Snaitf
Dec 06, 2005, 12:54 AM
It was requested that the civ scores table in the bottom right of screen also show their attitude towards you without having to mouse-over all of them from time to time. So here you go...
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View Full Version : Snaitf's Show Attitude Mod Snaitf Dec 06, 2005, 12:54 AM It was requested that the civ scores table in the bottom right of screen also show their attitude towards you without having to mouse-over all of them from time to time. So here you go... JDexter Dec 06, 2005, 04:11 AM Screenshot please? :) Lachlan Dec 06, 2005, 05:16 AM Yes screens please ! Elhoim Dec 06, 2005, 08:16 AM It is possible to show how much gold do they have and how much gold per turn are willing to trade? Snaitf Dec 06, 2005, 11:05 AM Screenshot please? :) Yes screens please ! Done and done... Snaitf Dec 06, 2005, 10:51 PM It is possible to show how much gold do they have and how much gold per turn are willing to trade? That may unbalance the game IMO, if they are not willing to talk to you than you should not know how much gold they have, or if gold trading hasn't been discovered yet. But their attitude towards you is always known, this just makes it easier to see... ACEofHeart Dec 06, 2005, 11:46 PM Nice idea !!!! Installing info would be helpful tho :D woodelf Dec 07, 2005, 04:13 AM Good work Snaitf. Another time saving quickie that Firaxis missed, but CFC finds. siroxo Dec 07, 2005, 04:43 AM Helpful mod, thanks JamieCiv4Files Dec 07, 2005, 04:55 AM I've mirrored this file at http://civilization4.filefront.com/ for you Snaitf :) ghen Dec 07, 2005, 07:24 AM I feel that score box takes up too much screen real-estate as it is now.. with full text explinations it would be even bigger. I'd rather see the text turned into smilies of varying colors and expressions to show their attitude. MattJek Dec 07, 2005, 07:43 AM Awesome mod.. I make it a permanent part of my game :goodjob: Kilim Dec 07, 2005, 10:58 AM I feel that score box takes up too much screen real-estate as it is now.. with full text explinations it would be even bigger. I'd rather see the text turned into smilies of varying colors and expressions to show their attitude. This is a great Mod! But as this person did say, Smile faces to replace the text would make it much better. Soemthing like this: Friendly: :D Pleased: :) Cautiuos: http://www.sinvida.net/nuke/modules/Forums/images/smiles/neutral.gif Annoyed: http://www.sinvida.net/nuke/modules/Forums/images/smiles/doubt.gif Furious: :mad: Hope you can figure it out :D gandalf51 Dec 07, 2005, 11:27 AM That may unbalance the game IMO, if they are not willing to talk to you than you should not know how much gold they have, or if gold trading hasn't been discovered yet. But their attitude towards you is always known, this just makes it easier to see... Just add the gold they have when you/they have gold trading and not in war Blazer6 Dec 07, 2005, 03:52 PM Thanks Snaitf. I couldn't stop looking at the distracting scoreboard so this makes it helpful to read. ostar Dec 10, 2005, 09:13 AM Has anyone else had this problem? The leaders with long names don't fit on the line and the line wraps back on itself, superimposing the attitutude and the name on each other making it hard to read. Perhaps increasing the width of the whole box itself? Impaler[WrG] Dec 10, 2005, 09:46 AM I second Kilim's idea, smilies would be great but perhaps use a wider variety of colors in the smiles so that color alone could be used to destinquish them, a small smily on high resolution can be hard to destinquish if colors are similar. The Pleased setting should use one of these greenish smiles :goodjob: Snaitf Dec 10, 2005, 11:51 PM Has anyone else had this problem? The leaders with long names don't fit on the line and the line wraps back on itself, superimposing the attitutude and the name on each other making it hard to read. Perhaps increasing the width of the whole box itself? I've actually never encountered this (spend more time modding than playing :rolleyes: ), but it really doesn't surprise me. I might have to make the box wider like you suggest... Exel Dec 11, 2005, 02:32 AM How about... Friendly: :D Pleased: :) Cautious: http://www.sinvida.net/nuke/modules/Forums/images/smiles/neutral.gif Annoyed: http://www.sinvida.net/nuke/modules/Forums/images/smiles/doubt.gif Furious: :mad: Not quite sure if blue would be better for pleased and friendly though. But in any case smilies with colors would be absolutely fantastic! :goodjob: Kilim Dec 25, 2005, 05:52 PM IS this working with the latest Patch v1.52? Thalassicus Jan 03, 2006, 05:42 PM One possibility would be to use the smilies already in-game. Green, yellow, and red are all there, the same as the text color coding. zarakand Jan 16, 2006, 11:39 AM Nice idea !!!! Installing info would be helpful tho :D I agree. As I'm not very good at figuring this type of stuff out, I'd appricate some instalation instructions. Innocence Jan 16, 2006, 12:27 PM To use as a MOD, unpack to your C:\Documents and Settings\My Games\Civilization 4\MODS. Then load the MOD called "Snaitf's Show Attitude Mod" To use all the time (not as a MOD), unpack and put the CvMainInterface.py in C:\Documents and Settings\My Games\Civilization 4\CustomAssets\python\screens Note: As always, "C:\Documents and Settings" is the default path, but may be different on your PC. If you already have a CvMainInterface.py in \CustomAssets\python\screens, Snaitf has been kind enough to mark exactly what he changed. So open his CvMainInterface.py in Notepad, search for "## Start Modification Block ##", then copy and paste the whole block into the existing CvMainInterface.py:############################## ## Start Modification Block ## ############################## if (not gc.getPlayer(ePlayer).isHuman()): szTempBuffer = " - " + str(gc.getAttitudeInfo(gc.getPlayer(ePlayer).AI_ge tAttitude(gc.getGame().getActivePlayer())).getDesc ription()) szBuffer = szBuffer + szTempBuffer ############################## ## End Modification Block ## ############################## Be sure to copy to the correct position of course, that is right after the lines: szTempBuffer = u"%c" %(gc.getReligionInfo(gc.getPlayer(ePlayer).getStat eReligion()).getChar()) szBuffer = szBuffer + szTempBuffer That's how I got it to work with FexFX Bigger & Longer MOD :) Great work Snaitf :goodjob: When I asked for this feature I didn't expect anyone to make it - thanks a bunch :) zarakand Jan 16, 2006, 08:46 PM Thanks so much for the installation help! I'm looking very forward to trying this mod in a few minutes. :D RobO Jan 21, 2006, 02:22 AM I made a small variant that abbreviates the text to three characters. Edit this change into CvMainInterface.py Beware of the tabs! ############################## ## Start Modification Block ## ############################## if (not gc.getPlayer(ePlayer).isHuman()): szTempBuffer = " - " + str(gc.getAttitudeInfo(gc.getPlayer(ePlaye).AI_get Attitude(gc.getGame().getActivePlayer())).getDescr iption()) szBuffer = szBuffer + szTempBuffer[0:6] # Original: Modified by RobO:szBuffer = szBuffer + szTempBuffer ############################## ## End Modification Block ## ############################## 5 characters is more readable, but then limits the advantage of this change. Just change 0:6 to 0:8 to get 5 characters. Frankly, I'm not sure if 1: would work as well as 0: (I'm not that familiar with Python yet), but 0: doesn't cause problems for me and is the logical choice. Example enclosed. grazwell Feb 03, 2006, 11:45 AM Any ideas how I could add Power info to the main screen? I keep going to check this. I've no idea where or how to find out myself, I'm afraid. Caesium Apr 15, 2006, 06:12 PM Will there be an update for 1.61? TheLopez Apr 15, 2006, 07:09 PM Caesium, I just sent an email to Snaitf to see if he is going to update his mods. Hopefully he'll reply to my mail. Rabbit, White Apr 15, 2006, 08:30 PM This mod works fine with 1.61, it's only a few lines of code. If you're worried that maybe the file itself has changed just copy the modified lines from this one to the new one and that's it. Porges Apr 15, 2006, 09:04 PM Here's a version with icons instead of text: http://forums.civfanatics.com/showthread.php?t=167352 Caesium Apr 16, 2006, 12:51 PM TheLopez and Rabbit, White have thanks for your informations. Rabbit, White Apr 16, 2006, 02:09 PM Actually I was wrong, it does seem to have some conflicts with 1.61, at least it does in my mod, it could be it's something else in the mod but when I used the new CvMainInterface.py to apply these changes it fixed the bug. Anyway, you can get the 1.61 compatible version of this mod here (http://forums.civfanatics.com/attachment.php?attachmentid=123625&d=1145202223). If anyone's willing to double check this that'd be great. It's a very simple mod but I kinda rushed it and could've made a mistake. Officer Reene May 25, 2006, 05:13 AM Rabbit, White's verison works in MP :goodjob: in 1.61 Patch thx Rabbit, White! :D your the :king: only thing I dont like about it is that it shows "[AI]" at the end of the AI opponents :rolleyes: this was not in the original show attitude mod is there a way to fix this? :mischief: It's not a big thing but it does take up more of screen view (which I feel is unnessary) I'll keep you posted if anything else happens! Epicurist Jul 28, 2006, 05:25 PM I like the attitude mod.. But when i click onto the city screen, the attitude box is still on the bottom covering up the specialists. Is there a way to manipulate the attitude box (or make it disappear) on the city screen? Officer Reene Jul 28, 2006, 05:49 PM I like the attitude mod.. But when i click onto the city screen, the attitude box is still on the bottom covering up the specialists. Is there a way to manipulate the attitude box (or make it disappear) on the city screen? see post #32 download the link unzip it and replace that .py file with the one in Snaitf's mod that will work with 1.61 patch (dont know if it works with Warlords :( ) Epicurist Jul 29, 2006, 03:02 PM ok..cool..i had d/l that version but for some reason it didnt place over the old one.. Works now..thanks! fyi..it is buggy with the warlords expansion pack...(the post #32 version) *********************Edit****************** Actually, in Warlords, it works until you build a wonder, then that specific city will error, while non wonder cities will work. Not sure why they would be different Officer Reene Jul 29, 2006, 06:26 PM ok..cool..i had d/l that version but for some reason it didnt place over the old one.. Works now..thanks! fyi..it is buggy with the warlords expansion pack...(the post #32 version) *********************Edit****************** Actually, in Warlords, it works until you build a wonder, then that specific city will error, while non wonder cities will work. Not sure why they would be different yeah... TheLopez took over this mod since Snaitf is MIA and probably wont be coming back :( but thanks for the heads up... since Im gonna release a mod pre-warlords... and probably release a warlords version too (not because I want too... warlords looks lame IMHO, but to keep my mod up to date) and I use this mod component in my mod right now :crazyeye: he maybe be able to update the mod but he is quite busy... but who knows... I am not a python coder but I know that some xml tags were changed for Warlords... which means some python files were changed and that's probably why it dont work :sad: but good luck too ya sorry I couldnt help more :blush: TheLopez Jul 29, 2006, 08:59 PM yeah... TheLopez took over this mod since Snaitf is MIA and probably wont be coming back :( but thanks for the heads up... since Im gonna release a mod pre-warlords... and probably release a warlords version too (not because I want too... warlords looks lame IMHO, but to keep my mod up to date) and I use this mod component in my mod right now :crazyeye: he maybe be able to update the mod but he is quite busy... but who knows... I am not a python coder but I know that some xml tags were changed for Warlords... which means some python files were changed and that's probably why it dont work :sad: but good luck too ya sorry I couldnt help more :blush: When did I take over this mod? I wasn't informed of this :p Officer Reene Jul 29, 2006, 11:19 PM When did I take over this mod? I wasn't informed of this :p sorry I was thinking of the GG mod :lol: DrJambo Jul 31, 2006, 08:33 AM Here's a version with icons instead of text: http://forums.civfanatics.com/showthread.php?t=167352 This version with the smiley icons is much better IMHO, assuming that it will still work under Warlords. Papa Lazarou Apr 02, 2007, 02:47 AM This version with the smiley icons is much better IMHO, assuming that it will still work under Warlords. its a pity but neither this nor the smilies one works under warlords. :sad: when clicking on a (your) city with multiple units, the first defender is selected as usual but you cant then select another unit in the stack by clicking on their portrait in the panel below. they will have the yellow border around the portrait but the unit will not come to the fore (ie. the best defender in the stack will still be selected and will move rather than the one you want) hope this makes sense ;) Zebra 9 Apr 05, 2007, 04:10 PM This is great!:goodjob: |
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