Age | Commit message (Collapse) | Author |
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complete variables upon saveload
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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lock-infrastructure costs. The other two tiles may be owned by other companies. Also do not count the middle tile of a lock as canal, independent of whether it is build on ground or river slope.
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properly on company takeover. And don't count buoys while loading a game either.
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the cargo count of the current quarter instead of the last quarter like the tooltip says
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savegames would crash with savegames from a patched stable (which didn't bump the savegame version)
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instead of showing the "savegame corrupted" message
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that can be cleared/terraformed by a company
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IsSavegameVersionBefore().
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some headers
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never used
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indeterministically due to non-zeroed memory allocation. Thanks smatz.
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separate struct.
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checking savegames (empty for now).
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Oxford Dictionary of English and Merriam-Webster.
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Company::IsValidHumanID(), don't use IsHumanCompany() where possible
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company-based settings, so in a multiplayer game everyone can change them.
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In the first phase, indexes are stored. In the second phase, indexes are checked for validity and converted to pointers
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CompanySettings struct
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color and colour.
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add a bit of type strictness.
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saving/loading game with AIs
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see.
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
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