View Full Version : Exotic Foreign Advisor
Requies Dec 09, 2005, 05:17 AM This is currently on version 0.94.
See this post (http://forums.civfanatics.com/showpost.php?p=3947928&postcount=152) for 0.95, which is compatible with the 1.61 patch
Exotic Foreign Advisor
______________________
This advisor came about because the original Advisors seems to have a dearth of important information
Credits: SupremeOverlord - for the Enhanced Foreign Advisor from which the code for the Resource and Tech screens were taken (with a fix or two and some changes)
Bhruic - for the "Tradeable" mod from which the idea was gained to separate the resources into "Surplus" (more than just 1) and "Used" (only 1).
Mysterio10000 - for suggesting adding the qualitative attitude to glance screen and the centering of the Foreign Advisor title
Cammagno - for pointing out and testing a bug related to Glance coloring and translating some of the text into Italian.
Major Tom - for pointing out a bug and providing a save file to fix it with
Features
________
1. Added in a "Glance" screen which shows how each AI feels toward everyone else. Also added in color coding and the ability to sort this screen.
a) This is basically a big table which I generated myself where the ROW leaderhead is the target and the COLUMN leaderhead is the one whose attitude is listed (so if you check on the number where Washington's ROW meets Montezuma's COLUMN, you are viewing Montezuma's attitude TOWARD Washington).
b) The color coding right now is based on player's attitude toward another. If he's friendly to another, it's green. If he's pleased with another, it's cyan. If he's annoyed with another, it's magenta. If he's furious with another, it's red.
c) To sort on a leaderhead (how that leader feels about other players), just LEFT-click on that leaderhead or ANY NUMBER in that leaderhead's COLUMN.
d) To change the direction of sorting, click on the big + button in the top left corner.
e) None indicates either the leaders have not met or that they are the same leader.
2. Added in an Info screen with the following information.
a) A player's state religion (and if he has the holy city)
b) The trade is the net trade you have with EACH opponent for ALL your cities. So, if you close open borders, you will LOSE this amount of commerce (and likely gain a much smaller amount)
c) The current civics this player is running (from left to right is Government, Legal, Labor, Economy, Religion)
d) The player's favorite civic (along with the type of civic)
3. Added in resources and technologies that the leader WANTS to the main resource and technology trading screens. Resources are divided into "Surplus" (Player has > 1) and "Used" (Player has ONLY 1) resources. Thanks to Supreme Overlord for the basic code.
4. Added in the technologies that the other players can research BASED ON THE INFORMATION from the technology trading screen. IOW, it will only calculate which technologies the other players can research based on what you know they have.
From SupremeOverlord's Readme:
_____________________________
FEATURES
--------
General:
- Displaying the names of the leaders of the other civs can be switched on or off.
- The border around the rows can be switched on and off.
Resources:
- At the top of the screen the available amount is shown for all the resources that a
player has extra's of.
- The amount can be configured to show the total available amount or the extra available
amount (total - 1).
- The resources that a player can trade with another civ are shown on the same row as the
resources that that civ will or won't trade with the player.
- The resources that a player can trade are divided into two groups. One for the
resources for which the player has extra's available and another for those resources
for which the player has no extra's.
- It is possible to group the columns showing resources together as export or import.
- The amount of gold that a civ can pay per turn is displayed
- It is possible to show two extra columns to display the resources that are traded in
active deals.
- When the active deals are displayed the total gold amount that is traded is also shown,
a positive amount means that the civ is paying the player, a negative amount means that the
player is paying the other civ
Technologies:
- For each other civ three columns are used to display the techs that civ wants, the techs
that civ will trade and the techs that civ won't trade.
- An extra column is used to display the amount of gold that the civ can pay
- You can use small (32x32) and large (64x64) icons for the technologies.
CHANGING THE LAYOUT
-------------------
You can change the layout of the screen by editing the file 'CvForeignAdvisor.py' in the
'Assets\python\screens' folder of the mod.
In this file you need to look for the line 'def __init__(self):' (somewhere at the top of
the file). All the options are listed below this line and have the format
'self.OPTION_NAME = value.
Installation
____________
Exotic Foreign 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 many new files. The following is the list:
-CvExoticForeignAdvisor.py in subdirectory CustomAssets\python\screen
-TechTree.py in subdirectory CustomAssets\python\screen
-IconGrid.py in subdirectory CustomAssets\python\screen
-CvReqScreensInterface.py in subdirectory CustomAssets\python\entrypoints,
-DomPyHelpers.py in subdirectory CustomAssets\python
-CIV4AdvisorInfo.xml in subdirectory CustomAssets\xml\text
-CIV4EnhancedTextInfos.xml in subdirectory CustomAssets\xml\text
-white_circle_50.tga and white_circle_50.dds in subdirectory CustomAssets\art\Interface\buttons
-white_circle_40.tga and white_circle_40.dds in subdirectory CustomAssets\art\Interface\buttons
-white_circle_20.tga and white_circle_20.dds in subdirectory CustomAssets\art\Interface\buttons
-up_arrow.xcf, up_arrow.tga and up_arrow.dds in subdirectory CustomAssets\art\Interface\buttons
-down_arrow.xcf, down_arrow.tga and down_arrow.dds in subdirectory CustomAssets\art\Interface\buttons
and will create a new copy of two files:
-CvScreensInterface.py in CustomAssets\python\entrypoints
-CIV4ArtDefines_Interface.xml in CustomAssets\xml\art
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 CvExoticForeignAdvisor.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
______________
None
Future TODO
___________
History
_______
v0.94
- Fixed a major bug where if another civ can trade a technology but "can't research" it, the foreign advisor screen becomes unresponsive.
v0.93
- Fixed a bug where the glance screen wasn't colored correctly for Italian
- Added in the technologies which another player can research to the technology trading screen.
- Added in cammagno's italian translated xml file
v0.92
- Fixed a bug where the glance screen wasn't colored correctly for foreign languages.
- Changed the Foreign Advisor Title so that it's in the center of the screen.
v0.91
- Colored the glance number based on the qualitative attitude one player has toward another
- Changed the resource and tech trading screens to SupremeOverlord's version because they were far superior to mine
- Added in religion, civic, and favorite civic information to the renamed "Info" screen (was "Gold")
- Made it compatible with v1.52 patch
- Changed Exotic Foreign Advisor so that it actually inherits from the Foreign Advisor so that the code we actually don't change is used (in case Firaxis makes some improvements in other areas).
v0.9
- beta version of release (waiting for feedback on it and still need to pretty up and document a lot of the code).
Requies Dec 09, 2005, 05:18 AM New Screenshot!
http://i29.photobucket.com/albums/c287/RequiesAeterna/Civ4ScreenShot0024.jpg
Basic Glance Screen
http://i29.photobucket.com/albums/c287/RequiesAeterna/Civ4ScreenShot0020.jpg
Sorted Glance Screen
http://i29.photobucket.com/albums/c287/RequiesAeterna/Civ4ScreenShot0013.jpg
Info Screen
http://i29.photobucket.com/albums/c287/RequiesAeterna/Civ4ScreenShot0022.jpg
Resource Trading
http://i29.photobucket.com/albums/c287/RequiesAeterna/Civ4ScreenShot0021.jpg
Tech Trading
http://i29.photobucket.com/albums/c287/RequiesAeterna/Civ4ScreenShot0023.jpg
Requies Dec 09, 2005, 05:19 AM Future Issues
Requies Dec 09, 2005, 05:20 AM Reserved for future use
Major Tom Dec 09, 2005, 05:35 AM This is great work, Requies. Seems to be a must have.
Had a quick glance at it and it works fine. However, as you point out it is unfortunately not to find Gold/Turn amount that the opponent is willing to trade. The treasury amount of an AI in the "gold screen" is not the same amount as in the trade screen. Am I missing something?
Mysterio10000 Dec 09, 2005, 06:58 AM Excellent job, Requies!
Thanks for incorporating Bhruic's mod, since it's very useful and one whose functions should have been in Civ IV from the start.
I have a suggestion:
Since +3 net relations (as an example) with one leader doesn't always equate to the same attitude as +3 net relations with another leader, it'd be helpful to see the leader's attitude toward the target listed below the net relations number, if possible.
Also, in your readmes, I'd suggest indenting the required files and their path locations instead of listing them all in a single paragraph. It'd make it more user friendly on the reader.
Keep up the good work!
Mysterio10000 Dec 09, 2005, 07:04 AM The treasury amount of an AI in the "gold screen" is not the same amount as in the trade screen. Am I missing something?
I can confirm, as well, that this is a bug.
Requies Dec 09, 2005, 07:45 AM This is great work, Requies. Seems to be a must have.
Had a quick glance at it and it works fine. However, as you point out it is unfortunately not to find Gold/Turn amount that the opponent is willing to trade. The treasury amount of an AI in the "gold screen" is not the same amount as in the trade screen. Am I missing something?
Thanks! That's because it seems as though in the diplomacy screen, they round down the actual gold they have to the nearest 10 :eek:. Ever wonder why their treasury is always a multiple of 10? :cool:
Hmmmm, I wonder if I should change it.... Well, what do you guys think? Change it so the gold is always rounded down?
Req
Requies Dec 09, 2005, 07:48 AM Excellent job, Requies!
Thanks for incorporating Bhruic's mod, since it's very useful and one whose functions should have been in Civ IV from the start.
I have a suggestion:
Since +3 net relations (as an example) with one leader doesn't always equate to the same attitude as +3 net relations with another leader, it'd be helpful to see the leader's attitude toward the target listed below the net relations number, if possible.
Also, in your readmes, I'd suggest indenting the required files and their path locations instead of listing them all in a single paragraph. It'd make it more user friendly on the reader.
Keep up the good work!
Heh, I do.
The only problem is that these forums take out all white space :rolleyes:. If you look at the actual README file, you'll see the indentation.... I could put it as a code snippet, if that would help?
Req
Major Tom Dec 09, 2005, 08:00 AM Regerding treasury. It is not a matter of rounding down (not important). I am trying to persuade Cathrine into something and in gold screen she has 3517 gold (or is it commerce?). In diploscreen she has 1720 available.
Requies Dec 09, 2005, 08:12 AM Regerding treasury. It is not a matter of rounding down (not important). I am trying to persuade Cathrine into something and in gold screen she has 3517 gold (or is it commerce?). In diploscreen she has 1720 available.
It's gold.... hmmmm, that could be the case. All my games, nobody had accumulated that much gold :crazyeye:.
Hmmm, not sure what to do since the diplomacy screen seems to be written in C++ and I don't have access to the same functions.
I'll try looking for another function which simulates the diplo screen function.
Req
Requies Dec 09, 2005, 08:18 AM Can you post a save file where the leaders have a larger amount of gold? I want to see if I can come up with the formula that they use in the diplomacy screen.
Thanks,
Req
Requies Dec 09, 2005, 08:33 AM Since +3 net relations (as an example) with one leader doesn't always equate to the same attitude as +3 net relations with another leader, it'd be helpful to see the leader's attitude toward the target listed below the net relations number, if possible.
I'll see if this is possible, though space IS at a premium....
Req
Bhruic Dec 09, 2005, 08:38 AM Hmm, looks like you should be able to get the Gold they'll trade from the Civ4LeaderHeadInfos table.
getMaxGoldPerTurnTradePercent()
getMaxGoldTradePercent()
Problem is, it seems most leaders have 10 and 5/10 respectively. From the above description of Catherine (who has a '5' for iMaxGoldTradePercent), that means she should have only been willing to trade 175 gold.
Bh
Requies Dec 09, 2005, 08:44 AM That's why I never added it - the actual amount of gold they have isn't the same as what they'll trade. I could find any function that determined exactly how much they'd trade either.
Bh
Hmmm, that's good to know. I'd like to see if I can try to determine the formula they are using. Unfortunately, I need saves which have those large amounts of gold.
Otherwise, I might have to scrap the Gold part, and since that's a part that so many people clamor for, I'd hate to do that.
Thanks for the input!
Req
Tubby Rower Dec 09, 2005, 08:44 AM in your demo screens, How does everyone have extra hit singles, movies, and musicals?
Requies Dec 09, 2005, 08:45 AM Hmm, looks like you should be able to get the Gold they'll trade from the Civ4LeaderHeadInfos table.
getMaxGoldPerTurnTradePercent()
getMaxGoldTradePercent()
Problem is, it seems most (all?) leaders have 10 and 5 respectively. From the above description of Catherine, that means she should have only been willing to trade 175 gold.
Bh
Yeah, that was the first place I looked to. Plus, it isn't even completely correct since if their treasury is low enough, they're willing to trade much more than 5% (or even 50% which would be my guess).
Req
Requies Dec 09, 2005, 08:49 AM in your demo screens, How does everyone have extra hit singles, movies, and musicals?
They don't, surplus shows what YOU have which they don't.
It basically combines both what they might want to trade for and what YOU might want to trade for on the same line.
I was trying to figure out a better way to do it, but this was the best so far. I also posted a poll (which only 4 people responded too :p) and 3 of them liked the new screen while 1 wasn't sure why he didn't like it....
If you have a better idea of how to divide it up and still show all the data, please let me know!
Req
Tubby Rower Dec 09, 2005, 09:00 AM I don't look for polls.. sorry. But I do have a suggestion... Eliminate the Used section from the AI's line. You can see your used resources at the top. I just now saw the "Will Trade" section ;) .
Requies Dec 09, 2005, 09:03 AM I don't look for polls.. sorry. But I do have a suggestion... Eliminate the Used section from the AI's line. You can see your used resources at the top. I just now saw the "Will Trade" section ;) .
Hmmm, that's true, you don't usually want to trade from your used resources in regular trades....
Any other thoughts on this?
I was also wondering what to do with the top row, but I might just leave it as is if I remove the used resources from the line for each player.
Req
Mysterio10000 Dec 09, 2005, 09:29 AM But I do have a suggestion... Eliminate the Used section from the AI's line. You can see your used resources at the top. I just now saw the "Will Trade" section ;) .
I disagree with this suggestion. Many players are willing to trade their single resources if they have a surplus of happiness or health and a deficit of health or happiness, respectively. It's nice to know which single-source resources I'm currently using, and which of those single-source resources other leaders want.
Bhruic Dec 09, 2005, 09:33 AM A better suggestion (imo), is to change the 'Surplus' to 'Wants' for the other player lines (like you have for the Tech screen). That makes it clear that it's not their surplus.
Bh
Requies Dec 09, 2005, 10:28 AM Just to repeat. If anyone has a game where the treasury shown in the GOLD screen is MUCH bigger than the amount the computer is willing trade, it would facilitate making a fix for this bug. And it would make a fix come out much quicker, if it's possible :p.
Req
Colonel Kraken Dec 09, 2005, 11:22 AM Wow! This is absolutley unbelievable.
Shamier Dec 09, 2005, 12:12 PM Ok, I haven't downloaded this one yet but what I saw from the screenshots you posted, if you have to change something I'd suggest changing the resource trade screen so that player's resource row stays as it is now but what others want you change their "surplus:" to "wants:" and either remove the text "used:" and just separate the two resources or keep "used:" as it is now.
Otherwise the advisor changes look great. I'm already using your domestic advisor so if you manage to sort out the money issue in this one it's my next download. If you keep changing the advisors, may I suggest you modify military advisor next? ;)
Requies Dec 09, 2005, 12:17 PM Ok, I haven't downloaded this one yet but what I saw from the screenshots you posted, if you have to change something I'd suggest changing the resource trade screen so that player's resource row stays as it is now but what others want you change their "surplus:" to "wants:" and either remove the text "used:" and just separate the two resources or keep "used:" as it is now.
Otherwise the advisor changes look great. I'm already using your domestic advisor so if you manage to sort out the money issue in this one it's my next download. If you keep changing the advisors, may I suggest you modify military advisor next? ;)
Hmmmm, I'm not sure I quite understand what you're saying in the first paragraph. Are you saying you would want the change from "surplus" to "wants" and you're ok with either solution for "used"? Or is it something else?
As to the military advisor, what type of improvements would you suggest? I've thought about it and had only a couple of ideas (whereas the domestic and foreign advisors screamed for changes :crazyeye:).
Req
Shamier Dec 09, 2005, 12:41 PM Hmmmm, I'm not sure I quite understand what you're saying in the first paragraph. Are you saying you would want the change from "surplus" to "wants" and you're ok with either solution for "used"? Or is it something else?
Yes, that's right. Both options for the "used" are ok, it depends on the playing style which other people prefer.
I just would like the surplus to be changed so that I can clearly see that this is what they want.
For those playing with fewer opponents removing the "used" text and just separating the resources is ok because they can see which is which from the top row if all players are visible on one screen. On the other hand, if there are multiple opponents you might want to keep the "used" text so that you can easily decide if you want to be trading those or not...
As to the military advisor, what type of improvements would you suggest? I've thought about it and had only a couple of ideas (whereas the domestic and foreign advisors screamed for changes :crazyeye:).
Req
Umm, the first change would propably be (if possible) that it would be possible to update my units there or atleast by clicking an unit immediately go to that particular unit... The unit management is painful IMO at the moment with multiple cities with loads of units and very limited funds when I have to choose which units to upgrade first...
Requies Dec 09, 2005, 12:49 PM Yes, that's right. Both options for the "used" are ok, it depends on the playing style which other people prefer.
I just would like the surplus to be changed so that I can clearly see that this is what they want.
For those playing with fewer opponents removing the "used" text and just separating the resources is ok because they can see which is which from the top row if all players are visible on one screen. On the other hand, if there are multiple opponents you might want to keep the "used" text so that you can easily decide if you want to be trading those or not...
Ok, I see what you're saying. I've already made the change from Surplus to Wants, and am thinking of what to change Used to....
Umm, the first change would propably be (if possible) that it would be possible to update my units there or atleast by clicking an unit immediately go to that particular unit... The unit management is painful IMO at the moment with multiple cities with loads of units and very limited funds when I have to choose which units to upgrade first...
Ok, so, that was the obvious one to me (well, I was thinking more a mass upgrade button for each type).... But looking at the code, it shouldn't be that hard to upgrade individually..... I think :p.
Anything else?
Req
Mysterio10000 Dec 09, 2005, 01:29 PM How about structuring it as follows:
<player icon> Surplus:In-Use - <surplus iron icon> <surplus coal icon>:<in-use corn icon> <in-use fur icon>
<opponent icon> Wants (Surplus:In-Use) - <surplus iron icon>:<in-use corn icon> Will Trade - <resource icon> Won't Trade - <resource icon>
Bold text in this post would be text in the interface.
Requies Dec 09, 2005, 01:53 PM How about structuring it as follows:
<player icon> Surplus:In-Use - <surplus iron icon> <surplus coal icon>:<in-use corn icon> <in-use fur icon>
<opponent icon> Wants (Surplus:In-Use) - <surplus iron icon>:<in-use corn icon> Will Trade - <resource icon> Won't Trade - <resource icon>
Bold text in this post would be text in the interface.
Hmmm, interesting thought.
I'll post a screenshot, and you guys can tell me what you think....
In other news.... I'm still waiting for a Save I can test out for the gold bug :p.
Req
Requies Dec 09, 2005, 01:54 PM http://i29.photobucket.com/albums/c287/RequiesAeterna/Civ4ScreenShot0016.jpg
Mysterio10000 Dec 09, 2005, 02:23 PM Hmm...maybe it would look less cluttered if we made the following changes:
On player line, change Surplus to Surplus (SP) and In Use to In Use (IU).
On the opponent lines, change Wants (Surplus:In Use) to Wants (SP:IU).
...or...
Just list Wants (Surplus:In Use) once after the player line and centered above the icons.
Impaler[WrG] Dec 09, 2005, 02:48 PM Nice job so far I can see this is definatly going to be a solid UI MOD.
What I think would be realy slick would be some little numbers in the corners of the Resorce Icons to tell us the quantities involved. With quantitative information you could show your Resorces (but probly not the AI's) in the form of a Math Equation. The top part of the screen would have a thicker block to hold this in and that section would stay up their seperate from the scroll box ware your competitors apear.
PRODUCTION (what your Civ is collecting internaly)
+ IMPORTS (what your getting from others)
- EXPORTS (what your trading away to others)
= SURPLUS (what you have left over for internal usage)
Resorces would be aranged in colums and any zero results would get a blank, so for example you have 2 Fish Production, under that is a blank for zero imports, under that exports of 1 Fish and under that a surplus of 1 Fish.
Requies Dec 09, 2005, 03:20 PM ']Nice job so far I can see this is definatly going to be a solid UI MOD.
What I think would be realy slick would be some little numbers in the corners of the Resorce Icons to tell us the quantities involved. With quantitative information you could show your Resorces (but probly not the AI's) in the form of a Math Equation.
Unfortunately, I don't know how to do that. I tried putting a number after the resource, but I got an unexpected C++ exception :eek:.
']The top part of the screen would have a thicker block to hold this in and that section would stay up their seperate from the scroll box ware your competitors apear.
PRODUCTION (what your Civ is collecting internaly)
+ IMPORTS (what your getting from others)
- EXPORTS (what your trading away to others)
= SURPLUS (what you have left over for internal usage)
Resorces would be aranged in colums and any zero results would get a blank, so for example you have 2 Fish Production, under that is a blank for zero imports, under that exports of 1 Fish and under that a surplus of 1 Fish.
Hmmmm, that's an interesting concept. The only problem is that there are so many resource types that I wouldn't be able to fit them all in....
I'll have to think about if there's some way to implement something like that....
Req
Major Tom Dec 10, 2005, 01:57 AM Requies, I tried to upload a savedgame where AI's has a lot of gold but limit is 500Kb. File is 1.1 Mb. Please don't scrap gold screen :sad: . Original Resource screen is OK by me. However, here are the amounts for each AI in my game (Gold screen,Diploscreen (total&pr.turn)).
Cathy 3517,1720&-38 Cyrus 2031,2000&6 Mao 4448&2860&-115 Hua 0,0&2 JC 224,220&12 Sala 338,330&-9
Washington 1554,910&-1 Isabella 3470,320&5 Monty 849,270&0 Lou 1633,930&0 Bismarck 704,-130&0 Hatsput 59,50&11
MM 800,800&0 KK 1634,1610&1 Toku 3112,560&1 Victoria 27,20&6
Strange things: Huanapa is 2nd largest civ and have 0. Bismarck -130! but he is under siege by Huanapa if that means anything.
Requies Dec 10, 2005, 06:44 AM Requies, I tried to upload a savedgame where AI's has a lot of gold but limit is 500Kb. File is 1.1 Mb. Please don't scrap gold screen :sad: . Original Resource screen is OK by me. However, here are the amounts for each AI in my game (Gold screen,Diploscreen (total&pr.turn)).
Cathy 3517,1720&-38 Cyrus 2031,2000&6 Mao 4448&2860&-115 Hua 0,0&2 JC 224,220&12 Sala 338,330&-9
Washington 1554,910&-1 Isabella 3470,320&5 Monty 849,270&0 Lou 1633,930&0 Bismarck 704,-130&0 Hatsput 59,50&11
MM 800,800&0 KK 1634,1610&1 Toku 3112,560&1 Victoria 27,20&6
Strange things: Huanapa is 2nd largest civ and have 0. Bismarck -130! but he is under siege by Huanapa if that means anything.
Hmmm, there's no way you can zip the file up to a smaller size or to upload it to a different site where I can download it from? I just need something to test some ideas on.
I don't WANT to scrap the gold screen idea, but it may not be feasible from what Firaxis has given us :(.
I've got a couple of ideas which might work, but I'd really do better with an actual Save Game so that I can fiddle around and test my ideas....
Req
Shamier Dec 10, 2005, 06:56 AM Hmm...maybe it would look less cluttered if we made the following changes:
On player line, change Surplus to Surplus (SP) and In Use to In Use (IU).
Still think you don't need to change the player line. Just keep the Surplus
and In Use as it is...
On the opponent lines, change Wants (Surplus:In Use) to Wants (SP:IU).
Or just Wants (S:IU). People should understand it that way too and it requires less space.
One suggestion though:
Remove the colon in front of the resources on the opponents rows...
IMO it doesn't look good that way. People should know in which order the resources are even without it, if you just keep them separated like they are now.
Major Tom Dec 11, 2005, 07:10 AM Upload, new try: http://www.civfanatics.net/uploads10/?M=D
It is an autosave 1934 AD
David Smith Dec 11, 2005, 07:27 PM Post #38 link doesn't let you download the saved game at all.
Dusty4prez Dec 11, 2005, 07:30 PM When to combine the 2 mods both the advisors I mean. I just get the last one I installed. I do what you say but it says it exists anyways.
Requies Dec 12, 2005, 02:18 AM Post #38 link doesn't let you download the saved game at all.
Hmmm, I'm getting the same thing as David Smith...
When to combine the 2 mods both the advisors I mean. I just get the last one I installed. I do what you say but it says it exists anyways.
?
I'm not sure I understand what you're saying. Are you saying that you COULDN'T get both installed? Or were they both working?
Req
Roland Johansen Dec 12, 2005, 09:08 AM Thank you for your three mods, Requies. I'm using all three of them and it has greatly improved the playability of civ4.
When to combine the 2 mods both the advisors I mean. I just get the last one I installed. I do what you say but it says it exists anyways.
As I'm also using multiple mods made by Requies, I might know what you're talking about.
First install both mods (extract the files in the directory My Documents\My Games\Civilization 4\ ).
Then after both have been installed, go to the directory My Documents\My Games\Civilization 4\CustomAssets\python\entrypoints and remove the file CvScreensInterface.py and rename the file CvReqScreensInterface.py to
CvScreensInterface.py.
In the installation description for the Exotic Foreign Advisor, there's one sentence that also describes this process:
"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."
It's a bit short in its description and maybe that was a bit misleading for you. There's no such description in the Special Domestic Advisor by the way.
Dusty4prez Dec 12, 2005, 01:01 PM I accidentally posted my pic under the other topic anyways would you post a screenshot of what it should loook like?
Elhoim Dec 12, 2005, 01:59 PM It would also be interesting to have the tradeable gold info in the same screen as the resources, so it´s easy to see to which civ sell a resource for the highest price...
Elhoim Dec 12, 2005, 02:01 PM Sorry for double posting, don´t know what happened...
Major Tom Dec 12, 2005, 06:45 PM Hmmm, I'm getting the same thing as David Smith...
Req
I've submitted a new link. Hope it works.
Roland Johansen Dec 12, 2005, 07:08 PM I accidentally posted my pic under the other topic anyways would you post a screenshot of what it should loook like?
Requies responded to your post in the other thread, and I can't explain it any clearer than he does. I hope that you understand his post.
Requies Dec 12, 2005, 11:31 PM I've submitted a new link. Hope it works.
Ok, I got it (or downloaded it).
We'll see if I can figure something out.
I would suggest though that you expect the gold to NOT be available in future versions as it doesn't look very promising in finding a formula.
I'll do what I can, though.
It would also be interesting to have the tradeable gold info in the same screen as the resources, so itīs easy to see to which civ sell a resource for the highest price...
It'd be nice, but it's looking like ALL the gold (and in this case it would be gold/turn) via diplomacy will be hard to calculate (if nigh impossible)....
Req
Requies Dec 12, 2005, 11:33 PM Thank you for your three mods, Requies. I'm using all three of them and it has greatly improved the playability of civ4.
As I'm also using multiple mods made by Requies, I might know what you're talking about.
First install both mods (extract the files in the directory My Documents\My Games\Civilization 4\ ).
Then after both have been installed, go to the directory My Documents\My Games\Civilization 4\CustomAssets\python\entrypoints and remove the file CvScreensInterface.py and rename the file CvReqScreensInterface.py to
CvScreensInterface.py.
In the installation description for the Exotic Foreign Advisor, there's one sentence that also describes this process:
"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."
It's a bit short in its description and maybe that was a bit misleading for you. There's no such description in the Special Domestic Advisor by the way.
Glad I could help. I just wrote them for myself, but I figured that others would appreciate the benefits, also :lol:, so I post them up.
Thank YOU for helping out with others, it's hard to respond to everyone possible when you have a limited amount of time for changing code, debugging AND playing cIV :D
Req
Roland Johansen Dec 13, 2005, 06:29 AM Glad I could help. I just wrote them for myself, but I figured that others would appreciate the benefits, also :lol:, so I post them up.
I really like that spirit and I'm glad that I could help you a little with someone with installing problems. I hope that Dusty4prez has figured out how to install it.
I wanted to add something to the gold discussion: in my game the amounts of gold in the adviser menu do seem to be correct, so for me they are pretty useful. Did you yourself have any occurrences of the mismatch between the advisor's gold numbers and the actual numbers? Or does it only happen for some players. Maybe it only occurs under some circumstances, or maybe I was just lucky in my game...
Requies Dec 13, 2005, 12:43 PM I really like that spirit and I'm glad that I could help you a little with someone with installing problems. I hope that Dusty4prez has figured out how to install it.
I wanted to add something to the gold discussion: in my game the amounts of gold in the adviser menu do seem to be correct, so for me they are pretty useful. Did you yourself have any occurrences of the mismatch between the advisor's gold numbers and the actual numbers? Or does it only happen for some players. Maybe it only occurs under some circumstances, or maybe I was just lucky in my game...
It has happened to me. In my most recent game, I saw the discrepancy.
Req
Dusty4prez Dec 13, 2005, 12:51 PM Yes, I got thanks for both of your help.
Requies Dec 14, 2005, 08:49 PM Ok, I got it (or downloaded it).
We'll see if I can figure something out.
I would suggest though that you expect the gold to NOT be available in future versions as it doesn't look very promising in finding a formula.
I'll do what I can, though.
It'd be nice, but it's looking like ALL the gold (and in this case it would be gold/turn) via diplomacy will be hard to calculate (if nigh impossible)....
Req
Ok, some good news and some bad news.....
First, the good news.
I figured out the main portion of the formula to calculate the gold available for trading (which is different from the treasury).
It's basically (where ROUND (x, 10) means round down to the nearest 10):
ROUND (POP Size of Civ * iMaxGoldTradePercent * (Turns after first contact + 10) / 100, 10)
Unfortunately, that leads me to the bad news. AFAICT, there's NO function which let's me know when you met another civ. So, there's no way to calculate this value UNLESS YOU SAVE IT ELSEWHERE.
Since I'm trying to make these advisors as seamless as possible, I can't justify making the gold available calculations in there unless I can get the function from somewhere.
In addition, to this, there's some additional modifier which alters the gold available based on something along the lines of if the player has lost a city (or something like that). This is why sometimes have negative values for Gold (I think it's a bug, but whatever).
So, unless you guys can find a function which let's us know the turn one civ met another, there's no way I can include the Gold available for trade in the Foreign Advisor....
Req
Elhoim Dec 15, 2005, 04:53 AM It would be great if you could also put the gold available for trade in the tech tab, because that´s the main use you can give to gold. If I want to trade a tech and I have to decide between two civs, I´ll give it to the one that can give more gold for it (besides another tech of course). What I mean is that gold is mainly used in tech transactions, so it would be cool to have that info in the same screen as the tech trade screen.
The same applies for gold per turn but with the resources trade screen, it´s a pity you cann´t find the string for it. I hate to speak with each leader that can buy me a resource to find out who can give the best deal...
EDIT: Consider working with SupremeOverlord, his resource tab is excellent! It would be great that you could join the two mods together!
http://forums.civfanatics.com/showthread.php?t=147890
mgdpublic Dec 26, 2005, 11:10 AM Will this work with 1.52? I loved this mod but it's acting flaky and I don't know if I have to reinstall it or wait for a modded mod.
Requies Dec 31, 2005, 05:17 PM Will this work with 1.52? I loved this mod but it's acting flaky and I don't know if I have to reinstall it or wait for a modded mod.
This enhancement will not work with 1.52 currently. I've already made the changes to fix that, but I'm still trying to incorporate some features into it before the next version....
Question to all you guys:
Should I still have the gold and gold/turn info in the Gold Tab? Since it's already in the resource and tech view, it might be superfluous.....
Just wondering.....
Req
Thalassicus Jan 01, 2006, 12:47 AM Is it possible to add a row sort on the at-a-glance screen? I always want to know what everyone else's view is about a leader, to determine who'll get upset if I trade with them. It'd be nice to be able to sort other's views of a leader in order of most liked to most hated :)
For the Resources view, how about something like this:
http://img520.imageshack.us/img520/4410/resourceview1ur.jpg
You've got strategic, food, and luxury resources, with a leader scrollbar if necessary. Grayed-out icons indicate you only have one of that resource remaining (50% opacity and desaturated), while a number indicates a quantity. You've got the gold per turn the leader can trade, followed by what resources they have, tinted red if they're unwilling to trade it. Displaying your own leader isn't even necessary when the resources are shown by each. This opens up a spot for someone else on the list (and makes a whole lot more sense :))
Elhoim Jan 01, 2006, 07:04 AM Should I still have the gold and gold/turn info in the Gold Tab? Since it's already in the resource and tech view, it might be superfluous.....
No, remove it. Are you going to use SupremeOverlords mod as a base for resource and technologies? Because his mod in those aspects is great, very clean and detailed. Besides, he´s not going to work on it anymore...
Ali Garch Jan 01, 2006, 03:05 PM 2 b) The color coding right now is if a player's attitude toward another is +3 or more, it's green. If it's -3 or less, it's red. This might change depending upon other's feedback.
Could you set colors on the attitudes: annoyed & furious - RED, pleased & friendly - GREEN?
Requies Jan 01, 2006, 07:44 PM Is it possible to add a row sort on the at-a-glance screen? I always want to know what everyone else's view is about a leader, to determine who'll get upset if I trade with them. It'd be nice to be able to sort other's views of a leader in order of most liked to most hated :)
I thought that people only hated you if you traded with their WORST enemy? That's why I have sorting by the column, so you can somewhat quickly tell who someone's worst enemy is. I didn't think it mattered what a AI felt about another UNLESS he was a worst enemy (or a good friend). And those you can tell better by the column sorting and color coding of relations (which I've added).
For the Resources view, how about something like this:
http://img520.imageshack.us/img520/4410/resourceview1ur.jpg
You've got strategic, food, and luxury resources, with a leader scrollbar if necessary. Grayed-out icons indicate you only have one of that resource remaining (50% opacity and desaturated), while a number indicates a quantity. You've got the gold per turn the leader can trade, followed by what resources they have, tinted red if they're unwilling to trade it. Displaying your own leader isn't even necessary when the resources are shown by each. This opens up a spot for someone else on the list (and makes a whole lot more sense :))
Hmmmm, interesting. I'll think about it. Right now, I'm just going to integrate (well, I already have) SupremeOverlord's version. But I'll definitely think about this in the future.
No, remove it. Are you going to use SupremeOverlords mod as a base for resource and technologies? Because his mod in those aspects is great, very clean and detailed. Besides, he´s not going to work on it anymore...
Ok. I have already added it in.
Could you set colors on the attitudes: annoyed & furious - RED, pleased & friendly - GREEN?
Already changed it to furious = RED, annoyed = MAGENTA, pleased = CYAN, and friendly = GREEN. Haven't released it yet, as I'm incorporating a couple more changes. Can anyone think of a better color coding? I think I have the YELLOW, PURPLE, and BLUE colors available, but that's pretty much it :/.
ED: oops, I actually use Magenta for annoyed instead of purple.
Req
Requies Jan 02, 2006, 02:29 AM :bump: for v 0.91 which incorporates SupremeOverlord's version of the resources and tech screens, makes the mod compatible with patch 1.52 and adds some other goodies (you'll have to check the new screenshots to see :D).
Req
Mysterio10000 Jan 02, 2006, 03:47 AM Doh! In 0.91, I'm getting the following error during loading:
Failed to load python module CvEventInterface
I tried loading it twice, each time clearing my cache manually prior to loading the game.
Cammagno Jan 02, 2006, 03:58 AM Doh! In 0.91, I'm getting the following error during loading:
Failed to load python module CvEventInterface
I tried loading it twice, each time clearing my cache manually prior to loading the game.
I'm getting the same error :(
It's a great pity, ėcause the screenshots are great! :)
The error log says:
#####
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 90, in ?
File "CvExoticForeignAdvisor", line 42, 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 showIntroMovie failed. Can't find module CvScreensInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
#####
Requies Jan 02, 2006, 04:14 AM I'm getting the same error :(
It's a great pity, ėcause the screenshots are great! :)
The error log says:
#####
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 90, in ?
File "CvExoticForeignAdvisor", line 42, 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 showIntroMovie failed. Can't find module CvScreensInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
#####
Argggh, sorry guys. Forgot to take out my help functions :p....
I'll post a new one up in a jiffy.
Req
Requies Jan 02, 2006, 04:20 AM Ok, just uploaded the file (though I didn't test it, just removed the help lines).
It should work assuming I kept the correct files in there :scan: .
Req
Cammagno Jan 02, 2006, 04:45 AM Ok, just uploaded the file (though I didn't test it, just removed the help lines).
It should work assuming I kept the correct files in there :scan: .
Req
It works fine, now, thanks!
Great job :goodjob:
Only "problem" is that color coding doesn't work for me (all the numbers are white) but this isn't a great problem, it's a very minor one.
Mysterio10000 Jan 02, 2006, 04:48 AM Ok, just uploaded the file (though I didn't test it, just removed the help lines).
It should work assuming I kept the correct files in there :scan:
Error's gone, Requies.
Mod looks good. I've noticed, though, that the "FOREIGN ADVISOR" text at the top of each screen and the content of the Relations screen aren't centered. I'm running at 1280x1024. Is it possible to center these, regardless of one's resolution?
Also, since your mod highlights this game feature ( :) ), I'll ask this quick gameplay question: how does a leader's favorite civic affect gameplay?
Requies Jan 02, 2006, 04:50 AM It works fine, now, thanks!
Great job :goodjob:
Only "problem" is that color coding doesn't work for me (all the numbers are white) but this isn't a great problem, it's a very minor one.
:confused: Hmmm, that's very odd. Could you post a screenshot or a savefile with that?
Thanks,
Req
Mysterio10000 Jan 02, 2006, 04:54 AM Only "problem" is that color coding doesn't work for me (all the numbers are white) but this isn't a great problem, it's a very minor one.
For informational purposes, the color coding works fine on my system in 0.91.
Requies Jan 02, 2006, 04:56 AM Error's gone, Requies.
Mod looks good. I've noticed, though, that the "FOREIGN ADVISOR" text at the top of each screen and the content of the Relations screen aren't centered. I'm running at 1280x1024. Is it possible to center these, regardless of one's resolution?
Hmmmm, it's possible. The Foreign Advisor stuff should be pretty doable, I'm less sure of the Relations screen as I'm currently just using the default stuff for that screen....
Also, since your mod highlights this game feature ( :) ), I'll ask this quick gameplay question: how does a leader's favorite civic affect gameplay?
If you take the leader's favorite civic, you get a bonus in your relations with him. This can be fairly substantial (I've seen it go at least to +5).
Req
Requies Jan 02, 2006, 04:57 AM For informational purposes, the color coding works fine on my system in 0.91.
Well, that's good to know. I'd still like to see what Cammagno ran into....
Maybe it's language related (though I'm not really sure how that would be)?
Req
Mysterio10000 Jan 02, 2006, 04:59 AM If you take the leader's favorite civic, you get a bonus in your relations with him. This can be fairly substantial (I've seen it go at least to +5).
Doh! That gameplay concept never crossed my mind. I was thinking maybe I got an upkeep discount for using my fav civic, or didn't suffer any anarchy penalties. Looks like it's a useless feature, then, in games without AI opponents.
Requies Jan 02, 2006, 05:08 AM Doh! That gameplay concept never crossed my mind. I was thinking maybe I got an upkeep discount for using my fav civic, or didn't suffer any anarchy penalties. Looks like it's a useless feature, then, in games without AI opponents.
Ah, well, yes. That is true. :lol:
Req
Cammagno Jan 02, 2006, 05:10 AM :confused: Hmmm, that's very odd. Could you post a screenshot or a savefile with that?
Thanks,
Req
Of course.
Here there are both of them.
I use the Italian version (I don't know if this is important).
Question: may I ask you which of your files is "responsable" for color coding?
Edit: Removed Files
Requies Jan 02, 2006, 05:16 AM Of course.
Here there are both of them.
I use the Italian version (I don't know if this is important).
Edit: I can't upload the savegame of the first screenshot (it's too big even if zipped) so I have to upload a different one (and its screenshot too).
Question: may I ask you which of your files is "responsable" for color coding?
It's in CvExoticForeignAdvisor.py. The function is getAttitudeText.
I'll see what I can figure out. Thanks for the savefile!
Req
Requies Jan 02, 2006, 05:21 AM Of course.
Here there are both of them.
I use the Italian version (I don't know if this is important).
Edit: I can't upload the savegame of the first screenshot (it's too big even if zipped) so I have to upload a different one (and its screenshot too).
Question: may I ask you which of your files is "responsable" for color coding?
Ah.... I just realized what the problem is.... I'm actually searching for the English word for it, which is why there's a problem.....
Duh. :rolleyes: I sometimes miss the obvious.
I'll see if I can make a quick fix.
Sorry about that, Cammagno.
Req
Cammagno Jan 02, 2006, 05:28 AM Sorry about that, Cammagno.
Req
Nothing at all, it's a very little bug, and your mod is very good, so... no problem! :)
Requies Jan 02, 2006, 05:34 AM Nothing at all, it's a very little bug, and your mod is very good, so... no problem! :)
Ok, just uploaded v 0.92. It has the centering for the Foreign Advisor title and the coloring SHOULD work for different languages :crazyeye:.
BTW, is the Italian translation for Glance decent? I just used an online dictionary :p.
Req
Cammagno Jan 02, 2006, 05:35 AM I use the Italian version (I don't know if this is important).
If you are interested (for future releases), here there is the
CIV4EnhancedTextInfos.xml file with the translated Italian strings.
Those in the CIV4AdvisorInfo.xml file are correct (there is only a mistype, the italian for Redraw is "Ridisegna" and not "RidisegnI" ).
Cammagno Jan 02, 2006, 05:42 AM Ok, just uploaded v 0.92. It has the centering for the Foreign Advisor title and the coloring SHOULD work for different languages :crazyeye:.
Thank you very much. I'll try it just after lunch. :)
BTW, is the Italian translation for Glance decent? I just used an online dictionary :p.Req
Oh, funny, I've just sent a message about Italian translation :lol:
The translation for "Glance" is a bit strange in this context, but I like it (it's a "flavorful" one), and I haven't been able to find a better one, so... I'll think about it, but for now I believe that it's good enough.
Thanks again for your work
Requies Jan 02, 2006, 05:50 AM If you are interested (for future releases), here there is the
CIV4EnhancedTextInfos.xml file with the translated Italian strings.
Those in the CIV4AdvisorInfo.xml file are correct (there is only a mistype, the italian for Redraw is "Ridisegna" and not "RidisegnI" ).
Thank you very much!
I'll post these changes in the next update.
Req
Elhoim Jan 02, 2006, 05:59 AM Requies, for some reason, after installing the mod, the customizable domestic advisor doesn´t work anymore... Don´t know why, I press F1 and nothing comes up...
BTW, Thanks for this great mod!!!
EDIT: Maybe it has something to do with PyHelpers and DomPyHelpers? The customizable domestic advisor seems to use the first one...
Cammagno Jan 02, 2006, 06:39 AM Ok, just uploaded v 0.92. It has the centering for the Foreign Advisor title and the coloring SHOULD work for different languages :crazyeye:Req
I'm sorry, but I have to say that apparently nothing has changed.
If you are interested iand have time to try any further change, I'm at your disposal for any beta-test :)
If one of these premises (interest and time) aren't available, I thank you nevertheless for your work and the time you have spent to solve this little localization problem.
Cammagno Jan 02, 2006, 06:42 AM Requies, for some reason, after installing the mod, the customizable domestic advisor doesnīt work anymore... Donīt know why, I press F1 and nothing comes up...
I've to confirm this incompatibility :( even if I don't realize what is causing this, since the 2 mod don't "share" any file... :confused:
Elhoim Jan 02, 2006, 07:08 AM The customizable domestic advisor has a reference to the file PyHelpers, which is overriden by the file DomPyHelpers from the exotic foreign advisor, at least that´s what I think...
Requies Jan 02, 2006, 07:22 AM Requies, for some reason, after installing the mod, the customizable domestic advisor doesnīt work anymore... Donīt know why, I press F1 and nothing comes up...
BTW, Thanks for this great mod!!!
EDIT: Maybe it has something to do with PyHelpers and DomPyHelpers? The customizable domestic advisor seems to use the first one...
Ugggh, I know what it is.
Sorry, messed up here. Actually NO Domestic Advisor would work since I forgot to change the CvScreensInterface.py SPECIFICALLY for only the Exotic Foreign Advisor....
Will post something soon.
Hmmmm, I'll see if I can find a fix for the glance colors for a different language, too....
Req
Requies Jan 02, 2006, 07:38 AM I'm sorry, but I have to say that apparently nothing has changed.
If you are interested iand have time to try any further change, I'm at your disposal for any beta-test :)
If one of these premises (interest and time) aren't available, I thank you nevertheless for your work and the time you have spent to solve this little localization problem.
Hmmm, ok. I've uploaded a version where the Domestic Advisor should work again and where it'll print out some text in the Logs\PythonDbg.txt file.
If you could tell me what this text says when you enter the Glance screen, I'd very much appreciate it.
All the relevant text should have PY:ExoForAdv: at the start (there'll be some additional text which is also added, but that stuff isn't as important....
Thanks,
Req
Cammagno Jan 02, 2006, 08:42 AM Hmmm, ok. I've uploaded a version where the Domestic Advisor should work again and where it'll print out some text in the Logs\PythonDbg.txt file.
Now the CDA works fine. :goodjob:
If you could tell me what this text says when you enter the Glance screen, I'd very much appreciate it.
All the relevant text should have PY:ExoForAdv: at the start (there'll be some additional text which is also added, but that stuff isn't as important.....
Here there is the relevant text
4 SCREEN TURNED ON
PY:ExoForAdv: Attitude String = Cauto nei confronti di Mercks-Ghandi
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
<color=255,76,76,255>-2: "Siamo amareggiati del fatto che siate caduti schiavi di una religione empia."</color>
PY:ExoForAdv: Attitude String = Amichevole nei confronti di Mercks-Ghandi
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+7: "Ci preoccupiamo dei nostri fratelli e delle nostre sorelle."</color>
<color=127,255,25,255>+2: "Apprezziamo il supporto di risorse fornito in questi anni."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
PY:ExoForAdv: Attitude String = Soddisfatto nei confronti di Mercks-Ghandi
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
<color=127,255,25,255>+5: "Hai scelto con saggezza le tue forme di governo."</color>
<color=255,76,76,255>-3: "Siamo amareggiati del fatto che siate caduti schiavi di una religione empia."</color>
PY:ExoForAdv: Attitude String = Soddisfatto nei confronti di Elisabetta
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
<color=255,76,76,255>-3: "Siamo amareggiati del fatto che siate caduti schiavi di una religione empia."</color>
PY:ExoForAdv: Attitude String = Soddisfatto nei confronti di Elisabetta
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+6: "Ci preoccupiamo dei nostri fratelli e delle nostre sorelle."</color>
<color=127,255,25,255>+2: "Apprezziamo il supporto di risorse fornito in questi anni."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
PY:ExoForAdv: Attitude String = Soddisfatto nei confronti di Mansa Musa
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
<color=255,76,76,255>-2: "Siamo amareggiati del fatto che siate caduti schiavi di una religione empia."</color>
PY:ExoForAdv: Attitude String = Cauto nei confronti di Mansa Musa
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
<color=255,76,76,255>-3: "Siamo amareggiati del fatto che siate caduti schiavi di una religione empia."</color>
PY:ExoForAdv: Attitude String = Soddisfatto nei confronti di Huayna Capac
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+6: "Ci preoccupiamo dei nostri fratelli e delle nostre sorelle."</color>
<color=127,255,25,255>+2: "Apprezziamo il supporto di risorse fornito in questi anni."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
PY:ExoForAdv: Attitude String = Cauto nei confronti di Huayna Capac
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
<color=255,76,76,255>-3: "Siamo amareggiati del fatto che siate caduti schiavi di una religione empia."</color>
SCREEN OFF
And in attachment, if you need it, the complete log file.
Let me know if I can do something else to help you :)
EDIT: removed file
Requies Jan 02, 2006, 09:27 AM Now the CDA works fine. :goodjob:
Here there is the relevant text
4 SCREEN TURNED ON
PY:ExoForAdv: Attitude String = Cauto nei confronti di Mercks-Ghandi
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
<color=255,76,76,255>-2: "Siamo amareggiati del fatto che siate caduti schiavi di una religione empia."</color>
PY:ExoForAdv: Attitude String = Amichevole nei confronti di Mercks-Ghandi
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+7: "Ci preoccupiamo dei nostri fratelli e delle nostre sorelle."</color>
<color=127,255,25,255>+2: "Apprezziamo il supporto di risorse fornito in questi anni."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
PY:ExoForAdv: Attitude String = Soddisfatto nei confronti di Mercks-Ghandi
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
<color=127,255,25,255>+5: "Hai scelto con saggezza le tue forme di governo."</color>
<color=255,76,76,255>-3: "Siamo amareggiati del fatto che siate caduti schiavi di una religione empia."</color>
PY:ExoForAdv: Attitude String = Soddisfatto nei confronti di Elisabetta
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
<color=255,76,76,255>-3: "Siamo amareggiati del fatto che siate caduti schiavi di una religione empia."</color>
PY:ExoForAdv: Attitude String = Soddisfatto nei confronti di Elisabetta
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+6: "Ci preoccupiamo dei nostri fratelli e delle nostre sorelle."</color>
<color=127,255,25,255>+2: "Apprezziamo il supporto di risorse fornito in questi anni."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
PY:ExoForAdv: Attitude String = Soddisfatto nei confronti di Mansa Musa
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
<color=255,76,76,255>-2: "Siamo amareggiati del fatto che siate caduti schiavi di una religione empia."</color>
PY:ExoForAdv: Attitude String = Cauto nei confronti di Mansa Musa
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
<color=255,76,76,255>-3: "Siamo amareggiati del fatto che siate caduti schiavi di una religione empia."</color>
PY:ExoForAdv: Attitude String = Soddisfatto nei confronti di Huayna Capac
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+6: "Ci preoccupiamo dei nostri fratelli e delle nostre sorelle."</color>
<color=127,255,25,255>+2: "Apprezziamo il supporto di risorse fornito in questi anni."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
PY:ExoForAdv: Attitude String = Cauto nei confronti di Huayna Capac
<color=127,255,25,255>+1: "I molti anni di pace hanno rinsaldato i nostri rapporti."</color>
<color=127,255,25,255>+2: "Il nostro accordo di diritto di passaggio ha permesso ai nostri popoli di avvicinarsi"</color>
<color=255,76,76,255>-3: "Siamo amareggiati del fatto che siate caduti schiavi di una religione empia."</color>
SCREEN OFF
And in attachment, if you need it, the complete log file.
Let me know if I can do something else to help you :)
Ah.... Sheesh, I really need to go to bed or I'll be too :scan: to figure out ANYTHING obvious.
Anyways, the problem is that in Italian there are TWO different words that are being used. So, I just have to do a check to see if there's a semi-colon in it and then parse the two different words.
I'll get that up in the next version, but for now, I think I might just go to bed before I completely miss everything :lol:.
Thanks for your help, Cammagno!
Req
alerum68 Jan 02, 2006, 10:49 AM hehehehe... I was trying to do the same thing that Requies was doing last night, at the same time almost, and was getting the same error message over and over again! I thought I was going crazy! Requies, disregard my PM on the "drawglance" function.
alerum68 Jan 02, 2006, 11:25 AM Just installed it, and it worked perfectly. Did need to use Cammagno civ4artinfo.xml file though. Anyway you could port that into to your version so it will function with other MODs out there?
Great Job Requies. I think the Foreign Advisor finally has everything you need in it!
Cammagno Jan 02, 2006, 12:04 PM Did need to use Cammagno civ4artinfo.xml file though. Anyway you could port that into to your version so it will function with other MODs out there?
It was only a simple merge between the 2 different
CIV4ArtDefines_Interface.xml files of those 2 mods (Supreme Overlord's EFA and 12monkeys's PLE).
Requies' EFA uses the SupremeOverlord's CIV4ArtDefines_Interface.xml file, so my merged file works also with this mod :)
But the only use of my file is to ensure compatibility between the EFA mod (the Supreme Overlord's Enhanced FA or the Requies' Exotic FA) and the PlotListEnhancements mod. If another mod uses a different different version of CIV4ArtDefines_Interface.xml file, it needs a different merged file to be compatible with one of these mods.
I'll release all my future merges (I didn't realize that they may be useful for somebody else, and I've deleted them when I've disinstalled the mods which needed them :( ) Anyway, it's simple to merge files using a text editor with file compare functions... just a bit of C&P is needed :)
EDIT: here there is the merged file, anyway.
http://forums.civfanatics.com/attachment.php?attachmentid=111580&d=1137251987
Requies Jan 04, 2006, 08:03 AM :bump: for v0.93 and new screenshot.
Main thing is that you can now see what the other players can research without having to manually try to figure it out.
Also, cammagno, if you could try this and see if the glance coloring works for the italian version, I'd greatly appreciate it!
Req
Cammagno Jan 04, 2006, 09:22 AM :bump: for v0.93 and new screenshot.
Main thing is that you can now see what the other players can research without having to manually try to figure it out.
A very useful feature, and a very good idea to add it! :)
Also, cammagno, if you could try this and see if the glance coloring works for the italian version, I'd greatly appreciate it!
Yes, I see the colours now! :cool:
:goodjob: :goodjob:
Thanks for the time you've spent fixing it :blush:
Major Tom Jan 06, 2006, 02:16 AM Thanks again for a great mod. However, last night in the middle of the game (year 1090 AD) the advisor suddenly did not function anymore when I hit F4. I only got the tech-screen where I had to scroll to see anything. The bottom tabs was gone (could not go to resources, glance etc). When I reloaded the game I could use all the tabs once but as soon as I was in techscreen the bottomtabs was gone. This is version 0.93-1.52, 18 civs, huge map. I have no other problems with the game after 1.52 (so far).
UPDATE: I reinstalled version 0.92 and problems are gone.
Requies Jan 06, 2006, 04:43 AM Thanks again for a great mod. However, last night in the middle of the game (year 1090 AD) the advisor suddenly did not function anymore when I hit F4. I only got the tech-screen where I had to scroll to see anything. The bottom tabs was gone (could not go to resources, glance etc). When I reloaded the game I could use all the tabs once but as soon as I was in techscreen the bottomtabs was gone. This is version 0.93-1.52, 18 civs, huge map. I have no other problems with the game after 1.52 (so far).
UPDATE: I reinstalled version 0.92 and problems are gone.
Hmmmm, looks like it might have to deal with the new code I put in....
Could you send me the savefile? (I know it was a major pain last time, but it really helps me get down to the problem quicker).
Thanks,
Req
Major Tom Jan 06, 2006, 07:52 AM Requies, I uploaded it here: http://www.civfanatics.net/uploads10/QuickSave1.Civ4SavedGame
Requies Jan 06, 2006, 08:10 AM Requies, I uploaded it here: http://www.civfanatics.net/uploads10/QuickSave1.Civ4SavedGame
Ok, thanks. Try out the new version. (I ran into the bug right before you posted your save, but thanks for it anyways.)
Req
Roland Johansen Jan 06, 2006, 10:01 AM I get the popup : " Failed to load python module CvEventInterface " when starting Civ 4 with the newest version 0.94
Maybe those help functions again?
Thank you for your time.
Mysterio10000 Jan 06, 2006, 11:32 AM I get the popup : " Failed to load python module CvEventInterface " when starting Civ 4 with the newest version 0.94
Same error here.
Requies Jan 06, 2006, 01:18 PM I get the popup : " Failed to load python module CvEventInterface " when starting Civ 4 with the newest version 0.94
Maybe those help functions again?
Thank you for your time.
Darn it, yes.....
I had uncommented one of the help function calls to check something :p....
I'll post a new one up soon.
Req
Requies Jan 06, 2006, 01:26 PM Ok, new one up.... I really got to find some way to do it so that help doesn't keep throwing these errors.....
Req
Elhoim Jan 06, 2006, 04:53 PM This is not a bug or something thatīs wrong, just a suggestion. Itīs about the order of the screens. I think they could be put in this order, because I feel the actual one is a little bit random, or at least, I donīt see the pattern: RELATIONS - GLANCE - RESOURCES - TECHNOLOGIES - ACTIVE - INFO is the order I recommend.
And about the new column in the tech trade tab, could you put it at the end? Because I find it confusing in itīs actual place.
THX!
jimdeb Jan 06, 2006, 05:16 PM Great Mod work, K
Is there any thought to having arty bombard units without taking damage, as in city bombardment?
Jim
Requies Jan 06, 2006, 11:15 PM This is not a bug or something thatīs wrong, just a suggestion. Itīs about the order of the screens. I think they could be put in this order, because I feel the actual one is a little bit random, or at least, I donīt see the pattern: RELATIONS - GLANCE - RESOURCES - TECHNOLOGIES - ACTIVE - INFO is the order I recommend.
And about the new column in the tech trade tab, could you put it at the end? Because I find it confusing in itīs actual place.
THX!
Ok, the reason I put the screen order the way I did is aesthetics. Having TECHNOLOGIES and RESOURCES (being the two longest words) near the shortest words of INFO and EXIT allows the bottom to look even.
OTOH, I can understand that aesthetics might not be as important as function in this case. So, I'd be willing to change it if a few other people feel that they'd rather have the functionality view.
The new column was put so that all the techs the other players can research are on one side while all the techs the other players have ALREADY researched are on the other.
I don't think it would make sense to put the "can research" column at the end, but I COULD put it in the beginning and still keep it split up the same way (and make the tradeable techs and g/turn closer to the tech that you can trade to the other players).
Would that be good?
Req
Requies Jan 06, 2006, 11:16 PM Great Mod work, K
Is there any thought to having arty bombard units without taking damage, as in city bombardment?
Jim
Errrrm, did you post in the wrong thread?
I'm only doing interface changes right now. :lol:
Req
Cammagno Jan 07, 2006, 02:53 AM Ok, the reason I put the screen order the way I did is aesthetics. Having TECHNOLOGIES and RESOURCES (being the two longest words) near the shortest words of INFO and EXIT allows the bottom to look even.
Nice thought :) But...
OTOH, I can understand that aesthetics might not be as important as function in this case.
... I think that in this case the above statement is right.
Furthermore, the aesthetics in this case is strongly language-related, while functionality is, of course, universal. :rolleyes:
(I understand that the English-speaking players are the great majority, and that of course their "view" is much more important, and I absolutly don't complain about it. But maybe an "universal" criterium (if it's available, of course) is a best choice)
So, I'd be willing to change it if a few other people feel that they'd rather have the functionality view.
Here is one of those people :)
I suggest the following pattern:
RELATIONS - GLANCE - INFO - RESOURCES - TECHNOLOGIES - ACTIVE
but also the one suggested by Elhoim may be good (the only difference is the position of the INFO tab).
Maybe in some future release the order of the table will be made customizable by a simple editing of the file, so that everyone can choose its best pattern?
The new column was put so that all the techs the other players can research are on one side while all the techs the other players have ALREADY researched are on the other.
I don't think it would make sense to put the "can research" column at the end, but I COULD put it in the beginning and still keep it split up the same way (and make the tradeable techs and g/turn closer to the tech that you can trade to the other players).
Would that be good?
I think that this is a good solution, maybe the best one :)
Note for future releases: I've found the best (IMHO) Italian translation for "Glance" in that context: "Attitudine".
Requies Jan 07, 2006, 02:56 AM Nice thought :) But...
... I think that in this case the above statement is right.
Furthermore, the aesthetics in this case is strongly language-related, while functionality is, of course, universal. :rolleyes:
(I understand that the English-speaking players are the great majority, and that of course their "view" is much more important, and I absolutly don't complain about it. But maybe an "universal" criterium (if it's available, of course) is a best choice)
Here is one of those people :)
I suggest the following pattern:
RELATIONS - GLANCE - INFO - RESOURCES - TECHNOLOGIES - ACTIVE
but also the one suggested by Elhoim may be good (the only difference is the position of the INFO tab).
Maybe in some future release the order of the table will be made customizable by a simple editing of the file, so that everyone can choose its best pattern?
Oh, well, you can do that already now. Just change the order of self.ORDER_LIST. Yeah, I'll probably change it to your or elhoim's suggestion since that makes the most sense.
I think that this is a good solution, maybe the best one :)
Note for future releases: I've found the best (IMHO) Italian translation for "Glance" in that context: "Attitudine".
Ok, thanks, I'll change that too.
Req
Elhoim Jan 07, 2006, 03:24 AM Can someone explain to me the strategic concept behind the Can Research column? Because I canīt find any practical use for having that information... Can you give me some example in which the Can Research column defines my trading strategy?
THX!
Requies Jan 07, 2006, 04:03 AM Can someone explain to me the strategic concept behind the Can Research column? Because I can´t find any practical use for having that information... Can you give me some example in which the Can Research column defines my trading strategy?
THX!
It's not so much trading strategy as in, oh crap, it looks like they have the possiblity of going for Liberalism (or Music or Feudalism or Economics or basically any tech where they get a boost for being the first or get a nice unit).
That's one of my main uses of seeing the Technology screen. I want to know when they're getting close to getting Feudalism and thus know when my last chance to dominate them with Praetorians is (or perhaps if you're more peaceful when to start researching Liberalism to get the free advance).
It might also be useful to figure out what techs you can trade that won't give them a new technology which they can research, but that's really of secondary concern, IMO.
Req
terrasol Jan 07, 2006, 05:27 AM i have a question to the buttons on bottom line of screen
in my german version a have a problem with the positions
exit=verlassen
Technology=Technologien
both words are very long, so the technology button overlays the exit button
(glance = Flüchtiger Blick is also a problem)
for me i have change following line
self.DX_LINK = (self.X_EXIT - self.X_LINK) / len (self.SCREEN_DICT)
in this line
self.DX_LINK = ((self.X_EXIT - self.X_LINK) / len (self.SCREEN_DICT)) - 5
perhaps it would be better if i could change the positions in the options, you have made, for every single button..cause i dont like to change some code... in every update i must do that :)
that means : i need options for every x-position of every button in this line
cause my english is not the best, i hope you have understand my wishes :)
Dr Elmer Jiggle Jan 07, 2006, 09:25 AM Note for future releases: I've found the best (IMHO) Italian translation for "Glance" in that context: "Attitudine".
You know, changing the English title of that pane to "Attitude" might be a good idea if that fits. I guess you're starting to get to the point where the word links across the bottom are a tight fit, but Attitude really describes the information better than Glance. I keep expecting the Glance pane to be a quick overall summary of everything (foreign advisor at a glance).
Put me down as supporting the idea of moving the Info pane. It doesn't matter much to me whether it's early or late in the order, but I do think that Active, Resources, and Technology should all be together somewhere, since they all relate directly to trading opportunities.
I always like when I start getting complaints about trivial little nits like this on my software, because I figure if that's the worst thing people can find to complain about, things must be working pretty well. ;)
Requies Jan 07, 2006, 12:19 PM i have a question to the buttons on bottom line of screen
in my german version a have a problem with the positions
exit=verlassen
Technology=Technologien
both words are very long, so the technology button overlays the exit button
(glance = Flüchtiger Blick is also a problem)
for me i have change following line
self.DX_LINK = (self.X_EXIT - self.X_LINK) / len (self.SCREEN_DICT)
in this line
self.DX_LINK = ((self.X_EXIT - self.X_LINK) / len (self.SCREEN_DICT)) - 5
perhaps it would be better if i could change the positions in the options, you have made, for every single button..cause i dont like to change some code... in every update i must do that :)
that means : i need options for every x-position of every button in this line
cause my english is not the best, i hope you have understand my wishes :)
Hmmmm, not really sure I understand it, but do you want some sort of option in-game? Or some config file? Or am I completely off?
Req
Requies Jan 07, 2006, 12:21 PM You know, changing the English title of that pane to "Attitude" might be a good idea if that fits. I guess you're starting to get to the point where the word links across the bottom are a tight fit, but Attitude really describes the information better than Glance. I keep expecting the Glance pane to be a quick overall summary of everything (foreign advisor at a glance).
Heh, already implemented that.
Put me down as supporting the idea of moving the Info pane. It doesn't matter much to me whether it's early or late in the order, but I do think that Active, Resources, and Technology should all be together somewhere, since they all relate directly to trading opportunities.
Yeah, I've already figured that it'd be better to do it by functionality.
I always like when I start getting complaints about trivial little nits like this on my software, because I figure if that's the worst thing people can find to complain about, things must be working pretty well. ;)
Heh, I guess that's a good way of looking at it :goodjob:. Never really thought of it that way.
Req
Exavier Jan 07, 2006, 12:39 PM Hey Requies I am adding your advisor into my Composite Mod... The Enhanced Foreign Advisor mod seems to have stopped getting developed so I switched to yours for my next version (released in a few days i hope)
Requies Jan 07, 2006, 12:51 PM Hey Requies I am adding your advisor into my Composite Mod... The Enhanced Foreign Advisor mod seems to have stopped getting developed so I switched to yours for my next version (released in a few days i hope)
No problem. I'll make a couple of more tweaks and maybe one (or two) more feature, but it should be done by the end of next week.
Req
terrasol Jan 07, 2006, 02:21 PM i try explain again
i think with 'self.DX_LINK' you calculate the space between the buttons, but this is a static value, for all spaces equal
because the german words are longer than the english words it would be better to have a changeable X-Position for every button, not a static space-value.. i give you a sreenshot from the german version without the modifacation i mentioned above
i hope than it is better to see, what i mean
Requies Jan 07, 2006, 03:05 PM i try explain again
i think with 'self.DX_LINK' you calculate the space between the buttons, but this is a static value, for all spaces equal
because the german words are longer than the english words it would be better to have a changeable X-Position for every button, not a static space-value.. i give you a sreenshot from the german version without the modifacation i mentioned above
i hope than it is better to see, what i mean
Right, but changeable, in what way?
Req
skywalker Jan 07, 2006, 03:14 PM I thought this mod would be about an exotic foreign advisor a la Civ2 :( ;)
terrasol Jan 07, 2006, 03:18 PM i would like to have options for the x-positions of any button
for instance Info Xpos=20, techno Xpos=150...in this way
MatzeHH Jan 08, 2006, 03:22 AM Hi there!
Maybe you could calculate the propper position for the the buttons by counting the number of letters used.
Matze
terrasol Jan 08, 2006, 04:48 AM this would be also a possible solution
Requies Jan 09, 2006, 02:08 AM this would be also a possible solution
I'll see what I can do. No promises, though. I've already changed the "Glance" screen to "Attitude" so that'll alleviate that problem.
Req
Elhoim Jan 11, 2006, 08:19 AM I´m having this problem in a Earth Scenario I´m playing... Do you know what may be the cause?
111106
On a side note, I was thinking of a addition that may be interesting: A page with three colums: The first has all the civs, one civ in each row, the second has all the civs that the civ from the first column considers friends, and in the third shows all the civs that the same civ considers enemies. I know that is the function of the glance page, but it is a little clumsy in showing that, especially when there are lots of civs. This way it would be faster and easier to see. The problem is that there is no more space to put it... Anyway, it was just an idea I had while I was taking a shower, but I think it might be interesting...
Requies Jan 11, 2006, 05:55 PM Iīm having this problem in a Earth Scenario Iīm playing... Do you know what may be the cause?
111106
On a side note, I was thinking of a addition that may be interesting: A page with three colums: The first has all the civs, one civ in each row, the second has all the civs that the civ from the first column considers friends, and in the third shows all the civs that the same civ considers enemies. I know that is the function of the glance page, but it is a little clumsy in showing that, especially when there are lots of civs. This way it would be faster and easier to see. The problem is that there is no more space to put it... Anyway, it was just an idea I had while I was taking a shower, but I think it might be interesting...
Hmmmm, interesting.
Could you upload the savefile which generated this?
Thanks,
Req
Elhoim Jan 12, 2006, 04:24 AM Sorry, I can´t. It´s very big (900k+)... I´ll see if it happens in another game...
Xarlak Jan 14, 2006, 10:55 AM I've been having a slight problem in the interface. Down on the tabs, instead of "Info", the screen says "TXT_KEY_FOREIGN_ADVISOR_INF". Here's a screenshot:
http://i12.photobucket.com/albums/a231/Xarlak/ForeignAdvisor.jpg
Other than that, a highly useful mod. Kudos.
Requies Jan 14, 2006, 05:10 PM I've been having a slight problem in the interface. Down on the tabs, instead of "Info", the screen says "TXT_KEY_FOREIGN_ADVISOR_INF". Here's a screenshot:
http://i12.photobucket.com/albums/a231/Xarlak/ForeignAdvisor.jpg
Other than that, a highly useful mod. Kudos.
Hmmmm, looks like the "O" was deleted at the end of that. Did you modify it (maybe accidentally?).
I'd either reinstall the mod or if you want a simple editing fix, search for that text in CvExoticForeignAdvisor and add the "O" to the end of that string.
Req
fightcancer Jan 14, 2006, 09:59 PM Thanks for the mod! The screens look great!
First impressions
I just read the documentation included with the 0.94 download. I'm so glad this mod is fitted for the new 1.52 patch.
My cache folder (and I suspect the overwhelming majority of users' cache folders) can be found at the following path:
C:\Documents and Settings\[USERNAME]\Application Data\My Games\Sid Meier's Civilization 4\cache
Also, the default path for installing mods is:
..\My Documents\My Games\Sid Meier's Civilization 4
I'll try it out ASAP.
Moonbars Jan 29, 2006, 06:07 AM Great mod. I have an issue with it however, if I click on "Technologies" or "Resources" I will sometimes get the empty background picture, and the links at the bottom to switch back to glance / active etc disappear. I have to exit civ4 to get another go. Any ideas?
Tous Jan 30, 2006, 04:48 PM First off, Great Mods. I like the fact that your not "tweeking the system", but mearly consolidating the info and saving me like 400 Mouse clicks!!!!
However, i dont quite understand how to use both. I read the following for the txt file:
-and will create a new copy of two files:
-CvScreensInterface.py in CustomAssets\python\entrypoints
-CIV4ArtDefines_Interface.xml in CustomAssets\xml\art
.....
.....
"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."
If both mods use the file "CvScreensInterface.py in CustomAssets\python\entrypoints" :sad:
I dont quite understand.........?? Is it diffrent becasue I am using the Modified Special domestic advisor?
Help Please.
Cammagno Jan 31, 2006, 12:47 AM However, i dont quite understand how to use both.
...
If both mods use the file "CvScreensInterface.py in CustomAssets\python\entrypoints" :sad:
I dont quite understand.........?? Is it diffrent becasue I am using the Modified Special domestic advisor?
Help Please.
If you are using those two mods together, you may use my merged files, which you can find here:
http://forums.civfanatics.com/attachment.php?attachmentid=111537&d=1137234299
Simply use these files instead of those of the original mods.
Tous Jan 31, 2006, 11:46 AM Cool, thanks Cammagno.
Nials Feb 03, 2006, 04:00 PM Good job on creating this mod! :)
Thalassicus Feb 09, 2006, 10:50 PM I'm seeing some odd things from time to time in "Can Research", like Writing, here. Is that column calculated manually or given by the game?
http://img466.imageshack.us/img466/5844/researchscreen3vo.jpg
Qitai Feb 23, 2006, 04:20 AM What is the logic you are using to determine what the AI can research? It looks to me that the logic is not completely correct. Maybe we can improve it collectively if you can share it.
Also, I think I figure out a way to sometimes (not always) determine exactly (or a set of possibilities) what the AI is researching using just informtation the game displays (I.e., no cheating - just logical determination/elimination of possibilities). The gist of this method is that the tech they are currently researching is not in the list of wants.
_alphaBeta_ Mar 10, 2006, 08:27 AM What is the logic you are using to determine what the AI can research? It looks to me that the logic is not completely correct. Maybe we can improve it collectively if you can share it.
Also, I think I figure out a way to sometimes (not always) determine exactly (or a set of possibilities) what the AI is researching using just informtation the game displays (I.e., no cheating - just logical determination/elimination of possibilities). The gist of this method is that the tech they are currently researching is not in the list of wants.
I was going to ask this very thing. It sometimes looks to me like the techs the AI can research that you can also research. If they can research something that you cannot I think it doesn't show up.
I'm not exactly sure how it's working either. Anyone have an answer?
CellKu Mar 14, 2006, 05:29 AM I am not sure if I understand Thalassicus correctly and perhaps he talks about the same problem that I found, so forgive me if that has already been mentioned (although his seems to be a bit different if you look at Monty).
In a recent game I had to monitor Ghandi very closely because he was always a little bit ahead of me. Doing this I discovered a very odd thing:
Ghandi had Scientific Method and didn't want to trade it, so it was under "won't trade" in the technologies screen. Then he discovered Physics and now Physics was a "won't trade" tech. Well, while that was perfectly fine (well not for me as I wanted to get it from him), the odd thing was that now Scientific Method was again under "Can research". But he already had a more advanced tech which you can only research if you have Scientific Method. Is there any way to fix that?
CellKu
mikezang Mar 23, 2006, 09:26 AM Can you tell me how to modify the MOD to show my own info?
mikezang Mar 23, 2006, 09:39 AM I just found that I can't use this MOD and [MOD] Modified Special Domestic Advisor in same time.
There is only one MOD working, does anyone tell me why?
Elhoim Mar 23, 2006, 10:13 AM I use the customizable domestic advisor with this mod... I like it more and there is no file sharing...
mikezang Mar 23, 2006, 01:16 PM Thanks for your advise, I am using it, too.
mikezang Mar 23, 2006, 06:51 PM I want to view my own techs, resources and infos, what can I do?
_alphaBeta_ Apr 14, 2006, 07:37 AM Any plans to get this compatible with v1.61, or is it already?
Elhoim Apr 15, 2006, 11:22 AM It is not... :(
It has some problems with the tech screen...
Barak Apr 16, 2006, 05:32 PM I love this mod, but i assume it wont work with 1.61 in its current format. How do I remove it so I can run the game in 1.61?
Thanks...
Elhoim Apr 16, 2006, 06:30 PM Just delete the files from the custom assets... If you don´t know which they are, just re-download the mod and check from there...
Requies, where are you? I need this mod! :p
Hope you can upgrade it...
Qitai Apr 17, 2006, 04:23 AM Just to let you guys know. HOF has created a combination of some of the most useful mod on these boards for 1.6..1. And it includes this mod. They have even made it so user-friendly that you can change the setting from within CIV. You guys might want to give it a try.
Barak Apr 17, 2006, 07:43 AM Just to let you guys know. HOF has created a combination of some of the most useful mod on these boards for 1.6..1. And it includes this mod. They have even made it so user-friendly that you can change the setting from within CIV. You guys might want to give it a try.
Great, do you have a link to this mod? Or at least its title?
Dianthus Apr 17, 2006, 07:44 AM Great, do you have a link to this mod? Or at least its title?
Sure. See http://hof.civfanatics.net/civ4/mod.php
Elhoim Apr 17, 2006, 08:52 PM Is there a way to have a separate download? Because I want to use it with other mods...
THX!
Elhoim Apr 19, 2006, 10:06 AM OK, i´ve made the update to 1.61, thanks to the work of the HOF team. I used their update to make the ExFoAd a separate mod again.
Thanks to Requies, of course, who hasn´t been in the forums since January...
v0.96
- Fixed the tech screen bug (the screen didn´t update to the tech you chose). Thanks to cf_nz for indirectly pointing it!
EDIT: If you downloaded it before, download it again! I made a mistake and didn´t fix the error :blush: Now it should be fixed! :) Thanks to gilfan for pointing it! :goodjob:
Unofficial Update:
128753
Barak Apr 19, 2006, 10:29 AM OK, iīve made the update to 1.61, thanks to the work of the HOF team. I used their update to make the ExFoAd a separate mod again.
Thanks to Requies, of course, who hasnīt been in the forums since January...
Unofficial Update:
124061
Great! I have missed using this mod since I updated to 1.61.
Elhoim Apr 19, 2006, 10:53 AM Yeah, me too... I grew to dependant on it... I just don´t know why Firaxis doesn´t incorporate it in a patch... Their FA sucks bad! But I think they are to proud to admit it...
TheLopez Apr 19, 2006, 11:14 AM Alright, alright... since no one has updated this mod I'll take ownership of updating it to be v1.61 compliant.
EDIT: I will only do this if I have firm commitment from someone to test it. So who will test the new version?
Elhoim Apr 19, 2006, 12:43 PM I already did it... Post number 152... :D
TheLopez Apr 19, 2006, 01:06 PM never mind then :D
DrJambo Apr 19, 2006, 04:38 PM IS it possible to use this Mod with 12Monkey's Plot Enhancement Mod? There's a separate ArtDefines_Interface.xml file for both the mods - which one should be used? Can they be combined?
Elhoim Apr 19, 2006, 04:49 PM There is a conflict in that file? Check if it is the same version. Or use the one provided by HOF some posts up. I think they conflict in the CvScreensInterface.py file, where you have to add the "call" to the advisor. Open both versions with the notepad and compare them. Using simple logic you can merge them, because the changes they made are usually tagged and numbered, so you only have to copy one changes into the other. It´s not that difficult, you should try. Hope I´ve been of help. Good luck! :goodjob:
cf_nz Apr 28, 2006, 10:57 AM I already did it... Post number 152... :D
What did you have to do to make it compatible with v1.61? There are some other great advisor mods that have been left at v1.52 that I would like to use, it may be beyond my abilities though.
cf_nz May 01, 2006, 12:06 PM For those you you who want to run the Exotic Foreign Advisor (v0.95) with the Modified Special Domestic Advisor (v1.8e), it can be done.
I'm a fan of both these mods and was disappointed I couldn't use them both at the same time, after some trial and error I figured out how to make them work.
The clash appears to be because they both used the file DomPyHelpers.
What I did (Note: line numbers may differ):
- Install the Modified Special Domestic Advisor first
- Install the Exotic Foreign Advisor; DO NOT overwrite DomPyHelpers or CvScreensInterface
- Renamed the DomPyHelper file from the Exotic Foreign Advisor to ForPyHelper
- Edit the CvExoticForeignAdvisor file and change the following:
~line 19 - import DomPyHelpers --> import ForPyHelpers
~line 28 - PyPlayer = DomPyHelpers.DomPyPlayer --> PyPlayer = ForPyHelpers.DomPyPlayer
~line 29 - PyCity = DomPyHelpers.DomPyCity --> PyCity = ForPyHelpers.DomPyCity
- Using the Modified Special Domestic Advisor CvScreensInterface file as the base change the following:
~line 14 - import CvForeignAdvisor --> import CvExoticForeignAdvisor
~line 100 - foreignAdvisor = CvForeignAdvisor.CvForeignAdvisor() --> foreignAdvisor =
CvExoticForeignAdvisor.CvExoticForeignAdvisor()
- Edit CvScreensInterface and change the following:
~line 599 techChooser.updateTechRecords() --> techChooser.updateTechRecords(false)
Note: I have only tested this briefly through 1/2 a game so there may still be bugs.
Elhoim Jun 02, 2006, 08:11 AM I updated the mod fixing the tech screen bug! Check the post in page 8 or use the link in the first one!
civn Jun 24, 2006, 01:20 PM Thanks dude, I like playing vanilla version, but their interface is a little simple and took too many clicks to figure out anything. This mod put them all in one place.
tdb Jul 01, 2006, 10:04 AM While trying to get this combined with MSDA with Civ4Modder, I noticed a lot of apparently stray changes in CvScreensInterface.py:
http://tdb.fi/~tdb/efa.diff
The DomPyHelpers file, on the other hand, can be resolved by adding the getStateReligion function to the one in MSDA and using that file for both mods. I'll be releasing a fixed version in Civ4Mod format in the near future, along with the next version of Civ4Modder.
Elhoim Aug 05, 2006, 10:05 AM Zarah Neander posted a Warlords compatible version:
http://forums.civfanatics.com/showthread.php?t=180395
Methos Aug 05, 2006, 11:08 AM On the 'Glance' page, the numbers don't correlate with those given by the mouse over. Why is that?
Edit: Added a screenshot of what I'm talking about. Notice the -8 doesn't equal what the mouse over menu shows? BTW, I'm using the version that comes with ruff hi's cobbled modpack.
Elhoim Aug 05, 2006, 11:52 PM The screen looks somewhat odd also... Are you playing in a scenario?
Methos Aug 05, 2006, 11:58 PM The screen looks somewhat odd also... Are you playing in a scenario?
No, it's an SG game. I'm using ruff hi's cobbled modpack if that matters.
Kael Aug 07, 2006, 08:17 AM I just added this to Fall from Heaven 2. It is a huge improvement.
Thanks Elhoim and Requies!
Riker13 Aug 08, 2006, 05:57 AM Requies, great mod but just a quick question and I am sorry if someone has already asked you this, would it be possible to have what nations are trading with other nations resources wise?
Regards
Riker 13 :crazyeye:
Elhoim Aug 08, 2006, 06:54 AM Requies is not available, he hasn´t been for months now :sad:
Perhaps it might be possible to do, but I think that is out of the scope of the mod since there is no way to know it in the vanilla game. The purpose of the advisor is to show everything that can be seen in the game but in one easy place. It would be like the military advisor showing info on the enemy units that are hidden by the fog of war.
But I agree it would be nice to see both things with a spy enhanced mod! :D
Roland Johansen Aug 08, 2006, 07:44 AM When you mouse over the plusses and minusses in the relations between nations, then you can also see if and what they are trading with one another. So the information is available, but maybe just not as visible and clear as one would like.
Riker13 Aug 08, 2006, 12:11 PM Elhoim, so where has the creator gone?
A spy mod may do the trick you are right :)
And Roland I did not know that about the plus, I will try it out.
Thanks Guys
Riker13 :crazyeye:
Elhoim Aug 08, 2006, 02:44 PM About the creator, hi is MIA. He had release ready, but one day, without saying anything, he dissapeared. I think Firaxis bribed him to stop doing a better foreign advisor than theirs ;) j/k. But Firaxis should really implement this modīs ideas...
ggganz Dec 20, 2006, 06:58 PM Can someone explain the resource trading screen?
EDIT: Never mind, I saw a different picture in another thread and it was more clear (I could actually see what was happenning instead of "not connected to trade network"). I really like it. I think I will try it.
Iustus Jan 30, 2007, 04:02 PM Found a bug in (some version) of the EFA. I do not know if anyone is keeping this project up to date, but someone reported this bug over in BetterAI (http://forums.civfanatics.com/showpost.php?p=5045477&postcount=111)and I tracked it down to this problem (http://forums.civfanatics.com/showpost.php?p=5046142&postcount=116):
These are both called when the python Foreign Advisor is asking whether a player has the holy city for 'NO_RELIGION' (value is -1). This is a no-no, the code will crash if you pass in an invalid religion index. (Unlike, say getRelgionInfo which does a range check).
This is lines 331-334 of the CvExoticForeignAdvisor.py:
if (gc.getPlayer(iLoopPlayer).hasHolyCity (nPlayerReligion)):
szPlayerReligion = u"%c" %(objReligion.getHolyCityChar())
elif objReligion:
szPlayerReligion = u"%c" %(objReligion.getChar())
You need to add a check for no religion:
if (nPlayerReligion != -1): # -1 == NO_RELIGON
if (gc.getPlayer(iLoopPlayer).hasHolyCity (nPlayerReligion)):
szPlayerReligion = u"%c" %(objReligion.getHolyCityChar())
elif objReligion:
szPlayerReligion = u"%c" %(objReligion.getChar())
This fixes the assert and crash both.
Hope this helps,
-Iustus
ggganz May 16, 2007, 07:40 PM I know you made one for Warlords, which I have, but you need to get ready to to make one for Beyond the Sword! Please get BtS ASAP and make the necessary changes! I hate the original!!!
Methos May 16, 2007, 07:44 PM I know you made one for Warlords, which I have, but you need to get ready to to make one for Beyond the Sword! Please get BtS ASAP and make the necessary changes! I hate the original!!!
Or, you could wait for the HoF Mod (http://hof.civfanatics.net/civ4/mod.php) to be updated, which includes this mod.
ggganz May 16, 2007, 07:52 PM I don't like mods that change gameplay. And this with probably be faster.
Methos May 16, 2007, 08:08 PM I don't like mods that change gameplay. And this with probably be faster.
The HoF Mod doesn't change game play. If it did, it would go against the HoF Rules. Besides, all the included mods that come with the mod can be turned on or off in the Options Menu.
Edit: I apologize for the thread jack.
@ggganz (or anyone else who's interested): If you wish to continue this conversation, please PM me.
Oddible Jun 28, 2007, 06:08 PM I CTD after installing this mod and starting a new game in Warlords 2.08. Though I have HoF installed and it works fine. I'm trying to get this installed for use in non-HoF games. This is the only mod I have in my My Documents\My Games\Warlords dir.
Using: ExoticForeignAdvisor v0.96.zip (maybe this is wrong and I should just use .94???)
Just installed Ruffmod and it seems to be working fine there.
Methos Jun 29, 2007, 03:59 AM I CTD after installing this mod and starting a new game in Warlords 2.08.
I may be reading it wrong, but I'm not sure either version was designed for Warlords. I believe they're both for vanilla only.
Though I have HoF installed and it works fine.
....
Just installed Ruffmod and it seems to be working fine there.
Please note that the HOF mod version of this mod has been considerably updated by HOF Staff and others, due to the MIA of it's original author. I don't know much about ruff's mod, but I know it's either based off of the HOF mod or modified by ruff, so again, you'll have an updated version compared to what is found in this thread.
If you want a non-HOF mod game, than I would suggest using ruff's mod.
ggganz Jul 04, 2007, 03:44 PM Ahem: http://forums.civfanatics.com/showthread.php?t=180395
(Exotic Foreign Advisor for Warlords)
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