View Full Version : [mod] Log changes
eotinb Nov 15, 2005, 06:43 PM autolog v1.2
by eotinb
this mod is part of the eotinb mod suite (http://forums.civfanatics.com/showthread.php?p=3386098#post3386098)
A mod to facilitate note taking, with succession games in mind. This mod has been approved for GOTM use: see DaveShack asking in this post (http://forums.civfanatics.com/showpost.php?p=3371160&postcount=71) in the GOTM01 thread and ainwood giving permission here (http://forums.civfanatics.com/showpost.php?p=3373845&postcount=122).
UPDATE
Possible solution to some of the path problems people are having: Make sure your path variable is enclosed in double, not single, quotation marks. Like this: "C:\\civ" not this: 'C:\civ'. The reason is that if you use a directory three that includes \Sid Meier's Civilization 4\ python will interpret the apostrophe in Meier's as the end of the path string if you use single quotation marks.
CHANGES IN VERSION 1.2:
Fixed one of the last quirks -- now all tribal village results are known (before some showed as integers rather than what was actually received). For those who are curious, the possible results are: low gold, high gold, map, settler, warrior, scout, worker, experience, healing, tech, weak hostiles, and strong hostiles.
CHANGES IN VERSION 1.1:
New events logged:
Cities acquired and lost through combat and trade
First contact with another civ
More information added to events logged in previous versions:
Combat notes now display the after-combat strength of the victor.
Log now notes when another civ founds a religion (previously just when you founded a religion) and when a religion spreads and either of the following is true: 1. you control the Holy City, or 2. you control the city to which the religion spreads (previously only the second was true).
New features:
Annoying autosave quirk eliminated. If you don't know what this means, don't worry about it -- just be glad that you didn't have to deal with it.
Alt+E messages are now displayed in both the text file and the in-game log.
You can now see changes to the log file while the game is running (although you cannot edit it until the game is shut down or you make a new log file active).
You can now pick the name of the text log on starting a new game or loading a game, or use the default file name of autolog.txt.
There is now an option to have your log notes color-coded for forum posts. See autolog.py's "color" variable.
Alt+E entries are now preceded with a notification that they are custom user entries. The lead-in message can be changed in autolog.py's "prefixTag" variable.
Removed features:
All additions to the in-game event log have been removed. I will soon be coming out with another mod which will replace some of these functions and add more (my notifications mod). Also, Ctrl+E has been disabled.
INSTRUCTIONS:
Unzip file to My Documents\My Games\Sid Meier's Civilization 4\CustomAssets\python\ (or equivalent)
!!!DO NOT OVERWRITE FILES IN GAME DIRECTORY!!! (i.e. C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets\Python)
The three following files will be added:
CvEventManager.py
CvUtil.py
autolog.py
In order to facilitate combining with other mods that also change CvEventManager.py and/or CvUtil.py, the additions (and two minor changes to the original code) have been noted in these files. Feel free to cut and paste to combine.
SETTINGS:
You can select the default file name for the external text file in autolog.py. Check the directory where you want the file to go. THE DEFAULT DIRECTORY MAY NOT WORK ON YOUR COMPUTER, so check it. Just open autolog.py with any text editor and look for "path = ..." and make sure whatever follows the equal sign is a valid directory. Most problems with this mod have been path problems, so check a couple of things: 1. folders in directory structure are separated with a double backslash, and 2. the last folder in the tree does not end with a backslash. Example: "C:\\games\\civ4" would be correct while "C:\games\civ4\" would not.
If you do not change the file name or rename the previous log, a new log will append to an existing log with the same name. This is so you won't accidentally overwrite your old log(s).
You can select what type of tags (<HTML>, [forum], none) for simple pre-formatting in the "style" variable in autolog.py. Also, you can change whether or not forum-style notes are color-coded in the "color" variable in autolog.py. Changing which events get which color or which colors are used is also possible but is not easy -- you have to be willing to dig into the code. If you want to do this and need some guidance from me, feel free to ask in this thread.
FEATURES:
Alt+E: Custom text log entry (also appears on the screen and in the in-game event log). Alt+E entries are preceded with a notification that they are custom user entries. The lead-in message can be changed in autolog.py's "prefixTag" variable.
Events logged in text file:
City founded, city growth, city border expansion, city acquired/lost, city razed, tech learned/started, unit started/built, building started/built, combat results, Golden Age start/end, Great Person birth, tribal village results, promotions, and religion founding/spread.
All of the text file entries can be turned on or off individually via settings in autolog.py. Also, more detail on each type of event can be found in the same place.
QUIRKS:
If when you found a new city you do not use the default name, the log will still show the default name for the city founded event. All subsequent events for that city will display the name you typed in.
UPCOMING:
Ability to alter what is logged in-game (rather than through editing autolog.py).
Ability to export the actual in-game event log (maybe).
Some co-ordination with screenshots.
CREDITS:
Puppeteer at CFC had the original idea that led to this mod.
HawaiiFive-O, Calanor, and a few others at Apolyton worked out how to use CyInterface.addMessage().
TheDarkside at Apolyton lent moral support.
CivGeek and Tubby Rower at CFC had some great ideas which led to the custom user comment prefix and the color-coding.
Requies at CFC told me where to find all the tribal village results.
Note: This updates and replaces eotinbLog, adding enough additional features that I decided a rename (a less self-promoting rename at that :)) was in order. If you use this mod, you can completely erase or overwrite any files that came with eotinbLog.
Here is a sample output (now in color!):
----------------------------New entries----------------------------
Turn 0 (4000 BC)
Rome founded
Rome begins: Warrior
Research begun: Sailing
Turn 1 (3950 BC)
Turn 2 (3900 BC)
Tech learned: Sailing
Tribal village results: technology
Research begun: Bronze Working
User comment: Hut teaches Sailing
Rome's borders expand
Tribal village results: lots of gold
Turn 3 (3850 BC)
Turn 4 (3800 BC)
Rome grows: 2
Turn 5 (3750 BC)
Rome begins: Worker
User comment: Put Warrior on hold while I build a Worker
Buddhism founded in a distant land
Turn 6 (3700 BC)
Turn 7 (3650 BC)
Turn 8 (3600 BC)
Turn 9 (3550 BC)
Tech learned: Bronze Working
Turn 10 (3500 BC)
Research begun: Mysticism
Tech learned: Hunting
Tribal village results: technology
User comment: More techs from huts -- Hunting this time
Turn 11 (3450 BC)
Turn 12 (3400 BC)
Tech learned: Mysticism
Rome finishes: Worker
Turn 13 (3350 BC)
Research begun: Polytheism
Turn 14 (3300 BC)
Turn 15 (3250 BC)
Rome finishes: Warrior
Turn 16 (3200 BC)
Rome begins: Settler
Turn 17 (3150 BC)
Turn 18 (3100 BC)
Hinduism founded in Rome
Hinduism has spread: Rome
Tech learned: Polytheism
Turn 19 (3050 BC)
Research begun: Agriculture
Rome's borders expand
Turn 20 (3000 BC)
Turn 21 (2950 BC)
Rome finishes: Settler
Turn 22 (2900 BC)
Rome begins: Stonehenge
Tech learned: Agriculture
Turn 23 (2850 BC)
Research begun: Animal Husbandry
Rome grows: 3
Turn 24 (2800 BC)
Settler loses to: Barbarian Lion (2.00/2)
Turn 25 (2750 BC)
Turn 26 (2700 BC)
Turn 27 (2650 BC)
Turn 28 (2600 BC)
Tech learned: Animal Husbandry
Turn 29 (2550 BC)
Research begun: The Wheel
Rome grows: 4
Turn 30 (2500 BC)
Turn 31 (2450 BC)
Turn 32 (2400 BC)
Warrior defeats (2.00/2): Barbarian Lion
Simetrical Nov 15, 2005, 07:42 PM I think this will probably be a good thing for people to include as a stock feature of their mods. People who make significant changes with a mod that becomes popular are going to be getting lots of bug reports, and better logs would undoubtedly be helpful in solving them.
eotinb Nov 15, 2005, 08:19 PM Not to discourage people from using my mod, but bug reports, etc. can already be viewed by turning on debug, error, etc. logs in the ini file.
Simetrical Nov 15, 2005, 10:45 PM Wait, so then what's the advantage of your mod?
eotinb Nov 15, 2005, 11:52 PM Certain events now appear in the in-game event log, such as founding a city, etc. There is more detail in the log -- the idea being for SGs, GOTM, or other cases when you want to document what you have done for others (or for your own memory). You can also add your own entries to the log. I eventually want to be able to export the log, hopefully with some formatting options, so that it can be cut'n'pasted right into a forum post.
Methos Nov 16, 2005, 07:09 AM Wait, so then what's the advantage of your mod?
For those of us who play SG's this may be a great benefit. Most of us (read SG players) used MS Word in CivIII and just Alt-Tab'ed back and forth to write down turn notes. CivIV seems to have several bugs when Alt-Tab'ing around.
I'll have to check this out, thanks!
Simetrical Nov 16, 2005, 05:19 PM Ahh, I get it now.
Tubby Rower Nov 17, 2005, 09:13 AM Thanks eotinb. I've been looking for something to export the log. Is there somewhere that the code behind the saved files are.
Since I came in late to [c3c], I never knew how people deciphered it or where it originally come from. But since I'm starting on ground level with [civ4] I'm expecting to write a couple of laziness inspired programs. :)
eotinb Nov 17, 2005, 03:13 PM Tubby Rower -- I'm still working on exporting the log. I bought civ3 the day it came out or thereabouts, but then went into a very long hiatus, only recently coming back to the civ community -- the effect being that I have no better idea than you how to look inside the save files.
As an alternative to exporting the log, it wouldn't be too hard to rig up something in Python to duplicate the log to a text file. I haven't done that because I think its inelegant and I hope it won't be too long before I can do it the better way. But I'm thinking I may as well get something working -- I've tried posting screenshots of the log in place of my write-ups but it just doesn't work as well. Some kind of text file that you can go in and edit is a better starting point. I guess I'm saying watch this space, as I may have a new version coming out pretty soon.
BeefontheBone Nov 17, 2005, 03:43 PM That is a brilliantly simple idea - very handy for SGs and GOTMs. Presumably though no use for PBEM reports or anything since the game ignores custom assets in multiplayer (although maybe it doesn't, given the OOS reports I get which might be caused by the clock and domestic advisor mods - in which case it should!)
grahamiam Nov 17, 2005, 06:44 PM I see the chat log sitting there. maybe there's a way to mod that so that you just type your turnlog in there (no need for chatting in single player), and then cut and past or dump it to a .txt file?
eotinb Nov 17, 2005, 10:06 PM For anybody who cares, I've started the process of echoing log entries to a txt file. It works pretty well. So far I can do custom user entries and the following events generate auto-messages: city founded, city growth, tech started/completed, unit started/completed, building started/completed, combat results, city razed, and borders expand. I'm a bit tired of this process at the moment, so tomorrow I'll tackle: promotions, goody hut results, great people born, golden age begin/end, and religion spread (which looks to be the toughest). These may get auto-messages, but right now I'm not planning to do them: city acquired (through trade or conquest), city lost (ditto), first contact with another civ, and war declared/ended. The way the events are set up for those makes them more difficult, and I'm in low-hanging-fruit-gathering mode.
grahamiam, your idea is very good, but I've actually solved the problem of allowing the player to enter a custom log entry that goes to a text file with a keyboard shortcut. The thing that is taking so much time is duplicating all the in-game messages to the txt log file.
eotinb Nov 18, 2005, 12:03 AM Ooh! I think this is going to work out very well once I'm finished. Below is a cut and paste from the txt file (simple formatting was done automatically).
4000BC (0): You have learned Mysticism
4000BC (0): You have learned Fishing
4000BC (0): Madrid has been founded
4000BC (0): Madrid has begun building a Warrior
4000BC (0): Research has begun on Meditation
3840BC (4): Madrid's borders have expanded
3720BC (7): Madrid has grown to size 2
3680BC (8): You have learned Meditation
3640BC (9): Research has begun on The Wheel
3640BC (9): Your Warrior has defeated a Barbarian Bear.
3560BC (11): Madrid has finished building a Warrior
3520BC (12): Madrid has begun building a Work Boat
3400BC (15): Madrid has grown to size 3
I'm not terribly fond of the repetition of year/turn. I could make it look something like this (let's call it Option 2):
Turn 0 (4000 BC)
You have learned Mysticism
You have learned Fishing
Madrid has been founded
Madrid has begun building a Warrior
Research has begun on Meditation
Or like this (Option 3):
4000 BC (Turn 0): You have learned Mysticism. You have learned Fishing. Madrid has been founded. Madrid has begun building a Warrior. Research has begun on Meditation.
Any thoughts on how to display the entries? I'm partial to Option 2.
Note: I didn't put in any custom messages, but they work nicely. And I really want to figure out a way to note when you snapped a screenshot and do most of the work for those (you'll still have to edit it to put in the links once you get them hosted, but I could make a tag with everything but the final url).
I should have a new version ready and posted tomorrow.
Tubby Rower Nov 18, 2005, 05:42 AM I love you man :cry:
I'll be a beta tester for you. :D
Option 2 is best. The other two are too cumbersome.
deKoven Nov 18, 2005, 06:29 AM I'm partial to Option 2 also. Neither of the others gets me going at all. I'm gonna be using this all da time from now. Heh heh heh!
:D
grahamiam Nov 18, 2005, 06:32 AM option 2 looks very good :thumbsup:
Civgeek Nov 18, 2005, 07:24 AM Excellent work man! Notice you couldn't tear yourself away after midnight. Option #2 definitly looks the best. :goodjob:
Gyathaar Nov 18, 2005, 07:47 AM Wrote a simple program for dumping the event log from the save-file that you can use in meantime :)
http://forums.civfanatics.com/showthread.php?t=141769
I didnt include the year in the output thou.. just the turn number :)
Tubby Rower Nov 18, 2005, 07:57 AM Check the first post.... It's already uploaded.
eotinb Nov 18, 2005, 11:27 AM @Gyathaar: Any chance I could see the source code for that? I'd like to know more about reading CIV save files.
@everyone: Funny story. I got up this morning, and after I read the posts I decided to quickly change the formatting to Option 2 and post the new version (beta, I guess) to let others play around with it until I get everything polished and then grab some breakfast. So I make the changes and start a game intending to play ~15-20 turns. But I got a really nice start so I played a bit more than that (to 50 BC :blush:). When I finally tore myself away from the game, I realized the log didn't look right. It ended up being much trickier than I thought to implement Option 2, but here it is (now well past lunchtime). One note -- the header at the beginning of each turn is printed when the game saves, which has two implications: 1. If you want a header every turn (which I assume you do) you need to have the game autosave every turn -- that's probably wise for SGs anyway; 2. If you save manually (or quicksave, I guess) during a play session, you will get extra turn headers. Hopefully I can fix these problems, but for now they seem like they're not too irksome.
Here is a sample log from a game (not the one that hooked me):
--------------Start of new log entries--------------
Turn 0 (4000BC)
Persepolis has been founded
Persepolis has begun building a Warrior
Research has begun on Animal Husbandry
Turn 1 (3960BC)
You have learned Animal Husbandry
Research has begun on Mining
hut gives AH
Turn 2 (3920BC)
Persepolis's borders have expanded
Turn 3 (3880BC)
Turn 4 (3840BC)
Turn 5 (3800BC)
Turn 6 (3760BC)
hut gives 40 gold
Turn 7 (3720BC)
You have learned Mining
Persepolis has grown to size 2
Turn 8 (3680BC)
Research has begun on Archery
Turn 9 (3640BC)
Your Scout has defeated a Barbarian Lion.
Turn 10 (3600BC)
scout injured to 0.4/1
Turn 11 (3560BC)
scout begins to heal on wooded hill
Persepolis has finished building a Warrior
Turn 12 (3520BC)
Persepolis has begun building a Barracks
warrior guarding persepolis
Note the custom log entries.
Beta of new version attached (I don't intend to change the first post until I get a more complete v2.0). The readme has not been updated, but the install works the same way. Additional notes added to eotinbLog.py. Hotkey for custom log echoes (echoes go to txt file, where entries go to in-game event log) is Alt+E.
Edit: first post updated, so I removed the file here.
Tubby Rower Nov 18, 2005, 11:42 AM I'll try it tonight.
Eyemaze Nov 18, 2005, 11:55 AM Very cool indeed!
eotinb Nov 18, 2005, 07:08 PM New version released (with a rename). See the initial post.
Venom3 Nov 18, 2005, 09:38 PM ok I may just be stupid. But I put the files where the readme directed and now I get an error message as civ4 boots up... 'failed to load python module cvEventInterface'
any ideas on what I'm doing wrong?
eotinb Nov 18, 2005, 11:49 PM You may be stupid, but this error is not evidence of it. :) There are a lot of things that could be causing this problem, but I'm guessing it's a path situation. Did you set the varaible "path" in autolog.py to a valid directory on your computer? (The easiest way to do this IMHO is to navigate to the directory you want to use in Windows Explorer and then select the directory tree from the address bar and copy it to the clipboard with Ctrl+C. Then paste into the correct place and add an extra backslash every place there already is one, so that it looks like "C:\\civ4" instead of "C:\civ4".) If you are absolutely certain that you have entered a correct path, try another directory -- something shorter if the path is pretty long (as the default one is). Let me know if that doesn't fix your problem.
Tubby Rower Nov 19, 2005, 06:55 AM I tried it out and suffered a quick lost to egypt (intential) to test this out. I guess it worked but My game's not set up to autosave every turn. Anyone know how to change that?
EDit::: it's still not working. I played another game a little longer and saw that it was autosaving and also I saved it manually a couple of times. It didn't create the log. I'm not sure what I did wrong.
eotinb Nov 19, 2005, 08:09 AM Autosave options are in CivilizationIV.ini (in My Documents\My Games\Sid Meier's Civilization 4\). As for why it's not working, did you get the new in-game events? (city growth, for example)? Did Ctrl+E and Alt+E open popups? If not, there was a problem with the install. If so, I suspect a path problem. I just realized that python needs path variables to have two backslashes between directories. The weird thing is my default entry only has single backslashes but still works OK. Try something simple like path = "C:\\" and see if that works. If so, you should be able to make it work with the directory you want to use. If not, let me know and I'll take another look at it.
Zotyesz Nov 19, 2005, 08:15 AM Guys, the idea so great! :goodjob:
After I saw it, how simple it is to make things like this, i tried to extend the eotinb's logger with the score.
My last info is that nobody knows exactly how the scoring system works, maybe it could help.
See the attached picture, it shows how game scores and victory scores change.
Diagrams like this can be easily made with the extended logger.
Note that you have to give two text file names: one for the event logger (eotinb's) and one for the score logger.
Hope it helps somebody! :crazyeye:
eotinb Nov 19, 2005, 08:27 AM Interesting, Zotyesz. Does this mean you actually got my mod to work? If so, you wil be the first I've heard of.
Zotyesz Nov 19, 2005, 09:40 AM Yep, it works fine. I had the same error message the first time, but when I turned on error logging in Docs\My Games\Civilization 4\Civ4 config file, I realized that the path was not okay.
I think it ended with a '\' when I set the path first time. Maybe python didn't like it? :confused: Dunno, but now it works for me. :)
Yeah, checked it. With a '\' at the end it gives the error, must be the problem in most cases! :king:
Eotinb, if you improve your mod, what do you think, score logging can be useful?
Tubby Rower Nov 19, 2005, 09:47 AM I'll try this later. I have to go now.
Gyathaar Nov 19, 2005, 11:30 AM My last info is that nobody knows exactly how the scoring system works, maybe it could help.
See the attached picture, it shows how game scores and victory scores change.
Actually It isnt hard to figure out how the score system works.. its all in python code in CvGameUtils.py and CvUtil.py
Tubby Rower Nov 19, 2005, 11:31 AM I reinstalled civ4 to start clean. I followed instructions above. All of the pop-ups activate and I the file is created, but nothing gets added. One time the 4000BC stuff was added but nothing else.
The fact that it's adding the file tells me that the path is correct and the pop-ups are telling me that it (at least that module) loaded correctly. I'm lost. Not sure what else to do.
Any other ideas?
BeefontheBone Nov 19, 2005, 11:41 AM This is (potentially - will test it later) the best thing since sliced bread. My hat is well and truly off to you.
Tubby Rower Nov 19, 2005, 12:02 PM I think that it's working now. Apparently checking it while the game is in progress doesn't work. I just re-opened it and there were a ton of turn in there. Thanks a lot for the help :worship: .
Puppeteer Nov 19, 2005, 12:52 PM Sweeeeeet! This mod will be handy for anyone who wants to annotate game turns for instruction, bragging, cooperative play or competitive play.
My suggestion was (http://forums.civfanatics.com/showthread.php?t=137055#1):
My idea is for you Python hackers. There is already a game log function in the UI. Perhaps someone can add a turnlog user form UI to the game for QSCs, SGs and turnlog-style storytellers. The game knows what year it is and what events are happening, so just direct the log or portions of the log (techs, religions, new cities, production, new civs met, etc.. standard QSC stuff) to a text, HTML or XML file along with (optional) freeform text input from the user for comments on that turn.
Lucky-special bonus points for:
* Integrating screenshots
* XML-XSLT translation to any or all of: HTML, text, forum vB code, OpenDocument
* Theme-able stylesheets
Here is a screenshot of the log in-game; some of the green entries were typed in by the player (from eotinb's eo2 SG (http://forums.civfanatics.com/showthread.php?t=137765&page=3#59)):
http://i13.photobucket.com/albums/a288/eotinb/eo2/eo1_shot008.jpg
Thanks for credit on the idea, although I'll concede it's an obvious idea for anyone who's played and SG and has an inkling of CivIV's features and programming capability.
eotinb Nov 19, 2005, 01:05 PM I think that it's working now. Apparently checking it while the game is in progress doesn't work. I just re-opened it and there were a ton of turn in there. Thanks a lot for the help :worship: .
I guess I should have mentioned that -- I'll change the readme so no one else has the same problem. Sorry you re-installed. :(
Zotyesz Nov 19, 2005, 02:44 PM Actually It isnt hard to figure out how the score system works.. its all in python code in CvGameUtils.py and CvUtil.py
I saw the python code, but I was not able to tell that only population counts! If you knew, I raise my hat to you. :goodjob:
This chart shows it, I was a bit surprised. :eek:
(How can I include a pic in the message body?:blush:)
Civgeek Nov 19, 2005, 02:50 PM I installed and ran this afternoon; works fine (great in fact!). Only thing I had to do was verify the directory was accurate. Great work! :goodjob: :goodjob:
Gyathaar Nov 19, 2005, 03:12 PM I saw the python code, but I was not able to tell that only population counts! If you knew, I raise my hat to you. :goodjob:
This is mainly because population has a score modifier of 5000, land and tech just has 2000, and wonders just 1000.
This means that if you have max pop, max land, all techs (or enough furure techs to make up for the loss of the ones you lack from earlier ages), and all the wonders.. you can have a total of 10000 score (without the victory bonus), and half of this is from population..
However, it is much to early get a large fraction of the max score from population than for the other parts.. for a game that makes it into modern/future ages the tech part will take a good size of the score too. (ancient ages techs are worth 1 points each, classical ages ones 2 points, up to 6 points each for modern and 7 points for future techs.. up to a total of 300 points)
You also only get score for land tiles (water ones dont count), so that makes land score harder to get too.
For victory bonus, the pop part get an extra boost too because initial population is counted as 1, and initial land is counted as 21, so the ratio between max pop and initial pop much higher than max land/initial land.. and shews the calculation even further for population
All this assumes that the default values has not been modded ofcourse.
Zotyesz Nov 19, 2005, 03:33 PM For victory bonus, the pop part get an extra boost too because initial population is counted as 1, and initial land is counted as 21, so the ratio between max pop and initial pop much higher than max land/initial land.. and shews the calculation even further for population
All this assumes that the default values has not been modded ofcourse.
Gyathaar, I raise my hat to you. :goodjob:
There is only one thing I missed: I thought inital population is 0, such as initial land. :(
Are the score components (land, pop etc.) stored in the savegame separately too, or the sum only?
I ask it because it would be interesting to see player comparisons in the GOTM's.
Venom3 Nov 19, 2005, 04:40 PM I've got it working and I would just like to say thank you for this extremely useful mod.
I've got some fiddling to do with the settings yet, but it works 100% for me.
I know alot of the guys at the Apolyton university were looking for a program to allow them to take notes while in game and the silent log entry feature you have here is perfect for that.
I hope you dont mind but I've taken the liberty of linking them to your mod :)
so thanks again for the extremely useful addition and I wish you the best with it
eotinb Nov 19, 2005, 05:15 PM @Venom3: I don't mind at all. I posted the initial version of this mod over at Apolyton, but I don't frequent those boards, so I haven't updated with the newest version. Thanks for doing my dirty work for me. :)
Methos Nov 20, 2005, 01:39 AM Decided to upload the latest version and have adjusted the path for the text file. I'm about to play my turnset for LK108 so we'll see how it works out.
Methos Nov 20, 2005, 03:05 AM Okay, gave it a shot and this is how it turned out:
Delhi finishes: National Epic
Bombay finishes: Hindu Missionary
Toledo grows: 2
Hinduism has spread: Karakorum (Mongolian Empire)
Delhi begins: Aqueduct
Bombay begins: Hindu Missionary
Bombay has tons of health and happiness yet growth is stagnant. Set to grow.
Turn 251 (1155 AD)
Send the missionary to Seville.
Calcutta finishes: Maceman
Karachi grows: 2
Turn 252 (1160 AD)
Calcutta begins: Maceman
Adjust Calcutta so that it can grow into its health.
Maceman promoted: Combat I
Maceman promoted: Shock
Madras finishes: Hindu Missionary
Madras begins: Catapult
Send Hindu missionary to Cardoba
Hinduism has spread: Seville
Tech learned: Engineering
Seville finishes: Jewish Temple
Research begun: Guilds
Decide on Guilds as we badly need more commerce. We're currently running at -26 gpt.
Set science at 90% which gets us -8 gpt.
Turn 254 (1170 AD)
Bombay finishes: Hindu Missionary
Madras finishes: Catapult
Cordoba finishes: Confucian Temple
Bombay begins: Hindu Missionary
Madras begins: Aqueduct
Cordoba begins: Courthouse
Send Hindu missionary to Barcelona
Catapult promoted: Barrage I
Catapult promoted: Accuracy
Hinduism has spread: Cordoba
Bombard Madrid, bringing defenses down from 60% to 33%.
Karachi finishes: Granary
Toledo's borders expand
Toledo finishes: Hindu Temple
Turn 256 (1180 AD)
Karachi begins: Library
Karachi needs some culture bad.
Bombard Madrid, bringing defenses down from 33% to 6%.
Hinduism has spread: Barcelona
Delhi finishes: Aqueduct
Seville grows: 4
Delhi begins: Market
Catapult loses to: Spanish Archer.
Catapult loses to: Spanish Archer.
Catapult defeats: Spanish Archer.
Maceman defeats: Spanish Archer.
Swordsman defeats: Spanish Archer.
Swordsman defeats: Spanish Archer.
Judaism has spread: Madrid
Bombay finishes: Hindu Missionary
Calcutta grows: 7
Lahore finishes: The Colossus
Seville finishes: Lighthouse
Bombay begins: Hindu Missionary
Lahore begins: Market
Seville begins: Harbor
Went with the harbor in Seville as that'll gain us an additional 2 gpt.
Swordsman promoted: City Raider III
Hindu missionary heads towards Madrid.
Madras finishes: Aqueduct
Lahore grows: 9
Karachi's borders expand
Cordoba grows: 2
Madras begins: Hindu Missionary
Turn 260 (1200 AD)
Hinduism has spread: Madrid
Turn 260 (1200 AD)
As you noticed I forgot to save every turn so it sort of runs together. In truth I do not like having to manually save the game every turn just to get the heading. Is there a way to set the autosave to do it every turn rather than every fourth?
Why is it that sometimes there's a space between the heading and the text above and sometimes there's not? I'd prefer the spacing as it's easier to view.
eotinb Nov 20, 2005, 08:01 AM Methos, the autosave settings are in My Documents\My Games\Sid Meier's Civilization 4\CivilizationIV.ini.
The extra carraige return is the separation between each turn. I think that the header sometimes appear in the middle of each turn because certain events happen before you can manually save, but as far as I know autosave happens before anything else, so the turns that look right were probably the autosave ones. For now, you can pretty easily edit this log for posting with the knowledge that the blank space is the indicator of turn change, putting in the missing headers and moving the misplaced ones, which would look like:
Turn 250 (1150 AD) [I added this line]
Delhi finishes: National Epic
Bombay finishes: Hindu Missionary
Toledo grows: 2
Hinduism has spread: Karakorum (Mongolian Empire)
Turn 251 (1155 AD) [I moved this line]
Delhi begins: Aqueduct
Bombay begins: Hindu Missionary
Bombay has tons of health and happiness yet growth is stagnant. Set to grow.
Send the missionary to Seville.
Calcutta finishes: Maceman
Karachi grows: 2
Turn 252 (1160 AD) [This line was OK as is]
Calcutta begins: Maceman
Adjust Calcutta so that it can grow into its health.
Maceman promoted: Combat I
Maceman promoted: Shock
Madras finishes: Hindu Missionary
Turn 253 (1165 AD) [I added this line]
Madras begins: Catapult
Send Hindu missionary to Cardoba
Hinduism has spread: Seville
Tech learned: Engineering
Seville finishes: Jewish Temple
And so on...
grahamiam Nov 20, 2005, 09:10 AM how are you guys adding your own text to the file? I was hitting ctrl+e to add text, and it would show during the game, but it didn't get added to the text file :(
edit: crap, is it supposed to be alt+e? damnit! :(
eotinb Nov 20, 2005, 09:12 AM Ctrl+E adds messages to the in-game log. Alt+E adds them to the text log. They could be combined to one hotkey, but I thought better to start with more flexibility and make a change if one seemed appropriate.
grahamiam Nov 20, 2005, 09:31 AM yeah, I think I'm going to mod the mod to show in both :) thanks, it is a great tool! i'm just a moron :D
eotinb Nov 20, 2005, 09:56 AM I figured people using this mod might be a good source of ideas for another mod I'm working on that would create in-game notifications of addiitonal events. The idea came from the city growth event in this mod. If this interests you, please check out this thread (http://forums.civfanatics.com/showthread.php?p=3345364#post3345364) and make any suggestions that come to mind.
Shevek Nov 20, 2005, 01:38 PM Hi eotinb, great mod.:goodjob:
I got it to work for me by changing the path as suggested.
But I got carried away and also changed the auto save frequency in CivilizationIV.ini.
And now I keep getting the following error message on loading civ: 'Failed to load Python module CvEventInterface'. :confused:
Where did I go wrong? Any idea what I can do??
I have de-installed and re-installed civ, just in case that I inadvertantely scewed up some important file. But the same error message still occures.
Edit: It looks like de-installing civ has not deleted the folders in My Games??
Shevek Nov 20, 2005, 02:13 PM OK, no sweat, got it fixed myself.
Just had to manually delete all in My Games folder after de-installing and then re-install again.
Still wonder where I went wrong.
eotinb Nov 20, 2005, 06:09 PM Not sure what happened to you Shevek, but I suspect it had to do with editing the ini file for autosaving. It frustrated me that two people (that I know of) have felt the need to re-install to get my mod working. That should not be necessary and I know it can be a pain in the rear, so I'm sorry you did it. :(
The autosave thing is a real pain, so I'm going to look into improving how the headers get created.
Tubby Rower Nov 21, 2005, 04:08 AM My re-install was because I didn't follow the directions and switched out the files. I guess the cache was screwing stuff up. I was also installing the time mod in my sig at the same time. It uses a *.py file in the screens sub-directory and I was trying to get them both working at the same time.
It works great. Don't get down on yourself. It'll take a while before the installation directions sink into our thick heads ;) .
I did notice one thing in a Prince level game I was playing over the weekend.... I got a barb pop out of a goodie hut and apparently the logging feature gacked on it. It didn't crash the game just didn't log it and game me an error report. I thank you for this mod. It will save me tons of time :) .
eotinb Nov 21, 2005, 05:41 AM I did notice one thing in a Prince level game I was playing over the weekend.... I got a barb pop out of a goodie hut and apparently the logging feature gacked on it. It didn't crash the game just didn't log it and game me an error report. I thank you for this mod. It will save me tons of time :) .
Good to know. I bet I know what happened, so I'll see what I can do.
Civgeek Nov 21, 2005, 06:07 AM I used the autologger extensively with little problems this weekend; again nice job. One feature that would be nice however; the ability to change the name of the log file in game. Playing (and logging) a couple of games at once (suc or otherwise), it become a bit tedious to have to keep moving, renaming autolog (or autooog) .txt files or having to open up and edit the .py file. How hard woudl this be to implement?
Tubby Rower Nov 21, 2005, 06:11 AM There was a line entered into my text file that says something like
-----------------new log start------------------
or somthing like that. I'd imagine that you would just need a keystoke combination to have a pop-up then type in the new file name. The problem would be that you would have to switch immediately after loading a game....
eotinb, is there a "game loaded" event? if so, you could prompt the user to enter in a file name and have the default file name already entered.
eotinb Nov 21, 2005, 06:20 AM There is an onLoad event, and that should allow me to do something in this regard. At least I could put that "new log" divider in during every load. At most, I could have load trigger a popup to ask if you wanted to start a new log or choose to extend an existing log and then let you navigate to it like you do when loading a cIV save game. More likely middle ground is just an edit box where you enter the file name.
eotinb Nov 21, 2005, 10:50 AM OK, after a couple of hours of work, I'm almost done with a new version that addresses many issues raised by users. I probably won't post it for a while (one or two things left to work out and I have other obligations at the moment), but here's what is coming:
Stupid header problem is fixed. Now it doesn't matter when/if you save or what your autosave settings are, you get one and only one header every turn.
Ctrl+E and Alt+E both do the same thing, which is put the text entered into the edit box into the in-game log and the text log. (Before, one did one and one did the other).
Now you choose the name of the log file every time you start a new game or load a game. If you do nothing you get the default. If you use a name that already exists, it appends to that file.
You can see updates to the text file without having to quit cIV.
First contact with another civ is noted in the text log.
Combat results display the after-combat strength of the winner (in the form: x.xx/y, where x.xx is current strength and y is base strength)
Text log notes when all religions are founded, not just religions founded by you.
I'm also trying to get declarations of war to log automatically and exploring the possibility of logging trade deals when they are started and ended. Anything else you want me to try to cram into this revision, let me know.
Tubby Rower Nov 21, 2005, 10:53 AM #6 is an awesome idea.
EDIT::: I saw gram's message below, and I can help out with some debugging since I'm good at screwing things up... remember that if you make things idiot-proof, they'll find a better idiot ;)
grahamiam Nov 21, 2005, 10:58 AM thanks eotinb :) I think most of my problems deal with the equipment that connects the chair to keyboard, not your program. if you want, you can pm me a version and i'll try to see if it's idiot proof tonight.
eotinb Nov 21, 2005, 11:20 AM I was going to PM the rough version to the two of you, but I couldn't figure out how to attach a file to PM (if that is even possible). So you'll just have to wait like everyone else. :)
Shevek Nov 21, 2005, 01:41 PM Not sure what happened to you Shevek, but I suspect it had to do with editing the ini file for autosaving. It frustrated me that two people (that I know of) have felt the need to re-install to get my mod working. That should not be necessary and I know it can be a pain in the rear, so I'm sorry you did it. :(
...
Don't worry about that re-install thingy.:) It had really more to do with me not understanding how civ works. I think I now figured out that I had only to delete the files in 'My Games'. Civ will restore them with the next game start, right?
Overall I really appreciate all the efford you put into this. It's just great.
I am looking forward to the new version.
Shevek Nov 21, 2005, 01:42 PM Sorry, double post.
Civgeek Nov 21, 2005, 01:44 PM Another nice option would be to be able to set a default prefix tag to be automatically entered when you Alt-E a comment, so it stands out from the other information. For instance I find I'm always starting my comments "Civgeek - ...." so I can easily see them in the log file. Just a thought.
eotinb Nov 21, 2005, 01:58 PM Another nice option would be to be able to set a default prefix tag to be automatically entered when you Alt-E a comment, so it stands out from the other information. For instance I find I'm always starting my comments "Civgeek - ...." so I can easily see them in the log file. Just a thought.
That would be quite easy to do. It could be made optional or not, as well.
Grimshok Nov 21, 2005, 02:01 PM Can you have the prefix tag be the user name?
eotinb Nov 21, 2005, 03:44 PM Can you have the prefix tag be the user name?
I think I can pull something like that out of the game, but I'm not sure. I can certainly make the tag one of the variables at the beginning of autolog.py so you can make it what you like.
Methos Nov 21, 2005, 03:45 PM Like the sounds of the newest version. Looking forward to checking it out. Thanks for all your work!
Tubby Rower Nov 22, 2005, 05:56 AM fwiw eot, here is a thread on apolyton that explains some stuff. It also has some events that you might be interested in.
Initial Python Reference (http://apolyton.net/forums/showthread.php?s=&threadid=140611)
AndrewN Nov 22, 2005, 06:14 AM What a wonderful mod, thanks eotinb.
I downloaded and unzipped the files, changed the path and it works fine :)
eotinb Nov 22, 2005, 08:16 AM fwiw eot, here is a thread on apolyton that explains some stuff. It also has some events that you might be interested in.
Initial Python Reference (http://apolyton.net/forums/showthread.php?s=&threadid=140611)
That was actually posted here as well. It is pretty helpful -- the link to the API has been critical to everything I have done.
eotinb Nov 22, 2005, 09:09 AM I thought I would have enough time this morning to polish up the new version, but I don't. So to appease my clamoring fans, I will release the rough version. There is no readme, and no documentation of new features, so caveat downloader. I would recommend backing up the copy that works, as this will overwrite those files. Let me know about any problems. And don't be shy to sing my praises if you like it. :)
Edit: First post updated with cleaned up v1.1. File removed here.
Civgeek Nov 22, 2005, 11:14 AM I thought I would have enough time this morning to polish up the new version, but I don't. So to appease my clamoring fans, I will release the rough version.
Used V1.1 over lunch ;) Seems to work fine. One small hiccup, the game seemed to hang briefly on start-up and I didn't get a chance to change the log file name. It came-up over the opening movie; is that right? Anyway, looks fine (here's an example). :goodjob: I think I may edit to make the comment prefix be bold.
----------------------------New entries----------------------------
Turn 130 (375 AD)
Civgeek: Stating new log with V1.1
Thebes finishes: Archer
Elephantine grows: 5
Elephantine finishes: Library
Kyoto finishes: Barracks
Judaism has spread: Kyoto
Turn 131 (400 AD)
Tech learned: Calendar
Civgeek: Cyrus offers Calander plus gold for Currancy (Accept)
Thebes begins: Market
Elephantine begins: Lighthouse
Kyoto begins: Lighthouse
Civgeek: Starting to build Lighthouses now we know Sailing.
Osaka finishes: Jewish Missionary
Alexandria finishes: Library
Kyoto grows: 5
Turn 132 (425 AD)
Osaka begins: Lighthouse
Alexandria begins: Lighthouse
Thebes grows: 9
Memphis finishes: Jewish Missionary
Heliopolis finishes: Granary
Osaka grows: 5
Tokyo grows: 6
Tokyo finishes: Library
Turn 133 (450 AD)
Memphis begins: Market
Tokyo begins: Lighthouse
Heliopolis begins: Barracks
Civgeek: Just another test comment.
Civgeek: Is there a way to turn off the sound when cities grow? It is annoying.
Memphis grows: 7
Giza's borders expand
Christianity founded in a distant land
Turn 134 (475 AD)
Civgeek: Caeser looks weak; no iron. So sad.
Judaism has spread: Tokyo
Judaism has spread: Heliopolis
Civgeek: Convert to Judaism; get some happiness and bonus on building construction.
Tech learned: Monarchy
Alexandria grows: 5
Kyoto finishes: Lighthouse
Christianity has spread: Pi-Ramesses
Tubby Rower Nov 22, 2005, 11:58 AM Is the crtl-E pop-up allowed while the diplo screen is up?
is it possible to record the deals made automatically?
eotinb Nov 22, 2005, 03:10 PM @Civgeek: I have the movies turned off, so I'm not sure about your experience. If you have trouble, you could always save and reload -- that would trigger the file name event again. I can make the prefix stand out with bold or italics or something.
@Tubby Rower: Alt+E should work in the diplomacy screen -- try and find out. And I'm trying to autolog trade deals but it's going to be tricky.
Civgeek Nov 23, 2005, 06:21 AM @Civgeek: I have the movies turned off, so I'm not sure about your experience. If you have trouble, you could always save and reload -- that would trigger the file name event again. I can make the prefix stand out with bold or italics or something.
I took a quick look (I'm not familiar with Python), but couldn't see where the actual text is written to the log file. :( I think it would help the readability of the log file to bold the prefix and add a line return after each user comment.
Tubby Rower Nov 23, 2005, 07:37 AM search the cvEventManager for "self.log.write". there's a section of code for each type of event (battles, building completions, etc). This would be useful to automatically add vbCode to these messages to change the color, bold, underline, etc. This could keep them seperate when glancing at them after copying & pasting them into a turnlog on CFC.
ie: Battles are always red and bold, research is always green, etc.
hmm.. I'll be editing mine tonight. eot, if you want me to upload it let me know
eotinb Nov 23, 2005, 08:06 AM @Civgeek: Look in autolog.py at the function write(). type = 2 is custom user entries, so this is where you would add bold tags or whatever.
@Tubby Rower: Interesting idea. I think I might do this myself later tonight, and I don't think I'm going to do it the way you describe, so for now there is no need to upload. But let me know how it works out, and maybe show us an example.
@all: This is intended to be a tool to help you keep notes to write logs. I don't think a straight cut and paste from the text file into a forum post is a very good way to go. Of course, use it as you see fit, but what I've done is edit the text file after my turnset to combine the auto notes and my notes, and to add more notes after the fact (here (http://forums.civfanatics.com/showpost.php?p=3358005&postcount=165) is an example of what I mean). I just wanted to say that because I have seen some feedback in at least one SG that this autolog was eliminating the storytelling component, and I'd hate to see that happen.
grahamiam Nov 23, 2005, 08:19 AM @eotinb: i've been getting better with my logs :) -> http://forums.civfanatics.com/showpost.php?p=3357605&postcount=61
Tubby Rower Nov 23, 2005, 08:30 AM @all: ......I just wanted to say that because I have seen some feedback in at least one SG that this autolog was eliminating the storytelling component, and I'd hate to see that happen.
I think that there is a factor of that in SG's anyway. The story tellers will always tell stories regardless of the tool used (or lack of tool). Some of the civ3 SG's were starting to get the same way. Some people like me aren't too creative with the stories. OTOH, others like soul_warrior, Coinich, jb1964, and a bunch of others have a great amount of creativity with their stories. I could try to make up a story like they do but it would be extremely dull and Thunderfall might run me off ;).
Civgeek Nov 23, 2005, 08:41 AM @Civgeek: Look in autolog.py at the function write(). type = 2 is custom user entries, so this is where you would add bold tags or whatever.
Thanks!
@Tubby Rower: Interesting idea. I think I might do this myself later tonight, and I don't think I'm going to do it the way you describe, so for now there is no need to upload. But let me know how it works out, and maybe show us an example.
I really like the idea of color-coding for clarity; makes a lot of sense and for long logs saves a lot of post-session editing.
@all: This is intended to be a tool to help you keep notes to write logs. I don't think a straight cut and paste from the text file into a forum post is a very good way to go. Of course, use it as you see fit, but what I've done is edit the text file after my turnset to combine the auto notes and my notes, and to add more notes after the fact (here (http://forums.civfanatics.com/showpost.php?p=3358005&postcount=165) is an example of what I mean). I just wanted to say that because I have seen some feedback in at least one SG that this autolog was eliminating the storytelling component, and I'd hate to see that happen.
Also agree; story-telling is important, but I usually inlcude mine with the screen shots or in post-session edits. I think autolog actually should encorage more story-telling (by those so inclined) since it saves signiifcant time on the routine event reporting and frees up more time for those creative juices.
eotinb Nov 23, 2005, 08:51 AM I'll work on color codes later tonight. Nice log, grahamiam.
Tubby Rower Nov 23, 2005, 01:32 PM Here's what I'm trying to do... I'll test it soon and report back. Comment on the colors
contact made - Persians
warrior beats tank
warrior loses to tank
my city finishes library (building)
my city finishes Manhatten Project (project)
my city finishes gunship (unit build)
maceman promoted: combat III
Tribal village results: hostiles
Moses born in my city
Tech learned: Typing
research begun: correct typing
Christianity founded in my city (same for distant land)
Christianity has spread to another city (another civ)
Golden Age begins
Golden Age ends
New York founded
Razed Their City
Our City razed by the Jerks
City's borders expand
City grows to 300
my city begins: Horse Archer
eotinb Nov 23, 2005, 01:42 PM Personally, I think too many different colors is more confusing than no colors. Fewer colors also means all the colors you use can be easily readable and distinct enough that if, say, the author of this mod were partially colorblind, he could avoid using colors he has trouble telling apart. I'm thinking something like:
1 for combat (wins, losses, promotions, war [if I can get this to work])
1 for builds (units, buildings, projects)
1 for city stuff (founded, growth, razed, borders, acquired, lost [last two coming soon!] -- may get combined with previous)
1 for religion (founded, spreads)
1 for technology
1 for everything else (tribal village, golden age, great people -- may get combined with previous)
1 for a new feature, perhaps
That makes 4-6 for current and upcoming features, depending on if I collapse where indicated. And I'm leaving the open spot for diplomacy, if I can get it to work.
Civgeek Nov 23, 2005, 01:54 PM Personally, I think too many different colors is more confusing than no colors. Fewer colors also means all the colors you use can be easily readable and distinct enough that if, say, the author of this mod were partially colorblind, he could avoid using colors he has trouble telling apart. I'm thinking something like:
1 for combat (wins, losses, promotions, war [if I can get this to work])
1 for builds (units, buildings, projects)
1 for city stuff (founded, growth, razed, borders, acquired, lost [last two coming soon!] -- may get combined with previous)
1 for religion (founded, spreads)
1 for technology
1 for everything else (tribal village, golden age, great people -- may get combined with previous)
1 for a new feature, perhaps
That makes 4-6 for current and upcoming features, depending on if I collapse where indicated. And I'm leaving the open spot for diplomacy, if I can get it to work.
I like this color scheme (without bolds or underlines (would still like to see the prefix in bold). Perhaps add Golden Age/Great People in yellow
Methos Nov 23, 2005, 02:45 PM I like the color indications too, especially with only a few colors. I agree that with too many colors it becomes too confusing. With just a few colors you can easily look for specific information throughout the log.
With [civ4] I think I need to take the time to learn Python, or how to mess with stuff. :hmm:
eotinb Nov 23, 2005, 03:22 PM @Civgeek: I'm still planning to set off custom entries somehow -- probably bold.
@Methos: If you know anything at all about programming, I think you'll find Python pretty easy to use. Prior to fooling around with Python for a project at work, I had taken one C class many years ago in college and fooled around with Java once for about a month -- hardly a coding fool. It helps that the documentation is really good.
Edit: One more thing about Python. I've tried to make my mod relatively end-user friendly. Although I probably could have used more comments, I did make sure to mark the parts I added so that they would clearly stand out. As a result, it should be very easy to open up any of the files in this mod and see what I coded, and from that it's not too much farther to figure out how I did what I did. I'm happy to answer any Python questions (to my limited ability) and explain anything I did in this mod to someone trying to puzzle through on their own.
StanNP Nov 23, 2005, 04:05 PM Ok, stupid question :rolleyes: and I'm at work so I can't check this easily.
Does the \\CustomAssets\Python directory exist when the game is installed or do you need to create it? I'm pretty sure I created it (likely a mistake) and then had problems getting the mod to work.
I would re-word the install directions slightly to be specific about this directory (exists?), plus say something about how files in \\CustomAssets\Python get invoked by game. e.g. CiVIV is smart enough to look for files in \\CustomAssets\Python and use them during the game to replace files with the same name from \\Assets\Python.
BTW, great job on this eotinb, :cool: will same much time doing IVOTM.
StanNP
grahamiam Nov 23, 2005, 04:15 PM imho, if you're going to start coloring the text output, then the only "uncolored" text should be the echo that's typed by the player. That way, our thoughts, stories, etc stand-out a little bit :)
again, I have to say, your doing wonderful work here!
Tubby Rower Nov 23, 2005, 04:21 PM Ok I have a version that sort of works. The in game log has none of the tags and the text file looks like this (this is before I change the color scheme to eot's version above).
----------------------------New entries----------------------------
Turn 0 (4000 BC)
Tenochtitlan founded
Tenochtitlan begins: Scout
Research begun: Meditation
Turn 1 (3960 BC)
Turn 2 (3920 BC)
Tribal village results: lots of gold
Turn 3 (3880 BC)
Turn 4 (3840 BC)
Tenochtitlan's borders expand
Turn 5 (3800 BC)
Turn 6 (3760 BC)
eotinb Nov 23, 2005, 04:51 PM @StanNP: Yes, the Custom Assets folder is created upon install. The rest of what you wrote is exactly correct.
@Tubby Rower: Looking good. Did you make the changes in CvEventManager.py mainly or autolog.py? I don't want you to spend a lot of time on this if I'm just going to redo it my way anyway (which would be to add additional types in autolog.py and then change the CvEventManager.py calls to autolog.write() to match the type).
Tubby Rower Nov 23, 2005, 05:06 PM how about...
1 for combat (wins, losses, promotions, war [if I can get this to work])
1 for builds (units, buildings, projects)
1 for city stuff (founded, growth, razed, borders, acquired, lost [last two coming soon!] -- may get combined with previous)
Diplo stuff (first meeting and hopefully trades
1 for religion (founded, spreads)
1 for technology and tribal villages
1 for golden age, great people
Tubby: user created entries
This combines a couple of them. I noticed that there was no diplo color. Also I dropped the brown. Bold & black for custom comments.
Making the final touches and hopefully will be up tonight.
eot, mainly what I'm doing is changing the cvEventManager file. I created a new variable called logmessage (as opposed to message). this way the in game log won't have the tags on it. I'm also thinking of adding a variable up top so that the user can turn it off or on depending on what the use is. Do you want me to PM it to you or just post it here?
grahamiam Nov 23, 2005, 05:43 PM that yellow is pretty brutal
how about magenta
or perhaps yellow green, or two up from yellow, olive?
Tubby Rower Nov 23, 2005, 06:52 PM OK here is a sample game where I met George Washington and immediately declared. direct copy & paste from log file
Turn 6 (3760 BC)
Tribal village results: experience
Tech learned: Mysticism
Contact made: American Empire
Turn 7 (3720 BC)
Research begun: Polytheism
Warrior promoted: City Raider I
Warrior promoted: City Raider II
Thebes finishes: Warrior
Turn 8 (3680 BC)
Thebes begins: Warrior
Turn 9 (3640 BC)
Turn 10 (3600 BC)
Thebes grows: 2
Turn 11 (3560 BC)
Warrior loses to: American Warrior (0.40/2)
Turn 12 (3520 BC)
Turn 13 (3480 BC)
Thebes finishes: Warrior
Turn 14 (3440 BC)
Thebes begins: Barracks
Turn 15 (3400 BC)
Hinduism founded in a distant land
Turn 16 (3360 BC)
Turn 17 (3320 BC)
Tech learned: Polytheism
Turn 18 (3280 BC)
Research begun: Meditation
Warrior loses to: American Warrior (0.98/2)
Turn 19 (3240 BC)
Turn 20 (3200 BC)
Warrior defeats (0.08/2): American Warrior
Turn 21 (3160 BC)
Warrior promoted: City Raider I
Turn 22 (3120 BC)
Thebes grows: 3
Turn 23 (3080 BC)
Turn 24 (3040 BC)
Thebes's borders expand
Turn 25 (3000 BC)
Buddhism founded in Thebes
Buddhism has spread: Thebes
Tech learned: Meditation
Turn 26 (2960 BC)
Research begun: Hunting
Turn 167 (1070 AD)
Archer loses to: Barbarian Archer (2.64/3)
Archer loses to: Barbarian Archer (1.47/3)
Archer defeats (1.62/3): Barbarian Archer
Archer loses to: Barbarian Warrior (0.72/2)
Thebes begins: Archer
Thebes finishes: Archer
Archer defeats (0.60/3): American Archer
Turn 168 (1080 AD)
Archer promoted: Medic I
Archer promoted: Combat II
Archer promoted: Combat I
Archer loses to: American Archer (0.24/3)
Turn 169 (1090 AD)
Archer loses to: American Archer (0.36/3)
Turn 170 (1100 AD)
Thebes begins: Archer
Thebes finishes: Archer
New York finishes: Worker
Turn 171 (1110 AD)
New York begins: Worker
Archer promoted: Combat I
Tech learned: Currency
Turn 172 (1120 AD)
Research begun: Construction
Islam founded in a distant land
Archer defeats (2.55/3): American Archer
Turn 173 (1130 AD)
Archer promoted: Cover
Turn 174 (1140 AD)
Archer loses to: American Archer (3.00/3)
Thebes begins: Archer
Thebes finishes: Archer
Boston finishes: Worker
Turn 175 (1150 AD)
Boston begins: Worker
Archer loses to: American Archer (1.86/3)
Archer defeats (2.49/3): American Archer
Archer promoted: Combat I
Tech learned: Horseback Riding
Tech learned: Calendar
Philadelphia begins: Archer
Turn 176 (1160 AD)
Archer promoted: City Garrison II
Turn 177 (1170 AD)
Thebes begins: Archer
Thebes finishes: Archer
I personally like the yellow. GA's & great people should stand out.
eotinb Nov 23, 2005, 07:03 PM Hmmm. I guess I actually don't care for the colors that much, personally. It's a good idea but I think it ends up being meaningless in that because everything stands out, nothing does. TR, feel free to post what you've got, but I don't think color will make it into my next revision. I may put it in as an optional thing in the future.
Tubby Rower Nov 23, 2005, 07:15 PM I'm having trouble getting the custom log entry back in there. I changed a few settings but I'll look at it more tomorrow sometime.
Methos Nov 24, 2005, 05:45 AM Several things I need to remember as I’m beginning to run into stupid problems. First off after you download the zip file it’s best to extract it so it can be used.:blush:
Secondly is to change the path of the autolog save file so that the file is created. I forgot to change the \Owner\ to my name.:blush:
After playing my turnset in Math08 and purposely adding things to check out the latest version I came to the realization that I failed to change the path. As in everything was lost.:mad:
After this realization I adjusted the change and went back into the game to attempt to copy down the turnlog file from in-game. Interesting problem came up. After naming the log file Math08 and the came finished loading I could not access the turnlog at all. Ctr-Tab didn’t work, nor did Ctr-E, Alt-E, and the Esc key. In order to exit out of the game I had to click on the button to exit to Main Menu. Reloading the game I than did not rename the file and just used the default autolog. Everything worked fine. I don’t even have to leave the game just exit to the Main Menu and reload the save game and keep the default autolog text file.
I went back and double checked the path to make sure I had the correct one and it was. So what could be causing this problem?:confused:
BeefontheBone Nov 24, 2005, 06:43 AM Quick note - don't know if you've noticed, but some of the "City begins" messages are showing up before the corresponding "City finishes" ones - looks to be when they happen on the same turn, i.e. if there's some overflow on construction. Not sure how easy it'd be to get them to appear the other way around, though.
@methos - did you try a different nondefault name, without any numeric characters? seems unlikely but worth a try.
DaveShack Nov 24, 2005, 11:12 PM This looks pretty cool, added it to my subscriptions. :D
If I might suggest, as new versions are created please update the first post with a link to the current version. I'm having to scan the thread to find the latest one.
DaveShack Nov 25, 2005, 12:46 AM Is the current version v1.1? Also is this compatible with patch 1.09, or a better way to ask would be are there changes in the 1.09 versions of the python files this mod is based on? That might be a hole in the whole modding process, for mods which require manipulation of the existing game files.
A minor bug, because of the way "research begun" events are posted, if you set a list of techs to research, all of the techs in the chain show as beginning research.
Turn 78 (925 BC)
Research begun: Mathematics
Research begun: Drama
Research begun: Music
Kyoto begins: Settler
Tubby Rower Nov 25, 2005, 07:05 AM Dave, this is based off of the events that are generated by the game. I've noticed that if you select one tech to research then select another one, they'll both show up. In your instance, it might be good to show them all so that the next in line knows that multiple techs are selected.
And yes v1.1 is the latest revision. If anyone wants to colorized version let me know and I'll send it to them. eot (understandably) wants to keep his code his code. That way if someone has a problem with it then he doesn't have to weed through my code to figure out what's wrong.
Civgeek Nov 25, 2005, 07:39 AM Same thing happens if you are indecisive about builds and set a build then change it, then change it back, then change it to something else; each change initiates a log entry for "Starts build". Can be annoying.
Civgeek Nov 25, 2005, 07:40 AM If anyone wants to colorized version let me know and I'll send it to them. eot (understandably) wants to keep his code his code. That way if someone has a problem with it then he doesn't have to weed through my code to figure out what's wrong.
I'd like to get a copy, or at least see how you coded it; still learning the ins and outs of the files.
Tubby Rower Nov 25, 2005, 07:54 AM Here is the only file that I changed for the color. I think that there might be something wrong with the custom log entry but I'll look at that today. Basically all I did is
- copy the "message = blah blah blah" line and paste it right below it.
- rename the pasted variable to "logmessage"
- added the appropriate vbCode tags
- renumbered the changes to their appropriate numbers (there was some spots called autolog change XX/XX) I think that there are ~ 30 additions in there.
- changed all of the lines like "self.log.write(1, message)" to "self.log.write(1, logmessage)"
That's it. the reason for the additional variable is that some of them were reported on the screen and the vbCode tags were showing up. So I just made a copy that had them for the log
Civgeek Nov 25, 2005, 08:55 AM Thanks! I'll take a look tonight.
eotinb Nov 25, 2005, 09:23 AM @DaveShack: I haven't gotten around to cleaning up v1.1, which is why I haven't updated the first post. I haven't checked the 1.09 patch Python files, but I've been running v1.1 of my mod with the patch installed and haven't seen any problems. As to the annoyances you and Civgeek mentioned, those are due to the way the events work in the game, and I don't see an easy workaround -- I'm still going for the low-hanging fruit, so any fixes to those problems are in the future.
Bede Nov 25, 2005, 09:50 AM @eotinb,
I gotta throw up my hands. autolog will not run at all. Not sure what's happening. Read through the thread and made sure the directory existed but ALT+E or CTRL+T gets nothing.
Any ideas?
Civgeek Nov 25, 2005, 10:17 AM As to the annoyances you and Civgeek mentioned, those are due to the way the events work in the game, and I don't see an easy workaround -- I'm still going for the low-hanging fruit, so any fixes to those problems are in the future.
Not really a problem; just requires some post-game edting and clean-up of the log file (which I do anyway to expand on my own in-game comments).
eotinb Nov 25, 2005, 03:02 PM Bede, which version are you using? 1.0 is on the first post of this thread, but I also posted a rough version of 1.1 a page or so back. If you are using 1.1, do you get the popup window on game load or game start asking for the fiile name you want to use? I'm guessing not. For either version, is it creating a file in the directory you specified? If Alt+E isn't doing anything, I'm guessing it's not loading at all. Check that the path directory does not end with a backslash ("C:\Bede" is OK but "C:\Bede\" gives some people problems).
If the files are in the right place and there isn't a problem with the path variable, I'm not sure what else could be giving you trouble. If error logging is not turned on (in My Documents\My Games\Sid Meier's Civilization 4\CivilizationIV.ini -- LoggingEnabled = 1) turn it on and see what kind of error messages you get. If it says something along the lines of "Failed to load CvEventManager.py" that usually means there was a path problem. If it says something else, let me know and I'll see if I can decipher it.
Sorry this is giving you so much trouble. I hope you find it worth the effort (assuming you ever get it working).
Bede Nov 25, 2005, 03:47 PM @eotinb, I am sure it will be worth the trouble. I will start the debugger and see what messages I get.
i have tried renaming the path with C:\ and C:\\ to no effect.
And I get the same lack of response with either 1.0 or 1.1 and as far as I can tell nothing in the setup instructions changed.
But now that i know where to find the debugger that will help.
Thanks
Methos Nov 25, 2005, 05:16 PM @Bede: Are you naming the autolog file at the start of the game? I've found on my computer whenever I name the file other than the default none of the Ctr-E, Alt-E, Ctr-Tab, nor even the Escape key works.
As long as I leave it with the default name it works just fine.
Unfortunately I haven't been able to try the suggestion given me about not adding numerical digits in the name so am unsure if that was causing the problem.
Bede Nov 25, 2005, 06:14 PM Don't even get an option to name the file at the start. And the only line I changed in the autolog.py file was the directory path using cut and paste from the adress bar and adding \\ as needed.
eotinb Nov 25, 2005, 07:50 PM That's just odd Bede. And what you report does not match with my experience Methos. I had no problem creating and adding to LK108.txt for my most recent turns there.
DaveShack Nov 25, 2005, 10:20 PM Bede, that's really strange that it isn't working. I'll take a crack at some diagnostic questions, sorry that some of them seem pretty obvious but you'd be surprised how many obvious questions turn into forehead slaps on the other end. :D
Here's my "path" line from the autolog.py file. Just an offhand question to start with, you don't have any non-printable characters in the directory you want to use, and you've already created the directory, right?
path = "C:\Documents and Settings\david\My Documents\My Games\Sid Meier's Civilization 4\Saves\succession"
Do you have the 3 files installed in the customassets folder off the my documents path? Any non-printable or other strange characters in this path on your system? On my system it is here:
C:\Documents and Settings\david\My Documents\My Games\Sid Meier's Civilization 4\CustomAssets
Also did you make any modifications to the CivilizationIV.ini file? I have no idea what might break it but it's a possibility. Also it will work best if AutoSaveInterval = 1 is specified, but I expect pretty much everyone will have updated that as soon as they found out about it.
BTW my path does not have any double backslashes, just singles.
Also I had Python installed on my system before Civ4. If the others who have it working had Python and you don't that would be an interesting little tidbit.
Bede Nov 25, 2005, 10:47 PM @Dave, the only modification I made to the .ini file was to set FullScreen mode to "ask" as I found that worked best for handling screenshots and such. If autolog works I won't have to do that as I can then make an entry followed by the screenshot number. So I will change it back and see what happens.
Thanks for the review as it always helps me to see someone else wrtie it all down in a logical fashion.
Edit: And now it works!!! Interesting to say the least. This has metamorphosed from a trial to a triumph.
DaveShack Nov 26, 2005, 12:43 AM For grins I set FullScreen to "ask" and the prompt appeared, so that probably wasn't it. Interesting to say the least, glad to hear it's working now. :)
Tubby Rower Nov 26, 2005, 06:10 AM Edit: And now it works!!! Interesting to say the least. This has metamorphosed from a trial to a triumph.
:dance: looks like your a computer nerd after all Bede ;)
eotinb Nov 26, 2005, 07:44 AM Glad you got it working Bede. Any idea what the problem was?
Methos Nov 26, 2005, 08:21 AM Messing around with the mod and have a few questions/observations.
In the autolog.py file there is several statements that begin with EVENT_LOG_....=0 or 1. Typically 0 equals false and 1 equals true, yet this doesn’t seem to follow along with the way my turnlog came out. So my question is what does the 0 and 1 mean?
Edit: Looking further into the file makes me wonder if the 0, 1, and possibly 2 are actually indications of how the log is shown.
Moved the mod into CustomAssets and renamed the original files to their original names. Checked everything in CivIV and it works great. In fact the mod works better now than it did before. Prior to this I was unable to use anything other than the default autolog.txt file. Now I can individually name them. Surely moving it to the CustomAssets folder wasn’t what was causing the problem? Oh well, its working now.
Tubby Rower Nov 26, 2005, 10:22 AM I had some issues with putting it into the main python folder too. I un-installed everything just to make sure and after I re-installed it I placed the mod into Custom Assets and then everything started working.
It shouldn't have mattered but it seemed to. I think that the difference in autolog.py is that one of the groups are for the in-game log and the other is for what is output to the text file... not too sure on this but
eotinb Nov 26, 2005, 11:24 AM EVENT_LOG_XXX are for the in-game event log
AUTO_LOG_XXX is for the text log
I never use the event log additions now that I have the text log working the way I want it to. I think I'm going to move the one additional feature out of that suite that I think is useful (the city growth message) to another mod I'm working on.
Methos Nov 26, 2005, 12:35 PM <snip> to another mod I'm working on.
:confused: Care to enlighten us on the other mod. Especially if it is as beneficial as this one.:D
eotinb Nov 26, 2005, 03:03 PM Notifications. To mimic some of the useful functions of CivAssist II. So far I have gity growth (exactly the way it works here), and a warning when a city is about to grow past its happiness/healthiness limit. A key feature I have yet to fully figure out is new techs/resources on the market. I'm still soliciting ideas here (http://forums.civfanatics.com/showthread.php?t=142212).
StanNP Nov 28, 2005, 12:13 PM EVENT_LOG_XXX are for the in-game event log
AUTO_LOG_XXX is for the text log
I never use the event log additions now that I have the text log working the way I want it to. I think I'm going to move the one additional feature out of that suite that I think is useful (the city growth message) to another mod I'm working on.
I've been using 1.1 for the last few nights while playing IVOTM1. The echo into the EVENT_LOG does not seem consistant. Sometimes it works, sometimes it does not. It also is not consistant using alt+e instead of ctrl+e, often one or the other seems to work, sometimes neither.
But I really like it. :cool: Good job!
StanNP
eotinb Nov 28, 2005, 03:28 PM Well, Stan, I wonder uf your problems are specific to the GOTM since it is supposed to prevent the use of mods that alter the Python files (which this does).
eotinb Nov 29, 2005, 07:57 AM Official version 1.1 now available in first post. For those who have been using the unofficial v1.1, there are a few changes: optional color-coding now implemented, city acquired and lost events now logged, all in-game event log changes removed except Alt+E still shows up there, Ctrl+E does nothing. All changes from v1.0 noted in changelog.
Tubby Rower Nov 29, 2005, 08:12 AM eot, I popped a scout from a goodie hut the other day and I got an error. Not sure how to fix it but I thought that I'd let you know.
eotinb Nov 29, 2005, 09:18 AM Good to know, although that shouldn't be happening. I'll look into it.
Tubby Rower Nov 29, 2005, 09:23 AM I can send you a save tonight
Hyfrydle Nov 30, 2005, 10:21 AM Hi when I check my log of a game it seems to need alot of tidting up is this correct?
Here's an example of what I'm getting:
Turn 0 (4000 BC)
User comment: Start location looks quite good for the first city we have a corn resource and plenty of high yield food tiles.
Washington founded
Washington begins: Warrior
User comment: Decide to build warrior as it shouldn't take long for the city to grow and then we can get a worker started to take advantage of the resources.
Tribal village results: technology Mysticism
[color="Green"]Research begun: Hunting
User comment: Decide to research hunting to enable scouts so we can explore.
Turn 1 (3960 BC)
User comment: Move warrior E and uncover a large desert which will slow down city growth in that direction.
User comment: Deserts are good for oil later in the game though.
User comment: City growth in 7 turns and warrior should be ready in14.
Turn 2 (3920 BC)
User comment: Move warrior S uncovering the coast.
User comment: Hunting completes in 3 turns.
Turn 3 (3880 BC)
User comment: Warrior continues S
Any help would be much appreciated.
Looks ok in the forum my mistake it's due to the formatting.
eotinb Nov 30, 2005, 10:58 AM That's the forum formatting, Hyfrydle, as you discovered. You can turn it off by setting the "style" variable in autolog.py to 0.
Tubby Rower Nov 30, 2005, 11:09 AM eot, My user comments don't show up in the file. Is there a setting in the .ini file that needs to be changed?
JamieCiv4Files Nov 30, 2005, 12:52 PM mirrored this at http://civilization4.filefront.com/ for you eotinb :)
Methos Nov 30, 2005, 01:10 PM eot, My user comments don't show up in the file. Is there a setting in the .ini file that needs to be changed?
I had a problem with this until I noticed something I was doing. With the custom log entry after you have written your statement don't just hit the enter button. Mouse over the ok and click that instead. I noticed (after the fact) that when you just pressed the enter button the statement didn't show in the log. Basically if the ok isn't highlighted the log won't take it.
To know for sure its in the log after you make your custom entry and press okay your statement will pop up as a text message in the top left, the same as all the other information. Or just Ctrl-Tab and see if its there.
Try mousing over and clicking ok see if that fixes it.
If thats not the problem your having than I just informed everyone how intelligent my, er, problems are! :D
Gwyned Nov 30, 2005, 01:35 PM Alright, long time lurker, rare poster. For whatever reasons, I cannot get Civ4 to acknowledge the existence of this mod. I have placed the python files in both \CustomAssets\python and \CustomAssets without any noticeable difference (and yes, off My Documents not over the main game files). I have checked the "path=" parameter several times, making sure that the path is indeed valid and trying with both single backslashes and double backslashes. I even tried turning on the log in civ.ini and sorting through the various error logs, none of which make any mention of the files in question. Basically, the game runs the same regardless of whether I have the mod installed or not, and I can't seem to figure out what I am doing wrong. I have tried all three versions without any difference there either. Any suggestions would be appreciated, and thanks for all your hard work!
BeefontheBone Nov 30, 2005, 04:16 PM Regarding the backslashes, the issue seems to be whether you have one at the END of the path (you shouldn't) - I *think* Python will ignore the double slashes before that. Not sure about the rest, haven't actually tried this yet (meant to use it for 4OTM01 but started that when I was a bit high and forgot, which was daft).
EDIT: Did the same to me, but I just remembered I never cleared the cache, which might be it.
eotinb Nov 30, 2005, 07:20 PM @Gwyned: Like BeefontheBone said, try clearing the cache. You can do that one of two ways. The easy way is to hold shift during startup (of cIV, not your OS). The other way is to find the cache directory and delete the files. Let me know if that doesn't work.
@Tubby and Methos: I should do something about that so enter = OK. Another problem that I've noticed and I'm not sure I can fix is that if the mouse pointer happens to be hovering over one of the buttons on the popup, hitting space will activate that button, which is really annoying. Hovering over the edit box or anywhere else is OK.
Gwyned Nov 30, 2005, 08:51 PM @Gwyned: Like BeefontheBone said, try clearing the cache. You can do that one of two ways. The easy way is to hold shift during startup (of cIV, not your OS). The other way is to find the cache directory and delete the files. Let me know if that doesn't work.
That indeed did the trick. Thanks guys! Also, you might want to include that tip in the readme file, in case others like encounter the same problem. :goodjob:
Tubby Rower Dec 01, 2005, 04:30 AM There is a message that pops up that says something like "Debug Event ()" or something like that. I think that I've got it working by turning on logging in the Civ4.ini file but then other stuff doesn't work.
btw, I am using 1.1 instead of my version (actually the combined eot mod). I also got Whomp up and running without ;) reinstalling Civ4 :D.
eotinb Dec 01, 2005, 06:06 AM I also got Whomp up and running without ;) reinstalling Civ4 :D.
Finally! Best news I've heard all day (all 30 minutes I've been awake).
Requies Dec 01, 2005, 08:18 AM autolog v1.1
by eotinb
QUIRKS:
The type of result you get from a tribal village is handled in the game as an integer. I have figured out some of them through trial and error, but some results are pretty rare and in any case I don't have all of them yet. Right now, if the result is something I don't know the code for, I just report the integer, so you might see "Tribal village result: 4." If documenting goody hut results is important to you, I recommend using a custom log entry (Alt+E) for now. Please pass along any additional codes you figure out (or any corrections to the ones I already have) and I'll make the changes.
From the cIV API website:
-1 = NO_GOODY
0 = GOODY_LOW_GOLD
1 = GOODY_HIGH_GOLD
2 = GOODY_MAP
3 = GOODY_SETTLER
4 = GOODY_WARRIOR
5 = GOODY_SCOUT
6 = GOODY_WORKER
7 = GOODY_EXPERIENCE
8 = GOODY_HEALING
9 = GOODY_TECH
10 = GOODY_BARBARIANS_WEAK
11 = GOODY_BARBARIANS_STRONG
Those should be correct, even if it's not defined properly in Python (like the Specialist info :rolleyes:)
eotinb Dec 01, 2005, 08:21 AM From the cIV API website:
-1 = NO_GOODY
0 = GOODY_LOW_GOLD
1 = GOODY_HIGH_GOLD
2 = GOODY_MAP
3 = GOODY_SETTLER
4 = GOODY_WARRIOR
5 = GOODY_SCOUT
6 = GOODY_WORKER
7 = GOODY_EXPERIENCE
8 = GOODY_HEALING
9 = GOODY_TECH
10 = GOODY_BARBARIANS_WEAK
11 = GOODY_BARBARIANS_STRONG
Those should be correct, even if it's not defined properly in Python (like the Specialist info :rolleyes:)
Excellent! Was that at http://civilization4.net/files/modding/PythonAPI/? Because I'm sure I looked there and I never saw this. Anyway, thanks.
Requies Dec 01, 2005, 08:25 AM Excellent! Was that at http://civilization4.net/files/modding/PythonAPI/? Because I'm sure I looked there and I never saw this. Anyway, thanks.
Yup. Look in the Lower Left Corner Frame (which holds all the different Types they defined), and click on GoodyTypes.
It's an very useful resource to at least get you an idea of what is what. (help and dir is great for getting DETAILED and up-to-date info, but that site gives you the information at a glance).
Req
Wallabulla Dec 02, 2005, 07:12 AM Thanks alot for this great app, gonna be usefull in GOTM games :) :goodjob:
Mysterio10000 Dec 02, 2005, 08:29 AM Thanks alot for this great app, gonna be usefull in GOTM games :) :goodjob:
Since I've never played a GotM game, I'd be interested in knowing why this mod would be useful for those. Could someone enlighten me? :scan:
Requies Dec 02, 2005, 08:43 AM Since I've never played a GotM game, I'd be interested in knowing why this mod would be useful for those. Could someone enlighten me? :scan:
I've never played on either, but I believe they like to keep logs of what happens so that they can compare notes on what each person did, and therefore learn from their mistakes.
I believe this mod was originally meant for SGing, though.
Req
eotinb Dec 02, 2005, 09:30 AM Req is exactly right. I played GOTM1 without it thought, as it seemed like it might be disallowed beause any modifications to the Python files give opportunities to cheat. I am not aware of anyone actually using this mod with GOTM1, although several have mentioned something along those lines.
Mysterio10000 Dec 02, 2005, 09:33 AM I believe this mod was originally meant for SGing, though.
SGing? :confused:
eotinb Dec 02, 2005, 09:35 AM SG = Succession Game. A few people take turns playing a single-player game and learn from each other. Check out this thread (http://forums.civfanatics.com/forumdisplay.php?f=168) for plenty of examples
Methos Dec 02, 2005, 12:36 PM I am not aware of anyone actually using this mod with GOTM1, although several have mentioned something along those lines.
I used it in GOTM1. IN GOTM games theres whats called a QSC competition. Basically you keep track of everything you do up until 1000 BC and submit your log and your save into the GOTM site. Your QSC game is checked and rated by production, population, #cities, #units, technology, contacts, and possibly a few others I can't remember. There's no awards that are given for best overall QSC score, but it does allow you to see how your beginning game compares to everyone else.
I was once ranked like 2nd in QSC score and ended the game ranked in the 90's or worse.:lol:
BTW, when I say you log everything for your QSC submission, I mean everything. Such as stating:
Scout N, N. Worker moves NW and begins road.
Learn Writing, begin research on Alphabet at 100% science.
See what I mean? With this mod it was very easy for me to keep a log for my QSC submission.
If you're really curious check out the QSC results (http://gotm.civfanatics.net/results/qsc_results.php) page.
For your information, no QSC submissions were being accepted for CivIV GOTM1 according to AlanH.
MeteorPunch Dec 02, 2005, 02:38 PM Eotinb: Just started using your latest log and it is great. :goodjob: It's one of the top 2 or 3 mods out right now. I have a little problem though: would your log in any way cause the icons above the city names (religions, top science/gold/production, etc.) to disappear...or was it something I did? :blush:
back when I did QSC, I logged everything including unit movement. Towards the end I was lazier and I just put important stuff like techs, trades, and cities founded. Some people who turned in QSCs hardly put anything on their logs. :spank: My point is that I think eotinb's log is pretty adequate for a QSC log if it includes trades, and of course your thoughts on why you did certain actions.
Methos Dec 02, 2005, 04:00 PM I played GOTM1 without it thought, as it seemed like it might be disallowed beause any modifications to the Python files give opportunities to cheat.
DaveShack asked Ainwood (GOTM Staff) if this mod was allowed in the GOTM games and he stated it was. The GOTM game doesn't seem to mind the mod as I already mentioned I am using it in GOTM1.
Venom3 Dec 02, 2005, 06:06 PM yeah I had checked with Ainwood as well and he gave this mod the ok.
eotinb Dec 02, 2005, 08:41 PM Glad you like it MP. As to your question, I can't think of any reason my mod would do that. If, however, you had tried one of the many excellent Domestic Advisor mods out there (I like Requies', linked to in his sig above), or went back to the default from one, that could happen -- it certainly has to me. Just clear the cache (hold shift during startup).
And I'm trying to get trades to work out. At first I thought it was hopeless (really just too difficult to bother with) but I'm doing much of the same work that is required anyway for the notifications mod I'm working on (to replicate many of the useful functions of CivAssistII), so maybe it will make it into a future version.
MeteorPunch Dec 03, 2005, 05:29 AM Sorry for the confusion. I just figured out that it was another program causing the problem.
DJMGator13 Dec 03, 2005, 06:04 AM @eotinb - you may want to indicate in your first post that it is allowed for GOTM use. Confirmed answer, see this post (http://forums.civfanatics.com/showpost.php?p=3373845&postcount=122).
I've seen your notes in LK108 but was waiting to hear if it could be used in GOTM before I installed it.
eotinb Dec 03, 2005, 10:48 AM Thanks Gator -- I've made the change.
Also, I went ahead and put in all the tribal village results Req found and updated to the first post to v1.2. Still working on getting trades to work -- I think that's the last major missing piece (other than getting war and peace declarations to work properly).
One more thing: I have found when I use autolog that I get frustrated when selecting city builds from the popup because I can't use Alt+E to explain my reasoning until all the build orders for that turn have been entered, by which point I may have forgotten some of the cities that have new builds. I found a workaround for this by clicking "Examine City" -- from within the city screen you can click on the build and then use Alt+E to state your case before exiting the city screen and going to the next city as usual. Just thought I'd pass that along.
eotinb Dec 03, 2005, 10:54 AM Req (or anyone else who might know): know where I can find all the keyboard InputTypes? In CvEventManager.py there are some references to InputTypes.KB_T or whatever. I'm trying to find the InputType for PrintScreen some way other than trial and error (KB_PRTSCN? KB_PRINTSCREEN? etc.). This will allow me to coordinate with screenshots, which I really want to do -- I'm thinking after the screenshot you will get a prompt to input a caption and then there will be an entry in your log with the caption and the beginning of an img tag that you can complete after editing and hosting.
hIdDeN_eViL Dec 04, 2005, 05:31 AM in version 1.2, has CvEventManager.py been changed from v1.1
i ask this because i have merged your changes in v1.1 with another mod, and i need to know what has been changed from v1.1 to 1.2, so i don't have to go through copy and pasting all 30 sections.
thx
Requies Dec 04, 2005, 05:45 AM Req (or anyone else who might know): know where I can find all the keyboard InputTypes? In CvEventManager.py there are some references to InputTypes.KB_T or whatever. I'm trying to find the InputType for PrintScreen some way other than trial and error (KB_PRTSCN? KB_PRINTSCREEN? etc.). This will allow me to coordinate with screenshots, which I really want to do -- I'm thinking after the screenshot you will get a prompt to input a caption and then there will be an entry in your log with the caption and the beginning of an img tag that you can complete after editing and hosting.
Sorry, eotinb. Didn't see your post until now.
class CvPythonExtensions.InputTypes(Boost.Python.enum)
| Method resolution order:
| CvPythonExtensions.InputTypes
| Boost.Python.enum
| __builtin__.int
| __builtin__.object
|
| Data and other attributes defined here:
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| KB_0 = CvPythonExtensions.InputTypes.KB_0
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| KB_1 = CvPythonExtensions.InputTypes.KB_1
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| KB_2 = CvPythonExtensions.InputTypes.KB_2
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| KB_3 = CvPythonExtensions.InputTypes.KB_3
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| KB_4 = CvPythonExtensions.InputTypes.KB_4
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| KB_5 = CvPythonExtensions.InputTypes.KB_5
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| KB_6 = CvPythonExtensions.InputTypes.KB_6
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| KB_7 = CvPythonExtensions.InputTypes.KB_7
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| KB_8 = CvPythonExtensions.InputTypes.KB_8
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| KB_9 = CvPythonExtensions.InputTypes.KB_9
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| KB_A = CvPythonExtensions.InputTypes.KB_A
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| KB_APOSTROPHE = CvPythonExtensions.InputTypes.KB_APOSTROPHE
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| KB_AT = CvPythonExtensions.InputTypes.KB_AT
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| KB_B = CvPythonExtensions.InputTypes.KB_B
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| KB_BACKSLASH = CvPythonExtensions.InputTypes.KB_BACKSLASH
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| KB_BACKSPACE = CvPythonExtensions.InputTypes.KB_BACKSPACE
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| KB_C = CvPythonExtensions.InputTypes.KB_C
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| KB_CAPSLOCK = CvPythonExtensions.InputTypes.KB_CAPSLOCK
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| KB_COLON = CvPythonExtensions.InputTypes.KB_COLON
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| KB_COMMA = CvPythonExtensions.InputTypes.KB_COMMA
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| KB_D = CvPythonExtensions.InputTypes.KB_D
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| KB_DELETE = CvPythonExtensions.InputTypes.KB_DELETE
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| KB_DOWN = CvPythonExtensions.InputTypes.KB_DOWN
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| KB_E = CvPythonExtensions.InputTypes.KB_E
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| KB_END = CvPythonExtensions.InputTypes.KB_END
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| KB_EQUALS = CvPythonExtensions.InputTypes.KB_EQUALS
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| KB_ESCAPE = CvPythonExtensions.InputTypes.KB_ESCAPE
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| KB_F = CvPythonExtensions.InputTypes.KB_F
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| KB_F1 = CvPythonExtensions.InputTypes.KB_F1
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| KB_F10 = CvPythonExtensions.InputTypes.KB_F10
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| KB_F11 = CvPythonExtensions.InputTypes.KB_F11
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| KB_F12 = CvPythonExtensions.InputTypes.KB_F12
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| KB_F2 = CvPythonExtensions.InputTypes.KB_F2
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| KB_F3 = CvPythonExtensions.InputTypes.KB_F3
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| KB_F4 = CvPythonExtensions.InputTypes.KB_F4
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| KB_F5 = CvPythonExtensions.InputTypes.KB_F5
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| KB_F6 = CvPythonExtensions.InputTypes.KB_F6
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| KB_F7 = CvPythonExtensions.InputTypes.KB_F7
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| KB_F8 = CvPythonExtensions.InputTypes.KB_F8
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| KB_F9 = CvPythonExtensions.InputTypes.KB_F9
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| KB_G = CvPythonExtensions.InputTypes.KB_G
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| KB_GRAVE = CvPythonExtensions.InputTypes.KB_GRAVE
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| KB_H = CvPythonExtensions.InputTypes.KB_H
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| KB_HOME = CvPythonExtensions.InputTypes.KB_HOME
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| KB_I = CvPythonExtensions.InputTypes.KB_I
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| KB_INSERT = CvPythonExtensions.InputTypes.KB_INSERT
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| KB_J = CvPythonExtensions.InputTypes.KB_J
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| KB_K = CvPythonExtensions.InputTypes.KB_K
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| KB_L = CvPythonExtensions.InputTypes.KB_L
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| KB_LALT = CvPythonExtensions.InputTypes.KB_LALT
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| KB_LBRACKET = CvPythonExtensions.InputTypes.KB_LBRACKET
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| KB_LCONTROL = CvPythonExtensions.InputTypes.KB_LCONTROL
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| KB_LEFT = CvPythonExtensions.InputTypes.KB_LEFT
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| KB_LSHIFT = CvPythonExtensions.InputTypes.KB_LSHIFT
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| KB_M = CvPythonExtensions.InputTypes.KB_M
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| KB_MINUS = CvPythonExtensions.InputTypes.KB_MINUS
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| KB_N = CvPythonExtensions.InputTypes.KB_N
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| KB_NUMLOCK = CvPythonExtensions.InputTypes.KB_NUMLOCK
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| KB_NUMPAD0 = CvPythonExtensions.InputTypes.KB_NUMPAD0
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| KB_NUMPAD1 = CvPythonExtensions.InputTypes.KB_NUMPAD1
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| KB_NUMPAD2 = CvPythonExtensions.InputTypes.KB_NUMPAD2
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| KB_NUMPAD3 = CvPythonExtensions.InputTypes.KB_NUMPAD3
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| KB_NUMPAD4 = CvPythonExtensions.InputTypes.KB_NUMPAD4
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| KB_NUMPAD5 = CvPythonExtensions.InputTypes.KB_NUMPAD5
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| KB_NUMPAD6 = CvPythonExtensions.InputTypes.KB_NUMPAD6
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| KB_NUMPAD7 = CvPythonExtensions.InputTypes.KB_NUMPAD7
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| KB_NUMPAD8 = CvPythonExtensions.InputTypes.KB_NUMPAD8
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| KB_NUMPAD9 = CvPythonExtensions.InputTypes.KB_NUMPAD9
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| KB_NUMPADCOMMA = CvPythonExtensions.InputTypes.KB_NUMPADCOMMA
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| KB_NUMPADENTER = CvPythonExtensions.InputTypes.KB_NUMPADENTER
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| KB_NUMPADEQUALS = CvPythonExtensions.InputTypes.KB_NUMPADEQUALS
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| KB_NUMPADMINUS = CvPythonExtensions.InputTypes.KB_NUMPADMINUS
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| KB_NUMPADPERIOD = CvPythonExtensions.InputTypes.KB_NUMPADPERIOD
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| KB_NUMPADPLUS = CvPythonExtensions.InputTypes.KB_NUMPADPLUS
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| KB_NUMPADSLASH = CvPythonExtensions.InputTypes.KB_NUMPADSLASH
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| KB_NUMPADSTAR = CvPythonExtensions.InputTypes.KB_NUMPADSTAR
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| KB_O = CvPythonExtensions.InputTypes.KB_O
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| KB_P = CvPythonExtensions.InputTypes.KB_P
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| KB_PAUSE = CvPythonExtensions.InputTypes.KB_PAUSE
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| KB_PERIOD = CvPythonExtensions.InputTypes.KB_PERIOD
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| KB_PGDN = CvPythonExtensions.InputTypes.KB_PGDN
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| KB_PGUP = CvPythonExtensions.InputTypes.KB_PGUP
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| KB_Q = CvPythonExtensions.InputTypes.KB_Q
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| KB_R = CvPythonExtensions.InputTypes.KB_R
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| KB_RALT = CvPythonExtensions.InputTypes.KB_RALT
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| KB_RBRACKET = CvPythonExtensions.InputTypes.KB_RBRACKET
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| KB_RCONTROL = CvPythonExtensions.InputTypes.KB_RCONTROL
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| KB_RETURN = CvPythonExtensions.InputTypes.KB_RETURN
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| KB_RIGHT = CvPythonExtensions.InputTypes.KB_RIGHT
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| KB_RSHIFT = CvPythonExtensions.InputTypes.KB_RSHIFT
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| KB_S = CvPythonExtensions.InputTypes.KB_S
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| KB_SCROLL = CvPythonExtensions.InputTypes.KB_SCROLL
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| KB_SEMICOLON = CvPythonExtensions.InputTypes.KB_SEMICOLON
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| KB_SLASH = CvPythonExtensions.InputTypes.KB_SLASH
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| KB_SPACE = CvPythonExtensions.InputTypes.KB_SPACE
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| KB_SYSRQ = CvPythonExtensions.InputTypes.KB_SYSRQ
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| KB_T = CvPythonExtensions.InputTypes.KB_T
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| KB_TAB = CvPythonExtensions.InputTypes.KB_TAB
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| KB_U = CvPythonExtensions.InputTypes.KB_U
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| KB_UNDERLINE = CvPythonExtensions.InputTypes.KB_UNDERLINE
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| KB_UP = CvPythonExtensions.InputTypes.KB_UP
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| KB_V = CvPythonExtensions.InputTypes.KB_V
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| KB_VOLUMEDOWN = CvPythonExtensions.InputTypes.KB_VOLUMEDOWN
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| KB_VOLUMEUP = CvPythonExtensions.InputTypes.KB_VOLUMEUP
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| KB_W = CvPythonExtensions.InputTypes.KB_W
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| KB_X = CvPythonExtensions.InputTypes.KB_X
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| KB_Y = CvPythonExtensions.InputTypes.KB_Y
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| KB_Z = CvPythonExtensions.InputTypes.KB_Z
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| NUM_INPUT_TYPE = CvPythonExtensions.InputTypes.NUM_INPUT_TYPE
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| __slots__ = ()
|
| values = {1: CvPythonExtensions.InputTypes.KB_ESCAPE, 2: CvPythonExten...
ED: took out unwanted parts.
Req
Requies Dec 04, 2005, 05:48 AM BTW, that would be KB_SYSRQ, I think.
There's no actual Print Screen, but on my keyboard at least, SYSRQ and Print Screen occupy the same button.
Req
Requies Dec 04, 2005, 05:51 AM in version 1.2, has CvEventManager.py been changed from v1.1
i ask this because i have merged your changes in v1.1 with another mod, and i need to know what has been changed from v1.1 to 1.2, so i don't have to go through copy and pasting all 30 sections.
thx
Hehe, this is why subclassing rules!
Convert, eotinb :mischief:. I know, I know. It's a lot of work. I'll see if I can convert |