View Full Version : Enhanced foreign advisor


SupremeOverlord
Dec 15, 2005, 11:53 AM
NOTE: For latest version, please see this thread: http://forums.civfanatics.com/showthread.php?t=169548

I've rewritten the resources and technologies overview of the foreign advisor using some ideas from the mods made by Requies and Bhruic and adding some of my own.

The layout of the screen can be altered by changing some options in the file 'CvForeignAdvisor.py'. View the readme for details.

If someone can post the translations for French, German and Italian I will add them to the mod.

FEATURES:
General:
1. Displaying the names of the leaders of the other civs can be switched on or off.
2. The border around the rows can be switched on and off.
Resources:
1. At the top of the screen the available amount is shown for all the resources that a player has extra's of.
2. The amount can be configured to show the total available amount or the extra available amount (total - 1).
3. 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.
4. 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.
5. It is possible to group the columns showing resources together as export or import.
6. The amount of gold that a civ can pay per turn is displayed.
7. It is possible to show two extra columns to display the resources that are traded in active deals.
8. 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:
1. 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.
2. An extra column is used to display the amount of gold that the civ can pay
3. You can use small (32x32) and large (64x64) icons for the technologies.

INSTALLATION:
Extract the contents of the zip file to 'My Documents\My Games\Sid Meier's Civilization 4\MODS' to install as a mod. If you want to use it in all your games you should copy all files and folders in 'My Documents\My Games\Sid Meier's Civilization 4\MODS\Enhanced Interface\Assets' to 'My Documents\My Games\Sid Meier's Civilization 4\CustomAssets'.
You might need to empty your cache a few times before this mod takes effect. (Hold down the shift key while the game is starting up)

TODO:
Translate the interface to Frensh, German and Italian.

109185

109186

109187

Cammagno
Dec 15, 2005, 02:29 PM
I've installed your MOD and I appreciate it very much.
Maybe you may consider a similar modification of the Techs tab.

One question: I've tried it with a different screen resolution and it doesn't work fine. How can the CvForeignAdvisor.py file been modified to work also with an higher resolution, e.g. 1280x1024?

MattJek
Dec 15, 2005, 02:45 PM
Hey, I really like your mod but I have a lil problem with it. There is no scroll bar and the civs just seem to fall of the screen. Plus the exit button doesnt work when this particular screen is on. I hope you can fix this cause I think its a neat mod
107683

SupremeOverlord
Dec 15, 2005, 03:11 PM
I didn't test this mod on higher resolutions but it is fixed now (I uploaded a new zip file). With this fix the foreign advisor screen is always full screen, also on higher resolutions.

Maybe you may consider a similar modification of the Techs tab.
I'm already working on it.

Cammagno
Dec 15, 2005, 03:39 PM
I didn't test this mod on higher resolutions but it is fixed now (I uploaded a new zip file). With this fix the foreign advisor screen is always full screen, also on higher resolutions.

Now it works nice, thanks ;)


I'm already working on it.

Very good! This is a very useful mod indeed. :)

Elhoim
Dec 15, 2005, 03:40 PM
You should consider working with Requies, his foreing adv. mod is great, and your resource tab is superb, much better than his. It would be great to join the two mods...

http://forums.civfanatics.com/showthread.php?t=146687

Impaler[WrG]
Dec 15, 2005, 04:49 PM
I see you came up with a way to display little numbers in the corners of the Resorce Icons, this is great and is one of the pre-conditions for an idea I had.

Resorces could apear in a Equation form each vertical colum holding a different resorce. Their would be 4 rows

+ Productin
+ Imports
- Exports
= Surplus

If a value would be zero just place a blank their, for example lets say I produce 2 Fish and Export 1 for a surplus of 1. I see all that information in a nice little vertical colum. Ofcorse this is probably best used for the Players resorces like you have at the top of the screen, the AI should show will trade/wont trade/wants information.

Another idea could willtrade/wont trade information be displayed using colored halos around resorces or shading rather then colums, it would help save a lot of space.

rendermad
Dec 15, 2005, 07:35 PM
Great Mod! I really liked it, however I've ran into a problem: when I enter the resource screen the buttons for the other tabs ("Technology", "Relations") dissapear, so I can never go back to them.

Also, I have a suggestion. It's not necessary to include a copy of ingame .xml files (like Civ_ArtDefines) you only need to include your changes between the same tabs and with the same header. This makes it easier to include with other mods that modify the same files. Here's an example with the stuff that's included in CivArt_Defines:

<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Ed Piper (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Interface art path information -->
<Civ4ArtDefines xmlns="x-schema:CIV4ArtDefinesSchema.xml">
<InterfaceArtInfos>
<InterfaceArtInfo>
<Type>SCROLL_UP_ARROW</Type>
<Path>Art/Interface/Buttons/up_arrow.dds</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>SCROLL_DOWN_ARROW</Type>
<Path>Art/Interface/Buttons/down_arrow.dds</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>WHITE_CIRCLE_20</Type>
<Path>Art/Interface/Buttons/white_circle_20.dds</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>WHITE_CIRCLE_40</Type>
<Path>Art/Interface/Buttons/white_circle_40.dds</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>WHITE_CIRCLE_50</Type>
<Path>Art/Interface/Buttons/white_circle_50.dds</Path>
</InterfaceArtInfo>
</InterfaceArtInfos>
</Civ4ArtDefines>



The same applies to Civ_GameText.

MattJek
Dec 15, 2005, 09:11 PM
Is there anyway to make this mod not be full-screen but rather have a scroll down function?

SupremeOverlord
Dec 15, 2005, 09:38 PM
Is there anyway to make this mod not be full-screen but rather have a scroll down function?
I tried that first using a table control. But I can't change the height of the rows because the function setTableRowHeight doesn't seem to have any effect. The solution I impemented positions all the controls using the x and y coordinates so scrolling is out of the question.
when I enter the resource screen the buttons for the other tabs ("Technology", "Relations") dissapear
Have you tried with different save games? If so does it happen in all of them? If it doesn't it is probably a bug in my code and I would appreciate if you posted the save game.
It's not necessary to include a copy of ingame .xml files (like Civ_ArtDefines) you only need to include your changes between the same tabs and with the same header.
Thanks for the info.

Charcoal
Dec 15, 2005, 11:02 PM
I have the same problem as rendermad.

I'm going to try a new game, and if that one doesn't work, I'll send in the save game...

Edit: here you go.

nothing comes up in the new window, with this one.
Surplus stuff willl, but at that point in the game I don't have any :P

Requies
Dec 16, 2005, 10:20 AM
You should consider working with Requies, his foreing adv. mod is great, and your resource tab is superb, much better than his. It would be great to join the two mods...

http://forums.civfanatics.com/showthread.php?t=146687

Excellent job with the resources :goodjob:.

And sadly enough I have to agree with elhoim :lol:.

I'd be happy to try to merge in your changes if you don't mind (though we'll have to get the bugs out of it).

Req

Requies
Dec 16, 2005, 11:05 AM
I tried that first using a table control. But I can't change the height of the rows because the function setTableRowHeight doesn't seem to have any effect. The solution I impemented positions all the controls using the x and y coordinates so scrolling is out of the question.

Oh yeah.... Now I remember why I didn't try doing it this way :lol:. Hmmm, I wonder if there's a workaround.

Req

Requies
Dec 16, 2005, 11:08 AM
I have the same problem as rendermad.

I'm going to try a new game, and if that one doesn't work, I'll send in the save game...

Edit: here you go.

nothing comes up in the new window, with this one.
Surplus stuff willl, but at that point in the game I don't have any :P

Let me try and troubleshoot. How many civs have you met? If greater than however many you can display on the screen, you're going to have an error where it won't complete the rest of the function (which includes drawing the tabs on the bottom).

This is why I didn't divide things up into headers. Hmmmm, but I think I have an idea of how to make it so that it might work decently. Let me think about this.

Req

SupremeOverlord
Dec 16, 2005, 11:24 AM
To Charcoal:
I can't use your savegame. When I try to load it, the games starts loading the mod but when its finished it just asks to load the mod again. So it results in an infinite loop.

To Requies:
You can do what you want with my code as long as you give me credit.

How many civs have you met? If greater than however many you can display on the screen, you're going to have an error
I've added scroll buttons to solve this problem and I've tested it so I think the error is caused by something else.

I've made a new version that also alters the technologies view. But I still haven't found that bug (or bugs) :(. I will be uploading this new version shortly. Please try it out and let me know if everything works.

Dr Elmer Jiggle
Dec 16, 2005, 11:49 AM
I really like this mod. It seems to restore most or all of the missing Civ3 trade advisor functionality. I find it a bit confusing to view, however. There's so much data there that I can't quickly assimilate what I need.

The information I'm most interested in is "What do they have that I want, and what do I have that they want?" That is: Import/Will Trade, Export/Surplus, and Export/Used. I'd rather see those 3 columns together (and in that order), followed by the others separately. That would put all the "what trade opportunities exist" information in one place. Active trades and Import/Won't Trade are useful, but for separate reasons.

The obvious disadvantage is that my approach would jumble up the We/They columns. It may or may not actually be better. Just something to consider.

SupremeOverlord
Dec 16, 2005, 12:07 PM
The information I'm most interested in is "What do they have that I want, and what do I have that they want?"

You can disable the active trade columns if you want. That would make it less cluttered.

That is: Import/Will Trade, Export/Surplus, and Export/Used. I'd rather see those 3 columns together (and in that order), followed by the others separately.

I could put the active trades seperatelly at the end. That would give Export/Surplus - Used, Import/Will trade - Wont trade and Active/Export - Import. This way the we/they groups aren't broken and all the trade opportunities are grouped together. But the information won't be in the order you want.

Dr Elmer Jiggle
Dec 16, 2005, 12:14 PM
I could put the active trades seperatelly at the end. That would give Export/Surplus - Used, Import/Will trade - Wont trade and Active/Export - Import. This way the we/they groups aren't broken and all the trade opportunities are grouped together. But the information won't be in the order you want.

That would probably be great. I really only suggested that specific order since it would keep the surplus and will trade close together and would put the most likely to be traded resources on the far left, but what you've suggested seems like a perfect compromise between separating active trades but also keeping each leader's resources grouped together.

Elhoim
Dec 18, 2005, 07:26 AM
Requies: Could you add your glance and gold features to this mod? I miss those features (specially glance), and I would do it myself but I don´t know much of xml and python, besides you know your code better...

SupremeOverlord: Excellent work! Your screens are useful and clean. One suggestion: Could you put how much gold each civ has in the technologies tab? Because it is a mayor factor in choosing who to trade a technology with (besides attitude). It would also be great to include in the resource tab how much gold per turn a civ is willling to trade (I know there is no string for it or something like that, but it would be REALLY useful...).

mamimo
Dec 18, 2005, 08:18 AM
WOW, far better then vanilla, thumbs up!

Elhoim
Dec 18, 2005, 01:57 PM
SupremeOverlord: Here I translated the text info in spanish. I didnīt test it, but I think it will work fine...

108082

SupremeOverlord
Dec 18, 2005, 03:07 PM
Here I translated the text info in spanish. I didnīt test it, but I think it will work fine...

Thanks, I added it and uploaded the new zip file.

Could you put how much gold each civ has in the technologies tab? Because it is a mayor factor in choosing who to trade a technology with (besides attitude). It would also be great to include in the resource tab how much gold per turn a civ is willling to trade

I haven't followed this closely but I thought that the values for gold an gold/turn were either incorrect or unavlailable.

Sevo
Dec 18, 2005, 10:22 PM
Supreme & Requies -- It'd be great to merge your work, as others above have commented on. I've run into the same problem with the 'pedia that you ran into here: that there's no way to both make a scolling list AND have icons + text; the two don't play well together. I hadn't appreciated how hard these changes were until I took the code on myself! You guys are doing great work--keep it up!

reznod
Dec 19, 2005, 07:53 PM
When I installed this mod I got the following errors when clicking on the resource and tech screens.

Resource Screen

Traceback (most recent call last):

File "CvScreensInterface", line 87, in showForeignAdvisorScreen

File "CvForeignAdvisor", line 234, in interfaceScreen

File "CvForeignAdvisor", line 257, in drawContents

File "CvForeignAdvisor", line 524, in drawResourceDeals

File "IconGrid", line 143, in createGrid

File "IconGrid", line 285, in addControls

AttributeError: 'NoneType' object has no attribute 'getPath'
ERR: Python function showForeignAdvisorScreen failed, module CvScreensInterface


Tech Screen

Traceback (most recent call last):

File "CvScreensInterface", line 87, in showForeignAdvisorScreen

File "CvForeignAdvisor", line 234, in interfaceScreen

File "CvForeignAdvisor", line 259, in drawContents

File "CvForeignAdvisor", line 628, in drawTechDeals

File "IconGrid", line 143, in createGrid

File "IconGrid", line 285, in addControls

AttributeError: 'NoneType' object has no attribute 'getPath'
ERR: Python function showForeignAdvisorScreen failed, module CvScreensInterface


I have also attached screenshots in case it makes it easier to see the problem.

SupremeOverlord
Dec 20, 2005, 01:18 AM
To resnod:
The line that is causing the error loads the scroll button. So I think you have a problem with your cache. Maybe you should try clearing it (hold down shift when the mod is loading).

To Sevo:
Apperently there are still some errors in my code so its probably best to keep the two mods seperated until my code is more stable.

I've run into the same problem with the 'pedia that you ran into here: that there's no way to both make a scolling list AND have icons + text;

I've started working on a new military advisor and I think I have actually found a way to achieve what you need for your mod. The code isn't finished yet but it looks promising. I will probably be posting my results in a few days.

reznod
Dec 20, 2005, 09:52 AM
The line that is causing the error loads the scroll button. So I think you have a problem with your cache. Maybe you should try clearing it (hold down shift when the mod is loading).

I did what you suggested, but the problem still exists. Is there a way that you know of to clear the cache manually?

Also I don't know if this is important, but I was one of those that needed to extract the FPK file so the engine could initialize.

Erendir
Dec 20, 2005, 10:38 AM
i have the same problem, as reznod. I've also deleted cache manually from the folder "C:\Dokumente und Einstellungen\xxx\Anwendungsdaten\My Games\Civilization4\cache\" (german windows...)
so, the problem exists...

Dr Elmer Jiggle
Dec 20, 2005, 10:52 AM
I have the same problem. Or at least the same symptoms. I haven't had a chance to look into the python error logs yet, but I do see the empty resource screen with no buttons to switch to technologies, active trades, etc.

I run the game in 1280x1024 resolution. I don't know if that has anything to do with it, but since you mentioned that you're calculating the layout manually, that seems like a possible problem area.

SupremeOverlord
Dec 20, 2005, 01:37 PM
After deleting and reinstalling my mod I'm having similar problems. But I'm to tired to try and solve this problem, so it will have to wait until tomorow.

Requies
Dec 20, 2005, 04:51 PM
After deleting and reinstalling my mod I'm having similar problems. But I'm to tired to try and solve this problem, so it will have to wait until tomorow.

I think the problem is that the ArtFileMgr object doesn't look for the art files in your XML file. I've been doing some merges of your files and when I tried it with the old (1215) XML file it worked, but when I was using the new (1218) XML file it doesn't seem to grab the data from it....

BTW, I copied over some stuff, but can't seem to find the scroll control functions. Could you point me in the direction of that function?

ED: Never mind about the scrolling. I found it.

Thanks,
Req

Requies
Dec 20, 2005, 05:27 PM
Thanks, I added it and uploaded the new zip file.



I haven't followed this closely but I thought that the values for gold an gold/turn were either incorrect or unavlailable.

This is unfortunately correct. I was able to calculate the general formula for gold available for trade, but unfortunately, I don't have a way to calculate based on the information the engine gives us.

Therefore, I'm going to have to take the gold out of the Exotic Foreign Advisor for now.

Req

SupremeOverlord
Dec 21, 2005, 06:41 AM
I think the problem is that the ArtFileMgr object doesn't look for the art files in your XML file. I've been doing some merges of your files and when I tried it with the old (1215) XML file it worked, but when I was using the new (1218) XML file it doesn't seem to grab the data from it....

Using the older file seems to do the trick, the problem is that that file is a complete copy of the original "CIV4ArtDefines_Interface.xml". But I'm still going to use it for now.

If anybody knows why an xml file with only the changes/additions needed for this mod doesn't work please let me know.

Elhoim
Dec 21, 2005, 08:37 AM
Therefore, I'm going to have to take the gold out of the Exotic Foreign Advisor for now.

Keep it, at least it gives you an aproximate on how much gold they have. It may not be exact but...

Pawel
Dec 24, 2005, 10:20 AM
Thanks for a very nice mod. I have a slight problem with it, however. It reports techs as 'will trade' even though they later turn out to belong to be 'will not trade'...

Kilim
Dec 24, 2005, 11:00 AM
I do not know if it is just me.
But soemhow this is not working properly for me now with the latest patch v1.52 :(

Cammagno
Dec 25, 2005, 07:17 AM
This is unfortunately correct. I was able to calculate the general formula for gold available for trade, but unfortunately, I don't have a way to calculate based on the information the engine gives us.

Therefore, I'm going to have to take the gold out of the Exotic Foreign Advisor for now.



I've noted that the standard Foreign Advisor of patch 1.52 shows the "gold available" in techs screen and the "gold per turn available" in resources screen, so maybe now you can solve this problem.

Cammagno
Dec 25, 2005, 07:25 AM
I do not know if it is just me.
But soemhow this is not working properly for me now with the latest patch v1.52 :(

I confirm that this mod is not compatible with the 1.52 patch.
It seems to be easy to simply ensure compatibility, but I think that SupremeOverlord may be interested in releasing a new version of his mod. including in it the new features introduced by this patch, in particular the "gold available"/"gold per turn available" info.

So the "definitive" Foreign Advisor will be obtained. ;)

Elhoim
Dec 25, 2005, 03:45 PM
So the "definitive" Foreign Advisor will be obtained.

Don´t forget the "glance" feature of Requies!!

Exavier
Dec 25, 2005, 05:09 PM
Hey SupremeOverlord is your mod compatable with the game patch v1.52?

I was planning to add this into my mod before the patch but tey changed so many things I delayed it untill i could make sure.

SupremeOverlord
Dec 28, 2005, 02:08 PM
...but I think that SupremeOverlord may be interested in releasing a new version of his mod. including in it the new features introduced by this patch, in particular the "gold available"/"gold per turn available" info.

I have finished this new version and I will upload it in a few minutes.

It reports techs as 'will trade' even though they later turn out to belong to be 'will not trade'...

I've tested it with my savegames and I haven't noticed a problem. Can anyone confirm that this happens and maybe post a savegame?

Cammagno
Dec 28, 2005, 03:09 PM
I have finished this new version and I will upload it in a few minutes.

This is a great mod. I think that now it's at its best, I don't see how it may be better ;)

I've tested it with my savegames and I haven't noticed a problem. Can anyone confirm that this happens and maybe post a savegame?

I've tested it too, with 5savegames fom different games and on 2 PCs, and it works without any problem ;)

Thanks for sharing your work.

alerum68
Dec 29, 2005, 08:41 PM
When I install this along with your military advisor it causes my to have no interface. Works fine when I install military advisor by itself. How do I blend the two into one? Or even better, combine this with the Customizable Domestic Advisor???

Just putting both yours together would be a huge help

Cammagno
Dec 30, 2005, 12:58 AM
When I install this along with your military advisor it causes my to have no interface. Works fine when I install military advisor by itself. How do I blend the two into one? Or even better, combine this with the Customizable Domestic Advisor???
Just putting both yours together would be a huge help

I use them together and with "Customizable Domestic Advisor" too, and I don't have any problem at all :confused:
These 3 mods don't share any file, so it's difficult that they conflict together.
Are you sure that the conflict isn't between "Enhanced Foreign Advisor" and some other mod, for example "PlotListEnhancements" one? (I have PLE, so I had to edit CIV4ArtDefines_Interface.xml, 'cause both mods include a modified version of this file).

alerum68
Dec 30, 2005, 01:58 PM
I bet that's what it is. Yes I use PLE. I just did a merge of the two text files and hopefully it should work okay.

edit: Merged the two, and still getting the same error.... Tried merging from PLE to EFA, then EFA to PLE and got the same results. It's saying the files are identical, but still having no interface.

Cammagno
Dec 30, 2005, 02:44 PM
I bet that's what it is. Yes I use PLE. I just did a merge of the two text files and hopefully it should work okay.
edit: Merged the two, and still getting the same error.

Here is my merged file, it works without any problem for me; if you wish to try using it....

Note: I had to change the .xml extension to a fake .txt extension to be able to upload the file. So be sure to change it back to .xml after downloading it.

alerum68
Dec 30, 2005, 03:53 PM
Miigwech! It worked beautifully! Have to remember to put this into my own zipped copies of both these mods... if you don't mind that is.

Cammagno
Dec 30, 2005, 04:53 PM
Miigwech! It worked beautifully! Have to remember to put this into my own zipped copies of both these mods... if you don't mind that is.

I don't mind at all, use it as you wish ;)

Exavier
Dec 30, 2005, 09:20 PM
This mod has been added to my Composite Mod... Great work :)

mknash
Jan 04, 2006, 06:21 PM
This has to be the best interface mod yet, thanks

Cammagno
Jan 05, 2006, 12:56 AM
This has to be the best interface mod yet, thanks

Are you shure? Look at the Exotic Foreign Advisor by Requies ;)
It's at the same time the "father" and the "son" of this one, and it has all the features of this one plus a couple of other very useful features.

alerum68
Jan 05, 2006, 12:20 PM
Are you shure? Look at the Exotic Foreign Advisor by Requies ;)
It's at the same time the "father" and the "son" of this one, and it has all the features of this one plus a couple of other very useful features.

So does that mean that' it is its own grandpa?! I love that song...

Anyway, The Exotic Foreign advisor really is nice with the new features. Wouldn't it be nice if all the modders in the community would get together and start working on group projects. There are 3 or 4 modders on the advisors... if everyone would pull their resources together, can you imagine what would happen?!

mknash
Jan 05, 2006, 01:44 PM
the exotic foreign advisor refuses to work for me.. i always get one screen that displays no menus then have to reload the game to restore. incidentally I have the same problem with the requies special domestic advisor too (just came to download the customizable one i saw... see how that is.)

I find this particular mod very clean, shows all i really need to know and maintains the impression of the original idea very well.

Alerum - gotta agree with you on the good things that could come with co-operation, though seeing these forums lots of that already going on anyway. and this way we get individual flavours to suit all pallettes

Cammagno
Jan 05, 2006, 04:59 PM
the exotic foreign advisor refuses to work for me.. i always get one screen that displays no menus then have to reload the game to restore. incidentally I have the same problem with the requies special domestic advisor too (just came to download the customizable one i saw... see how that is.)

Do you also use the PlotListEnhancements mod? If so, you have to use the merged CIV4ArtDefines_Interface.xml file instead of those that came with these 2 mods. If this is the case, you'll find it here:

http://forums.civfanatics.com/attachment.php?attachmentid=110251&d=1136388776

12monkeys
Jan 05, 2006, 05:16 PM
Wouldn't it be nice if all the modders in the community would get together and start working on group projects. There are 3 or 4 modders on the advisors... if everyone would pull their resources together, can you imagine what would happen?!


Somehow I like that idea. I spend a lot of hours the last weeks to improve my version of the Modified Special Domestic Advisor. I had (and still have) a lot of good ideas. Then the customizable advisor from Taelis has been released and I found quite a lot of my ideas already realized. Although I had choose a different way for implementing, its a bit frustrating to see that someone already implemented things I spend a lot of time for. Don't misunderstand me, its not frustrating because he was faster, its frustrating because its has been done twice now! I could have spend much more time with playing the game, instead of modding it.
Just imagine we would do some brainstorming toghether with the community, build some project teams and start working the things out. The would result in less mods, with a high acceptance and a better quality.
What do you think guys?

Requies
Jan 05, 2006, 05:36 PM
the exotic foreign advisor refuses to work for me.. i always get one screen that displays no menus then have to reload the game to restore. incidentally I have the same problem with the requies special domestic advisor too (just came to download the customizable one i saw... see how that is.)

I find this particular mod very clean, shows all i really need to know and maintains the impression of the original idea very well.

Alerum - gotta agree with you on the good things that could come with co-operation, though seeing these forums lots of that already going on anyway. and this way we get individual flavours to suit all pallettes

Well, it's hard to fix some bug you don't know about :lol:.

The Special Domestic Advisor has not been updated yet to be compliant with 1.52 yet which is why that wouldn't work.

I don't know what would break the Exotic Foreign Advisor that wouldn't break this one (probably another mod but even then, it's highly unlikely).

As to the rework, I totally understand 12monkeys' feeling. It's spending all that time working on a mod and then seeing someone do it better making most of your work a waste of time which is frustrating. Perhaps, we SHOULD start a thread where we have modders talking about what they're working on.... Of course, it would have been even better if Firaxis had implemented good advisors in the FIRST place so that we wouldn't have to mod it at all :p.

Anyways, if you've downloaded the v0.93 of the Exotic Foreign Advisor and you're still running into the same bug, I'd appreciate if you could tell me exactly what happens (and perhaps post some error log files). We modders can only do so much. Reading minds, unfortunately, isn't one of them :lol:.

Req

alerum68
Jan 05, 2006, 06:41 PM
Isn't a bad idea... And I don't know about other people, but I have about 9 or 10 ideas I've put into Notepad of things I want to modify but just don't have the ability to. Would be a good place for suggestions like that as well.

OblivionOdyssey
Feb 04, 2006, 05:36 AM
Your enhanced foreign advisor mod looks great, but with me, no buttons show up along the bottom. Do you have any way to fix this? Thanks.

Houman
Apr 27, 2006, 08:52 AM
Is there any 1.61 update plans? Or is it already compatible?

Caesium
Apr 27, 2006, 02:41 PM
It is compatible to 1.61.

mrwhite89
Apr 27, 2006, 06:09 PM
Sorry if this is a little

[offtopic]

If this mod is compatible with 1.61, is Supreme Overlord's military advisor mod compatible as well?

Caesium
Apr 28, 2006, 03:16 AM
Sorry if this is a little

[offtopic]

If this mod is compatible with 1.61, is Supreme Overlord's military advisor mod compatible as well?
My hope was the same. But the military advisors for 1.52 won't work for 1.61.

I would be very thankful if somebody would feel himself able to write a new military advisor.

Houman
May 01, 2006, 04:30 AM
@Lopez
@Elhoim

Here is the same, hehe Please take ownership and update these advisors, since many Mods are using them. ;)

Thanks
Houman

TheLopez
May 01, 2006, 05:32 AM
Alright, I'll have a 1.61 compatible version up win a couple of hours.

EDIT: So, exactly what is wrong with the current version? I tried it and it didn't seem to be incompatible with the v1.61 patch.

Houman
May 01, 2006, 05:57 AM
Thanks Lopez. :)

TheLopez
May 01, 2006, 06:02 AM
So what is making this mod incompatible with the v1.61 patch? It runs fine for me.

EDIT: Nevermind...