged association between units and buildings. Less useless order in AI, and then less verbose by AI. HP corrected when you upgrade u building.
Now Units and Building have a much better way to link together for jobs.
NetGame desctructor added. Unit to building system correced and ungraded. AI does saves. Game name saved for saved games.
Added flag's attached unit info
Message when under attack & building finished, space goes to last msg point
Added viewingRange option to buildings
Swarm regenerate fast
Added GPL header
lot of little fixes
path finding corrected in banana-case, turret view range corrected, building"s choice of which resource needed ehanced, smoothed number-of-free-worker statistic for visual conveniance, worker stays working for the same building un to the end for CPU saving, enplorer"s behaviour improved, now workers keep an undeposited ressource.
path finding corrected in banana-case, turret view range corrected, building"s choice of which resource needed ehanced, smoothed number-of-free-worker statistic for visual conveniance, worker stays working for the same building un to the end for CPU saving, enplorer"s behaviour improved, now workers keep an undeposited ressource.
Fixed ugly reinterpret cast by adding temporary array. Fixed divided by zero in next unit to produce algorithm.
Remove warning with gcc 2.95 on SPARC 64
Fixed all warning with gcc 3.0.2 on Sparc64
Correct some bugs and for ++ stuff...
Added flag that don't lay on the grass
moved Game::buildingsTypes to globalContainer->buildingsTypes
Glob now works on win32
Path finding is now really safe. Speed in buildings smaller.
corrected wrong merge
a lot of bugs removed (path finding, unit, building, gui)
building choose the closest unit too
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imported sources
Initial revision
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