Age | Commit message (Collapse) | Author |
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transparent" code.
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locations of the source code.
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making them persistent.
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variables.h to strings.h
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random map generation as well as for ingame random industry creation
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building an industry is allowed at a given location.
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building chance of farm fields and chopping chance for lumber mills.
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primary industry prospecting succeeds.
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industries.
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regarding to the creation of the industries.
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industry is a primary industry and how much it costs to build such an industry.
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amount of money and then it might (with a given chance) build a raw industry somewhere on the map.
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Forgotten code :)
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Maedhros for spotting this.
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be affected by the "do not increase production" flag.
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when you run make on the wrong working copy.
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never recover when using smooth economy.
-Fix: in smooth economy producing industries could not close, whereas they could close in non-smooth economy.
-Fix: in smooth economy the "do not increase production" flag of industries was ignored.
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smooth_economy
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all other foundations, i.e. with DrawFoundation, instead of writing the same functionality itself.
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stayed there for ever. Give it some chance to get out of that uber-lowness (although it is a very slim chance, at least it has one)
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entries. Only 11.
It never hurt before, but it would have...
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Heavily based on Maedhros's newhouses implementation
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easily modified.
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test was removed and is now reintroduced in another way.
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instead of the scanned industry
Spotted by Oxygene
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-CodeChange: Add the count of industries, basic support for variable 67, var action02 forindustries
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not telling "last_mo_production" when it is the production of the current month).
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the original one, so it's much easier to support industries that use this original format.
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A few more to go
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enum, in favor of the "real thing"
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industry tiles.
It will be initialized by the original data upon game start.
Rename some enums to be more consistent too
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hardcoded-run-time tile acceptance and put in corresponding tile
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road types on a single tile.
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