View Full Version : A "Special" Domestic Advisor (Please try out!)
Requies Dec 02, 2005, 05:17 AM Ok, some people were asking if I could update SpecialDomesticAdvisor for patch 1.52.
So, here it is. Unfortunately, there are some issues with it (for example city selection goes rather slow and I don't use the new city jump search), but since people have asked for it, here' s one that will work ok with 1.52.
README:
Special Domestic Advisor
________________________
This advisor came about as an offshoot of the New Domestic Advisor I created. Take a look at the readme for that file for more information.
Credits: Homegrown - for the original idea of the Better Domestic Advisor and the basis of a lot of the code changes (including combining Happiness/Unhappiness, Health/Unhealth, Food/Food Used, adding City Maintenance, and Garrison Strength, for full list see below)
terrasol - for the changes to the color of the text to indicate problem values and for changes which fix the non-English language problems and additional small changes
Arkeide - for the base code to jumping to a city on the list.
rendermad - for the suggestion of making garrison colored when < 1
=DOCTOR= - for the suggestion of putting in Culture and GP Thresholds
Tubby Rower - for the unfortunately unimplementable mouseover idea
eotinb - for the suggestion of putting in the city automation information and for some general comments and ideas
sportybrian - for the suggestion of highlighting with different colors for the 0, and very positive levels.
Features
________
Columns and symbol meaning (also column order from left to right). Note: symbolsand words might be different depending on any mods you might have installed or your language.
Automation = Is the City automated in citizens and/or production and is there an emphasis on anything?
Name = Name
Buildings = Landmarks
POP = Population
Arm Flexing = Garrison
Happy Face = Net Happiness (Happy faces - Unhappy faces)
Red Cross = Net Health (Health - Unhealth)
Red Bread Slice = Turns Until City Growth
Bread Slice = Net Food (Food - Food Used)
Hammer = Net Production (including any bonuses)
Red Gold Piece = Maintenance Cost
Arrow Triangle = Trade (from all trade routes)
Commerce = Commerce (Total Commerce gained in city)
Gold = Total Gold
Beaker = Total Research
Musical Note = Culture gained per turn
TOT = Total Culture
Figurehead = Great Person points gained per turn
TOT = Great Person points accumulated toward next Great Person
Producing = (How many turns until production is done) What the city is producing
Founded = Date Founded
Religions = Religions in city
Specialists = Specialists in city
Citizen Button = Toggle from Specialist/Default Viewing Mode
Exit = Allows you to exit the Domestic Advisor
View = Allows you to view a selected city from the Domestic Advisor screen with a caveat (see Known Problem #2
Redraw = Allows you to get the table back to the "original" state
Features from the NewDomesticAdvisor
1. Removed the Capital Star from the Date
2. Add a Religions column
3. Add a City Garrison column
4. Combine Happy/Unhappy/Angry into "Net Happiness"
5. Combine Food produced/eaten into "Food Turns until Growth"
6. Combine Healthy/Unhealthy into "Net Healthiness"
7. Add City Maintenance Cost
8. Add Turns til Production Complete
9. Institute Landmarks
Landmarks are to visually represent which cities contain special buildings or special situations. Examples are Versaille/Forbidden Palace, National Wonders, Power Plants, Revolt, Occupation.
Landmarks are represented as following:
Gold Star = Palace
Silver Star = Versailles/Forbidden Palace
Bullet Point = One National Wonder
Lightning Bolt = Power Available
Fist = Occupation
Rebel = Revolt
Additional Features (including work by terrasol and Arkeide):
10. Added coloring of text to problem values (e.g., starvation, unhealthy city, angry citizens, etc.).
11. Added code to allow jumping to the city screen of a city on the list according to where it is on the ORIGINAL list.
12. Added a Net Food Column in addition to the Turns Until Food Growth
13. Actually calculated how many turns until the city will lose a person to starvation and added it to the Turns Until Food Growth column if the Net Food is negative.
14. Added a Trade Column which lists the total trade a city takes in
15. Separated out the Commerce and Gold columns (and changed the icons to reflect this) so that you can tell how much of each you're actually making.
16. Removed Net Gold as it didn't really indicate how much a city was contributing.
17. Combined the Producing and # of rounds until production is complete into one column (and instead of having it at the end like in patch 1.09, added the # of rounds to the front so that you won't miss how many turns you have left).
18. Fixed problems with the Production column not showing the complete amount of production.
19. Re-wrote a lot of the code so that it is easily integratable with other mods.
20. Stretched out the Advisor so that there's a little more space for information.
21. Added in code so that updates work (somewhat) when changing production items while in the Domestic Advisor.
22. Re-wrote code so that it is easier to change in case of future new ideas or better access to data in cIV.
23. Documented a LOT of the class so that it is easier for others to change.
Additional Features of Special Domestic Advisor
24. Added in Culture and GP thresholds onto the base screen
25. Added in a SECOND screen to allow more data to be viewed including...
26. Added Religion back in
27. Added Specialists and the ability to CHANGE specialists from the Domestic Advisor screen and the ability to see the RESULTS from those changes.
28. Added in keyboard shortcuts ("V" for View city and "R" for Redraw screen)
29. Added in documentation for the changes in CvScreensInterface so that it is easier to figure out the differences for modding.
30. Re-wrote a LOT of code so that changing it becomes MUCH easier (yes, even more than the New Domestic Advisor).
31. Added in city automation.
32. Added in code so that specialists are not shown individually but grouped together.
33. Added in coloring of neutral and great values.
34. Added in other language support.
Installation
____________
Special Domestic Advisor should NOT be installed in your main Civ IV location, as it will overwrite one necessary file.
Instead, it should be installed at: "My Documents\My Games\Civilization 4\.
Prior to installation make sure you have upgraded to patch 1.09 as the compatibility changed when Civ IV upgraded (some functions were renamed).
Please note that you MAY have to clear your cache once or twice before the installation/uninstallation will be complete. To do this, hold down the SHIFT button right after you launch Civ IV (i.e., double click the icon). Or go to your cache folder (for me it's My Documents\TempSettings\(UserName)\AppData\My Games\Civilization 4\cache) and delete everything from the directory (this is the recommended method).
To install: Just unzip the zip file with the target being the above indicated directory (may be different for different languages).
Installation will create four new files (CvSpecialDomesticAdvisor.py in subdirectory CustomAssets\python\screen, DomPyHelpers.py in subdirectory CustomAssets\python, CvReqScreensInterface.py in subdirectory CustomAssets\python\entrypoints, and Civ4AdvisorInfo in subdirectory CustomAssets\xml\text) and will create a new copy of CvScreensInterface.py in CustomAssets\python\entrypoints. To uninstall, all that is needed is to move, remove, or rename the CvScreensInterface.py from the My Documents\My Games\Civilization 4\ directory AND ANY SUBDIRECTORIES OF IT.
Note: If you have BOTH the Special Domestic Advisor and the Exotic Foreign Advisor, install the CvReqScreensInterface.py AS CvScreensInterface.py in the aforementioned directory.
To combine this mod to another mod, just add the new files CvSpecialDomesticAdvisor.py, DomPyHelpers.py, and Civ4AdvisorInfo to the aforementioned My Documents directory (or your mod directory) and make the changes documented in CvScreensInterface.py if you have changed it in your mod.
Known Problems
______________
1. If you choose another production item for a city to make while in the Domestic Advisor, and then you attempt to sort by Net Food, Growth, or Production, the sorting will be alphanumerically rather than by Number (i.e., "123" will be before "98" when sorting ascending). This occurs because 1) Sorting is ubiquitous to the Python modder and 2) the interface doesn't allow the Python modder access to data being displayed. As such, you need to use a key to change the correct fields. However, the only way to update using a key is through CyGInterfaceScreen's setTableTextKey method. There is NO equivalent for Ints. Therefore the sorting is by text.
Workaround: Basically, if you want to sort using those columns, exit the Domestic Advisor and come back in again. Sorting will work fine, then.
NEW: Okay, this might be fixed depending on what the response is. It should be trivial to fix what with the new behavior, but there MAY be a performance hit for it.
2. Because of the limitations specified in KP #1 above, after you sort your cities by any criteria except Date Founded ascending, you will NOT be able to correct jump to a City Screen from the Domestic Advisor.
Workaround: To jump to the City Screen. Click on the Redraw word in the lower part of the Domestic Advisor. This should set the table back to the order that the Python code can know about. After that, select the city you want to jump to and click on View, you should be able to jump to the correct city screen.
NEW: Ok, this should be feasible to implement as you just need to keep track of what sorting is being run. This is NOT trivial, however, and for now, I'm holding off on actually implementing this.
3. Clicking on one of the automation buttons or the emphasize buttons does NOT cause ANY update function to be called. I'm not sure how to update the code so that it's updated immediately when a new automation button is clicked.
Workaround: Press 'R' or the Redraw button and all the information should be updated.
Future TODO
___________
1) Create a table to keep track of sorting and keep updated with the sorts.
2) Handle updates so that each line is targeted specifically if it's updated (IOW, we don't have to modify the whole table). This requires being able to sort the cities manually or getting the information from the C++ part of the code.
History
_______
v0.93
- Made it so that it can run with patch 1.52.
v0.92
- Added in Color coding of neutral and great values
- Added in other language support
- Added in documentation in the code so it's easier to follow and modify.
v0.91
- Added in the automation for cities into the information
- Added in the counting up and grouping of specialists.
- Switched Date Founded to the Specialist View
- Cleaned up the update code in CvScreensInterface so that there's no exception just for the Domestic Advisor
- Changed the update code so that it will stop when the changed information is actually on the right number of specialists instead of if there's a change AT ALL for specialist
- Improved the speed of the update and update screen code so that the lag between a user action and the update is minimized.
v0.9
- beta version of release (might add in one more feature before final v1.0).
Requies Dec 02, 2005, 05:17 AM NEW SCREENSHOT!
v.0.92 (http://i29.photobucket.com/albums/c287/RequiesAeterna/Civ4ScreenShot0009.jpg)
Automation options information (http://i29.photobucket.com/albums/c287/RequiesAeterna/Civ4ScreenShot0008.jpg)
Basic Default View w/ Thresholds (http://i29.photobucket.com/albums/c287/RequiesAeterna/Civ4ScreenShot0003.jpg)
Specialists/Religions View (http://i29.photobucket.com/albums/c287/RequiesAeterna/Civ4ScreenShot0004.jpg)
City Selected (http://i29.photobucket.com/albums/c287/RequiesAeterna/Civ4ScreenShot0005.jpg)
Specialists Galore! (http://i29.photobucket.com/albums/c287/RequiesAeterna/Civ4ScreenShot0006.jpg)
Requies Dec 02, 2005, 05:18 AM for future issues and ideas
Requies Dec 02, 2005, 05:19 AM Questions:
1) Should the Religion and Specialist spaces be cut down or is the current size ok? I'm thinking of adding in one more thing (whether a city has production/citizens automated, whether food, production, commerce, research, GP are emphasized, and whether no growth is enabled), but currently the only possible space available is from Religions and Specialist, so I want to gauge how much I can cut them down (if at all)....
2) How important is sorting AFTER an update to you (i.e., production change, IOW. Known Problem #2)? Would you want to take the possible processing hit to have it changed?
3) Any other ideas/thoughts/problems?
Hmmm, thought I had more questions, but I guess not :p.
Req
JamieCiv4Files Dec 02, 2005, 06:45 AM Mirrored this file at http://civilization4.filefront.com/ for you Requies :) Hopefully you'll get some feedback there as well!
AstroCat Dec 02, 2005, 06:54 AM Ok, getting an error on load up of this version. All other versions worked totally ok.
Failed to load python module CVEventInerface.
Any ideas? Thanks!
Requies Dec 02, 2005, 06:59 AM Ok, getting an error on load up of this version. All other versions worked totally ok.
Failed to load python module CVEventInerface.
Any ideas? Thanks!
From the README (the new one, not the old one :p)
Please note that you MAY have to clear your cache once or twice before the installation/uninstallation will be complete. To do this, hold down the SHIFT button right after you launch Civ IV (i.e., double click the icon).
Also, if you're not quick enough, it can be more than once or twice :rolleyes:. I know because I was not quick enough a couple of times :aargh:.
The specific reason is probably because the old CvScreensInterface loaded CvNewDomesticAdvisor while this one loads CvSpecialDomesticAdvisor.
At least, that's my answer unless multiple (meaning 10+) clearings of the cache don't work :satan:.
Req
Requies Dec 02, 2005, 07:01 AM Mirrored this file at http://civilization4.filefront.com/ for you Requies :) Hopefully you'll get some feedback there as well!
Thanks!
Any feedback is welcome.
Req
Enkidu_Warrior Dec 02, 2005, 07:11 AM i've got the same error. i used the old one flawlessly.
tried reloading a dozen times,holding shift from the beginning. the "cannot load" warning comes up during the "Init Python" not "Init XML (uncached)" message, so I dont think it's related to the cache - but i dont know anything about the modding.
however, i can say i've duplicated the problem :)
i've tried running it with the old .py files in and after removing them, didnt make a difference.
ew
Requies Dec 02, 2005, 07:19 AM i've got the same error. i used the old one flawlessly.
tried reloading a dozen times,holding shift from the beginning. the "cannot load" warning comes up during the "Init Python" not "Init XML (uncached)" message, so I dont think it's related to the cache - but i dont know anything about the modding.
however, i can say i've duplicated the problem :)
i've tried running it with the old .py files in and after removing them, didnt make a difference.
ew
Hmmmm, that's strange.... Can I ask you guys to do something. In your "My Documents/My Games/Civilization IV/CivilizationIV.ini" file, change "Logging enabled" to 1 and "MessageLog" to 1 (and "Overwrite Logs" to 1 if you don't want a mass of Network Logs) and tell me what the "My Documents/My Games/Civilization IV/Logs/PythonErr.txt" file says.
If it has the same message over and over, just tell me what the first part says (before it repeats itself :p).
Thanks a lot! And hopefully I'll get this up and running for you guys!
Req
Requies Dec 02, 2005, 07:24 AM Hmmmm, tried unpacking it again and it still works for me (though it may be because I didn't clear my cache.
Let me know what you guys find in your PythonErr files as I can't seem to reproduce it :/.
Req
Requies Dec 02, 2005, 07:26 AM i've got the same error. i used the old one flawlessly.
tried reloading a dozen times,holding shift from the beginning. the "cannot load" warning comes up during the "Init Python" not "Init XML (uncached)" message, so I dont think it's related to the cache - but i dont know anything about the modding.
however, i can say i've duplicated the problem :)
i've tried running it with the old .py files in and after removing them, didnt make a difference.
ew
Oh yeah, the error WILL come up on the Init Python part. The cache hold BOTH Python AND XML data. So, just because it happens on the Init Python part does not mean that the problem is not cache related (though your trying it a dozen times and it not working does suggest that that might be the case :p).
Eagerly awaiting the contents of that file.
Req
Enkidu_Warrior Dec 02, 2005, 07:31 AM well, i'm holding the shift from the moment i double-click my civ4 desktop icon, so if it is time-based, it should be clearing everything ;)
i dont know python, but the programmer in me suspects either a syntax error in an edit causing a problem with the "factory" code, or that there's another mod you have installed that allows this to work okay... but like I said, I'm far from even deserving the high praise of being called incompetent on these matters. :D
ew
edit - just saw your post, where do i find pythonerr files?
edit2 - found it:
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 13, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 12, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 98, in ?
File "CvSpecialDomesticAdvisor", line 75, in __init__
NameError
:
global name 'help' is not defined
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
Requies Dec 02, 2005, 07:32 AM well, i'm holding the shift from the moment i double-click my civ4 desktop icon, so if it is time-based, it should be clearing everything ;)
i dont know python, but the programmer in me suspects either a syntax error in an edit causing a problem with the "factory" code, or that there's another mod you have installed that allows this to work okay... but like I said, I'm far from even deserving the high praise of being called incompetent on these matters. :D
ew
edit - just saw your post, where do i find pythonerr files?
"My Documents/My Games/Civilization IV/Logs/PythonErr.txt"
Enkidu_Warrior Dec 02, 2005, 07:39 AM just in case you missed it, i cross posted the log as an edit to my previous post...
ew
Requies Dec 02, 2005, 07:42 AM just in case you missed it, i cross posted the log as an edit to my previous post...
ew
Awww, crap.
Just some of my debugging code, though it's strange why help doesn't work for you guys since it's native to Python (shrug).....
Ok, I'll load up a new file without the debugging code, and hopefully that's the only problem there'll be.
Req
Requies Dec 02, 2005, 07:45 AM Ok, just uploaded the files.
Hopefully, that's the only bug (fingers-crossed)...
Thanks for your patience, guys.
Req
Enkidu_Warrior Dec 02, 2005, 07:49 AM got it, worked first time. happy to be a guinea pig, i love your work! thanks for the quick fix!
ew
Requies Dec 02, 2005, 07:52 AM got it, worked first time. happy to be a guinea pig, i love your work! thanks for the quick fix!
ew
Awesome.... Now RUN INTO THE REAL BUGS.... ahem... :groucho: (Or hopefully, you won't run into any :mischief:).
Req
Tubby Rower Dec 02, 2005, 07:54 AM Just curious... why couldn't the "praying hands" be the religious specialist symbol. Also what happens when a GP is added as a super-specialist. Does he show up?
Requies Dec 02, 2005, 08:03 AM Just curious... why couldn't the "praying hands" be the religious specialist symbol. Also what happens when a GP is added as a super-specialist. Does he show up?
Hmmmm, didn't think about it, but my guess is that "praying hands" is NOT a font but a texture..... I could be wrong, but I'll check up on that. If it IS included in the fonts I'll use that instead ;).
Super-specialists are NOT included as you can't remove or add them after they've been added to a city.... Hmmm, another thing to add to the readme.
Oh yeah, sorry Tubby, but it looks like the mouseovers are going to have to wait until Firaxis gives us access to them (I searched all around for the mouseover code and came up with zilch :mad:.)
Req
Requies Dec 02, 2005, 08:14 AM Hmmmm, didn't think about it, but my guess is that "praying hands" is NOT a font but a texture..... I could be wrong, but I'll check up on that. If it IS included in the fonts I'll use that instead ;).
Super-specialists are NOT included as you can't remove or add them after they've been added to a city.... Hmmm, another thing to add to the readme.
Oh yeah, sorry Tubby, but it looks like the mouseovers are going to have to wait until Firaxis gives us access to them (I searched all around for the mouseover code and came up with zilch :mad:.)
Req
Ok. Just looked at the code again and yes, the praying hands aren't part of the font.... They're not even a Texture but a Style which you put onto buttons. Still, it was a good question and idea. If only we weren't limited to these fonts.... Grrrrr :mad:
Req
Mysterio10000 Dec 02, 2005, 08:25 AM Nice work, Requies.
One suggestion: add a Center button to center the main view on the selected city. It's useful for me to know where my city is located when deciding what to have it build. :)
Mylon Dec 02, 2005, 08:30 AM Wow, this looks like a great mod. I'll give it some time for the features to stabalize and then I'll probably annex this mod into my own. That is, if you don't mind. :)
Maybe I can recruit your help for a couple tasks. In my mod the interface is reporting incorrect values for food, production and culture. I'd change how commerce is assigned too, but the UI has been rather intimidating. I need to update the UI to reflect some of the changes of my mod.
Requies Dec 02, 2005, 08:37 AM Nice work, Requies.
One suggestion: add a Center button to center the main view on the selected city. It's useful for me to know where my city is located when deciding what to have it build. :)
Press "C" :mischief:
Req
Requies Dec 02, 2005, 08:40 AM Wow, this looks like a great mod. I'll give it some time for the features to stabalize and then I'll probably annex this mod into my own. That is, if you don't mind. :)
Maybe I can recruit your help for a couple tasks. In my mod the interface is reporting incorrect values for food, production and culture. I'd change how commerce is assigned too, but the UI has been rather intimidating. I need to update the UI to reflect some of the changes of my mod.
No problem. A large reason for my re-work was to make it easy to integrate into other mods.
I'm open to helping out other mods, but I'm not sure how much time will be available for me to do things other than my pet projects. Still a lot of the functions you want will likely be available in the DomPyHelpers.py file I set up. The question is knowing which one you need :crazyeye:.
Req
Mysterio10000 Dec 02, 2005, 08:46 AM Press "C" :mischief:
Doh! I never thought to use that hotkey with the F1 screen open. :lol: Thanks!
In order to effectively manipulate the distribution of specialists on the F1 screen, the automation and emphasis buttons will need to be included. I'm looking forward to seeing those included in a future version. :)
eotinb Dec 02, 2005, 10:33 AM Might save some space by replacing (using current priest icon since it looks like the forum smiley):
:) :) :)
with
:) (3)
Tubby Rower Dec 02, 2005, 10:35 AM Even though you can't remove them it might be useful to know that they are there since that might influence what specialists you create/change.
eotinb Dec 02, 2005, 10:47 AM Also, if space is an issue, to me "no growth" is the most important governor button to add to the DomAdvisor. This may be unique to me because of the way I use the DomAdvisor to monitor growth with respect to happiness/healthiness limits. But even if I'm the only one using it this way, "no growth" is the most important governor button to monitor because:
1. As far as I know it works regardless of if automation is off (because it not only re-arranges worked tiles to try achieve stagnant food intake but also disallows a city from growing if the food threshhold is exceeded).
2. People are likely to either use the governors to manage worked tiles or MM, not both. Ditto for production automation. So no need to see if some are on automation and some aren't because they'll likely all be the same.
3. Accidentally leaving "no growth" on longer than you mean to is much more painful that accidentally leaving any of the emphasis buttons set.
4. "No growth" is the one most likely to be switched on and off the most often as circumstances change. A high commerce city will probably be left on emphasize commerce for almost the whole game, etc.
jello1717 Dec 02, 2005, 11:25 AM I haven't had a chance to download this yet, but I will when I get home. As a quick question, can you switch back and forth in game between the "basic" view and "specialist" view (by pushing the "view" button I'd guess) or do you need to install one or the other and only get that 1 type of view all the time?
Mysterio10000 Dec 02, 2005, 12:52 PM I haven't had a chance to download this yet, but I will when I get home. As a quick question, can you switch back and forth in game between the "basic" view and "specialist" view (by pushing the "view" button I'd guess) or do you need to install one or the other and only get that 1 type of view all the time?
The button in the lower left corner switches between the two views to which you refer.
Requies Dec 03, 2005, 01:05 AM Even though you can't remove them it might be useful to know that they are there since that might influence what specialists you create/change.
True. There were 3 main reasons I chose not to include the Great Specialists:
1) The thing is I thought that that would be well represented through how much Net Food/Production/Gold/Science/Culture/GP etc. you are making for each city (after all the way I judge when to use my specialists is if there's a deficiency in one of THOSE categories NOT whethere I already have a great specialist there).
2) Also, I would have to find more symbols to represent those great specialists in the table.
and
3) Space constraints, part of looking ahead was so that I could cut out part of the Religion and Specialist space for the feature that eotinb requested. If I added great specialist, that space would shrink substantially.
Of course, if there's a significant clamor for it, I would reconsider putting them in.
Req
Requies Dec 03, 2005, 01:07 AM Might save some space by replacing (using current priest icon since it looks like the forum smiley):
:) :) :)
with
:) (3)
Hmmmm, I think you're right. Originally, I avoided that because I was concerned that all the characters would be fixed size, but looking at it the (3) would take up less room.
I'll try that out.
Req
vbraun Dec 03, 2005, 01:13 AM I am really, really impressed. You have thrown basically all the stats possible and have done so in a professional manor.
Very nice work! :)
Requies Dec 03, 2005, 06:33 AM I am really, really impressed. You have thrown basically all the stats possible and have done so in a professional manor.
Very nice work! :)
Thanks!
:bump: for the screenshot of x2 for the Specialist.
http://i29.photobucket.com/albums/c287/RequiesAeterna/Civ4ScreenShot0007.jpg
Hmmmm, what do you guys think about this layout?
1) Does the Religion column need more room (I put it the same size as FOUNDED so that the Name column stays in the same place)?
2) What do you guys think about the x3 and x4, etc. in the Specialists' column? Personally, I think I like a symbol for each one, but what do you guys think? I used the x instead of () because it takes up less space.
3) What should be the column header for the Automated Stuff column? I just put in AUTOMATION, but it's hard-coded and I can't find anything right now for it.
Req
Mylon Dec 03, 2005, 07:27 AM That's just awesome. Maybe next you can work on improving the build menu. Add things like the ability to collapse groups (so I don't have to scroll past military all of the time) and/or add a sequence: ie, forge, factory, lighthouse, granary, harbor, barracks, so I could leave a new city alone for a while.
Requies Dec 03, 2005, 07:31 AM That's just awesome. Maybe next you can work on improving the build menu. Add things like the ability to collapse groups (so I don't have to scroll past military all of the time) and/or add a sequence: ie, forge, factory, lighthouse, granary, harbor, barracks, so I could leave a new city alone for a while.
Hmmm, that might be beyond the scope of the Domestic Advisor. Has anyone been able to get the save queue and load queue to work? That might be able to duplicate your second part.
As for the first part, those three buttons on the side of the production choosing (BOTTOM CENTER) window are your friend :mischief:.
Req
Mysterio10000 Dec 03, 2005, 07:49 AM What do you guys think about the x3 and x4, etc. in the Specialists' column?
I prefer the x# to individual icons for each specialist. Not having to count the icons or glance at the bottom of the window is a good thing. :)
Mylon Dec 03, 2005, 07:50 AM Well, I didn't intend those ideas to apply to the domestic advisor, but since you seem to have a good handle on the interface... :)
As for the bottom center, I'm not sure if that's accessible when the city prompts me on what to build (so I could ignore the popup). That could save me time.
Also, there was another mod I saw a while back (at least, I'm pretty sure it was a mod). It added commerce/yield icons next to the religion icons to identify a city as a top producer. So a beaker would tell you that city is your best research city. Do you think you could reproduce this?
Requies Dec 03, 2005, 08:39 AM Well, I didn't intend those ideas to apply to the domestic advisor, but since you seem to have a good handle on the interface... :)
As for the bottom center, I'm not sure if that's accessible when the city prompts me on what to build (so I could ignore the popup). That could save me time.
Also, there was another mod I saw a while back (at least, I'm pretty sure it was a mod). It added commerce/yield icons next to the religion icons to identify a city as a top producer. So a beaker would tell you that city is your best research city. Do you think you could reproduce this?
Ah, ok. I understand. The build menu is unfortunately in another section of the code, so there isn't much crossover with the DAdvisor.
I see what you're talking about with the city prompts, but again it's somewhere else :( .
For the third thing do you mean on the world map itself? If so, I haven't the slightest clue where to begin (though the top research, gold and production are already on the map). If you mean in the Domestic Advisor, it's already there. Just do a sort :crazyeye:.
Req
eotinb Dec 03, 2005, 09:59 AM Mylon, the beaker, coin, hammer above the city name on the world view is already there -- no need to mod it in. Go take a closer look.
oriel94 Dec 03, 2005, 11:28 PM OK I downloaded the zip file to my desktop. When I click on it, it opens to reveal a bunch of other files and two readme documents. But I can't see how I install it all the requisite directory. Any advice?
eotinb Dec 03, 2005, 11:41 PM Not to sound like a jerk, but read the readme files (you may have to rename them to add the extension ".txt" or just tell windows to open them in notepad when it asks).
Requies Dec 04, 2005, 02:09 AM OK I downloaded the zip file to my desktop. When I click on it, it opens to reveal a bunch of other files and two readme documents. But I can't see how I install it all the requisite directory. Any advice?
Yup, as eotinb said it's in the readme (the Special Domestic Advisor readme).
Hmmmm, should I still include the New Domestic Advisor readme as it might confuse people who are trying to install? I thought it would be nice to have as a link to the pass, but it might actually be a little confusing....
Req
Requies Dec 04, 2005, 03:37 AM :bump: for new update.
Includes x# in Specialist column, AUTOMATION options on the default view, and many optimizations and cleaning up of code.
Also, a question.
Any suggestions for column header for AUTOMATION? I'm really loathe to edit the XML files, but it looks like I might have to. But I'm hoping one of you guys has an idea for the header.
Also, any ideas for the Automate Citizen and Automate Production symbols? Right now, they're just 'C' and 'P', respectively.
ED: Oh, yeah, the update is on the first post and there's a new screenshot up.
Req
Morgan UK Dec 04, 2005, 06:00 AM How strange...
I have just installed your updated version and I get...
Failed to load python module CVEventInerface
Which I understand is cache related, so I have tried to clear the cache several times by pressing the shift key whilst it is loading, as well as deleting the cache itself from....
C:\Documents and Settings\Admin\Application Data\My Games\Civ 4\cache
...and I still get that message. :crazyeye:
Mysterio10000 Dec 04, 2005, 06:05 AM How strange...
I have just installed your updated version and I get...
Failed to load python module CVEventInerface
Which I understand is cache related, so I have tried to clear the cache several times by pressing the shift key whilst it is loading, as well as deleting the cache itself from....
C:\Documents and Settings\Admin\Application Data\My Games\Civ 4\cache
...and I still get that message. :crazyeye:
I'm receiving the same error, as well. Re-installing the previous version eliminates the error.
Morgan UK Dec 04, 2005, 06:06 AM Yes I agree - I have gone back to the previous version and all is ok now :)
Requies Dec 04, 2005, 06:21 AM How strange...
I have just installed your updated version and I get...
Failed to load python module CVEventInerface
Which I understand is cache related, so I have tried to clear the cache several times by pressing the shift key whilst it is loading, as well as deleting the cache itself from....
C:\Documents and Settings\Admin\Application Data\My Games\Civ 4\cache
...and I still get that message. :crazyeye:
Awww, crap. Probably another syntax bug....
Ok could I ask you guys a favor?
Could you do what Enkidu Warrior did for me?
In your "My Documents/My Games/Civilization IV/CivilizationIV.ini" file, change "Logging enabled" to 1 and "MessageLog" to 1 (and "Overwrite Logs" to 1 if you don't want a mass of Network Logs) and tell me what the "My Documents/My Games/Civilization IV/Logs/PythonErr.txt" file says when you try to load up cIV.
ED: Oh yeah, BTW, just in case you want to be more enlightened about the cIV error problems and stuff :D, "Cannot load CvEventInterface" actually means that the Python could not compile correctly because the interpreter could not parse the CvEventInterface (which I believe is the code that the C++ code uses to interface with the Python code) and all the files it is dependent upon. So, if you have ANY syntax error or unknown symbol, then, it'll spit that out.
The reason why I say clear the cache as a solution is that sometimes cIV will use an old version of a file and call a no-longer existing function or class causing this problem. It happens frequently enough, so that any time I load a mod with a lot of changes, I'll clear my cache anyways, just to avoid this from happening.
However, strictly speaking, the message itself just means that the program wasn't able to load up the class CvEventInterface.
Thanks a bunch!
Req
Requies Dec 04, 2005, 06:38 AM Awww, crap. Probably another syntax bug....
Ok could I ask you guys a favor?
Could you do what Enkidu Warrior did for me?
In your "My Documents/My Games/Civilization IV/CivilizationIV.ini" file, change "Logging enabled" to 1 and "MessageLog" to 1 (and "Overwrite Logs" to 1 if you don't want a mass of Network Logs) and tell me what the "My Documents/My Games/Civilization IV/Logs/PythonErr.txt" file says when you try to load up cIV.
ED: Oh yeah, BTW, just in case you want to be more enlightened about the cIV error problems and stuff :D, "Cannot load CvEventInterface" actually means that the Python could not compile correctly because the interpreter could not parse the CvEventInterface (which I believe is the code that the C++ code uses to interface with the Python code) and all the files it is dependent upon. So, if you have ANY syntax error or unknown symbol, then, it'll spit that out.
The reason why I say clear the cache as a solution is that sometimes cIV will use an old version of a file and call a no-longer existing function or class causing this problem. It happens frequently enough, so that any time I load a mod with a lot of changes, I'll clear my cache anyways, just to avoid this from happening.
However, strictly speaking, the message itself just means that the program wasn't able to load up the class CvEventInterface.
Thanks a bunch!
Req
Oh, crap. Never mind. I know what it is.
I added in the time/date mod but changed it so that it subclassed instead of replacing CvMainInterface....
Damn. Totally forgot about that....
Sorry, guys. I'll get a new version up, pronto.
I swear, there won't be any syntax errors in this one (I hope).
Req
Requies Dec 04, 2005, 06:43 AM Ok, updated the fixed version 0.91.
Sorry about that, guys.
Completely forgot about that mod.
Try it now. I'll try it on my own too and see if that was the problem (I'm 99% sure it was.)
Req
Requies Dec 04, 2005, 06:48 AM Ok, hold on, I just tried re-installing and it completely messed things up (I just moved all my directories, so maybe that caused a major problem).
Anyways, I'm going to see what happened here.
Req
Requies Dec 04, 2005, 06:59 AM Ok, I checked it out and it worked.
Looks like when you're changing your My Games folder, you should remove EVERYTHING as otherwise, you'll get some funky results.
Anyways, I guess I'll test any future changes this way (moving my whole My Games folder over) since it's the only way I know if I forgot to take out one of my mods.
Req
Requies Dec 04, 2005, 07:14 AM Ugggh, just to show that anyone can be bitten by the cache bug, It took me 5 times to clear out my cache.
And the problem is I haven't the slightest clue where it is since it's not in my Document and Settings directory!
Oh well.
Anyways, the new update works with a clean My Games directory, so it should work for everyone unless they have other mods which interfere with it (CvScreensInterface.py).
So, try it out! And let me know what I should put for the symbols and headers of the Automated column!
Req
jpinard Dec 04, 2005, 07:22 AM I'll give this a try after I've completed a few games under normal mode. Thanks for a super duper excellent mod (that I'll fire up shortly)!
Morgan UK Dec 04, 2005, 08:12 AM If you check my earlier post you will see the patch to where the cache for the game is stored, you have to allow XP to show hidden files and folders for it to appear.
Looks like when you're changing your My Games folder, you should remove EVERYTHING as otherwise, you'll get some funky results.
What exactly do you mean by this....?
I have the blue marble mod installed which runs perfectly well with your mod, previous to your latest update, can I not just copy your update and overwrite the files that are there....?
BTW: Great work on this mod :)
Requies Dec 04, 2005, 08:22 AM If you check my earlier post you will see the patch to where the cache for the game is stored, you have to allow XP to show hidden files and folders for it to appear.
I know. But the thing is I ALWAYS have hidden files and folders shown (I'm a nut about it :D), so that's not the problem. My problem I think is that I've modified my computer so that it store different files in different default directories. However, I looked where the cache SHOULD be and it wasn't there. I also checked the other feasible places where it could be and couldn't find it in any of THOSE places, either :sad:. So, my cache is somewhere, I just don't know where.
What exactly do you mean by this....?
I have the blue marble mod installed which runs perfectly well with your mod, previous to your latest update, can I not just copy your update and overwrite the files that are there....?
You can. It's just that when I tried just moving all my files in that directory to another (to test the installation), it made the program do some weird things.... I think I forgot to leave some files in that directory which caused the problems (I did leave the ini file, but I think it needed another file). And since it's easiest just to have Civ re-install the correct files, the best bet when moving your files around and wanting a "clean (mod free)" version is just delete the Civilization4 directory in your My Games folder. That probably wasn't very clear in my original post or even this post, but that's my best explanation at this moment. I'm dealing with some insomnia right now :/.
BTW: Great work on this mod :)
Thanks! So, then, the new update works for you, right? I'm pretty sure it would, but it's always nice to get confirmation.
Req
Morgan UK Dec 04, 2005, 08:30 AM You could always search for "My Games" to locate where your cache folder would be, as you have the hidden files and folders to show, it would be revealed.
I always clear the cache by deleting the contents of that folder, it seems less hit and miss than holding the shift key down whilst launching the game.
I have just installed the updated update and all seems well. So again a big pat on the back for the super quick fix :)
Requies Dec 04, 2005, 08:35 AM You could always search for "My Games" to locate where your cache folder would be, as you have the hidden files and folders to show, it would be revealed.
I always clear the cache by deleting the contents of that folder, it seems less hit and miss than holding the shift key down whilst launching the game.
I have just installed the updated update and all seems well. So again a big pat on the back for the super quick fix :)
Yeah, I guess I should do it. I'm just having problems with my Explorer Search right now. Plus it takes a long time to search all my hard drives.....
Eh, oh well, I guess I'll do that now. Clearing the cache with the SHIFT really is kind of a pain.
Glad it's working for you!
ED: Ok, just did the search and it's in AppData for me. Thanks for talking me into looking for it. No more SHIFT for me!
Req
HeroFromHyrule Dec 04, 2005, 06:55 PM This looks great! Installing now, feedback coming soon.:goodjob:
jonpfl Dec 05, 2005, 05:29 PM Why are there 2 files?
Which one should I use?
Thx
jonpfl
Requies Dec 05, 2005, 06:19 PM Why are there 2 files?
Which one should I use?
Thx
jonpfl
v0.91
I kept v0.9 up since there were initially problems with v0.91
I'll remove that one now.
Req
zx1111 Dec 05, 2005, 08:35 PM from line 654 of CvSpecialDomesticAdvisor.py
elif (szKey == "FOOD"):
# Replace Food/Food Used with Net Food AND Turns until Growth...
# If this is a food production (i.e., worker or settler)
if (pCity.isFoodProduction()):
nFood = pCity.getCurrentProductionDifference (False, False) \
- pCity.getCurrentProductionDifference (True, False)
else:
nFood = pCity.foodDifference (True)
szReturn = unicode(nFood)
May I ask few questions?:
1) Is pCity.foodDifference (True) same thing as
(pCity.getFoodRate() - pCity.foodConsumption(False, 0) ?
2) What is the meaning of pCity.getCurrentProductionDifference (False, False) - pCity.getCurrentProductionDifference (True, False)
What does this number means? difference of difference?
Is this diffrent from "pCity.foodDifference()"?
Would you explain the code to us more kindly?
Where can I find more infos anout them?
Requies Dec 05, 2005, 09:15 PM from line 654 of CvSpecialDomesticAdvisor.py
elif (szKey == "FOOD"):
# Replace Food/Food Used with Net Food AND Turns until Growth...
# If this is a food production (i.e., worker or settler)
if (pCity.isFoodProduction()):
nFood = pCity.getCurrentProductionDifference (False, False) \
- pCity.getCurrentProductionDifference (True, False)
else:
nFood = pCity.foodDifference (True)
szReturn = unicode(nFood)
May I ask few questions?:
Sure.
1) Is pCity.foodDifference (True) same thing as
(pCity.getFoodRate() - pCity.foodConsumption(False, 0) ?
I believe so, though I'm not exactly sure what foodConsumption would return.
2) What is the meaning of pCity.getCurrentProductionDifference (False, False) - pCity.getCurrentProductionDifference (True, False)
Get the Current city's production (NOT ignoring food) - get the current city's production (ignoring food)
What does this number means? difference of difference?
The amount of net food the city is producing.
Is this diffrent from "pCity.foodDifference()"?
Yes, because foodDifference, I believe, becomes zero when the city is in "Food Production" mode which is why there is the comparison there and different paths there.
Would you explain the code to us more kindly?
I'll definitely improve the comments once I get to v1.0. It's not quite there yet, though.
Where can I find more infos anout them?
The Civ 4 API (http://civilization4.net/files/modding/PythonAPI/) is a GREAT reference for getting a general idea of what functions there are in the Civ 4 game.
Just a warning, though. It is NOT complete or completely up-to-date as it's the API of the last update to the BETA TESTERS. Since the release and the 1.09 patch some of the API has changed.
The best way to get CURRENT information is to use in-language 'help' function of Python.
Unfortunately, it seems that this is NOT available if you only install Civ 4. It seems you also have to have Python installed, in addition (or at least that's what SEEMED to happen when some players reported that one of my version gagged because it couldn't find the "help" symbol).
Still the aforementioned website is a great jumping off point for trying to see what different functions are available in the Civ 4 code.
Req
zx1111 Dec 05, 2005, 09:47 PM Thanks a lot, Requires.. For your kind explanation, I can understand the logics behind the displayed food number.
CautiousChaos Dec 06, 2005, 09:32 AM Requies,
This is a really nice set of work. It's much closer to the Civ3 version and offers much more detailed and useful information than the Civ4 vanilla. Very nicely done.
I was wondering if there are any python calls that could be made so that you return to the Domestic Advisor after you "View" a city? It's probably not a big deal, because you display most of the information in the advisor, still there's a limit to what you can show and this could be a helpful behavior.
Food for thought...
-cc
Requies Dec 06, 2005, 10:01 AM Requies,
This is a really nice set of work. It's much closer to the Civ3 version and offers much more detailed and useful information than the Civ4 vanilla. Very nicely done.
I was wondering if there are any python calls that could be made so that you return to the Domestic Advisor after you "View" a city? It's probably not a big deal, because you display most of the information in the advisor, still there's a limit to what you can show and this could be a helpful behavior.
Food for thought...
-cc
Try [F1] :mischief:.
Req
CautiousChaos Dec 06, 2005, 10:22 AM heh heh heh... Ok, you got me. Laziness...:)
-cc
kurdt Dec 06, 2005, 01:23 PM Suggestion:
I was reading about Great People (http://forums.civfanatics.com/showthread.php?p=3417130) generation rate (http://forums.civfanatics.com/showthread.php?t=142704) and was wondering if you could add code to color the GP point/turn column red if they're producing at so low of a rate that they will never produce one, and yellow if it's less than double that rate.
And yes I realize the amount of math this would require (which is would be why it would be so much easier for the comp to do it than me ;) )
And, a simpler one: could you set the food/turn column to turn yellow when production is 0 instead of red? Some cities I do want to be stagnant. Also, could you you make it yellow or green if food/turn is >=8 ? After getting Biology I often have to hunt down my towns with insane food production and make it more manageable compared to my health/happiness rates.
Edit: one more food condition: if the (food/turn) /2 > Min (net health, net happiness), turn it red - meaning the city is going to go over it's max size even if the new citizens don't produce any food. This is the same idea as turning it green for >=8, but I figured I'd leave both ideas in so you can do just one or both.
And lastly, under the Buildings column, could you show National Wonders too?
And one suggestion, for the Specialists, it might be more compact to in the column list the type and number than have an icon for each one.
Other than that, this is the best mod I've seen yet! Thanks for this, can't wait to get home and get this installed! :)
Requies Dec 06, 2005, 01:44 PM Suggestion:
I was reading about Great People (http://forums.civfanatics.com/showthread.php?p=3417130) generation rate (http://forums.civfanatics.com/showthread.php?t=142704) and was wondering if you could add code to color the GP point/turn column red if they're producing at so low of a rate that they will never produce one, and yellow if it's less than double that rate.
And yes I realize the amount of math this would require (which is would be why it would be so much easier for the comp to do it than me ;) )
Hmmmm, there's quite a bit that I would have to change for this one. I'll have to think about it.
And, a simpler one: could you set the food/turn column to turn yellow when production is 0 instead of red? Some cities I do want to be stagnant. Also, could you you make it yellow or green if food/turn is >=8 ? After getting Biology I often have to hunt down my towns with insane food production and make it more manageable compared to my health/happiness rates.
That's definitely very doable. I'll have to think about tackling it since right now, my code is standardized and I'd have to make exceptions to it for this.
Edit: one more food condition: if the (food/turn) /2 > Min (net health, net happiness), turn it red - meaning the city is going to go over it's max size even if the new citizens don't produce any food. This is the same idea as turning it green for >=8, but I figured I'd leave both ideas in so you can do just one or both.
Probably not as feasible. Perhaps I could just turn the health and happiness to yellow if they're 0?
And lastly, under the Buildings column, could you show National Wonders too?
Already done, and not by me :crazyeye:. If you mean SPECIFIC National Wonders, what icons would you use? I'm limited to a very low number. I guess I could use letters, but it seems so inelegant.
And one suggestion, for the Specialists, it might be more compact to in the column list the type and number than have an icon for each one.
Already done. You think like a lot of other civvers :p.
Other than that, this is the best mod I've seen yet! Thanks for this, can't wait to get home and get this installed! :)
Thank you. Keep those suggestions coming!
Req
Requies Dec 08, 2005, 11:28 AM :bump: for v 0.92.
-Added more color coding (Yellow for neutral - 0, Green for great)
-Added in foreign language support (I'm not sure if the translations are correct, so please let me know if they're wrong!)
-Added a LOT more documentation and some handy info if you want to try changing it....
It's getting close to being finished. I think I have one more idea I might put in for v 1.0.
If you guys have any other great ideas, let me know!
Req
Mysterio10000 Dec 08, 2005, 12:05 PM With 0.92, my screen looks like this. The REDRAW and VIEW buttons aren't shown correctly, and the first column's text is wrong.
106778
kurdt Dec 08, 2005, 12:24 PM One more minor problem I noticed in v0.91:
When adjusting specialists via this Advisor, it goes off the original city in the list, not how you currently have it sorted. I assume it's the same problem as #1 and #2.
(and sorry about not noticing my suggestions were already proposed, I started skimming when I saw the install problems, and guess I skimmed right over them)
P.S. This mod rocks! Makes my need for MM so much easier!
Requies Dec 08, 2005, 12:27 PM With 0.92, my screen looks like this. The REDRAW and VIEW buttons aren't shown correctly, and the first column's text is wrong.
106778
Clear the cache. I would suggest deleting it :/. It's all in the new XML file which isn't being loaded properly unless you clear the cache.
Req
Requies Dec 08, 2005, 12:28 PM One more minor problem I noticed in v0.91:
When adjusting specialists via this Advisor, it goes off the original city in the list, not how you currently have it sorted. I assume it's the same problem as #1 and #2.
(and sorry about not noticing my suggestions were already proposed, I started skimming when I saw the install problems, and guess I skimmed right over them)
P.S. This mod rocks! Makes my need for MM so much easier!
Yeah, it's the same problem. That feature probably won't make it into v1.0. As, it will 1) slow it down and 2) be kind of a pain to program.
Req
Mysterio10000 Dec 08, 2005, 01:40 PM Clear the cache. I would suggest deleting it :/. It's all in the new XML file which isn't being loaded properly unless you clear the cache.
That's not the cause, since I both cleared the cache manually and held the SHIFT key down before taking that screenshot. :(
Requies Dec 08, 2005, 01:44 PM That's not the cause, since I both cleared the cache manually and held the SHIFT key down before taking that screenshot. :(
Hmmmm, strange.... You do have the Civ4AdviserInfo.xml file in XML/Text, right?
Anyone else running into this problem?
Req
Requies Dec 08, 2005, 01:51 PM Hmmmm, strange.... You do have the Civ4AdviserInfo.xml file in XML/Text, right?
Anyone else running into this problem?
Req
If the XML file is there, can you try moving your My Documents\Civilization 4\ folder, have Civ 4 re-install those files, unzipping the mod and deleting the cache?
I just did that and it worked immediately.... Either that or maybe my setups different.
Req
Mysterio10000 Dec 08, 2005, 02:02 PM Hmmmm, strange.... You do have the Civ4AdviserInfo.xml file in XML/Text, right?
No, I didn't know that file was part of your mod, since it's not mentioned in your installation instructions. Rather than copying the entire folder, as you instruct, I prefer to copy the individual files, since some of my mods use the same files as your mod. So, I rely on the specific files you mention in the readme to know which files to copy, and the XML file isn't mentioned.
It's odd, though, because I never copied that XML file over to my CustomAssets folder while running 0.91, and the button text was just fine. I also don't have that file in my Assets folder, which means it's not part of the default install.
Copying your Civ4AdviserInfo.xml file to my CustomAssets/xml/text folder corrected the problem.
EDIT: Proper file name is CIV4AdvisorInfo.xml, not CIV4AdviserInfo.xml.
Requies Dec 08, 2005, 02:07 PM No, I didn't know that file was part of your mod, since it's not mentioned in your installation instructions. Rather than copying the entire folder, as you instruct, I prefer to copy the individual files, since some of my mods use the same files as your mod. So, I rely on the specific files you mention in the readme to know which files to copy, and the XML file isn't mentioned.
It's odd, though, because I never copied that XML file over to my CustomAssests folder while running 0.91, and the button text was just fine. I also don't have that file in my Assets folder, which means it's not part of the default install.
Ah.... Oops. Forgot to add that to the Readme.... Darn it.
The reason you didn't copy over the XML file in 0.91 is because it's new. I realized that Civ 4 will read (I believe) all XML files put into certain directories (or at least look for them) and when I tested it out, it was there!
That's how I added multi-language support.
Heh, well it's good to know there weren't any REAL problems with the install (at least I hope). Just the darn readme.... I'll fix that up now.
Req
Requies Dec 08, 2005, 02:11 PM Ok, uploaded the zip with the new readme.
Sorry for the confusion, mysterio10000.
Req
Mysterio10000 Dec 08, 2005, 02:11 PM The reason you didn't copy over the XML file in 0.91 is because it's new.
Sweet! I'm not going crazy! :lol:
Muki Dec 10, 2005, 12:49 PM very nice job, the original dom advisor is just not good at all, but urs is almost perfect.But i think i found a minor bug- if u view a newly captured city that is still revolting through ur dom advisor and then exit the city screen, it asks u what u want to build in that city- no biggie though. And a small suggestion- could u do that it shows ur state religion first at the religion column?
Requies Dec 12, 2005, 01:21 AM very nice job, the original dom advisor is just not good at all, but urs is almost perfect.But i think i found a minor bug- if u view a newly captured city that is still revolting through ur dom advisor and then exit the city screen, it asks u what u want to build in that city- no biggie though. And a small suggestion- could u do that it shows ur state religion first at the religion column?
I think the revolting city does that anyway if you click into it. However, the city doesn't actually PRODUCE anything toward that build until AFTER it stops revolting. At least, that's what I remember from when I did it :crazyeye:.
I could do the state religion first, that's not a bad idea.
Req
Dusty4prez Dec 12, 2005, 11:55 AM Can you post a screenshot of what it should look like this is what mine looks like.
Requies Dec 12, 2005, 02:13 PM Can you post a screenshot of what it should look like this is what mine looks like.
If you have both the Domestic Advisor and the Foreign Advisor, just delete the CvScreensInterface.py, and rename CvReqScreensInterface.py to CvScreensInterface.py (IOW, replace it).
Req
Patricius Dec 13, 2005, 09:49 PM Hi,
I have downloaded this mod and found it very helpful. However I would like to foray into the world of Multiplayer to see what it is like? Do I have to delete this mod if i want to play against other players out there or will it still be compatible. I also have the upgraded time clock mod by Homegrown. If they are not compatible, is there some way I can turn of the mods for a short time rather than uninstalling them? Thanks for all the work you're doing to improve the game for all of us.
Patricius
Mysterio10000 Dec 13, 2005, 10:07 PM Hi,
I have downloaded this mod and found it very helpful. However I would like to foray into the world of Multiplayer to see what it is like? Do I have to delete this mod if i want to play against other players out there or will it still be compatible. I also have the upgraded time clock mod by Homegrown. If they are not compatible, is there some way I can turn of the mods for a short time rather than uninstalling them? Thanks for all the work you're doing to improve the game for all of us.
Patricius
The mods will be present in multiplayer games, as well, and won't affect your ability to host or join them.
Patricius Dec 14, 2005, 12:35 AM The mods will be present in multiplayer games, as well, and won't affect your ability to host or join them.
Thanks very much
Patricius
alerum68 Dec 14, 2005, 09:07 AM When I try to sort my city by production it ends up being randomly. Did I install something wrong, or is there there a way I can fix this? Thanks!
Requies Dec 14, 2005, 10:05 AM When I try to sort my city by production it ends up being randomly. Did I install something wrong, or is there there a way I can fix this? Thanks!
Do you mean production as in hammers? Or Production as in what the city is producing?
Hammers works fine for me. Producing will return a CHARACTER based sorting [e.g., (10) Barracks will be before (2) Infantry] as it is text. (Hmmmm, I thought that was obvious, but perhaps not. Maybe something to add in the Known Problems section.) I didn't think that many people would be sorting by Producing as it's just a list of what you're producing. I guess that maybe people might want to sort by Time left to produce something, but I didn't think it would be a major deal breaker and if you want to know which cities will be producing something next turn, it should still do that pretty well....
If it IS hammers, could you please provide a savegame where it does it? Or at least a screenshot?
Thanks
Req
Stone-D Dec 14, 2005, 10:55 AM Haven't tried this mod yet (going to though) and I haven't read this thread yet, so forgive me if this has been suggested already. Regarding the int sorting, why don't you just convert the int to a string?
i = 534653634
s = str(i)
Roland Johansen Dec 14, 2005, 12:33 PM The reason that I would like to be able to sort on the items that I'm producing is to see how many of my cities are producing infantry, how many tanks, how many bombers and how many buildings. This helps to adjust the production in some cities to get the right number of units in your future army.
That would be my only reason to sort on production. If such information can be acquired in a simpler way, then please educate me.
Requies Dec 14, 2005, 01:29 PM Haven't tried this mod yet (going to though) and I haven't read this thread yet, so forgive me if this has been suggested already. Regarding the int sorting, why don't you just convert the int to a string?
i = 534653634
s = str(i)
:confused:
I'm not sure I understand. I believe the poster had issues because it WASN'T sorted via integers (IOW, it was sorting by character).
Anyways, I'm using cIV's built in sort for tables (which doesn't have integer sorting on strings - you have to enter it as an int). Any coding of sorting is not currently slated for v1.0 (though, it may be included in future versions).
Req
Requies Dec 14, 2005, 01:31 PM The reason that I would like to be able to sort on the items that I'm producing is to see how many of my cities are producing infantry, how many tanks, how many bombers and how many buildings. This helps to adjust the production in some cities to get the right number of units in your future army.
That would be my only reason to sort on production. If such information can be acquired in a simpler way, then please educate me.
Hmmmm, even there you'd still have to add up all the stuff in your head to figure that out....
I HAVE been thinking of modding the military advisor lately.
But that'll have to wait until the Domestic and Foreign Advisors are v1.0 released.
Req
alerum68 Dec 14, 2005, 05:04 PM I use the Sort Production feature usually later in the game, or after a war, when I'm trying to get cities that were acquired later to be caught up by hurrying the production. Let's say I have 10 cities that are producing Barracks, (i'm big on having barracks in every city), and i want to hurry them, but only hurry cities that producing barracks. It just makes it easier. The vin civ4 domestic advisor, as well as another one I've seen sorts by Production.
Requies Dec 14, 2005, 07:34 PM I use the Sort Production feature usually later in the game, or after a war, when I'm trying to get cities that were acquired later to be caught up by hurrying the production. Let's say I have 10 cities that are producing Barracks, (i'm big on having barracks in every city), and i want to hurry them, but only hurry cities that producing barracks. It just makes it easier. The vin civ4 domestic advisor, as well as another one I've seen sorts by Production.
Well, that's true, but that's because they don't have that number in the front :lol:.
Ok, so just in an informal survey.
Would you guys rather have:
1) The # of turns to produce the current production at the end (a la 1.09 cIV Domestic Advisor). The advantage is you can sort again by what it produces. The disadvantages are (1) if the name is long enough, you won't see the # of turns left for the item and (2) you won't be able to sort at all by the # of turns left.
2) Leave it the way it is. The advantages and disadvantages are the opposite of #1.
3) Create another column for turns left to produce the item (a la homegrown's original version)? It has the advantages of 1 and 2, but the disadvantage that you have to cut out space for something else on BOTH screens. This might not be a problem for the Specialist screen, but I'm really not sure what you can cut out from the Default screen.... For any of the columns, if you shrink them more, you're going to get some ugly ... stuff. (I know I've tried :p).
Req
Roland Johansen Dec 14, 2005, 09:22 PM Hmmmm, even there you'd still have to add up all the stuff in your head to figure that out....
Hmm, the moments that I would use this wouldn't require large calculations. Example: I look at my invading army and determine that I need 3 more bombers, 3 more infantry and 5 more tanks before I start my war against my vile enemy. Now I enter the domestic adviser and sort on producing items (civ4 vanilla style). I can see a column of 5 bombers, 4 infantry and 3 tanks. So I change the production of 2 cities from bombers to tanks and the production from 1 city from infantry to tanks.
I HAVE been thinking of modding the military adviser lately.
But that'll have to wait until the Domestic and Foreign Advisors are v1.0 released.
Req
Yes, I read that in this or another thread. I'm eager to see what you will be able to improve.
Ok, so just in an informal survey.
Would you guys rather have:
1) The # of turns to produce the current production at the end (a la 1.09 cIV Domestic Advisor). The advantage is you can sort again by what it produces. The disadvantages are (1) if the name is long enough, you won't see the # of turns left for the item and (2) you won't be able to sort at all by the # of turns left.
2) Leave it the way it is. The advantages and disadvantages are the opposite of #1.
3) Create another column for turns left to produce the item (a la homegrown's original version)? It has the advantages of 1 and 2, but the disadvantage that you have to cut out space for something else on BOTH screens. This might not be a problem for the Specialist screen, but I'm really not sure what you can cut out from the Default screen.... For any of the columns, if you shrink them more, you're going to get some ugly ... stuff. (I know I've tried ).
I'm in favour of 3. I can see that the present double screen can present some problems with space. But you're repeating a lot of information in both screens. You might want to use screen one for:
Automation, Name, Buildings, Population, number of units, happiness, health, time until growth, growth rate, production level, commerce, gold, science, the item that you're producing, the time left on the item that you're producing. (no maintenance, trade, culture, tot culture, great people points produced and total)
This screen is used for determining what you want to produce, rushing production, changing production, for sorting on production speed, gold produced and science produced to determine where small wonders should be placed. Also you can look in this screen to see how fast your cities are growing and if problems with health and/or happiness will arise. You can also use this screen to see how many times you're producing certain items by sorting on produced item. You can use this screen to sort on the time it takes to produce stuff to see if you want to rush stuff that takes too long.
And you can then use screen two for:
Founded, Name, Religion, Specialists, happiness, growth rate, trade, maintenance, culture growth, total culture, great people point growth, great people points total and maybe the item that is being produced. (no time until growth, production, science and gold production levels)
This screen is for looking at info that is typically needed less often. In this screen you can manage the great people and see how many more great people can be maintained by your main 'great people production centers'. Also this screen can be used to see how much time it takes to gain a cultural victory. You can see which of your cities trade the most in this screen and which cost the most maintenance.
This is my suggestion. I think that some information is typically combined by players and should be in one screen and some information will never (or very seldom) be combined and thus is only needed in one of the two screens. I might miss something that makes this proposal very bad for some people's playing style. You have a lot of experience with designing this screen and I'm sure that you can divide the information in a smart and useful way over both screens.
Patricius Dec 14, 2005, 10:39 PM I vote for (3) for basically the same reasons as Roland.
Patricius
Impaler[WrG] Dec 14, 2005, 11:01 PM Idea: As has been noted their are LOTS of colums of information people would like to see, but were running out of horizontal room. Solution alow all the colums to be toggled on or off by a button located down at the bottom of the screen, when all the space is used up no additional colums can be activated untill others have been deactivated. With this kind of system theirs realy no limit to the number of usefull colums that could be displayed. As a bonus their might also be Macro Buttons that imediatly toggle on a particular combination of colums to give an overview of some particular area such as military or Culture, a "Default" view macro gives us the current overview of everything display.
alerum68 Dec 15, 2005, 08:48 AM I like Option 3 as well. Impaler has a good idea though I think it would take extreme amounts of effort for something like that.
Shamier Dec 16, 2005, 03:11 AM I vote for 3 as well.
Ofcourse, if you want to do this so that it suits if not everyone's needs atleast most people's needs then you might want to add a way to select what info is displayed and where ;)
Kilim Dec 24, 2005, 11:01 AM I do not know if it is just me, but this mod does not even show in my domestic advisor screen with the latest patch v1.52 :(
lolo@350 Dec 25, 2005, 09:30 AM Yeah, same prob... none of the domestic advisor mod is working with Ver. 1.52
The advisor is simply not showing up.
What is strange is that the advisor itself works.
Because : When you launch a new game in Ver. 1.52 and you connect your first city to the capital, a pop-up appears. If you click on "Show me the big picture", it opens up the domestic advisor, WHICH IS WORKING !!!
So it is only a problem of showing up the advisor.
AbramsGunner Dec 25, 2005, 10:12 AM This domestic advisor mod works with v1.52
http://forums.civfanatics.com/showthread.php?t=148109
Requies Dec 31, 2005, 04:19 PM Yeah, same prob... none of the domestic advisor mod is working with Ver. 1.52
The advisor is simply not showing up.
What is strange is that the advisor itself works.
Because : When you launch a new game in Ver. 1.52 and you connect your first city to the capital, a pop-up appears. If you click on "Show me the big picture", it opens up the domestic advisor, WHICH IS WORKING !!!
So it is only a problem of showing up the advisor.
Yeah, it's because they changed one thing in the call to CvScreensInterface.
I have it fixed and will post an update sometime this coming week.
Req
alerum68 Dec 31, 2005, 06:32 PM Requies, have you seen the Customizable Domestic Advisor yet?
Requies Dec 31, 2005, 07:00 PM Requies, have you seen the Customizable Domestic Advisor yet?
Yup, I have. Even posted in the thread.
Req
Requies Jan 08, 2006, 01:18 AM :bump: for v0.93 for those who want this domestic advisor which will work with patch 1.52.
I didn't add anything else to it, as I've been somewhat busy. But since I've had some requests....
Req
Ingrey Apr 21, 2006, 03:04 PM Okay okay so I should have checked that this was 1.61 compat'e BEFORE I eagerly installed it.
After discovering that the advisors cuase a blank tech advisor screen to load on start up as well as causing the main map interface to permanently disappear, I decided something was clearly wrong.
But hey I can easily remove the py files and it will all be fine.....
Errrrrrrrrrrrrrr.............No
I have deleted all the files that are installed by the dom & for advisors in custom assets folders and cleared out the cache but things are still Pete Tong.
Any ideas, short of reinstalling the entire game?
Cheers
cf_nz Apr 28, 2006, 09:26 AM Okay okay so I should have checked that this was 1.61 compat'e BEFORE I eagerly installed it.
After discovering that the advisors cuase a blank tech advisor screen to load on start up as well as causing the main map interface to permanently disappear, I decided something was clearly wrong.
But hey I can easily remove the py files and it will all be fine.....
Errrrrrrrrrrrrrr.............No
I have deleted all the files that are installed by the dom & for advisors in custom assets folders and cleared out the cache but things are still Pete Tong.
Any ideas, short of reinstalling the entire game?
Cheers
I did exactly the same thing as you - didn't check it was 1.61 compatible before installing.
I was able to fix things by removing the files from my Civ4CustomAssets folder. Note I had to remove all files from my Civ4CustomAssets folder not just the ones related to this mod.
cf_nz May 01, 2006, 11:05 AM Edit: removed, posted in wrong thread.
jonpfl Jul 31, 2006, 08:13 AM Does this work with 1.61?
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