Sat, 31 Mar 2007 12:34:36 +0000(svn r9534) [gamebalance] -Codechange: Made the prices a member of the Economy and removed all global variables concerning prices (INCOMPLETE). gamebalance
celestar [Sat, 31 Mar 2007 12:34:36 +0000] rev 9903
(svn r9534) [gamebalance] -Codechange: Made the prices a member of the Economy and removed all global variables concerning prices (INCOMPLETE).

Fri, 23 Mar 2007 12:03:41 +0000(svn r9414) [gamebalance] -Feature: The cost of purchasing land off a town depends on the wealth level of a town. gamebalance
celestar [Fri, 23 Mar 2007 12:03:41 +0000] rev 9902
(svn r9414) [gamebalance] -Feature: The cost of purchasing land off a town depends on the wealth level of a town.
[gamebalance] -Fix (r9386): Town::GetRadiusGroupForTile returned the wrong towns

Thu, 22 Mar 2007 11:11:36 +0000(svn r9408) [gamebalance] -Feature: The new economic data is stored in the savegame from now on. I'll try to make sure that intra-branch compability is maintained in the future for easier testing. Newer trunk games (as soon as trunk bumps the saveload revision) will not load however. gamebalance
celestar [Thu, 22 Mar 2007 11:11:36 +0000] rev 9901
(svn r9408) [gamebalance] -Feature: The new economic data is stored in the savegame from now on. I'll try to make sure that intra-branch compability is maintained in the future for easier testing. Newer trunk games (as soon as trunk bumps the saveload revision) will not load however.

Wed, 21 Mar 2007 15:12:30 +0000(svn r9389) [gamebalance] -Fix(r9332): I should not use uninitialized variables and shall also find out why my g++ didn't warn me in the first place gamebalance
celestar [Wed, 21 Mar 2007 15:12:30 +0000] rev 9900
(svn r9389) [gamebalance] -Fix(r9332): I should not use uninitialized variables and shall also find out why my g++ didn't warn me in the first place

Wed, 21 Mar 2007 11:46:54 +0000(svn r9386) [gamebalance] -Feature: Selling and buying land costs now take proximity to town centers into account. Move some code around while I'm at it. Also selling land gives as much money as buying land costs. gamebalance
celestar [Wed, 21 Mar 2007 11:46:54 +0000] rev 9899
(svn r9386) [gamebalance] -Feature: Selling and buying land costs now take proximity to town centers into account. Move some code around while I'm at it. Also selling land gives as much money as buying land costs.

Mon, 19 Mar 2007 19:52:26 +0000(svn r9346) [gamebalance] -Fix: some MSVC fatal warnings (unary minus on unsigned, forcing int to bool), and errors (missing CDECL, missing file in MSVC projects) gamebalance
KUDr [Mon, 19 Mar 2007 19:52:26 +0000] rev 9898
(svn r9346) [gamebalance] -Fix: some MSVC fatal warnings (unary minus on unsigned, forcing int to bool), and errors (missing CDECL, missing file in MSVC projects)

Mon, 19 Mar 2007 14:05:08 +0000(svn r9332) [gamebalance] -Codechange: Make TownGetRadiusGroup a method of towns and give it the option to ignore the "fund buildings" option later on gamebalance
celestar [Mon, 19 Mar 2007 14:05:08 +0000] rev 9897
(svn r9332) [gamebalance] -Codechange: Make TownGetRadiusGroup a method of towns and give it the option to ignore the "fund buildings" option later on

Mon, 19 Mar 2007 12:49:55 +0000(svn r9324) [gamebalance] -Sync: r9314:9322 from trunk (newhouses) gamebalance
celestar [Mon, 19 Mar 2007 12:49:55 +0000] rev 9896
(svn r9324) [gamebalance] -Sync: r9314:9322 from trunk (newhouses)

Mon, 19 Mar 2007 12:38:16 +0000(svn r9321) [gamebalance] -Sync: r9025:9314 from trunk gamebalance
celestar [Mon, 19 Mar 2007 12:38:16 +0000] rev 9895
(svn r9321) [gamebalance] -Sync: r9025:9314 from trunk

Mon, 19 Mar 2007 09:33:17 +0000(svn r9310) [gamebalance] -Feature: Player performance now influences the wealth level of a town (albeit only on a small scale). This is the first feedback effect that the player has on the local and global economy. Please refrain from using the AI too much for the time being because it'll trash the ratings most likely. gamebalance
celestar [Mon, 19 Mar 2007 09:33:17 +0000] rev 9894
(svn r9310) [gamebalance] -Feature: Player performance now influences the wealth level of a town (albeit only on a small scale). This is the first feedback effect that the player has on the local and global economy. Please refrain from using the AI too much for the time being because it'll trash the ratings most likely.