Wed Aug 5 18:51:25 1998 John Stonebraker * README.AI, ai/advmilitary.c, ai/aicity.c, ai/aihand.c, ai/aiunit.c, common/city.h, common/player.c, common/player.h, server/cityturn.c, server/gotohand.c, server/gotohand.h, server/settlers.c, server/stdinhand.c, server/unittools.c: Last minute tweaks to the AI for 1.7.0. Hope they're alright. -- Syela Wed Aug 5 18:04:54 1998 Mitch Davis * README, configure.in, client/Freeciv.h, client/connectdlg.c, common/shared.h, data/Freeciv, data/helpdata.txt, debian/civclient.man, debian/civserver.man, debian/copyright, server/gamehand.c: - Updated version numbers for 1.7.0. - Fixed a bug in connectdlg.c which prevented the beta message from going away. - Changed all references from freeciv.ultraviolet.org to www.freeciv.org. Wed Aug 5 18:03:59 1998 Mitch Davis * data/helpdata.txt: The old help text said "Makes one unhappy or content citizen happy. Makes 2 extra happy faces in the city containing the Hanging Gardens." According to the code, you get 1 "bonus" in every city, and 2 more "bonuses" for a total of 3 in the city that contains the Gardens. Patch submitted by Greg Wooledge . Wed Aug 5 18:02:05 1998 Mitch Davis * ai/aihand.c: Removed the lines that cause the ai to go to anarchy. Patch submitted by Peter Schaefer . Wed Aug 5 18:01:43 1998 Mitch Davis * server/cityturn.c: makes anarchy a bad choice as all trade will be converted to luxury. However, there is no maintenance to pay for buildings( which is in accordance to civ1 rules. civII ? ). Obsolete wonders will still give money, and specialists will continue doing their job. There is also no mention of trade routes in the function changed. The official tax rate will not reflect the 100% luxury rate, which saves you the trouble to readjust it back. Patch submitted by Peter Schaefer . Wed Aug 5 18:01:08 1998 Mitch Davis * server/plrhand.c: Repair the problems caused by the ai going to anarchy by checking whether we are in a legal anarchy state; There was one function which escaped previous fixes. Patch submitted by Peter Schaefer . Wed Aug 5 18:00:45 1998 Mitch Davis * server/gamehand.c: A fix so that Freeciv reads 1.6.4 save files that don't include the capability string. Patch supplied by David Pfitzner . Wed Aug 5 18:00:18 1998 Mitch Davis * client/dialogs.c, common/unit.c, common/unit.h, data/helpdata.txt, server/citytools.c, server/cityturn.c, server/gamehand.c, server/unitfunc.c, server/unitfunc.h, server/unithand.c: 1. Fixed a problem with units not being deleted properly that have different home cities to the incited city. This removes the phantom units. 2. Bribed units have the moves_left fixed. 3. Sabotage now kills the unsuccessful Spy/Diplomat 4. Steal tech now generates proper dialog 5. Spies can now poison cities 6. Updated Diplomat/Spy help. Patch supplied by Kris Bubendorfer . Wed Aug 5 17:59:33 1998 Mitch Davis * common/unit.c: Changed the code so that military units are also allowed to pillage. Patch supplied by Jason Merrill . Wed Aug 5 17:58:51 1998 Mitch Davis * client/helpdlg.h, client/menu.c, data/helpdata.txt: Updated the help text to correctly describe how combat is worked out. Patches supplied by Greg Wooledge and Frank Muzzulini Wed Aug 5 17:56:04 1998 Mitch Davis * CREDITS, README, freeciv_hackers_guide.txt: Spelling fixes after running Freeciv through Ispell. Patch supplied by Markus Linnala . Wed Aug 5 17:54:51 1998 Mitch Davis * client/repodlgs.c: This patch modifies the trade-report to make it show all buildings and not just the ones with no cost. Patch submitted by Christian Grothoff . Tue Aug 4 22:41:17 1998 John Stonebraker * server/unittools.h: Protoing can_unit_attack_unit_at_tile and enemies_at. -- Syela Tue Aug 4 22:40:57 1998 John Stonebraker * server/unittools.c: Changing can_unit_attack_tile into a wrapper for can_unit_attack_unit_at_tile. Adding enemies_at, which is mostly-working but not dangerous. -- Syela Tue Aug 4 22:40:10 1998 John Stonebraker * server/unithand.c: Fixing dist_nearest call in unit_versus, and adding outside %s as a possible notify. Correcting spelling of successful. Adding ACTIVITY_EXPLORE as a special case in handle_unit_ac_req. -- Syela Tue Aug 4 22:38:53 1998 John Stonebraker * server/unitfunc.c: Fixing bug in get_virtual_defense_power so that ground units on ocean tiles return 0. Implementing ACTIVITY_EXPLORE in update_unit_ac. Correcting dist_nearest call in kill_unit and adding 'outside %s' as a possible notification. -- Syela Tue Aug 4 22:36:25 1998 John Stonebraker * server/settlers.c: Fixing ancient bug in ai_do_build_city where punit is freed and then referenced. Initing ww to 99999 in findwork so that v2=0 activities are not attempted. Doing ZOC check before settlers try to disembark. Fixing syntax error in a memset that doesn't matter. -- Syela Tue Aug 4 22:34:22 1998 John Stonebraker * server/gotohand.h: Protoing could_unit_move_to_tile so aiunit can call it. -- Syela Tue Aug 4 22:34:02 1998 John Stonebraker * server/gotohand.c: Adding arbitrary deterrent for GOTO'ing through unseen tiles. Tinkering with the passenger in find_the, which probably has no meaning whatsoever. Adding transport paranoia code, which mostly works thanks to the new util funct enemies_at. This isn't perfect and if I figure out why I might fix it later today. Fixing the 'passenger cannot disembark' thing which I messed up so badly the first time I couldn't believe it when I saw it. Adding passenger to find_a_dir for more transport paranoia. In find_a_dir, avoiding the unknown if we are on our last move. Allowing -1 to be returned if moving would be into the jaws of death. Adding same_pos check in goto_is_sane. Aborting goto's with no moves_left much sooner than before to save CPU cycles. -- Syela Tue Aug 4 22:28:47 1998 John Stonebraker * data/tiles.xpm: Adding X tile for ACTIVITY_EXPLORE. -- Syela Tue Aug 4 22:27:07 1998 John Stonebraker * data/Freeciv: Adding x for key_unit_explore. -- Syela Tue Aug 4 22:26:16 1998 John Stonebraker * common/unit.c: Changing MAGELLAN to give 2 moves, not 1. Adding ACTIVITY_EXPLORE to can_unit_do_activity. -- Syela Tue Aug 4 22:25:37 1998 John Stonebraker * client/xmain.c: Adding key_unit_explore. -- Syela Tue Aug 4 22:25:07 1998 John Stonebraker * client/menu.c: Adding explore to orders menu. -- Syela Tue Aug 4 22:24:38 1998 John Stonebraker * client/mapview.c: Defining X_TILE and displaying it when units are in explore mode. -- Syela Tue Aug 4 22:23:30 1998 John Stonebraker * client/mapctrl.c, client/mapctrl.h: Adding and protoing key_unit_explore. -- Syela Tue Aug 4 22:22:59 1998 John Stonebraker * client/Freeciv.h: Adding x to put units in explore mode. -- Syela Tue Aug 4 22:21:56 1998 John Stonebraker * ai/aiunit.h: Protoing a bunch of functs that now may be called from other modules: ai_manage_explorer, unit_belligerence, _basic, unit_vulnerability, _virtual, _quadratic, unit_can_defend. -- Syela Tue Aug 4 22:17:02 1998 John Stonebraker * ai/aiunit.c: Correcting unit_move_turns now that MAGELLAN actually gives 2 moves. Deleting obsolete quick'n'dirty unit_defensiveness and replacing it with the much smarter new funct assess_defense_unit. Hacking ai_manage_explorer so that it can handle non-AI units, including boats. Changing the arbitrary value in the really slow part so that explorers don't get stuck so easily, and also calling unit_move_turns instead of assuming our explorer was an IGTER ground unit. Writing quick'n'dirty stack_attack_value because the old bodyguard code didn't acknowledge stacks of muskets as a threat to howitzers. Rewriting reinforcements_cost and _value to save enormous amounts of CPU time since the last versions were so badly implemented. Also changing them to continue if aunit==punit, so taking account of that in findvictim. Upgrading the need-bodyguard calc using stack_attack. Fixing bugs in gothere that I can't really explain but that which were causing AI invaders to either stall or get stuck for no good reason. Oops; I still have debug printfs in here; will remove them later today. Using quadratic defense in look_for_charge and findjob for bodyguards. Using assess_defense_unit instead of the really bad joke in the is-it-safe-to-leave calculation. Acknowledging units already present in the horrible init in f_s_t_k. And I'm not done yet! -- Syela Tue Aug 4 22:09:03 1998 John Stonebraker * ai/aitools.c: Fixing ancient mistake in dist_nearest_enemy_city that allowed unseen cities to be returned. Also hacking it so it gives the nearest city on any continent if (x,y) is in the ocean. -- Syela Tue Aug 4 22:08:05 1998 John Stonebraker * ai/aihand.c: Forcing the AI to save up for citywalls/defenders it needs even if it's a good time to love the president. -- Syela Tue Aug 4 22:07:32 1998 John Stonebraker * ai/aicity.c: Teaching the AI when to build MAGELLAN. Also telling it SDI is worth saving money for if it's about to be nuked. -- Syela Tue Aug 4 22:06:28 1998 John Stonebraker * ai/advmilitary.h: Protoing new functs assess_defense_unit and _quadratic. -- Syela Tue Aug 4 22:06:07 1998 John Stonebraker * ai/advmilitary.c: Fixed some bugs giving an implicit *1.5 to boats defending cities. Wrote assess_defense_quadratic to stop the AI from building piles of small units or from reallocating piles of small units to one city. Wrote assess_defense_unit. Rewrote assess_defense_backend to handle the new functs. Fixed a syntax error that caused a memset to misbehave. -- Syela Mon Aug 3 02:27:42 1998 John Stonebraker * ai/aiunit.c: Fixing bug where giving AI an empire with missiles crashes the game. Fixing bug where AI warships can choose landlocked targets. -- Syela Sun Aug 2 23:28:37 1998 Mitch Davis * configure, configure.in, client/Freeciv.h, common/shared.h, data/Freeciv: Bumped all the version numbers to 1.6.6. Sun Aug 2 20:30:59 1998 John Stonebraker * server/unittools.c: Adding unit name to zone of control notify. One of my AI functs is misbehaving re: ZOC, and this is useful to debug it as well as in general. -- Syela Sun Aug 2 20:30:00 1998 John Stonebraker * server/unithand.c: Adding a bunch of ferryboat and bodyguard stuff to handle_unit_move_request. -- Syela Sun Aug 2 20:29:14 1998 John Stonebraker * server/unitfunc.c: Preventing nukes from reducing size 1 cities to size 0. I don't know how The Other Game does this, so this might need checked. -- Syela Sun Aug 2 20:27:43 1998 John Stonebraker * server/stdinhand.c: Adding undoc'd crash command. -- Syela Sun Aug 2 20:26:52 1998 John Stonebraker * server/settlers.h: Protoing other_passengers, changing proto for find_boat. -- Syela Sun Aug 2 20:26:24 1998 John Stonebraker * server/settlers.c: Replacing hardcoded 8 with TRADE_WEIGHTING. I probably have more of these lurking somewhere. More strongly encouraging coastal cities to be near lots of water instead of only a little. Adding rather arbitrary deterrent to using settlers to help cities grow. No longer zeroing ferryboat in auto_settler_do_goto; it's in unithand now. Changing find_boat so that punit is no longer an arg (we just trust the map), but minimum capacity is. Adding util funct other_passengers, which I'm probably going to end up obsoleting now that multiple passengers are handled intelligently. Adding ai_choice to findwork so that AIs will want Navigation if colony sites exist outside trireme range. Choosing the best tile to improve if multiple tiles offer equal opportunity instead of choosing the NWmost. Refusing to allow settlers to help cities grow if they can do anything else useful. Otherwise the AI was settling its settlers, creating workers for unimproved tiles, and then needing settlers to improve them. Not allowing a settler riding a warferryboat to divert it. Forcing settlers to disembark early with other_passengers, but this is probaly no longer necessary. -- Syela Sun Aug 2 20:18:13 1998 John Stonebraker * server/gotohand.c: Adding time_saving abort in generate_warmap to prevent useless duplication; some of the AI functs would otherwise generate redundant warmaps. Fixing bug involving dir_ok halfway around the world from the destination. Acknowledging passenger ZOC in ferryboat goto paths. Treating rails as free even for IGTER units finally. Encouraging units to choose roads/rails in find_a_dir for flexibility later. -- Syela Sun Aug 2 20:14:51 1998 John Stonebraker * server/civserver.c: Forcing the AI to manage its units BEFORE end_turn, not during. -- Syela Sun Aug 2 20:14:00 1998 John Stonebraker * server/cityturn.c: Handling e/luxneed/pwr in worker_loop better to stop AI emergencies. -- Syela Sun Aug 2 20:13:17 1998 John Stonebraker * common/unit.c: Changing is_transporter_with_free space to return free space. -- Syela Sun Aug 2 20:12:37 1998 John Stonebraker * common/city.h: Adding urgency and who's-killing-us temp vars a and f to city_ai. -- Syela Sun Aug 2 20:11:27 1998 John Stonebraker * ai/aiunit.h: Protoing new functs look_for_charge and find_beachhead. -- Syela Sun Aug 2 20:07:10 1998 John Stonebraker * ai/aiunit.c: Reordering functs so that low-level routines come first and high-level routines come later in the file. Adding util funct unit_move_turns which actually acknowledges MAGELLAN, but I need to implement it a dozen more places. Adding bodyguard/charge stuff. Making bodyguards zero their charge if they should change homecity. Adding unit_vul_virtual. Changing the desperation kluge so that units don't attack with certain death, although probable death is still OK. Hacking findvictim to return an int. Hacking findvictim so ferryboats do not attack. Adding more safeguards to prevent SIGFPE's when non-attackers try to attack. Adding ai_military_bodyguard. Adding find_beachhead for invasions. Adding bodyguard code to ai_military_gothere. Adding invasion code to ai_military_gothere. Adding util funct unit_can_defend for findjob and new funct look_for_charge. Allowing a lot of defenders to become bodyguards if needed as such. Calling generate_warmap more than I would like; it seems to slow the game down some. Adding invasion code to find_something_to_kill. Using unit_being_aggressive to calc unhap. Making ai_manage_ferryboat a lot more intelligent regarding multiple passengers and not leaving shore too soon. Maybe something else, but with the rearranging of functs, the diffs are ugly. -- Syela Sun Aug 2 19:57:40 1998 John Stonebraker * ai/aihand.c: Moving ai_manage_units out of ai_do_last so that units can have their final move before enemy cities get to build stuff. Fixing stupidity in ai_manage_taxes where it was possible to feed a negative index to an array - was causing aberrant behavior, mostly selling buildings during pointless celebrations. Getting rid of some unused code. Being a little more careful not to sell stuff because of rounding errors. There is a minor quirk in this routine that I still need to fix, but I wanted to upload it in a mostly-working state. -- Syela Sun Aug 2 19:54:19 1998 John Stonebraker * ai/aicity.h: Protoing ai_choose_defender_by_type and changing proto for ai_choose_defender_limited to match. -- Syela Sun Aug 2 19:53:47 1998 John Stonebraker * ai/aicity.c: AI not buying wonders with have 50 or more build_points_left. Changing the syntax to ai_choose_defender_limited so that move_type can be an arg. Adding ai_choose_defender_by_type. Disbanding unhappy units that cause unrest in emergency_r_w. -- Syela Sun Aug 2 19:50:44 1998 John Stonebraker * ai/advmilitary.c: Regarding only ground units and ferryboats as grave or urgent danger. Fixing huge, important, obvious bug where the AI didn't comprehend that units on other continents were dangerous. Caching urgency so that defenders in urgency-0 cities can become bodyguards. Changing the big ugly want equation in p_a_w and k_s_w to handle co-ordinated attacks and invasions via ferryboat. Adding code to m_a_c_b so that the AI might (it very rarely does, it seems) build defenders purely to become bodyguards. I think that's everything. -- Syela Sun Aug 2 19:39:17 1998 John Stonebraker * ai/advdomestic.c: Giving the AI appropriate disregard for the WALL. -- Syela Sun Aug 2 15:34:46 1998 Trent Piepho * client/Freeciv.h, client/helpdlg.c, data/Freeciv: Vision range displayed in the unit help, from David Pfitzner. Wed Jul 29 21:39:19 1998 John Stonebraker * server/unitfunc.c: Unlinking returning spy from tile->units before sending her home, then inserting her in her new tile->units. Also stalling AI military ground units on GOTO, which is meaningless now but will be useful when I upload the current aiunit.c. -- Syela Wed Jul 29 16:22:42 1998 Trent Piepho * client/dialogs.c, client/dialogs.h, client/packhand.c, common/packets.c, common/packets.h, server/unitfunc.c, server/unithand.c: Used the same system I did for revolt inciting to remove the bribe cost from the unit info packet. Only had to modify 7 files this time. Wed Jul 29 16:11:09 1998 Trent Piepho * common/unit.h, server/plrhand.c: Removed unit_bribe_cost() from the unit.h header, because it isn't in unit.c any more. Added the unittools.h header to plrhand.c. Wed Jul 29 13:30:03 1998 Trent Piepho * client/civclient.c, client/dialogs.c, client/dialogs.h, client/packhand.c, client/packhand.h, common/packets.c, common/packets.h, server/cityhand.c, server/civserver.c, server/unithand.c, server/unithand.h: Took the incite_revolt_cost out of the city_info packet. Sounds simple, eh? I needed to modify 11 files to do it. Since inciting happens only rarely, it's wasteful to send the data with every city update. Now when a diplomat tries to incite, a INCITE_INQ packet is sent asking how much it will cost. Then the client receives an INCITE_COST packet from the server, and pops up the yes/no dialog. If players with lagged connections try to incite more than one city very quickly (before the server INCITE_COST comes back), weird things might happen. I doubt this will actually happen in a game. This change also allows incite cost to be updated dynamically. Before the cost was computed at the beginning of the turn and didn't change. Now if you do something to change the cost, like kill all the units in the city and reduce its size, the cost will go down. Wed Jul 29 01:18:07 1998 John Stonebraker * server/unithand.c: Removing destroyed cities from the minimap. -- Syela Wed Jul 29 01:14:25 1998 John Stonebraker * server/cityturn.c: Removing cities that starve from the minimap. -- Syela Wed Jul 29 01:13:22 1998 John Stonebraker * server/cityhand.c: Removing brokenly-implemented remove_city_from_minimap from remove_city; it was corrupting the minimap. Forcing reset_move_costs in remove_city and create_city. My stupid failure to do so earlier led to the AI's reluctance to build boats. -- Syela Tue Jul 28 23:04:53 1998 John Stonebraker * common/unit.c: Adding is_ground_unit check in get_transporter_capacity (David Pfitzner) Adding case for unimplemented ACTIVITY_EXPLORE in unit_activity_text, and added the unknown punit->activity in the LOG_FATAL. -- Syela Tue Jul 28 23:01:54 1998 John Stonebraker * ai/aicity.c: Fixing ai_find_elvis_pos so that it doesn't panic about anticipated famine when dealing with e large. Horrible mistake on my part. -- Syela Tue Jul 28 22:59:13 1998 John Stonebraker * server/cityturn.c, server/cityturn.h: Protoing unit_being_aggressive normally so the AI can call it. -- Syela Tue Jul 28 22:58:33 1998 John Stonebraker * server/gamehand.c: Including capability.h; stops implicit declaration warnings. -- Syela Tue Jul 28 22:55:19 1998 John Stonebraker * common/packets.c: Fix so negative research.researched is acknowledged as negative. -- Syela Tue Jul 28 14:30:51 1998 Mitch Davis * NEWS, configure, configure.in, client/Freeciv.h, common/shared.h, data/Freeciv: Upped the version number to 1.6.5. Tue Jul 28 12:40:49 1998 Trent Piepho * client/citydlg.c, client/packhand.c, common/city.c, common/city.h, common/packets.c, common/packets.h, server/cityhand.c, server/cityturn.c, server/plrhand.c: Changed the way trade route value was calculated. The value of a trade route no longer takes the trade produced by other trade routes into account. Before it would sometimes depending on which order the routes were computed in. The value of the trade route is sent with the CITY_INFO packet to the client. The client uses this information rather than trying to compute the value isself, since it doesn't know enough to get it right. The format for the CITY_INFO packet has been shrunk by 6-14 bytes. Tue Jul 28 12:37:41 1998 Mitch Davis * Makefile.am, Makefile.in, client/Makefile.am, client/Makefile.in, server/Makefile.am, server/Makefile.in: Fixing the broken makefiles that didn't export many files (including server/gotohand.h and client/*.ico). This is what broke beta 1.6.4. Tue Jul 28 12:15:12 1998 Trent Piepho * server/unithand.c: Cities weren't being refreshed when a trade route was formed. The update for the destination city might not get sent to the right player. Fixed. Tue Jul 28 09:49:52 1998 Trent Piepho * data/helpdata.txt: Some updates to unit help by David Pfitzner. Mon Jul 27 17:39:24 1998 not sure * common/packets.c: Reverting to revision 1.12, since 1.13 did nothing but add bugs. Mon Jul 27 17:25:33 1998 Mitch Davis * server/civserver.c: Changed the estimated release date from Jul 26 to Aug 5. Mon Jul 27 17:24:38 1998 Mitch Davis * client/Freeciv.h, data/Freeciv: Changed the estimated release date for 1.7 from July 26 to August 5. Mon Jul 27 17:23:12 1998 Mitch Davis * README: Updated file for 1.7. Thanks to James Blackwell for the patch. Mon Jul 27 17:21:57 1998 Mitch Davis * NEWS: Removed mention of an irrigation problem which John assures me has gone. Mon Jul 27 17:21:05 1998 Mitch Davis * Makefile.noimake: Added a note telling people that the file is out of date. Mon Jul 27 17:20:27 1998 Mitch Davis * INSTALL: Updated the INSTALL document so it tells people to use configure instead of Imake. Mon Jul 27 17:19:33 1998 Mitch Davis * HOWTOPLAY: Replaced references to 1.6 with Freeciv. Mon Jul 27 17:18:30 1998 not sure * ChangeLog: Made a start on the ChangeLog. Need to finish this for 1.7. Mon Jul 27 17:00:32 1998 John Stonebraker * common/packets.c: Removing casting to signed in get_int8; hosed pinfo->activity. -- Syela Mon Jul 27 16:25:33 1998 Mitch Davis * CREDITS, NEWS: Updated for 1.7. Thanks to James Blackwell for the changes. Mon Jul 27 16:01:37 1998 Mitch Davis * server/plrhand.c: Removed some code I had commented out ages ago. Mon Jul 27 15:25:51 1998 Mitch Davis * server/cityturn.c: Added code so that units in fortresses within a 3-square radius of a city do not cause unhappiness. Patch submitted by David Pfitzner . Mon Jul 27 15:17:53 1998 Mitch Davis * data/helpdata.txt: Updated the help file to include the feature where units in fortresses around cities do not cause unhappiness. This allows for much more realistic defense scenarios. Patch submitted by Greg Wooledge . Mon Jul 27 15:10:48 1998 Mitch Davis * common/game.c, common/game.h: Added a "get_player" convenience function. Patch submitted by David Pfitzner . Mon Jul 27 15:03:34 1998 Mitch Davis * client/Freeciv.h, server/plrhand.c: The rate-changing code has a really stupid bug in it..*sigh* The notify_player call is missing it's last arg in handle_player_rates [it should be get_government_name(pplayer->government)] Fix submitted by Olli Helenius . Mon Jul 27 14:29:06 1998 Mitch Davis * client/ratesdlg.c, common/player.c, common/player.h, data/Freeciv, server/plrhand.c: Made the tax/lux/sci rates work like in CivII. Patch submitted by Olli Helenius . Mon Jul 27 14:24:56 1998 Mitch Davis * server/gamehand.c: Rewrote the savefile version patch to use capability strings instead of simple version number. Patch submitted by Cedric Tefft . Mon Jul 27 12:36:40 1998 Mitch Davis * common/packets.c: Fixes a problem where cities with lack of food or so are shown to have 65k food surplus. Patch submitted by Frank Muzzulini . Mon Jul 27 12:20:49 1998 Trent Piepho * client/menu.c, data/helpdata.txt, client/helpdlg.h: Patches from Greg Wooledge to add lots of help text for governments and happiness. Mon Jul 27 05:15:33 1998 Trent Piepho * common/unit.c: Changed Partisans to ignore terrain, like in civ2. Mon Jul 27 01:11:44 1998 John Stonebraker * README.AI: Adding short doc describing current AI status to top-level dir. -- Syela Mon Jul 27 01:09:25 1998 John Stonebraker * server/settlers.h: Protoing find_boat, since invasion code will call it. -- Syela Mon Jul 27 01:06:43 1998 John Stonebraker * ai/advdomestic.c, ai/aicity.c, ai/aicity.h: Moving choose-ferryboat code into ai_choose_ferryboat. -- Syela Mon Jul 27 01:04:10 1998 John Stonebraker * server/gotohand.c: Fixing bug so galleons can GOTO defended tiles. Setting unit activity to ACTIVITY_GOTO in do_unit_goto as a failsafe. -- Syela Mon Jul 27 01:02:35 1998 John Stonebraker * common/unit.h: Adding ACTIVITY_EXPLORE, which I'll implement Real Soon Now. -- Syela Mon Jul 27 01:02:00 1998 John Stonebraker * server/civserver.c: David Pfitzner's patch to announce when game-load is complete. -- Syela Mon Jul 27 00:07:59 1998 John Stonebraker * ai/aihand.c: Moving debug printfs that were calling free()d memory -- Syela Mon Jul 27 00:05:52 1998 John Stonebraker * client/civclient.c: David Pfitzner's patch to stop client crashes on reconnection. -- Syela Sat Jul 25 16:47:30 1998 John Stonebraker * server/cityturn.c: Adding 'e' to better estimate real foodneed when elvisization is inevitable. This is a quick-n-dirty hack but it works well. Zeroing specialists prior to worker_loop in auto_arrange_workers. -- Syela Sat Jul 25 16:45:58 1998 John Stonebraker * ai/aicity.c: Fixing mistaken implementation of settler_eats (months old) in ai_find_elvis_pos. Adding 'e' to handle multiple-elvis case so that it doesn't elvisize all its farmers and starve. Fixing what was probably a typo in ai_fix_unhappy; doing so fixed a bug with emergency_reallocate. Made the emergency notification more verbose and got rid of all the other printfs in reallocate once I fixed the remaining bugs; the city_refresh turned out to be important. -- Syela Fri Jul 24 20:49:58 1998 John Stonebraker * server/unitfunc.c: Fixing a dorky typo of mine in g_v_d_p that David Pfitzner found. -- Syela Fri Jul 24 20:49:21 1998 John Stonebraker * server/settlers.c: Commenting out debug printfs in ferryboat code now that it's tested. Using seacost instead of dopey real_map_distance to calculate distances to possible colony sites. Letting settlers ride the boat all the way to their destination instead of getting off too soon. -- Syela Fri Jul 24 20:47:48 1998 John Stonebraker * server/plrhand.c: Fixing bug where last available tech was called 'Future Tech 1'. -- Syela Fri Jul 24 20:46:51 1998 John Stonebraker * server/gotohand.h: Protoing really_generate_warmap since findwork now calls it. -- Syela Fri Jul 24 20:46:29 1998 John Stonebraker * server/gotohand.c: Better pathfinding for Triremes. Experimental patch to the stacking algorithm so that stacks in cities and fortresses are OK. -- Syela Fri Jul 24 20:45:25 1998 John Stonebraker * server/cityturn.c: Fixing a really stupid typo in worker_loop that hosed conflict[] -- Syela Fri Jul 24 20:44:56 1998 John Stonebraker * server/citytools.c: Fixing a bug in city_tile_value that allowed nonsupport of units. -- Syela Fri Jul 24 20:43:54 1998 John Stonebraker * ai/aiunit.h: Redefining find_something_to_kill as an int instead of void funct. -- Syela Fri Jul 24 20:43:28 1998 John Stonebraker * ai/aiunit.c: Allowing certain units to be managed with 0 moves left. Fixes the wasted turn for caravans and lets ferryboats stop their GOTOs when their passengers disembark. Rewrote the unit_belli and unit_vul stuff, reinf_value, find_something_to_kill, and findvictim in order to make attacker wants somewhat reasonable instead of craven. -- Syela Fri Jul 24 20:41:21 1998 John Stonebraker * ai/aihand.c: Doing funky stuff in ai_manage_taxes to prevent famine, disorder, and non-support of units. -- Syela Fri Jul 24 20:39:48 1998 John Stonebraker * ai/aicity.h: Protoing new functs has_a_normal_def and emergency_realloc_workers. -- Syela Fri Jul 24 20:37:40 1998 John Stonebraker * ai/aicity.c: Spending money wantonly when researching A_NONE. Fixing isdef in choose_defender_limited so cruisers don't count as defenders. Adding emergency_reallocate_workers; not fully tested yet. -- Syela Fri Jul 24 20:36:00 1998 John Stonebraker * ai/advmilitary.c: Only treating ground units and ferryboats as grave or urgent danger. Not allowing FIELDUNIT as first defender in a city. Changing unit attack desires; old ones were right at the THRESHOLD, but too low for closer targets. Fixing a dorky typo that only survived because memsetting the virtualunit didn't set its id to 0. Zeroing it manually. Treating FIELDUNITs in a city as attackers, like Cannons are. -- Syela Fri Jul 24 20:33:09 1998 John Stonebraker * ai/advdomestic.c: Better pollution understanding. Fixing want for CAPITAL and DARWIN. -- Syela Thu Jul 23 22:51:24 1998 Mitch Davis * client/Freeciv.h, client/connectdlg.c, client/graphics.c, client/graphics.h, common/shared.h, data/Freeciv, server/civserver.c, server/meta.h: Made some changes so that versions before 1.7 display a prominent BETA notice. Thu Jul 23 22:48:47 1998 Mitch Davis * common/shared.h: Added some notes for people updating the capability string. Thu Jul 23 00:54:23 1998 John Stonebraker * server/settlers.c: Moving the warmth calculation where it should have been in the first place. Expanding settling horizon after we learn Nav. -- Syela Thu Jul 23 00:52:47 1998 John Stonebraker * server/citytools.h: Defining POLLUTION_WEIGHTING and WARMING_FACTOR. -- Syela Thu Jul 23 00:51:43 1998 John Stonebraker * ai/aicity.c: Zeroing tech_want for buildings under primitive governments. Trying to stop the AI from using FIELDUNITS as sentry defenders. -- Syela Thu Jul 23 00:49:54 1998 John Stonebraker * ai/advdomestic.c: Correcting stupid mistakes, one involving B_MASS, two others that were preventing the AI from building caravans and freight. -- Syela Wed Jul 22 23:08:15 1998 Mitch Davis * server/cityturn.c: This patch prevents advisors from building palaces automatically. Patch submitted by Olli Helenius . Wed Jul 22 23:05:24 1998 Mitch Davis * server/plrhand.c: Some formatting changes. Hope I didn't break anything. Wed Jul 22 22:59:13 1998 Mitch Davis * server/plrhand.c: This patch fixes a problem with anarchy. Patch supplied by Peter Schaefer . Wed Jul 22 22:57:28 1998 not sure * ai/Makefile.in, client/Makefile.in, server/Makefile.in: Grr, some makefile changes eluded me. Wed Jul 22 18:42:25 1998 John Stonebraker * ai/advdomestic.c, ai/advmilitary.c, ai/aicity.c, ai/aihand.c, ai/aitools.c, ai/aiunit.c, server/cityturn.c, server/settlers.c, common/player.h: Fixing a bunch of bugs involving AI behavior with pyramids. Dealing with simulataneous construction of wonders on different continents better, and eliminating surplus caravans. Instituting warmth variable and primitive pollution-awareness. The pollution stuff isn't adequately tested yet. -- Syela Wed Jul 22 18:38:19 1998 John Stonebraker * server/plrhand.c, client/finddlg.c, client/gotodlg.c, client/repodlgs.c: Casting the fourth arg of qsort as (void *) for -Wall. -- Syela Wed Jul 22 13:03:28 1998 Trent Piepho * client/mapview.c: Some typos that would effect non-square tiles fixed. Wed Jul 22 00:15:06 1998 Mitch Davis * Makefile.in, configure, common/Makefile.in, data/Makefile.in, server/Makefile.in: Regenerated some Makefiles, after Greg's changes and unchanges. Wed Jul 22 00:09:29 1998 Mitch Davis * ai/Makefile.am, common/Makefile.am: Reversed some of Greg's changes, since some people had problems. Mon Jul 20 23:03:09 1998 John Stonebraker * server/unitfunc.c: Properly indenting and bugfixing diplomat_leave_city. -- Syela Mon Jul 20 22:42:50 1998 Mitch Davis * client/helpdlg.h, client/menu.c, data/helpdata.txt: - adds some basic help for terrain types - adds boat carrying capacities to the help text - fixes some other bugs in the help system (most importantly, clicking "About" didn't find the right section, since the helpdata.txt file said "About Freeciv") Patch supplied by Greg Wooledge . Mon Jul 20 22:41:31 1998 John Stonebraker * ai/aiunit.c, server/gotohand.c, server/settlers.c: Dealing with ferryboat gotos more intelligently. -- Syela Mon Jul 20 22:39:40 1998 John Stonebraker * common/player.c, common/player.h, server/plrhand.c: Adding framework for handicapping the AI; not yet implemented. -- Syela Mon Jul 20 22:35:10 1998 John Stonebraker * client/packhand.c: Forcing government dialog popup when an AI nation with out-of-range (Flag) value for ->revolution is given human control. -- Syela Mon Jul 20 22:31:00 1998 Mitch Davis * configure.in, ai/Makefile.am, client/Makefile.am, common/Makefile.am: Some improvements from Reinier Post . I haven't had time to test them. Mon Jul 20 22:25:02 1998 Mitch Davis * Imakefile: Added server/settlers.o. Reported by Reinier Post . Mon Jul 20 22:17:49 1998 Mitch Davis * server/unitfunc.c: Fixed two problems. The first was a bug I introduced by incorrectly joining two ifs. Naughty me. The second is regarding the behaviour of a spy when she's returned to her home city. From a patch submitted by Kris Bubendorfer . Mon Jul 20 20:20:57 1998 John Stonebraker * server/cityturn.c: Using minimap to handle conflicts in worker_loop; small win. -- Syela Mon Jul 20 20:06:22 1998 John Stonebraker * server/plrhand.c: Removing removed player's cities from the citycache. -- Syela Mon Jul 20 20:04:10 1998 John Stonebraker * ai/aihand.c: Using add_adjust instead of auto_arr in manage_taxes. -- Syela Mon Jul 20 19:57:48 1998 John Stonebraker * ai/advdomestic.c, ai/aicity.c, common/city.h, server/settlers.c, server/settlers.h: Contemplating settlers with a fresh warmap to save CPU time. -- Syela Mon Jul 20 14:34:12 1998 Trent Piepho * server/cityhand.c, server/cityhand.h, server/unitfunc.c: Updated city maps and sent out city info packets for nearby cities when another city adjusts its workers. Also updated city map when a city is captured. Mon Jul 20 14:28:45 1998 Trent Piepho * common/city.h: Removed (incorrect) prototype for non-existant function. Mon Jul 20 14:27:57 1998 Trent Piepho * server/unittools.c, server/unittools.h: Removed is_sailing_unit_tile because it's no longer needed. Corrected ZOC so that cities block units, even if the city is empty. Mon Jul 20 12:08:44 1998 John Stonebraker * server/cityhand.c, server/settlers.c, server/settlers.h, server/unitfunc.c, server/unithand.c: Initializing infrastructure cache when a city is created, stolen, or conquered. Despite my -Wall -Werror, yesterday's version was calling uninitialized variables. -- Syela Mon Jul 20 00:11:45 1998 John Stonebraker * server/unitfunc.c: Fixing the Teflon Diplomat bug (Greg Wooledge's patch) -- Syela Sun Jul 19 23:54:41 1998 not sure * NEWS, configure, configure.in, ai/advdomestic.c, ai/advmilitary.c, ai/aicity.c, ai/aihand.c, ai/aitech.c, ai/aitools.c, ai/aiunit.c, client/Freeciv.h, client/civclient.h, client/climisc.c, common/city.c, common/city.h, common/game.c, common/map.h, common/shared.h, data/Freeciv, server/cityhand.c, server/cityhand.h, server/citytools.c, server/cityturn.c, server/cityturn.h, server/civserver.c, server/diplhand.c, server/gotohand.c, server/gotohand.h, server/plrhand.c, server/plrhand.h, server/sernet.c, server/settlers.c, server/settlers.h, server/unitfunc.c, server/unithand.c, server/unithand.h, server/unittools.c: Implementing city cache and ai_calc cache in the city_ai struct. This gives a fivefold CPU savings in the benchmark at 800-600 BC, and should be even more necessary later in games. Deleting old find_city_by_id, but leaving it proto'd in city.h. Adding new cache-based find_city_by_id to cityhand, and forcing the client to use game_find_city_by_id instead since it's the same as the old one. In order to make sure I hadn't broken anything, I compiled with -Wall -Werror, and in order to do so, I had to proto a bunch of functs and eliminate unused variables in most of the files I'm committing. My own sloppiness is to blame for most of that. Fixing typo in city_affected_by_wonder (broke B_WOMENS). Fixing ZOC bug in is_sailing_unit_tile. Updating version number to 1.6.4. Fri Jul 17 12:50:14 1998 John Stonebraker * server/settlers.c: Lots of cool stuff involving settlers and ferryboats. -- Syela Fri Jul 17 12:48:36 1998 John Stonebraker * server/unitfunc.c: Fixing my fix to lost Triremes. Zeroing new unit_ai variables on unit mallocation. -- Syela Fri Jul 17 12:47:41 1998 John Stonebraker * server/plrhand.c: Zeroing new unit_ai variables on unit load. -- Syela Fri Jul 17 12:46:48 1998 John Stonebraker * server/gotohand.c: Fixing bug so shipboard units can GOTO land. Allowing ships to GOTO shore, for shore bombardments and transports, etc. Fixing dorky typo that hosed GOTO's across the international date line. Dissuading TRIREMEs from GOTO across open sea. Modularizing goto_is_sane. -- Syela Fri Jul 17 12:43:27 1998 John Stonebraker * common/unit.h: Adding basics of unit co-operation code to unit_ai struct. -- Syela Fri Jul 17 12:42:55 1998 John Stonebraker * ai/aiunit.c: Learning how to manage ferryboats. -- Syela Fri Jul 17 12:42:29 1998 John Stonebraker * ai/advdomestic.c: Learning how to want transports. -- Syela Thu Jul 16 22:35:41 1998 Trent Piepho * server/unithand.c: Quick hack to prevent settlers from building cities when they have zero moves left. Wed Jul 15 23:51:37 1998 Mitch Davis * client/dialogs.c, client/dialogs.h, client/mapview.c, client/xmain.c: Changed the main screen so that all three of the science, luxury and tax rates are shown. Also, it is now possible to click on them to change them: Clicking on one area reduces spending in that area by 10%. This patch was supplied by Peter Schaefer Wed Jul 15 09:38:35 1998 John Stonebraker * server/citytools.c: Acknowledging tax_bonus affects luxury in city_tile_value. -- Syela Wed Jul 15 09:36:29 1998 John Stonebraker * ai/aihand.c: Fixing a typo that stopped the AI from using lux rate to stop disorder. -- Syela Wed Jul 15 08:41:16 1998 John Stonebraker * server/Makefile.am, server/Makefile.in: Telling make to compile settlers.c. Pardon me if I messed this up. -- Syela Wed Jul 15 08:40:21 1998 John Stonebraker * server/settlers.c, server/settlers.h: Consolidating auto-settler code in its own module for my sanity. -- Syela Wed Jul 15 08:35:01 1998 John Stonebraker * ai/aiunit.c, ai/aiunit.h, server/unitfunc.c, server/unitfunc.h, server/unittools.c, server/unittools.h: Moving all the auto-settler stuff into settlers.c. Unitfunc was getting too big, and I had the subroutines strewn everywhere. -- Syela Wed Jul 15 07:08:53 1998 John Stonebraker * ai/aiunit.c, ai/aiunit.h, server/cityhand.c, server/civserver.c, server/plrhand.c, server/unitfunc.c: Ignoring corruption in city_des; caching results in the minimap. Enormous CPU savings, minor cost in memory. -- Syela Wed Jul 15 06:59:17 1998 John Stonebraker * server/cityturn.c: Taking obsolete junk out of advisor_choose_build; it was causing stupidity when ai_advisor_choose_building liked CAPITAL. -- Syela Tue Jul 14 16:33:07 1998 Mitch Davis * server/unitfunc.c: A small correction to Kris' previous patch. Tue Jul 14 16:22:32 1998 Mitch Davis * common/game.c, common/game.h, common/map.h, server/citytools.c, server/citytools.h, server/stdinhand.c, server/unitfunc.c, server/unitfunc.h, server/unithand.c: This change set concerns spies and diplomats, making them operate more in line with Civ II. That is, spies may survive a mission, and units in a bought city are transferred to the new owner etc. Multiple bugs in the code in this area were also fixed. 1. Numerous bug fixes of sabotage/steal code, where messages were being sent incorrectly. 2. Cities were not being razed correctly in diplomat_incite. Now they aren't razed, as per Civ II. 3. get_a_tech is now called in incite as well as in unit_enter_city. After all, buying a city should give you the same opportunity to `discover' new technology as invading the city does. 4. All units (military and non military) are now transferred to the player who purchased the city. Units outside of the city are either deleted, or if in another city, are assigned that city as their homecity. This also cures the current bug, where a unit in a bought city that has a different homecity, remains in the bought city - even though it is now owned by the purchaser. Thus the enemy can simply move out and back in - recapturing the newly bought city. 5. A diplomat now has a chance (ala Civ II) of defeating defending diplomat/spy units in a city. This chance is set via the set diplchance command from the server console. It defaults to a 1/3 chance of the attacking diplomat/spy killing each defending diplomat/spy. 6. Spies (not diplomats) may now survive their mission (ala Civ II). The chance that a spy will be returned to it's home city is also 1/diplchance. This increases the value of spies over diplomats. Patch supplied by Kris Bubendorfer . Tue Jul 14 15:25:15 1998 Mitch Davis * data/helpdata.txt: Updated errors in some of the entries. Patch submitted by Frank Muzzulini . Tue Jul 14 14:44:18 1998 Mitch Davis * client/xmain.c: Added a workaround for if getpwuid returns NULL. Problem reported by Peter Joachim Unold and Peter Schaefer . Patch supplied by the second Peter. Tue Jul 14 03:48:47 1998 John Stonebraker * ai/advdomestic.c, ai/advmilitary.c, ai/aicity.c, ai/aihand.c, ai/aiunit.c, server/cityhand.h, server/citytools.c, server/citytools.h, server/gotohand.c, server/unitfunc.c: Eliminating lots of unnecessary divisions in functions I've written. -- Syela Tue Jul 14 03:43:16 1998 John Stonebraker * client/Freeciv.h: Proto for my refresh widget; didn't think this should be uploaded. -- Syela Mon Jul 13 22:41:53 1998 John Stonebraker * ai/aiunit.c: Fixing possible overflow in amortize. I ran this function millions of times without ever seeing it, but I just found the problem. -- Syela Mon Jul 13 11:44:04 1998 John Stonebraker * data/Freeciv, client/repodlgs.c, common/packets.c, common/packets.h, server/cityhand.c, server/cityhand.h, server/cityturn.c, server/civserver.c: Adding Refresh button to city report. Why must this span eight modules? -- Syela Sun Jul 12 23:50:33 1998 John Stonebraker * ai/aihand.c: Quick fix for empires with zero trade and disorderly cities. -- Syela Sun Jul 12 06:54:09 1998 John Stonebraker * common/packets.c: Fixing a typo of Trent's regarding negative shield surplus. -- Syela Sun Jul 12 05:48:17 1998 John Stonebraker * server/gotohand.c: Removing debug output. Making preemption of impossible GOTOs less draconian, more intelligent, and more comprehensiv. -- Syela Sun Jul 12 04:19:22 1998 John Stonebraker * ai/advmilitary.c: Making the AI more willing to buy walls (and coastal/SAM/SDI) -- Syela Sun Jul 12 04:18:06 1998 John Stonebraker * ai/aitech.c: Removing debug output for AI changing tech and goal. -- Syela Sat Jul 11 23:45:34 1998 Mitch Davis * Imakefile: Oops, forgot to add capability.o to the Imakefile. Bug reported by Frank Muzzulini Sat Jul 11 09:08:16 1998 Trent Piepho * common/packets.c: Fixed a few bugs I introduced when I shrunk the protocol. Fri Jul 10 22:35:17 1998 John Stonebraker * server/cityturn.c: Calling ai_eval_bu for human cities in advisor_choose. -- Syela Fri Jul 10 22:30:31 1998 John Stonebraker * ai/advdomestic.c: Adding want = TRADE_WEIGHT * 100 / SHIELD_WEIGHT for CAPITAL. -- Syela Fri Jul 10 22:29:40 1998 John Stonebraker * server/gotohand.c: Allowing ground units to GOTO adjacent tiles even if one is land and one is ocean. -- Syela Fri Jul 10 05:06:27 1998 John Stonebraker * server/gotohand.c: Old goto stuff buried. Warmaps moved in. New warmap-based GOTO routines in and working AFAICT. There was an infinite-loop-RR bug but I'm 99% sure it's finally gone now. -- Syela Fri Jul 10 03:49:28 1998 John Stonebraker * server/gotohand.h: Adding gotohand.h to handle defn's and protos for GOTO. -- Syela Fri Jul 10 03:46:32 1998 John Stonebraker * ai/advmilitary.c, ai/advmilitary.h: Moving warmap stuff into gotohand.c, .h. -- Syela Fri Jul 10 03:34:23 1998 John Stonebraker * server/unitfunc.c: Including gotohand.h, removing now-unnecessary protos. -- Syela Fri Jul 10 03:25:06 1998 John Stonebraker * common/map.c: Standardizing ii[] and jj[] arrays so I don't get confused. -- Syela Fri Jul 10 03:22:25 1998 John Stonebraker * ai/aiunit.c: Including gotohand.h since I moved the warmaps. Standardizing ii[] and jj[] arrays so I don't get confused again. -- Syela Fri Jul 10 03:10:26 1998 John Stonebraker * ai/aicity.c: Changing int which to enum unit_move_type. -- Syela Fri Jul 10 03:04:54 1998 John Stonebraker * ai/advdomestic.c: Limiting domestic want to 199; allows better saving for defense. -- Syela Thu Jul 9 15:59:35 1998 Mitch Davis * .cvsignore, ai/.cvsignore, client/.cvsignore, common/.cvsignore, data/.cvsignore, server/.cvsignore: Added a line to .cvsignore so the .deps directory is ignored. Thu Jul 9 15:58:31 1998 Mitch Davis * server/civserver.c: If you try to select your race and choose the player name that you initially connected to the server with, you erroneously get the "Another player has already joined..." notice. The server doesn't realize that the "other" player IS you. Patch submitted by Cedric Tefft . Thu Jul 9 15:39:42 1998 Mitch Davis * common/Makefile.am, common/Makefile.in, common/capability.c, common/capability.h, common/packets.c, common/packets.h, common/shared.h, client/civclient.c, client/clinet.c, client/packhand.c, client/packhand.h, client/xmain.c, server/civserver.c: Added support for capability checking between the client and the server. This should solve any future problems with detecting whether the protocol of the client and server are compatible, without the nebulous practise of incrementing version numbers. Thu Jul 9 07:11:58 1998 Trent Piepho * server/civserver.c, server/civserver.h, server/maphand.c, server/plrhand.c, server/unithand.c, client/civclient.c, client/mapctrl.c, client/packhand.c, common/game.c, common/packets.c, common/packets.h: Massive changes to protocol. The bandwidth used is about a quarter of what it was. Also does more buffering to reduce the number of packets sent. Wed Jul 8 08:53:14 1998 John Stonebraker * server/unitfunc.c, server/unittools.c: Going back to new is_already_assigned. Adding unit_list_iterates so it can handle multiple units on the same tile. Assigning virtualunits so that the AI no longer builds many engineers to handle a single job. Fixing bugs re: cities and re: mines in ai_calc_irrigate. -- Syela Tue Jul 7 21:18:13 1998 John Stonebraker * server/unitfunc.c, server/unittools.c: Hacking ai_calc_railroad to handle benefit of railroad on forest/mine tiles without roads; related patch to auto_settler_findwork. -- Syela Tue Jul 7 21:16:22 1998 John Stonebraker * client/packhand.c: Committing fix to possible client crash related to aifill. -- Syela Tue Jul 7 21:15:00 1998 John Stonebraker * ai/aiunit.c: Adding quick-n-dirty immigration routine to city_desirability. -- Syela Tue Jul 7 21:13:45 1998 John Stonebraker * ai/advmilitary.c: Adding danger5 to deal with SDI; not adding to danger for nuclears; Not wanting attackers with 0 attack (stops SIGFPE's). -- Syela Tue Jul 7 21:12:16 1998 John Stonebraker * ai/advdomestic.c: Adding tech_want for Electricity if we have colosseums and for Theology if we have Cathedrals -- Syela Tue Jul 7 14:35:38 1998 Mitch Davis * common/shared.c: A small change which allows for the compilation of Freeciv under GNU-Win32. We really should put something in the autoconfigure stuff... Patch supplied by Sam Holden . Tue Jul 7 06:53:12 1998 Trent Piepho * common/shared.h: fixed typo in previous patch that kept it from compiling. Mon Jul 6 18:10:33 1998 Mitch Davis * common/city.c: Added some more names for American cities. Patch submitted by Jake Kesinger . Mon Jul 6 17:35:12 1998 Mitch Davis * client/menu.c: This patch fixes a problem where the Auto Settler and Build Road options on the Options Menu were permanently greyed out. Problem found and patch submitted by Cedric Tefft . Mon Jul 6 17:32:27 1998 Mitch Davis * server/civserver.c: Patch to prevent two people connecting to the server and using the same name. Patch submitted by Cedric Tefft . Mon Jul 6 17:24:20 1998 Mitch Davis * Makefile.in, ai/Makefile.in, client/Makefile.in, common/Makefile.in, data/Makefile.in, server/Makefile.in: Makefile.in files are normally generated from Makefile.am, but we provide them for people who don't have automake. In this case, the Makefile.in files we were shipping did not support the generation and checking of dependency information. Reran automake to regenerate them. Done on the good advice of Falk Hueffner . Mon Jul 6 17:18:11 1998 Mitch Davis * common/events.h, server/cityturn.c: Changed the spelling of "aquaduct" to "aqueduct", as it should be. Patch submitted by Greg Wooledge . Mon Jul 6 17:16:14 1998 Mitch Davis * client/finddlg.c, client/gotodlg.c, client/repodlgs.c, common/game.c, common/game.h, common/shared.c, common/shared.h: This enhancement ensures that the city names in pick-a-city dialogs are sorted. Patch submitted by Cedric Tefft . Mon Jul 6 17:10:38 1998 Mitch Davis * common/game.c, common/unit.c, server/civserver.c, server/gamehand.c: Did a #include to prevent a warning about implicit declaration of strlen and strcpy on the DEC Alpha. Bug report submitted by ct . Mon Jul 6 17:07:00 1998 Mitch Davis * README, server/stdinhand.c: - Updated the Freeciv server options. Put in a key for the single-letter placeholders after server commands which take arguments. - Made mention of "localhost" for a computer name when playing locally. - Described how to start an ai player (updated for 1.6.3). Based on a patch submitted by Carl Bartels . Mon Jul 6 17:01:51 1998 Mitch Davis * data/helpdata.txt: Changed the order of some help items, moving the general ones to the top. Also, changed the "Freeciv" tag to "About Freeciv". Patch submitted by Sverker Wiberg . Mon Jul 6 06:42:31 1998 John Stonebraker * common/game.c, common/game.h, common/map.h, server/civserver.c, server/civserver.h, server/stdinhand.c: Cedric Tefft's patch to create 'aifill' variable. It originally sometimes crashed my client when I was connected as an AI before game-start, but he sent me a fix that seems to have worked. -- Syela Sun Jul 5 23:57:25 1998 Mitch Davis * data/helpdata.txt: There are two lines which exceed the 68-character limit, and at least one grammatical mistake. This patch fixes all three problems. Patch provided by Greg Wooledge Sun Jul 5 23:50:24 1998 Mitch Davis * client/citydlg.c, client/dialogs.c, client/repodlgs.c, server/unithand.c: - Replace the phrase "revenues account to" with "revenues amount to". - Replace "Treasure" with "Treasury". Patch provided by Greg Wooledge . Sun Jul 5 23:46:29 1998 Mitch Davis * client/mapview.c, common/shared.c, server/civserver.c, server/sernet.c: Patch for OS/2, supplied by Alexander Mai . Sun Jul 5 07:36:57 1998 John Stonebraker * server/unittools.h: Removed proto's of removed functs, added proto's of added functs. -- Syela Sun Jul 5 07:36:22 1998 John Stonebraker * server/unittools.c: Temporarily disabling new_is_already_assigned and reverting to old. The RIDICULOUS bug regarding a unit on goto entering a tile where another settler works was easily fixed in the old funct, and not easily fixed in the new one. This wasn't a problem until I made settlers on goto stop and think every turn. Obliterated old random-looking ai_calc_* routines and wrote new ones that follow the pattern set out in ai_eval_bu. These currently call city_tile_value which gives the right answers but wastes a lot of CPU time. I wanted to make sure it was right; later I'll get around to making it efficient as well. Wrote road_bonus so that the AI blazes trails and doesn't just build randomly. Rewrote in_city_radius to save CPU time. -- Syela Sun Jul 5 07:31:11 1998 John Stonebraker * server/unithand.c: Changing in_city_radius call since it's been rewritten. -- Syela Sun Jul 5 07:30:02 1998 John Stonebraker * server/unitfunc.h: Changing auto_settler_findwork proto since it now returns an int. -- Syela Sun Jul 5 07:29:37 1998 John Stonebraker * server/unitfunc.c: Fixed the bug where settlers aboard disappearing triremes crash the game. Annihilated old autosettler code. Rewrote auto_settler_findwork and spent many hours testing it, taking notes, and making changes. It seems to be OK, so I'm uploading it, but I wouldn't call it stable. Weightings may need to be changed. The CPU usage is definitely unacceptable and I will optimize this further but I need to upload it now. Forcing gotoing settlers to idle so they can re-evaluate their plans. -- Syela Sun Jul 5 07:24:59 1998 John Stonebraker * server/mapgen.c: Removed island_info from yet another module. -- Syela Sun Jul 5 07:24:23 1998 John Stonebraker * server/cityturn.c: Wrote global_city_refresh, but didn't add any calls to it yet. -- Syela Sun Jul 5 07:23:32 1998 John Stonebraker * server/citytools.h: Proto'd worst_worker_tile_value. -- Syela Sun Jul 5 07:23:16 1998 John Stonebraker * server/citytools.c: Made city_tile_value a little smarter about foodneed and prodneed. Added worst_worker_tile_value for autosettler code. -- Syela Sun Jul 5 07:21:47 1998 John Stonebraker * server/cityhand.h: Defined FOOD_, SHIELD_, and TRADE_WEIGHTING. -- Syela Sun Jul 5 07:21:06 1998 John Stonebraker * server/cityhand.c: Deleted ai_calculate_city_value comment, and added a fnord in case I decide to use this model to save time. I really hate it and it cripples the AI badly but the CPU savings may require it. -- Syela Sun Jul 5 07:19:45 1998 John Stonebraker * common/player.h: Removed ai_player_island. Made comments about removing race structs. -- Syela Sun Jul 5 07:18:41 1998 John Stonebraker * common/map.c: Map_adjusted x and y in map_set and map_clear_special. -- Syela Sun Jul 5 07:18:03 1998 John Stonebraker * ai/aiunit.h: Defined MORT, and then kluged (in aiunit.c) so that MORT is sort-of hardcoded. This may be fixed once I figure out how to get city_des exactly right with the least CPU effort. Proto'd new functs. -- Syela Sun Jul 5 07:15:38 1998 John Stonebraker * ai/aiunit.c: Removed lots of obsolete functions. Wrote new functions to replace them (relating to settlers). Tidied up findjob a little. Forced caravans to idle every turn instead of blindly gotoing cities that are no longer producing wonders. Wrote amortize, which is very necessary for city_des, and is still too slow but not as horrible as it was yesterday. Generated minimaps to include virtual city locations. This is a quick-n-dirty and may not last the week. Spent days and days working on city_des, which seems to be right with the current value for the WAG at the bottom. Forced settlers who are building cities to remain in BUILD_CITY and others to be in AUTO_SETTLER because the minimap checks it. -- Syela Sun Jul 5 07:10:06 1998 John Stonebraker * ai/aitools.h: Removed references to obliterated old, obsolete AI. -- Syela Sun Jul 5 07:09:22 1998 John Stonebraker * ai/aitools.c: Removed all references to island_info! Removed ai_military_findtarget. Fixed a typo in ai_advisor_choose_building re: wonder placement. -- Syela Sun Jul 5 07:07:37 1998 John Stonebraker * ai/aihand.c: Removed elements of obsolete AI. Removed *_weighting arrays and used *_WEIGHTING defines. -- Syela Sun Jul 5 07:06:42 1998 John Stonebraker * ai/aicity.c: Removed remnants of obsolete AI. -- Syela Sun Jul 5 07:06:06 1998 John Stonebraker * ai/advmilitary.c: Changed maxcost to THRESHOLD * 6 + 2 to facilitate new settler AI code. Fixed a bug with illegal moves in warmap when (punit). -- Syela Sun Jul 5 07:03:45 1998 John Stonebraker * ai/advdomestic.c: Adding more .h includes. Fixing the quirk where lux rate reduced building_wants. Included taxmen in food surplus estimates. Removed *_weighting arrays to use *_WEIGHTING defines. Added quick-n-dirty fix to moderate lust for marketplaces when tax rate jumps. New, smarter want equations for aqueducts and sewer system. Corrected want for MFG. Obliterated old settler code, including expand_*. Finding work for a virtualunit to establish want for settlers. This went through a lot of trial and error and it seems to be working acceptably now. Added SPY as yet another fallback until real diplomacy code is in. -- Syela Tue Jun 30 21:22:44 1998 Mitch Davis * ai/Makefile.am, ai/Makefile.in, client/Makefile.am, client/Makefile.in, common/Makefile.am, common/Makefile.in, server/Makefile.am, server/Makefile.in: This patch allows you to build freeciv outside the source directory. Submitted by Jason Merrill . Sun Jun 28 08:32:40 1998 Trent Piepho * data/helpdata.txt, server/citytools.c, common/city.c: Some gameplay changes to be more like civ2. Made some corrections in the help file. Thu Jun 25 09:37:47 1998 John Stonebraker * server/plrhand.c: Removing a removed player's workers from ->worked. -- Syela Thu Jun 25 07:56:04 1998 Trent Piepho * server/unitfunc.c: Patch from Falk Hueffner, bribed units light up the terrain surrounding them. Thu Jun 25 07:51:22 1998 Trent Piepho * server/cityturn.c: Patch from Falk Hueffner, remove strange test that kept settler production from being upgraded to engineers. Thu Jun 25 07:42:47 1998 Trent Piepho * client/climisc.c, client/helpdlg.c, client/menu.c, client/repodlgs.c: Fixed warnings: missing #include's, unused variable, bad printf. Thu Jun 25 07:33:10 1998 Trent Piepho * server/cityturn.c, server/unitfunc.c: Added the map_adjust_x/y functions to the pollution code, to make sure it doesn't use bad x/y coordinates. Wed Jun 24 10:26:32 1998 Trent Piepho * ai/aitech.c: Fixed crash related to deleted techs. Wed Jun 24 08:15:47 1998 Trent Piepho * server/cityhand.c, server/cityturn.c, server/civserver.c, server/civserver.h, server/unittools.c, ai/aihand.h: More header/prototypes fixing. Wed Jun 24 08:01:38 1998 Trent Piepho * ai/advdomestic.c, ai/advdomestic.h, ai/advmilitary.c, ai/advmilitary.h, ai/aicity.c, ai/aicity.h, ai/aihand.c, ai/aitech.c, ai/aitech.h, ai/aitools.h, ai/aiunit.c, ai/aiunit.h, server/unitfunc.c, server/unitfunc.h: Added function prototypes to lots of header files, and included header files where needed. Tue Jun 23 13:19:39 1998 John Stonebraker * server/unithand.c: Fixing typo that makes kill_unit kill the server. Oops. -- Syela Tue Jun 23 13:18:17 1998 John Stonebraker * ai/advmilitary.c: Fixing act of complete idiocy on my part re: defense techs -- Syela Tue Jun 23 13:16:48 1998 John Stonebraker * ai/aiunit.c: Fixing bugs relating to huts in findvictim. -- Syela Tue Jun 23 11:38:10 1998 John Stonebraker * server/unithand.c: Adding more geographic information to combat messages in unit_versus_unit. -- Syela Tue Jun 23 11:35:59 1998 John Stonebraker * server/unitfunc.c: Adding more geographic info to combat messages in kill_unit. -- Syela Tue Jun 23 11:32:32 1998 John Stonebraker * server/plrhand.c: Moving calculate_tech_turns from here into aihand.c where it belongs. -- Syela Tue Jun 23 11:31:19 1998 John Stonebraker * server/gotohand.c: Adding complexity to could_unit_move_to_tile to handle ZOC issues midway through a goto. Discouraging paths that require attacks. Warning when we do not find the shortest path thanks to the above. This module needs a total overhaul, which I'll be performing this week. -- Syela Tue Jun 23 11:25:57 1998 John Stonebraker * server/cityturn.c: Discounting the city_tile_value of tiles other cities can use in worker_loop. Faking prodneed and foodneed to better optimize worker placement until a time-consuming dramatic rewrite is performed. -- Syela Tue Jun 23 11:21:37 1998 John Stonebraker * server/citytools.c: A city that has bought a sewer or aqueduct now wants_to_be_bigger. -- Syela Tue Jun 23 11:19:10 1998 John Stonebraker * server/cityhand.h: Prototyping really_handle_city_sell. -- Syela Tue Jun 23 11:18:01 1998 John Stonebraker * server/cityhand.c: Making handle_city_sell a frontend to new really_handle_city_sell. -- Syela Tue Jun 23 11:16:19 1998 John Stonebraker * common/map.h: Changing move_cost from unsigned to signed character. -- Syela Tue Jun 23 11:14:37 1998 John Stonebraker * common/map.c: Defining move_cost for ocean moves as -3 for the new seamaps. -- Syela Tue Jun 23 11:11:36 1998 John Stonebraker * common/city.h: Adding wallvalue, downtown, distance_to_wonder_city, and choice to ai_city struct, and prototyping ai_choice because of it. Also changing grave_danger from a flag to a unit * -- Syela Tue Jun 23 11:08:02 1998 John Stonebraker * ai/aiunit.c: Minor change to avoid redundant warmap generation. Aborting ai_manage_explorer for non-ground units. Treating cities as impassable in exploration. Aborting ai_manage_unit for units with no moves_left. More sophisticated formula for preference to bash cities in unit_vul. Better formulas for when units can safely leave their home cities. Adding ifs to handle sailing units in find_something_to_kill. -- Syela Tue Jun 23 10:11:14 1998 John Stonebraker * ai/aitools.h: Adding ifndef around ai_choice proto because it's now also in city.h -- Syela Tue Jun 23 10:09:07 1998 John Stonebraker * ai/aitools.c: Locating wonders much more intelligently with downtown. -- Syela Tue Jun 23 10:07:24 1998 John Stonebraker * ai/aitech.c: Making nonreachable techs count as prerequisites. Handling goals in ai_select_tech and adding a cache of prereqs to facilitate it. Deleting horrible old broken ai_select_tech_goal and its subroutines now that working tech_goal code has been established. Obliterating failed attempt to over-optimize tech_turns calculations and just calling tech_goal_turns once per turn and in ai_next_tech_goal. Handling goal in manage_tech. -- Syela Tue Jun 23 10:01:48 1998 John Stonebraker * ai/aihand.c: Managing units twice, including at end of turn. Calculating tech turns to save oodles of CPU time. Changing weightings for shields and food. Fixing bugs that led to excessive luxury for celebrations. Fixing a goofup that led to insufficient tax rate. -- Syela Tue Jun 23 09:57:21 1998 John Stonebraker * ai/aicity.h: Prototyping ai_choose_defender_* functions. -- Syela Tue Jun 23 09:56:24 1998 John Stonebraker * ai/aicity.c: Pulling some stuff out of domestic_advisor_choose_build and moving it elsewhere. Using pcity->ai.choice to handle spend_gold in a separate routine. Creating caravan map only as necessary to facilitate re-ordering of events. Adding utilities ai_city_defender_value and try_to_sell_stuff. Collecting spend_gold stuff in ai_new_spend_gold with a lot of new intelligence added, including disband and upgrade handling and willingness to buy attackers. Restructuring ai_manage_cities and increasing desire for government techs. Dealing with boats in ai_choose_attacker. Adding utility ai_choose_defender_versus. Rewriting ai_choose_defender_limited to handle boats for defense. Not selling citywalls anymore! Allowing elvisization that creates food deficit as long as there won't be famine. -- Syela Tue Jun 23 09:42:29 1998 John Stonebraker * ai/advmilitary.h: Adding seacost to move_cost_map struct. -- Syela Tue Jun 23 09:41:22 1998 John Stonebraker * ai/advmilitary.c: Moving init_warmap into a separate routine. Moving warmap generation into really_generate_warmap, with an option to create maps for land or sea. Shifting generate_warmap into a higher-level function. Changing assess_defense to a higher-level routine with a new backend that can either acknowledge or ignore walls. Adding danger3 for coastal and danger4 for sam in assess_danger. Not being afraid of submarines, and not being afraid of other ships if we are on land. Being more afraid of ships in walled coastal cities. Including danger adjustments if city has SAM or COASTAL. Changing grave_danger to a unit *. Correcting firepower of defending ships to 1 in unit_desirability. Eliminating pathetic old military_advise_tech. Adding process_defender_want and process_attacker_want to do this job more intelligently. Moving other attacker calculations into kill_something_with. Removing the danger -= def in military_advisor_choose_build and therefore allowing defender wants over 100. Building COASTAL and SAM rather than piles of useless defenders. Minimizing desire for warriors as defenders. Cleverly creating virtualunit for use in kill_something_with. establish_city_distances for caravans. -- Syela Tue Jun 23 09:23:52 1998 John Stonebraker * ai/advdomestic.c: Removing warmap. Using distance_to_wonder_city instead. Changing weightings of food and shields. Correcting wants for plants. Moderating want for granaries. Making extreme desire for aqueduct/sewer during celebrations require positive food_surplus. Wanting barracks for ground units only. Adding wild guesses for COASTAL and SAM want. Correcting typo regarding want for supermarkets. Checking for .researched in want for DARWIN. Making caravan the default if we can't think of anything useful to build. -- Syela Sun Jun 21 07:47:19 1998 not sure * ChangeLog: *** empty log message *** Sun Jun 21 07:45:42 1998 James Blackwell * README: Modified the readme to update instrutions on AI play Sat Jun 20 23:51:58 1998 John Stonebraker * server/citytools.c: Fixing bugs in get_cathedral_power and get_colosseum power. Changing food_weighting and shield_weighting in city_tile_value. -- Syela Sat Jun 20 18:26:55 1998 Trent Piepho * client/mapctrl.c: The orders menu wasn't getting updated when the focus unit moved, so some choice would be inproperly deactivated. Fri Jun 19 23:46:26 1998 John Stonebraker * server/unithand.c, server/unitfunc.c: Fixing disappearing wonder bug. Adding get_virtual_defense_power. -- Syela Fri Jun 19 22:31:33 1998 John Stonebraker * client/clinet.c, client/clinet.h, client/menu.c: Adding disconnect option to Game menu. -- Syela Fri Jun 19 22:25:47 1998 John Stonebraker * client/messagewin.c, client/packhand.c, common/shared.h, server/plrhand.c, server/plrhand.h: Committing Cedric's patch to allow explicitly requested dialogs to popup even in AI mode with popup_windows disabled. -- Syela Fri Jun 19 09:56:12 1998 Trent Piepho * data/Freeciv, client/Freeciv.h, client/civclient.c, client/mapctrl.c, client/optiondlg.c: Added new option to client, default ON, to auto center on the active unit, either when the unit gets focus or when it moves. This is the same as the previous behavior, so really the new feature is the ability to turn this off. Fri Jun 19 02:24:58 1998 Trent Piepho * client/civclient.c: The manual turn done stuff is now done in the client. The client will send a "turn done" packet at the start of the turn if it is AI controlled and the AI_MTD option isn't on. Fri Jun 19 02:21:09 1998 Trent Piepho * server/stdinhand.c, client/plrdlg.c: AI controlled players get a "*" in front of their names in the player dialog. Fri Jun 19 01:59:34 1998 Trent Piepho * client/mapview.c, client/optiondlg.c, client/packhand.c, client/xmain.c: The manual turn done stuff is now done in the client. The client will send a "turn done" packet at the start of the turn if it is AI controlled and the AI_MTD option isn't on. Fri Jun 19 01:57:14 1998 Trent Piepho * server/stdinhand.c: AI players create with the "create" command showed up as connected when they weren't. Set pplayer->is_connected to 0 Fri Jun 19 00:40:41 1998 Trent Piepho * common/packets.c: Removed the manual turn done stuff from the protocol. Made the client/server backward compatible. Fri Jun 19 00:35:07 1998 Trent Piepho * common/packets.h: Adding in ai control to player info packet, but NOT manual turn done stuff. Fri Jun 19 00:22:59 1998 Trent Piepho * server/plrhand.c: Undid previous manual turn done stuff, but added in ai control information to player info packet. Thu Jun 18 18:32:06 1998 Trent Piepho * common/packets.c: Server will no longer get wedged when it receives an unknown packet type. It will remove the packet from the queue and ignore it. Wed Jun 17 20:20:34 1998 Trent Piepho * client/Freeciv.h, client/civclient.c, client/mapview.c, client/messagewin.c, client/optiondlg.c, client/packhand.c, common/packets.c, data/Freeciv, server/plrhand.h, server/stdinhand.c: Patches from Cedric Tefft , with some of my own changes. New options in the client, one to turn off popup dialogs when AI controlled. Another to have AI controled players not need to manually activate turn done. Wed Jun 17 19:17:30 1998 Trent Piepho * server/stdinhand.c: Fixed spelling error, Affect -> Effect Tue Jun 16 18:10:18 1998 Trent Piepho * common/unit.c: Added locations for pictures of missing units. Mon Jun 15 23:45:48 1998 Mitch Davis * Imakefile: Removed extraneous trailing \. Bug reported by Dylan Thurston Mon Jun 15 21:58:54 1998 Trent Piepho * data/helpdata.txt: Changed to reflect Artillery now longer ignoring city walls. Mon Jun 15 20:58:43 1998 Trent Piepho * client/helpdlg.c: The help system should no longer segfault when trying to display the tech tree for a tech that has been removed. Mon Jun 15 20:41:07 1998 Trent Piepho * server/plrhand.c: Spelling error, report -> Report Mon Jun 15 20:38:06 1998 Trent Piepho * client/dialogs.c: Patch from Cedric Tefft The bribe and revolt diplomat options will have the correct title on their respective dialogs. Mon Jun 15 20:35:07 1998 Trent Piepho * client/Freeciv.h, data/Freeciv: Applied Cedric Tefft's patch to add titles to most of the transient windows. Mon Jun 15 20:03:28 1998 Trent Piepho * data/helpdata.txt: Added help text for Barracks II and Barracks III. Mon Jun 15 19:52:18 1998 Trent Piepho * client/xmain.c: Client will no longer crash when the resources don't define the version. There seemed to be lots of people with version 1.0 resources that had trouble with seg faults because of this. Mon Jun 15 19:44:13 1998 Trent Piepho * client/repodlgs.c: Added Seth Golub's patch to show celebrating cities in the City Report. Mon Jun 15 19:32:51 1998 Trent Piepho * server/unittools.c: Submarines can't attack land at all anymore. Before they could if they were in a city. Sat Jun 13 21:12:49 1998 John Stonebraker * server/unithand.c: Making sure pdiplomat is non-NULL in handle_diplomat_action. -- Syela Tue Jun 9 16:15:41 1998 Trent Piepho * client/mapctrl.c: When a unit gets focus, the crosshair tile will flash on it to let you know. Tue Jun 9 16:10:09 1998 Trent Piepho * client/mapctrl.c: The client will find the next unit to focus on better. Before it would pick the lowest numbered unit if the one that had focus no longer exists. Now it will pick the one closest to the center of the map. Mon Jun 8 21:19:47 GMT 1998 Mitch Davis * Released 1.6.3. Mon Jun 8 21:15:47 1998 John Stonebraker * ai/aiunit.c: Preventing a division by zero for AI military units with attack=0. -- Syela Mon Jun 8 18:49:46 GMT 1998 Mitch Davis * server/unithand.c: Removed a pernicious line added by Olav Andree Brevik . A city should act as if it's square is irrigated, but the square should not actually _be_ irrigated, otherwise Bad Things Happen, like then the city can be used as a source for more irrigation. He'll provide a more complete patch in the fulness of time. Mon Jun 8 18:19:47 GMT 1998 Mitch Davis * common/unit.c, server/unitfunc.c: A fix so pillage also un-mines mines. Bug reported and patch supplied by Olav Andree Brevik Mon Jun 8 15:41:00 GMT 1998 John Stonebraker * ai/aiunit.c: Making explorers smarter again. Mon Jun 8 14:51:59 GMT 1998 John Stonebraker * server/unittools.c: Making rate_unit a little less crude. Mon Jun 8 12:28:57 GMT 1998 John Stonebraker * server/unithand.c: Calling pnewcity instead of pcity after pcity has been freed in handle_unit_enter_city; very important, should have been found earlier. Mon Jun 8 12:01:54 GMT 1998 John Stonebraker * ai/aiunit.c: Real fix to explorer problem; had carelessly pasted in bad code block. Mon Jun 8 11:21:39 GMT 1998 John Stonebraker * ai/aitech.c: Kluging so AI won't switch away from a tech it's about to get. Mon Jun 8 11:20:32 GMT 1998 John Stonebraker * ai/aiunit.c: Fixing brain-damage in ai_manage_explorer + important rescale of danger. Mon Jun 8 11:19:04 GMT 1998 John Stonebraker * ai/advmilitary.c: Not increasing want for B_CITY because of IGWALL/flying units. Mon Jun 8 11:18:09 GMT 1998 John Stonebraker * ai/advdomestic.c: Tempering AI's desire for Hoover Dam. Mon Jun 8 07:13:19 GMT 1998 Trent Piepho * configure, configure.in: Changed configure.in so it checked for X11/xpm.h instead of xpm.h, since that's how the file is included. Also removed cruft that was from when xpm.h was included wrong. Mon Jun 8 07:09:36 GMT 1998 Trent Piepho * common/unit.c, common/unit.h: Changed unit stats to match civ2. Biggest change was knight's HP reduce to 10 from 20. Mon Jun 8 00:07:53 PDT 1998 Trent Piepho Changed unit stats to match civ2. Biggest change was knights HP reduce to 10 from 20. Sun Jun 7 16:32:33 GMT 1998 Mitch Davis * common/shared.h: Oops, forgot to increment the version number for 1.6.2. Reported by Nuno . Sun Jun 7 15:45:58 GMT 1998 Mitch Davis * common/Makefile.am, common/Makefile.in, common/mapgen.c, server/mapgen.c: Oops, we had two copies of mapgen.c, one in common/ and one in server/. Since it's only used by the server, I deleted the one in common/. This bug reported by schaefer@malaga.math.uni-augsburg.de (Peter Schaefer) Sat Jun 6 19:19:53 GMT 1998 John Stonebraker * common/map.h: On some machines, "char" is unsigned, whereas we were expecting it to be signed. Explicitly defined "worked" as signed to avoid this happening again. Sat Jun 6 17:52:05 GMT 1998 John Stonebraker * ai/aiunit.c, ai/advmilitary.c: Rescaling danger by a factor of 900:1 to stop overflows in assess_danger. Sat Jun 6 13:52:34 EST 1998 Mitch Davis Released 1.6.2. Sat Jun 6 13:50:43 EST 1998 Mitch Davis * ai/aihand.c: Removed a comment left over from 1.5.1. Sat Jun 6 13:44:59 EST 1998 Mitch Davis * NEWS, ChangeLog, configure, configure.in, client/Freeciv.h, common/shared.h, data/Freeciv: Updated version numbers to 1.6.2. Fri Jun 5 21:36:21 ??? 1998 Trent Piepho * client/mapview.c: Added Markus L. Noga's patch so cities are drawn correctly with transparent flags. Fri Jun 5 21:33:55 ??? 1998 Trent Piepho * client/mapctrl.c: Fix for minor bug in crosshairs display. Sat Jun 6 03:23:07 EST 1998 Mitch Davis * Makefile.in, aclocal.m4: Updated generated autoconf files to the ones generated by autoconf 1.3. * configure, configure.in: Rearranged order to check X libs; the incorrect link order was causing the client to not be able to gain focus or read the keyboard. 1.6.1 (mjd) - Moved the CHANGES file to ChangeLog, to comply with the GNU standard. - Updated many version numbers to 1.6. - Added the CREDITS file to the list of files to go into the .tar.gz. - Updated the web page to http://freeciv.ultraviolet.org - Made the civ and ser scripts smarter: They now look in two dirs for the exes to run. - Removed a whole lot of autogenerated files which should not have been checked into 1.6.0. This is what caused compilation and library problems for MANY people who tried 1.6.0. 1.6.0 - *A LOT* of changes from Olav Andree Brevik. Thank you VERY much! - Helicoptors loose 10% of hp per turn when outside city (Olav) - 8 bit chatline support for Europeans (Olav) - Non-ground units in cities regain hp too. (Olav) - Flying units report moves left (Olav) - Total moves in change production menu (Olav) - Railroads now built into city tiles, even when taking a city from an inferior race. (Olav) - Future Technologies added. Add 5 points to score (Olav) - Autoconf added thanks to Falk Hueffner. Now we can configure just like the big boys! - Tax/Luxury/Science rates are now visually displayed. needs work still. thanks to Peter Schaefer - Instead of picking individual techs, players can now set a tech goal, and let the actual patch to discovery be automated. - Fix to Makefile.noimake - Client option to display tiles sets with transparent flags better - Granary counter in the city dialog wasn't the right size when foodbox!=10 - Fixes to city dialog so different sized tiles will work - The connect dialog will pop-up when the connection is lost before the game starts - Pop-up windows weren't getting freed in the client, resulting is large resource leak - Memory leak fixed in select units pop-up, pixmaps weren't getting freed - Fixed hardcoded tile size in select units pop-up - Reorganized tile layout in the XPM files. Client can handle different sized tile sets. - A "+" is drawn in the corner of enemy unit stacks - Crosshair placed on goto destination when unit is inspected with the middle mouse button. Change to protocol to send goto destination. - Fixed bug in the selection of the hitpoint bar - Map canvas had hard coded size, fixed to be correct for different sized tiles - Fixed bug that messed up game.global_advances when a saved game was loaded - Fix to make goto code use the same movement cost as the rest of the server - Invisible AI city bug fixed. Cities created or captured by an AI player would disappear from other people's maps. - Added -s option to server, lets you explicity set hostname metaserver reports - Fix typo in metaserver code, PRE_GAME_STATE instead of CLIENT_PRE_GAME_STATE - Fixed bugs with partisan creation, make it faster too - Submarines can no longer attack land based tiles. Thanks Peter Schaeffer! - Improved AI, reduced CPU usage, and more (Syela) : -- Changes that matter to regular players: Allowed non-AI players to set tech goals (goal label, goal widget, PACKET_PLAYER_TECH_GOAL, pinfo->tech_goal) Added food supply to city dialog and recentered dialog header Added 'Export log' option to the Game menu (log_output_window) Included Darren Smith's patch ('create' command) and changed ai_select_race to be random unless names matched (Napoleon chooses French, Joe chooses randomly) Properly initialized the void_tile for map_get_tile with y out of bounds Changed some implementations of map_distance to real_map_distance Added more goals to the races[], then almost obsoleted them with tech AI Set did_buy to -1 in create_city to allow "Can't buy in new cities" message Displaced the worker already on a tile where a city was created Fixed a typo in happy_lux that devalued lux in cities with unhappy people Fixed some typoes involving race_name_plural Made sure goto started with a zoc-ok, non-attack move Fixed a typo so triremes have a 50% chance of disappearing (instead of 49%) Map_adjusted x in create_unit Made attack messages more detailed Made first tech a choose_goal_tech (big deal) Made ai_advisor_choose_building the default in advisor_choose_build Placed the displaced workers that used to become entertainers Changed the turn sequence from auto_settlers, sniff_packets, end_turn to shuffle_players, ai_start_turn, auto_settlers, sniff_packets, end_turn Wrote most of an AI ... -- Changes related to reducing CPU usage by slightly increasing memory usage: Wrote init_move_costs, reset_move_costs, city_shield_bonus, city_tax_bonus, city_science_bonus, set_city_shield_bonus, set_city_tax_bonus, set_city_science_bonus, assign_settlers_player, assign_settlers Added shield_bonus, tax_bonus, science_bonus to city struct Added worked, assigned, move_cost to tile and implemented them Obsoleted old is_already_assigned, is_worked_here -- Changes that matter to code-hackers Moved ai_do_last_activities to the TOP of update_player_activities Moved update_city_activities above update_tech so got_tech works now Used set_worker_city instead of workarounds so ->worked worked Used set_unit_activity instead of workarounds so ->assigned worked Commented out some redundant checks in old auto_settler functs Returned something useful in building_other_wonder Made snide comments all over the code Split up ai_manage_city, ai_do_activities, can_build_improvement, handle_city_buy, set_trade_prod, add_buildings_effect Wrote real_map_distance, sq_map_distance, could_build_improvement, shuffle_players, could_unit_move_to_tile, really_handle_city_buy -- Some behind the scenes elements of the AI Wrote advdomestic.c, advmilitary.c, ai_manage_buildings, ai_city_choose_build, ai_choose_attacker, unit_attack_desirability, ai_choose_defender_limited, many utilities in aitech.c, ai_select_tech, ai_manage_tech, ai_advisor_choose_building, ai_manage_explorer, should_unit_change_homecity, unit_belligerence, unit_vulnerability, reinforcements_value, ai_military_findvictim, ai_military_gothere, unit_defensiveness, find_something_to_kill, probably more in ai/*.c, city_tile_value, better_tile, wants_to_be_bigger, probably more. Obsoleted old ai_city_choose_build, ai_spend_gold, best_tile, best_food_tile Rewrote worst_elvis_tile, ai_find_elvis_pos, ai_make_elvis, make_scientists_taxmen, ai_manage_taxes, ai_manage_government, auto_settler_findwork Updated somewhat the comments in aihand.c to show what I'd done Started ai_manage_city with a city_check_workers Hacked ai_next_tech_goal to use my (not-yet-ready) ai_select_tech_goal Correctly calculated agression in findtarget so pikemen don't attack and legions on mountains do Returned maxbuycost in ai_gold_reserve if the AI really needs money Worked around savegame/cityspot bug but island_data will be obsolete soon Forced military units idle at top and bottom of ai_manage_military Forced military units to fortify if possible at bottom of ai_manage_military Reset the ai_roles for military units every turn to prevent tunnel-vision Added AIUNIT_EXPLORE for units to explore Added building_want, danger, trade_want, grave_danger to city AI Added maxbuycost, tech_want, tech_turns to player ai Fixed ai_military_findjob so that the right unit defends cities and others don't and to allow military units to explore (find huts, map-discover, etc.) Fixed ai_military_attack to use my AI Made the AI not place workers that would be unhappy Aborted goto for AI units instead of attacking without using AI attack functs Forced asess_danger for ai players and civ_score on game load Lit all squares in city radius when the AI conquers a city Hijacked content[0] for my AI (building_want needs it) Wrote the worker_loop and added prodneed to it Forced ai_next_tech_goal in update_tech for AI 1.5.4 - Small, very basic ai has been included. It needs a lot of work. Any volunteers? 1.5.3 - Highlevel genlist iterators for unitlist and citylist iterating has been introduced. - The include/ directory has been removed. The include files has been put into the corresponding common/ server/ client/ dirs. - Some server files has been split into smaller modules. - Freeciv Hacker's Guide included. - Last references to the old Militia unit removed from the help. 1.5.2 - Mitch did alot for this release: - Added support for none 30x30 sized tiles. - Removed a bunch of warnings - Went through the helpdata.tx file and corrected and added alot - Fixed a nasty spell-bug: goverment -> government - Much much more - Jan Echternach fixed a bug in the worker placement code - AI code has been better structured. - Some bugs related with the helpbrowser fixed - Some visual improvements here and there 1.5.1 - The resource file is now version checked - Fixed bug with long names - There will be no netscape unit,and the explorer can't be uninstalled!(sue me) - After loading a game, partisans would only be given to the player with the lowest index. Keep the fixes and bug reports coming Due to a missing entry in the save file as Rajala Ilkka reported and provided a patch for. - Sorry but due to a missing entry in the save file as Rajala Ilkka reported and provided a patch for. After loading a game, partisans would only be given to the player with the lowest index. - There was another wrap bug, which resulted in buggy worker assignment. - Worked alot on the AI, still it plays like a child. - The AI work has resulted in a better automatic build algorithm, there is alot of work to here still. 1.5.0 - removed some of the micromanagement, extra prod points are transfered to the next build. - Fixed the help texts, now someone needs to fix my grammar.. - Added zoc message as people doesn't understand the rules. - ai server command, to toggle AI on a player. Now we just need the AI code. - AI value added to the saveformat, so new minor level is required Don't think it's doing anything yet... - automatic worker allocation scheme has been modified further, cities less than size 4 will go for citygrowth, now prefer 210 tiles over 102. - new help dialog - nuke tiles moved. auto tile added. 1.4.6 - Hohensee's pointed out that Beatles sings 'You say you wanna revolution' - fixed bug with players joined a loaded game with the same name - autostart when #players==maxplayers after loading - New server connection dialog - Now foodbox just have to be full, not overfull to increase city size - Massimo Campostrini, sent a patch fixing bug with missing gameinfo - Alpine troops, and explorers now benefits from railroads - initial steps to AI has been made. - turns taken to perform irrigation and mining has been altered. - Airborne units can now goto from one continent to another - Fixed 2 bugs in autosettlers, 1. they could crash the server, 2. they now start immediately on their tasks. - man pages included to please the Debian rules - Michael Hohensee wrote a very nice HOWTOPLAY text - Richard Braakman fixes bug related to detecting savefile error - Removed all warnings reported by gcc -Wall - Rewrote sniff_packets() main loop to periodically send reports to the meta-server. - New 'meta' server command. 1.4.5 - the subject list box in the help-dialog is now properly updated when an item is selected - renumber player updated - subs updated - hate them forever 1.4.4 - Players nolonger starts on top of huts - Mitch - Spy's now work, and a major bug in diplomacy has been fixed. - modified settler assignment a bit, weights production a bit higher now. - Yet more cosmetic changes by Mitch - Nuke bug spotted by James Blackwell 1.4.3 - Mitch Davis send us 4 patches, which fixes quite a few spelling mistakes and alot of sourcecode improvements and some Makefile fixes. Fixed Submarines, can now carry 8 missiles Carriers and subs can't carry ground units anymore, still were a bug 1.4.2 - fixed bug with colliding global vars - fixed bug with missing char, when server vars was set 1.4.1 - fixed bug in load code - initial metaserver support added 1.4.0 - when players looses connection before the game is started, they're removed from the game. - correct end of turn when the last player cuts link - remove player command added to server - goto algorithm has been improved thanks to Rene Schalburg - new random generator, hope things now are more random. - submarines now works... - Engineers works as double speed settlers, can't do organizing - submarines are now invisible - airlifts and city goto implemented, shortcut is 'l' - Carriers can only carry planes and missiles now. - Marine flag added, to add support for amphibious attack - ground/air unit capability added (helicopter) Helicopters can take cities etc.. and don't need to refuel. allthough they will loose 1 hp per round out of city. - Aegis cruisers got double defense against attack from airborne units. - leonardo's workshop will now only work if you actually got the damn thing. - totally redesigned help pages. - The remaining units has been added.. 1.3.1 - Lighthouse now let you produce veteran sea units aswell. - Got a new neat compiler, that could give more intelligent warnings. removed alot of unnecessary variables. - Added a modified version of leonardo's workshop, (invention) will upgrade 1 unit/round, will remove veteranstatus. - altered the autoplace worker algorithm yet again, now i think it works decently (well atleast it suits my playstile) - veteran status wasn't updated on the client side. - upgrade units in active units dialog. allows you to upgrade your old out of date units, that is in a city square to a new and more modern version. will cost you some gold tho.. the side effect of this is leonardo's workshop which i'm still not sure if i want to incorporate or not. - u for unload ship - 'all' button on the wake up units - Found one of the ancient gigantic bugs, and a fix for it as it was, units didn't get a homecity on the server before the game was saved and reloaded, now this will help alot for the game balance. - Peter Skov fixed the problem with saving before game has started in a neat way by saving the settings instead of a game, this means you can make your favorite settings then save them to a file which you can use later on. with the -f server switch. - can't change all the map dependent options after the game has started.. - fixed a little problem with the help button on the science dialog. - removed a bug that had sneaked into the support of units calculations. - compiled it with some strict options and found a few minor bugs.. - added a civ1-2 switch but it doesn't do anything yet. need a voluenteer to do the civ1 tech tree and unit-building dependencies. - The unit values and the techtree has been checked and has been adjusted according to civ 2.42 rules. 1.3.0 - Peter Skov added the following client features & server fixes * help in the city dialog on the units/buildings you can build. * a help toggle in the science dialog, if you turn it on, you won't change techs, rather it will show the help for this tech. * buy and change buttons in the city report, eases the pain of managing your cities. * there had sneaked a bug into top-5 cities, which has also been fixed - port facility added, if naval unit is build in city with port facility unit will be veteran, repairment of a ship in a city with port facility only takes 1 turn - Airport added on server, need to do a client command to activate them airborne units will be fully repaired in a city with a airport in 1 turn and will initially be veteran if build in a city with airport - new techs added radio, machine tools, amphibious warfare - Shuffles players randomly at new turn, so the first player that connected doesn't get the wonder when 2 people are building the same wonder in the same round. 1.2.0 - Extra fast unit info when middle clicking on an unit on the map (attack, defense, firepower) - Fortresses wasn't saved correctly in the save file. - Cities are now properly refreshed at end of turn. - can't buy units when cities are in disorder anymore. - buildings unnecessary due to wonders like the granaries to pyramids, don't show on the build list anymore, if you have an unnecessary building already it will be marked with (*) - autobuild needed serious fixing, is better now. Still not ideal - Made a new mapgenerator, that works on minimum 80x50 maps which will make 7 equal sized islands. Still alot of fiddling to do with it but it should make things alot more fair. So set generator 2 to try the new map generator. And keep the number of players below 8.... - changed the "auto choose place to put worker algorithm" a bit now it favors huge amounts of trade and production over food. 1.1.6 (never released) - SDI now give double defense against missile attacks, thats a multiplier by 4 together with SAM batteries.. - SAM batteries added. Double defense against aircrafts - supermarkets added. 50% food bonus on irrigated tiles - Hoover dam can now be build, an and should have been an or :) - Fixed problem with king richards crusade. - Fixed problem with cruise missiles. - Fixed problem with martial law under communism and monarchy - Fixed problem with wonders not seemingly working first turn after reload - think i fixed the change tech stuff, now it's not reset on the client if you change tech in the round you get one.. Maybe.. 1.1.5 (never released (except for 2 persons)) - the city growth can now be adjusted with the foodbox server option used instead of the standard 10 multiplier of citysize to determine when a city will grow - number of buildings that will be razed if you conquer or loose a city is now a game variable, namely razechance. Palaces will always be destroyed.. - oops fortresses beneath cities gave 100% defense bonus. don't anymore units in cities and fortresses always count as fortified. coastal fortresses is needed to protect cities, a citywall just won't do it anymore. same count for bombers, but there is no defense against them. since SAM site haven't been made yet. - Hanging gardens converts content to happy if possible, other wonders converts unhappy to content. - Caught in city, a ship used to have 1 in defense, now it has its usual defense, but only 1 in firepower instead. - Changed the messages when a unit(s) dies. (tells which city if on a city square and what units died always) - Found some crash bugs while debugging, goto could kill server if unit died while gotoing. (my settler did a goto into a hut with barbarians) - Changed obsolete tech test, to unit testing in the unit list. makes things easier, and more readable. - remaining units, techs, buildings has been added, but looped.. just to make sure future savefiles will be consistent, if we want to have them in the game. 1.1.4 (beta tested by 4-5 persons) - new flags: igwall ignore citywalls, counts for artillery, generates extra unhappy under republic and democracy (as it has always been) - happy/content/unhappy fixed according to civ2 rules, be careful out there, it's harder now to keep cities happy. (took me a bloody sunday to figure how the exact formula works) - cruiser missiles was to cheap, costs 60 now instead of 40, and their firepower is now 3, reduced its hp to 10. - armor had firepower 2, fixed. - carriers only 9 defense now, 2 firepower 40 hp's instead. - got rid of year 0. A nasty hack was needed , but we were getting too many reports about it. - percent penalty instead of 0 when changing tech default 100 - foodbox server option default 10 - fixed a few bugs in mapgen.c (landmass and swamp is now used) o settlers costs 2 food under communism now. o cities did loose size by naval or air bombardements, doesn't anymore. o cities did loose size by naval or air bombardements, doesn't anymore. o can only build fortresses after invention of construction o can't fortify naval or airborne units anymore. o happiness calculations was buggy, among other things colloseums gives +4 instead of +3 after development of electricty. the luxury and wonder happy calculations has been modified a bit.. o cities only give a 50% bonus on defense, city walls still give a 200% bonus and since they don't cost much in maintainance. Go Build them. o movement changes: - unit move rates, scaled by lost hp's. allthough land based units have atleast 1 move, naval units 2, and air units isn't affected - moves and fuel wasn't in the savefiles, they are now. - discover nuclear power and get + 1 move for naval units. o getting a city in a goody hut didn't add a road beneath the city. o ver 1.0k - August 10 o server freeze bug fixed thanks to Stefan Andersson. o various other bugs fixed too. o ver 1.0j - Apr 8 o Pillage could be done by settlers only. This isn't correct, actually should be doable by all land based units, except settlers, caravans & diplomats.. o Now units with 0 attack/defence power will ALWAYS loose in battle. o Reported By Andrew Donkin and patches aswell :). - Could make unlimited # of trade routes... Fixed - Units gained hp by building fortresses not when fortified .... Fixed o Problem with nukes, could nuke the server :). Fixed (well not first time i said that) (Reported By Christian Bricart). o Problems with list of available tech after getting techs one way or another is hopefully fixed. (noone has been cheated, tech was correct, but the researchable list was not updated.) o Tried to fix rolling thunder tactics. new server option cityfactor which modify the unhappysize this way: newunhappysize = unhappysize - #cities/(cityfactor - (5-goverment)) eg. under monarchy with 25 cities, unhappysize 5, cityfactor 14 you'll have a newunhappysize of 5 - 25/(14-(5-2)) = 3 ... that is lots of cities and low goverment forms, will give unhappiness. o Diplomat treaties are unbalancing the game. Now you have a new variable that can reduce the effect of tech-trading, techcost. Whenever you get a free tech it'll cost you techcost percent of a normal research cost, to incorporate it in your society. Standard this variable is 25%. Setting it to 0 will give you the standard behaviour. So don't look startled if you suddenly have a negative number of tech bulbs. o Tax-Trade-Luxury calculation tended to favor Tax when distributing. Fixed.. o Goodie huts changed a bit: - different units in huts depending on tech level. - no barbarians if hut is in city radius. - advanced tribes added. o Seperate Popup windows added (see the Game menu (Mes Options)), more to be added later. o Message Window added, with goto location button. o fixed minor textual details (eg.when someone you have contact with gains tech) o autosettlers added, use this option at your own risk.. Press A to activate them. o New server option cavalry, allows players to start with a number of cavalry. o Game will not start before Minplayers has connected. o buffed lighthouse, now owner will not loose triremes at sea. o Diplomats will now be able to defend cities, against other diplomats. o Rivers only costs 1/3 movepoint to travel on. o Altered the startposition algorithm, should even out things abit. A side effect of this lets small maps eg 40x25 work, server used to loop.. (well atleast for a reasonable amount of players) o ver 1.0h - feb 16 Massimo Campostrini once again supplied us with historical correct citynames - this time for the Aztecs. Proper error message when the xpm files can't be opened. Panner widget allow resizing of chat window. A huge pile of bugs, reported to us by Goswin Brederlow, has been fixed. Pedantic detail: Default setting of game-save interval was 1. Correct value is 10. Notification added when player with whom you have an embassy invents something. Game will end if only one player is alive. Announcement of building wonders now include which city that builds it. Notifies attacker if his attack was succesful or not resets light bulbs at end of turn if player gets a tech. Check every turn if units on ocean has transporters enough. If wonder was autobuild it wouldn't be announced. (fixed) Bug in mapgen.c fixed, start positions could be real close. Added a steal flag to the city structure, can only be stolen once from every city now, restarts if the city has been conquered. Don't know if this is correct.. Trade Routes are now modified according to the continental rules. (both cities on same continents halfes the output). Hoover dam and Michelangelo's Chapel only affects the continent on which they have been built. Gaining a free tech in huts worked before but gave a wrong message, this has been fixed aswell. Fixed bug located by Robert Wilton, in unit_activity_text() Fixed zone of control bug, now you can always enter and leave a city. saved alot of cycles in goto, no affect on game play. o ver 1.0f - jan 26 The X resource leak fixed. Citynames initial go. Now handling the wm_delete_window event. Ouch that genlist fix in 1.0e made another bug visible in the transporter code. Stephan Boettcher patched that and fixed bug with carriers not carrying planes. o ver 1.0e - jan 26 Applied patches submited by Massimo Campostrini, concerning citynames and diplomat action messages. Fixed nasty leak in the pixcomm widget. Fixed leak in genlist's unlink(). o ver 1.0d - jan 19 Applied patches submitted by Hans Petter Bieker, to fix bugs in clinet.c and unithand.c. Included spanish translation of the help-file - submitted by Anselmo Perez Serrada. The city-report now contains some more data. The main info widget is now clickable, to produce a small popup, containing some more info. o ver 1.0c - jan 12 Fixed bug in citydialog introduced in 1.0b. Made the code handling the overview map much more efficient. Let X parse command line options. Hopefully fixed problem with viewport widget's width in the diplomacy dialog on some setups. o ver 1.0b - jan 11 Fixed problem with Pixcomm widget, which caused the city dialog to crash on some setups. o ver 1.0a - jan 8 Applied large patch by Warwick Allison - fixing many spelling mistakes and lots of other stuff. Fixed problem with units not showing up in the left bar. Fixed bug with cities with size 0. o ver 1.0 - jan 5 - 1996 first release