View Full Version : [MOD] Modified Special Domestic Advisor
12monkeys Dec 16, 2005, 04:20 PM --------------------------------------------------
Name : Modified Special Domestic Advisor
Version : v1.8e
Date : 14.04.06
Author : 12monkeys (@civfanatics + @apolyton)
--------------------------------------------------
Based on the "Special Domestic Advisor" v0.92 from Requies (@civfanatics), I created this "Modifed Special Domestic Advisor". Some of the new functions have been inspired by the Costomizable Domestic Advisor from Taelis (@civfanatics).
Features :
- automatic screen size adjustment. Tested for nearly all available screen sizes, from 1024x786 upwards.
- fully localizable. Each text is within the added XML-File.
- fully translated for english and german language.
- contains 7 views, each with special columns and information : city, specialists, military, building, world wonder, national wonder, team projects. See below for view details.
- mouse sensitive on screen help. Each column get an own "Help" button. Just move your mouse over it to get a detailed information about the column contents.
- smart button placements, prevents overlapping view buttons texts.
- a lot of new columns are prepared and can easliy be activated (see below for details)
- easy activating, resizing and placement of columns. Must be be done in the source yet!
View details :
- City View : containes most of the columns for a quick analysis of the most important modifiers.
- Specialists View : containes some special columns for production and autmatization
- Military View : contains columns to display the military status of a city, including the defense capabilites against ground and air attacks.
- Building View : displays all currently available buildings of your civ and shows if the city have it, can build it, can't build it, is currently building it or if it is obsolete. The view will grow as soon as you get the prerequisites for new buildings.
- World Wonder View : displays all currently available World wonders of your civ and shows if a city have it, can build it, can't build it, is currently building it or if it is obsolete. Also, it shows, if another civ is currently building that wonder. The view will grow as soon as you get the prerequisites for new wonders.
- National Wonder View : displays all currently available national wonders of your civ and shows if the city have it, can build it, can't build it, is currently building it or if it is obsolete. The view will grow as soon as you get the prerequisites for new national wonders.
- Team Project View : displays all currently available team projects of your civ and shows if the city have it, can build it, can't build it, is currently building it or if it is obsolete. The view will grow as soon as you get the prerequisites for new team projects.
City View columns :
"NAME" : The name of the city.
"LANDMARKS" : Some landmarks of the city, displayed as symbols
"POPULATION" : Population size of the city.
"HAPPY" : Net happy people. Calculated by happy people minus unhappy people.
"HEALTH" : Net healthy people. Calculated by good health people minus bad health people.
"GROWTH" : Indicates the cities growth rate.
"FOOD" : Net food production. A value is also displayed when there is food production (eg. worker or settler).
"PRODUCTION" : Net production of the city, which can be used for building units, wonders and buildings.
"MAINTENANCE" : Total maintenance costs for this city.
"TRADE" : Net trade income for all trade routes and yield types.
"COMMERCE" : Base commerce for the city, generated by specialists, buildings, religions...
"GOLD" : Net gold income per turn.
"RESEARCH" : Net research rate.
"CULTURE_RATE" : Net culture rate.
"CULTURE" : Actual total culture value of this city.
"GREATPEOPLE_RATE" : Great people rate.
"GREATPEOPLE" : Actual total great people value.
"PRODUCING" : What the city currently produces. Queuesize is displayed in square brackets.
"TURNS" : Number of turns till current production is finshed. Queuesize is displayed in square brackets.
Specialists View columns :
"NAME" : The name of the city.
"AUTOMATION" : Currenty active city automations.
"RELIGIONS" : Current religions of the city. Holy Cities are also indicated.
"SPECIALISTS" : Number of active specialists for all kinds.
"HAPPY" : Net happy people. Calculated by happy people minus unhappy people.
"GROWTH" : Indicates the cities growth rate.
"FOOD" : Net food production. A value is also displayed when there is food production (eg. worker or settler).
"PRODUCTION" : Net production of the city, which can be used for building units, wonders and buildings.
"GOLD" : Net gold income per turn.
"RESEARCH" : Net research rate.
"CULTURE_RATE" : Net culture rate.
"GREATPEOPLE_RATE" : Great people rate.
"PRODUCING" : What the city currently produces. Queuesize is displayed in square brackets.
"TURNS" : Number of turns till current production is finshed. Queuesize is displayed in square brackets.
Military View columns :
"NAME" : The name of the city.
"THREATS" : indicates, that there are enemy units in the city area.
"DISORDER" : Indicates problems with the citizens: disorder or occupation.
"NO_MILITARY_ANGER" : Indicates, if there are unhappy people due to missing military ground units.
"WAR_WEARINESS" : actual War Wearniness in the city.
"FREE_EXPERIENCE" : Number of free experience points a military units gets when its produced in this city.
"COASTAL" : Indicates if the city is at the coast.
"CONSCRIPT_UNIT" : The best unit the city can conscript.
"DEFENSE_VIS" : Actual defense modifier of the city.
"DEFENSE_DAMAGE" : Actual city defense damage.
"DEFENSE_TOTAL" : Total city defense modifier.
"UNITS_TOTAL_NUM" : Number of own units in the city.
"UNITS_MIL_NUM" : Number of own military units in the city.
"UNITS_MIL_GROUND_NUM" : Number of own military ground units in the city.
"UNITS_MIL_SEA_NUM" : Number of own military sea units in the city.
"UNITS_MIL_AIR_NUM" : Number of own military air units in the city.
"UNITS_MIL_GROUND_DEFENSE_SUM" : Sum of combat values of all own military ground units. Represents the city's actual strength against ground attacks.
"UNITS_MIL_GROUND_DEFENSE_AVG" : Average combat value of all own military ground units. Represents the actual quality of the city defense ground units.
"UNITS_MIL_AIR_DEFENSE_NUM" : Number of own air defense units in the city (ground, sea or air).
"UNITS_MIL_AIR_DEFENSE_AVG" : Average air interception probability of all own air defense units in the city. Represents the quality of the city's air defense.
"UNITS_MIL_AIR_PATROL" : The number of air units currently doing air patrol.
Available and easily configurable collumns :
"DATE" : Date the city was founded.
"POPULATION_REAL" : real population of the city, in citizens.
"GARRISON" : The number of military units creating happiness in the city.
"BASE_HAPPY" : Number of happy population.
"BASE_UNHAPPY" : Number of unhappy population.
"BASE_GOODHEALTH" : Number of good health people in the city.
"BASE_BADHEALTH" : Number of bad health people in the city.
"FOOD_STORED" : The food stored in the city.
"BASE_FOOD" : Gross food production of the city, before food consumption.
"BASE_PRODUCTION" : Gross production of the city.
"MAINTENANCE_DISTANCE" : Maintenance caused by the distance to the capital and/or governement center.
"MAINTENANCE_NUMCITIES" : Maintenance caused by the total number of cities.
"GREATPEOPLE_TURNS" : Number of turns till the city creates a great person.
"POWER" : indicates that the city has a power plant
"CONSCRIPT" : Can the city conscript units?
Requirements :
- works only with Civ4 patch 1.61. If you have Civ4 patch 1.52 you need version v1.8c. If you have Civ4 patch 1.09 use the version v1.1
Issues :
- some help texts may exceed the panel size. This is due to the logic I programmed to calculate the panel size. It can be adjusted modifying some constants. If such a thing happens, inform me please.
- on large city lists the city zoom button stopped working for the lower table lines. Its very likly not to be a problem of my code, but a problem of the firaxis code. This problem still persists in Civ4 patch 1.61.
- after loading a game from within another game, the call of the MSDA might cause a c++ exception. Just restart the game completely and load the game directly.
Update :
v1.8c to v1.8d :
- simple replace the two file CvModSpecialDomesticAdvisor.py and DomPyHelpers.py with the new ones from this mod.
v1.8d to v1.8e :
- simple replace CvScreensInterface.py with the new one from this mod.
For modders : the changed places in those two files are marked with "12monkeys - 1.61 - begin" and "12monkeys - 1.61 - end". This should make it easier to migrate the changes to your composites.
Installation :
copy the files from the ZIP into their corresponding folders in the "My Documents\My Games\Civilization 4" folder. Installation at own risk!. If you already have any version of the "Modified Special Domestic Advisor" installed, you can overwrite it with the new files.
If you already have modified versions of a file, you can manually merged them by looking for the comments "12monkeys"
Future functions :
- interactive column selection, sizing and placement.
- improved screen update
Release Notes :
v1.8e :
- fixed a problem in the CvScreensInterface.py which I haven't checked while changing to 1.61. Sorry for that and thx to _alphabeta_ for reporting it.
v1.8d :
- adapted to work with Civ4 patch 1.61.
v1.8c :
- small changes in Italian texts (thx Cammagno)
- fixed a syntax error in code which could cause a python error and an empty advisor screen (thx Wallabulla for reporting this)
v1.8b :
- added Italian translation (thx Cammagno)
- Button "Redraw" renamed in "Refresh" (english version only)
- changed Button order so that it is more logical (thx again Cammagno)
- small fix which causes an exception together with some user-added buildings
- changed location of the help buttons for the building/wonder screens (thx once again Cammagno)
- adaption to actual resolution when when changing it in game
v1.8a :
- fixed a small bug in the XML file for german version
v1.8 :
- lots of changes in the optics
- added military view
- added team project view
- added full localization support, translated for english and german
- added lots of collumns, not all are displayed but can easliy activated
- added on screen help for columns and buildings/wonder views
- added city zoom button from patch 1.52
- improved buiding view
- improved wonders views
- smart button placement (prevents overlapping button texts)
v1.1 :
- adapted to work with Civ4 patch 1.52.
v1.0 :
- inital relaese
----------------------------------------------------------------------
ModifiedSpecialDomesticAdvisor-v1.0.zip removed with 179 views
ModifiedSpecialDomesticAdvisor-v1.8a.zip removed with 376 views
ModifiedSpecialDomesticAdvisor-v1.8b.zip removed with 206 views
ModifiedSpecialDomesticAdvisor-v1.8d.zip removed with 9 views
12monkeys Dec 16, 2005, 04:22 PM Some screenshots :
1.) City View
2.) City View with column help sample
3.) Specialists View
4.) Specialists View with column help sample
12monkeys Dec 24, 2005, 04:06 PM 1.) Building View
2.) Building View with view help
3.) Team Project View
4.) Team Project View with view help
lordroy Dec 25, 2005, 05:45 PM Update for patch 1.52 available. See first post.
Thanx man!
-=R=-
orionis Dec 27, 2005, 04:48 PM firs of all it is my first post i have made - so be nice :)
i like your mod - but in 1024x768 resolution it is quite hard to read some of the statistics in City View and Specialists View so i work on that a little bit
i don’t wont post modified file without your permit so i post changes I made.
modified file: (i post only those lines that was changed)
\CustomAssets\python\screens\CvModSpecialDomesticA dvisor.py
...
class CvModSpecialDomesticAdvisor:
...
self.nTableX = 5 # Right/Left Margin was 10
...
# Default Column Size Information (The total of all should add up to 1000)
self.DEF_COLUMN_SIZE_DICT = {
"AUTOMATION" : 94.0, #80
"NAME" : 85.0, #100
"LANDMARKS" : 74.0, #80
"POPULATION" : 31.0, #30
"GARRISON" : 31.0, #30
"HAPPY" : 36.0, #30
"HEALTH" : 36.0, #30
"GROWTH" : 36.0, #30
"FOOD" : 36.0, #30
"PRODUCTION" : 38.0, #40
"MAINTENANCE" : 25.0, #30
"TRADE" : 38.0, #30
"COMMERCE" : 38.0, #40
"GOLD" : 38.0, #40
"RESEARCH" : 38.0, #40
"CULTURE_RATE" : 38.0, #40
"CULTURE" : 52.0, #50
"GREATPEOPLE_RATE" : 38.0, #40
"GREATPEOPLE" : 45.0, #40
"PRODUCING" : 115.0, #130
"TURNS" : 38.0, #40
}
...
# Default Column Size Information (The total of all should add up to 1000)
self.SPEC_COLUMN_SIZE_DICT = {
"RELIGIONS" : 138.0, #100
"NAME" : 85.0, #120
"SPECIALISTS" : 229.0, #215
"HAPPY" : 36.0, #30
"GROWTH" : 36.0, #35
"FOOD" : 36.0, #35
"PRODUCTION" : 38.0, #40
"GOLD" : 38.0, #40
"RESEARCH" : 38.0, #40
"CULTURE_RATE" : 38.0, #40
"CULTURE" : 52.0, #50
"GREATPEOPLE_RATE" : 38.0, #40
"GREATPEOPLE" : 45.0, #40
"PRODUCING" : 115.0, #130
"TURNS" : 38.0, #40
}
...
after # are original values
it is for v1.1 version of mod (i didn’t check if those settings are same for v1.0)
with those settings i can see almost all in formations at those screens (at list at my computer in 1024x768 resolution)
ok i was very long first post :) i hope i was useful if not remove it
(sorry for my english)
orionis Dec 27, 2005, 04:49 PM sorry for posting second post
12monkeys Dec 27, 2005, 06:27 PM @orionis
thx for the data. I'm usually playing on 1600x1200, so that I have no experiences with 1024x768. I implemented your column sizes in the next update, which is in work right now. Due to some other changes I had to resize some of the collumn a bit, but I only changed text columns (like Name and Production).
12monkeys Jan 11, 2006, 06:03 PM Update 1.8 available. See first post!
12monkeys Jan 12, 2006, 03:49 PM Found a small bug in the XML file which causes problems in the german language. Fix is already available. Version 1.8a.
Cammagno Jan 14, 2006, 04:30 AM --------------------------------------------------
Name : Modified Special Domestic Advisor
Version : v1.8a
Date : 12.01.06
Author : 12monkeys (@civfanatics + @apolyton)
--------------------------------------------------
Based on the "Special Domestic Advisor" v0.92 from Requies (@civfanatics), I created this "Modifed Special Domestic Advisor". Some of the new functions have been inspired by teh Costomizable Domestic Advisor from Taelis (@civfanatics).
Oh, this is a very interesting mod, it seems to me that you have chosen the columns and arranged them into pages in a very wisely way: I'll try it in a game session and then I'll give my opinion about its practical use (well, if you are interested, of course :blush: ).
Now it's hard to choose between your MSDA and Taelis's CDA. I like its custumizablity (columns' size, for example), but I also like your mod's tooltips and use of icons... Well, maybe in the future one of them (or both of them) will evolve to the "definitive" DA.
If you already have modified versions of a file, you can manually merged them by looking for the comments "12monkeys".
I use Requies's Exotic Foreign Advisor, so I've merged a couple of file to make the two mods compatible. I attach them here, in case someone is interested.
I've also made the Italian translation of your "CIV4ModSpecDomAdvisorInfo.xml" file. I'm checking if it's ok, then I'll attach that file too (obviously, you may include it in your future releases of the mod, if you are interested).
12monkeys Jan 14, 2006, 04:49 AM Oh, this is a very interesting mod, it seems to me that you have chosen the columns and arranged them into pages in a very wisely way
Thx :). Anyway, if you like to change you can do it very easily in the source code. Its just commenting in or out one line.
I'll try it in a game session and then I'll give my opinion about its practical use (well, if you are interested, of course :blush: ).
Yes, I would appreciate any comments.
Now it's hard to choose between your MSDA and Taelis's CDA. I like its custumizablity (columns' size, for example), but I also like your mod's tooltips and use of icons... Well, maybe in the future one of them (or both of them) will evolve to the "definitive" DA.
Well, unfortunalty the sources between the two versions are very different now, so it will be hard to merge them. Anyway, I plan to implement a customizing function in the future, but I'm not sure when this will happen.
I've also made the Italian translation of your "CIV4ModSpecDomAdvisorInfo.xml" file. I'm checking if it's ok, then I'll attach that file too (obviously, you may include it in your future releases of the mod, if you are interested).
Yes, I' definitly interrested to implement it. Just one question : could I contact you in case I have changes in the english or german version so that you can adapt your italian translation?
If there are other people having other langauge translations, contact me please.
Cammagno Jan 14, 2006, 06:52 AM Thx :). Anyway, if you like to change you can do it very easily in the source code. Its just commenting in or out one line.
Yes, I've seen it (and appreciated very much) :)
Yes, I would appreciate any comments.
I've played a bit with it and... it's almost perfect, everithing is where I need it :goodjob:
There is only a couple of very minor things (but it's only a matter of personal preferences, I think... :blush: ):
IMHO the best position for the "help" icon in the buildings' and wonders' pages is in the top left corner (near the arrow, perhaps), because one can see it better, and because the help buttons in the other pages are also on the top of the page.
The second one is that IMHO the order of the page buttons is a bit "strange". Maybe a "reverse" order may be more functional: (from left to right) City, Specialists, Military, Buildings, World Wonders, Nat. Wonders, Team Projects, Redraw (oh, what's the use of this one?), Exit.
Oh, and maybe in a future release a "resources" page may be added... I found the resource columns in the Taelis's CDA to be useful to take the "resources situation" under control (and the "linked city situation" too).
Well, unfortunalty the sources between the two versions are very different now, so it will be hard to merge them. Anyway, I plan to implement a customizing function in the future, but I'm not sure when this will happen.
Oh, actually I wasn't speaking about merging sources, but of two different aproaches towards (maybe) a common superior result. That is, for example in a future release you may add some customizing function (the customizability in the py file is a first important step you have already given us), and maybe he in a future release of his mod may add some tooltips and use icons for columns headers... who knows? So, I think that I was basically speaking of sharing of good ideas to obtain the best final result :)
Yes, I' definitly interrested to implement it.
Ok, I've checked it and I've attached it :)
http://forums.civfanatics.com/attachment.php?attachmentid=113064&d=1138084212
[Note: I've also correct 2 little mistypes in the English lines that I've noticed]
Just one question : could I contact you in case I have changes in the english or german version so that you can adapt your italian translation?
Of course you can do it!
Edit: removed file and inserted link to the updated version
12monkeys Jan 14, 2006, 08:54 AM @Cammagno
First of all, thanks for the feedback (and the flowers :blush:)!
I will add your ideas to my todo list and will think about them for the next release.
Also thank you for the translation into italian. It will definitly be added! I'm glad that you offers me translation support. :D
monk
mrcivics Jan 17, 2006, 07:30 AM @12monkeys
Excellent MOD. Thanx
Elhoim Jan 17, 2006, 07:47 PM It is compatible with Requies Exotic Foreign Advisor? Because this one overwrites some of that mod files...
Cammagno Jan 18, 2006, 12:59 AM It is compatible with Requies Exotic Foreign Advisor? Because this one overwrites some of that mod files...
To use these mods together, you may use my merged files. You can find themhere: http://forums.civfanatics.com/attachment.php?attachmentid=111537&d=1137234299 You may install the original mods as it's explained in their readme files, and then overwrite the 2 files with my files.
Elhoim Jan 18, 2006, 09:14 AM Thanks! I was using the customizable domestic advisor, but it was having some problems. I´ll see if I make an advisor of my own, I like things simple. Too much info for me!!
billator Jan 18, 2006, 01:45 PM First a big well done for this useful mod.
Do u have a clue is it possible to use it for HOF & GOTM entries?
12monkeys Jan 18, 2006, 03:33 PM First a big well done for this useful mod.
Do u have a clue is it possible to use it for HOF & GOTM entries?
Sorry, but I have no cle what "HOF" is. Although I know that GOTM means "Game Of The Month" but I don't know anything about it. Just give me some hints, please.
EDIT : thanks for the positive feedback :D
billator Jan 18, 2006, 03:41 PM HOF = Hall Of Fame
They usually do not accept unaproved MODs because are mods that alter the game rules. This mode doesn't alter it it only improves reporting.
12monkeys Jan 18, 2006, 03:48 PM Mmmh! I agree. As far as I can rate it, their is no change of game rules and their is no information you can't get from any other place in the game. So, is there an official way to approve mods?
Caesium Jan 18, 2006, 07:08 PM Hi!
english:
I installed your Mod, because it seemed to be very effective.
But I've got a problem. If I clicked the DomesticAdvisor, there only appears following Python/C++ exception:
deutsch:
Ich habe deinen Mod installiert, da ich mir viel davon verspreche.
Aber, wenn ich den Advisor aufrufen möchte, bekomme ich folgende Fehlermeldung:
File "CvModSpecialDomesticAdvisor", line 975
in CheckVisibility
RuntimeError: Unidentifiable C++ exception
english:
I understand, what this popup want to tell me, but I want to rewrite the file, so I can use this Domestic Advisor.
If anyone has got a hint, I would be very happy. I installed the german version of Civ4.
deutsch:
Ich verstehe, was mir dieses Popup sagen möchte. Könntest du mir sagen, wie ich diesen Code ändern muss, damit der Advisor wieder nutzbar ist? Logischerweise nutze ich die deutsche Version. Für Fragen o.ä. auch PN im dt. Civforum an Caesium mmöglich, bin eher dort als hier
Elhoim Jan 20, 2006, 11:35 AM I think the problem is when you have more than 20 cities...
12monkeys Jan 20, 2006, 04:30 PM Update 1.8b available. See release notes in first post for details.
12monkeys Jan 20, 2006, 04:50 PM I think the problem is when you have more than 20 cities...
No thats not the problem. The problem was a user added building, which causes a Civ4 method (CyCity.canConstrcut()) to crash. I changed some thing so that it does not happen any longer.
Cammagno Jan 21, 2006, 02:47 AM --------------------------------------------------
Name : Modified Special Domestic Advisor
Version : v1.8b
Date : 20.01.06
Author : 12monkeys (@civfanatics + @apolyton)
--------------------------------------------------
Release Notes :
v1.8b :
- added Italian translation (thx Cammagno)
- Button "Redraw" renamed in "Refresh" (english version only)
Good idea, now it's much more clear what this button does. So, in future releases, the Italian "Ridisegna" may be changed accordingly into "Aggiorna".
Thanks for your work :goodjob:
Edit: here there is the updated Italian translation, with this change and the correction of a mistype.
Wallabulla Jan 26, 2006, 02:02 PM have found a strange thing in game I played, the cityinfoscreen is blank, see screenshot.
If I start a new game it's ok.. don't know why this happened.
Great mod otherwise :goodjob:
Nials Jan 26, 2006, 02:12 PM I just installed this mod and I have to say I am very pleased with its functionality :)
12monkeys Jan 27, 2006, 04:00 PM have found a strange thing in game I played, the cityinfoscreen is blank, see screenshot.
If I start a new game it's ok.. don't know why this happened.
you may send me the savegame and I will have a look.
Great mod otherwise :goodjob:
Thx! :)
12monkeys Jan 27, 2006, 04:01 PM I just installed this mod and I have to say I am very pleased with its functionality :)
:) :) :) :)
Wallabulla Jan 27, 2006, 04:22 PM you may send me the savegame and I will have a look.
Thx! :)
Here are two games, the blank city game has happened to me in both games I've used this mod on.
Thanks for checking it out, hope you'll find an solution, really want to use this one ;)
Edit: seems like the cityinfoscreen came back, atleast in the 1490 game.. don't know why though..
12monkeys Jan 27, 2006, 04:54 PM Here are two games, the blank city game has happened to me in both games I've used this mod on.
Thanks for checking it out, hope you'll find an solution, really want to use this one ;)
Edit: seems like the cityinfoscreen came back, atleast in the 1490 game.. don't know why though..
OK, thx for the data. There was a "self" reference missing which causes a python error under certain circumstances.
It should be fixed now. See first post for update to v1.8c.
Wallabulla Jan 28, 2006, 04:45 AM ok, thanks alot for the update :goodjob:
Duke van Frost Jan 31, 2006, 08:37 AM Hi there Thanks for the great Mod you´ve done!
IMHO it´s the best Domestic Advisor up to now (and i´ve tested them all - you can believe me)!
Now the BUT ;)
I´m using the german cIV version so i don´t know if it´s a typo or you got the icons wrong, but the tooltips in the City and Military screen have different icons for "unruhe" and "besatzung". (short in german: die icons von unruhe und besatzung sind - ich glaube - im military screen vertauscht, auf jeden Fall beim mouse over Tooltip)
Is it possible to use the "state religion" icon (the folded hands) as the icon for the priest instead of the "happy" icon (because the priest doesn´t make the people happy). :confused:
And you could use the "angry people" icon for the citizen instead of the "bullet" - it´s just my opinion but i would like those better.
One other question i´ve also asked myself since the special domestic advisor came:
Can one use the icon from "automate - no city growth" from the city screen for "growth" instead of the red one??
Ok seems to be alot of requests, but you have to decide yourself if you like my suggestions - anyway this Mod is one of the best i´ve seen so far, so thx for this great improvement in cIV gameplay. :goodjob:
Patricius Feb 02, 2006, 03:25 PM Hi 12Monkeys,
I think your mod is great and it is the best of all Domestic Advisors so far. :goodjob: I don't know if anyone else would like this, but have you thought of adding a "rush buy" button for each city? I would really like it, I don't know if enough other people would like it though for you to add it.
Sincerely,
Patricius
12monkeys Feb 02, 2006, 03:59 PM Hi there Thanks for the great Mod you´ve done!
IMHO it´s the best Domestic Advisor up to now (and i´ve tested them all - you can believe me)!
Thx :blush: !
Now the BUT ;)
I´m using the german cIV version so i don´t know if it´s a typo or you got the icons wrong, but the tooltips in the City and Military screen have different icons for "unruhe" and "besatzung". (short in german: die icons von unruhe und besatzung sind - ich glaube - im military screen vertauscht, auf jeden Fall beim mouse over Tooltip)
I have to check that. There may be type in the XML file.
Is it possible to use the "state religion" icon (the folded hands) as the icon for the priest instead of the "happy" icon (because the priest doesn´t make the people happy). :confused:
And you could use the "angry people" icon for the citizen instead of the "bullet" - it´s just my opinion but i would like those better.
I will have a look on this. Didn't care much about the icons so far.
One other question i´ve also asked myself since the special domestic advisor came:
Can one use the icon from "automate - no city growth" from the city screen for "growth" instead of the red one??
Need to check. THere are not so much iceons available and not all can be used in all locations.
I'm currently working on another project which is stopped till the next patch comes out (need the SDK, I'm afraid). As soon as the next patch is released I will have a look on this advisor again and on all of the mentioned topics. Its very likely that there are some modifications needed to make it compatible again.
Anyway, thx for the feedback.
12monkeys Feb 02, 2006, 04:02 PM Hi 12Monkeys,
I think your mod is great and it is the best of all Domestic Advisors so far. :goodjob: I don't know if anyone else would like this, but have you thought of adding a "rush buy" button for each city? I would really like it, I don't know if enough other people would like it though for you to add it.
Sincerely,
Patricius
I will think about the "rush button". Yet not sure if I like it, to be honest.
Anyway, thx for the tribute :blush: .
Cammagno Feb 03, 2006, 12:37 AM I will think about the "rush button". Yet not sure if I like it, to be honest.
Well, my opinion is that it's not needed, because one can use the icons in the lower part of the screen to rush production and to change it...
Duke van Frost Feb 03, 2006, 07:51 AM I will have a look on this. Didn't care much about the icons so far.
Maybe because i´m studying architechture i´m a little bit too much into aesthetics :)
I'm currently working on another project
Any way you would tell us what this project is? Because i use your MSDA + PlotListEnhancement 0.96 + Restart Air Patrol, and i think your doing a great job with python! :goodjob:
So i hope your other project might be a new military advisor, since the one done by Supreme Overlord isn´t going do be developed further by him.
I guess i will see what i can do on my own with the things i´ve stated, and if i´ve done something i´ll send you the files, so you can have a look at them, if you want to. :)
12monkeys Feb 03, 2006, 11:22 AM The project I'm working on is the next version of the Plot List Enhancements. I stopped working on the other advisors (except Domestic of cause), because to much other people focused on that. Maybe I start on that after everything else is finished. The military advisor from Supreme Overlord is OK, but needs some improvements. Didn't know that he stopped working on it.
Sahkuhnder Feb 03, 2006, 04:09 PM @ 12monkeys
Great work. This improves things alot. Thanks! :goodjob:
_alphaBeta_ Feb 03, 2006, 05:08 PM This mod is superb! I cannot believe something like this wasn't included in the stock game. Well done!
I have a question about the free XP points per city in the military screen. Mine are consistently zero even with things like dry dock, barracks, vassalage etc. Is this what this is measuring? A city with a barracks should be registering at least 4.
Although I guess you would need a lot of columns since land units will sometimes receive more free XP than ships if a dry dock is missing and vice versa.
Just wondering, but excellent job!
Your interceptor mod is equally superb as well.
Addition:
A good amount of the first few columns of the military screen do not respond - it's not just the stuff above. I just finished playing extensively with it today. War weariness does not register and neither does experience as outlined above.
Alek_civ Feb 06, 2006, 02:53 AM Thanks for the mod, I'm enjoing it a lot.
I have included the text in spanish in case some one is interested in.
Regards
12monkeys Feb 08, 2006, 05:07 PM Sorry beeing so quiet the last time, but I have been abroad to work for some days and after I return I went ill. I will start to respond to some requests now :
... the tooltips in the City and Military screen have different icons for "unruhe" and "besatzung"....
I checked it and your right. It'll be fixed in the next version.
... Is it possible to use the "state religion" icon (the folded hands) as the icon for the priest instead of the "happy" icon ...
Its possible and will be implemented in the next version. Thx for that good idea.
... And you could use the "angry people" icon for the citizen instead of the "bullet" ...
I had a long and hard discussion with myself ;) and found it as a better symbol than the bullets. Will be implemented in the next version.
... Can one use the icon from "automate - no city growth" from the city screen for "growth" instead of the red one??
I'll make it short, because a detailed explanation of the "why" is quite complex : it might be possible but I will not even try to do it, because its very likely that this will be sideffects on the linespacing. I have to reduce all icons within texts and the grid to the icons you can found in the "GameFonts.TGA" file.
Anyway, thanks for the idea.
... have you thought of adding a "rush buy" button ...
I though about it and decided not to implement it. I simply don't like the idea. As Cammagno already mentioned, you have the button available as soon as you select the city in the grid.
Great work. This improves things alot. Thanks!
Thx!
This mod is superb! I cannot believe something like this wasn't included in the stock game. Well done!
Thx! I agree, that the advisors are very poor in the stock game. Especially the Domestic and the Military Advisor.
I have a question about the free XP points per city in the military screen. Mine are consistently zero even with things like dry dock, barracks, vassalage etc. Is this what this is measuring? A city with a barracks should be registering at least 4.
I simply use the Python function CyCity.getFreeExperience() which is provided with the Python API. I did check it again and found out, that this function only returns a value unequal to zero, if the city has the "West Point Acadamy". I also found out, that there are more versions for this function. In total there are one for each of the following objects : City, Player, Civic and Building. That means, I did choose the wrong way to calculate the value. Don't understand why I didn't noticed that during testing. A simple approach for a solution would be, to sum all of those values, but that may be confusing if a city has baracks and a drydock. This would result in the value of 8 instead of 4. The only solution is to create seperate columns for each domain, but this would eat up some space in display. Does anybody else have a good idea???
Just wondering, but excellent job!
Your interceptor mod is equally superb as well.
Thx. For both!
Addition:
A good amount of the first few columns of the military screen do not respond - it's not just the stuff above. I just finished playing extensively with it today. War weariness does not register and neither does experience as outlined above.
Mmmh. Not a very precise statement, to be honest. Can you pe more specific where the problem is, please? Maybe post a screenshot or send me a savegame.
Thanks for the mod, I'm enjoing it a lot.
I have included the text in spanish in case some one is interested in.
Thx for both. The translation will be added to the next release. May I can contact you for further translations?
Patricius Feb 08, 2006, 07:03 PM [QUOTE]... have you thought of adding a "rush buy" button ...
[QUOTE]I though about it and decided not to implement it. I simply don't like the idea. As Cammagno already mentioned, you have the button available as soon as you select the city in the grid.
I understand...Iwasn't so sure anyone else would like it. However, I just want to make my idea clear...This hypothetical button would be available without clicking the city...Cammagno's objection I understand...but I would liek to be able to Click Click Click... and all the places I want rushed are rushed.
Thanks for at least considering it,
Patricius
RobO Feb 09, 2006, 12:15 AM I simply use the Python function CyCity.getFreeExperience() which is provided with the Python API. I did check it again and found out, that this function only returns a value unequal to zero, if the city has the "West Point Acadamy". I also found out, that there are more versions for this function. In total there are one for each of the following objects : City, Player, Civic and Building. That means, I did choose the wrong way to calculate the value. Don't understand why I didn't noticed that during testing. A simple approach for a solution would be, to sum all of those values, but that may be confusing if a city has baracks and a drydock. This would result in the value of 8 instead of 4. The only solution is to create seperate columns for each domain, but this would eat up some space in display. Does anybody else have a good idea???
I simple Yes/No indicator (does the city provide experience?) is the basic, simple, solution.
Another one is to just focus on land units (which is the most used variant) and give the total for these.
And finally, the difficult one: One column for each (land, naval, air).
Alek_civ Feb 09, 2006, 05:25 AM Thx for both. The translation will be added to the next release. May I can contact you for further translations?
OK, It'll be a pleasure to help.
Cammagno Feb 09, 2006, 11:49 AM Thx! I agree, that the advisors are very poor in the stock game. Especially the Domestic and the Military Advisor.
Yes, the MA does need some improvement... any hope you'll think about it? It'd be wonderful! :blush:
A simple approach for a solution would be, to sum all of those values, but that may be confusing if a city has baracks and a drydock. This would result in the value of 8 instead of 4. The only solution is to create seperate columns for each domain, but this would eat up some space in display. Does anybody else have a good idea???
I think that, if possible, the best solution will be to have 2 columns, one for land units and the other one for sea units.
_alphaBeta_ Feb 12, 2006, 07:36 AM Mmmh. Not a very precise statement, to be honest. Can you pe more specific where the problem is, please? Maybe post a screenshot or send me a savegame.
By first few columns I was referring to these: "NO_MILITARY_ANGER", "WAR_WEARINESS" & "FREE_EXPERIENCE" :
The XP issue is already being discussed. Personally, I would like to see two columns for land and sea XP coming from buildings, civics and wonders. That would be extremely handy. If there's no room, how about a blanket field to tell you how many experience points are coming from just wonders & civics? It's easy enough to find out where the barracks and dry docks are from your building screen. What's annoying to keep calculating is wonders and civics.
My other issue was war weariness columns identified above. If I have war weariness in cities, the icon doesn't change, and the value is always zero. I like how it's supposed to calculate weariness even when not at war, that takes the guesswork out of it. But even when at war, with definite war weariness in the city screens, nothing shows for me.
Taurus Feb 15, 2006, 10:39 AM 12Monkeys, great job! Advisor, which you can really use!
But last time I found a small bug:
1. open Domestic advisor (F1),
2. check which city produces most hammers, click on header with hammer so it will sort number of hammers each city produces,
3. click on one of cities (enter the city screen) just to check it out,
4. exit the city screen, you are back in domestic advisor screen,
5. click on hammer in header to sort again - sorting is in "alphabetic" way (0,105,23,3...) instead of "integer" way (0,3,23,105...)
However, way to go, 12M!
Taurus
Pilotis Feb 20, 2006, 06:56 AM Hi 12monkeys.
I cannot play without MSDA now. Thanks.
Bug or 'idiosyncracy'. If Igo into a city from MSDA then out (back to MSDA) then back to map, the city sounds persist over the map sounds. Go back into city from map then back out again. City sounds gone. Just me (idiosnycracy) or bug ?
Many thanks.
Nials Feb 21, 2006, 11:57 AM Is it somehow possible to modify the production list so that one can tell whether or not a given building or unit has begun construction as in has had added any hammers to its order?
The reason I ask is that I often make use of UF to rush buy things and adding just a few hammers to a given task significantly reduces the cost of rush buying.
12monkeys Feb 21, 2006, 05:01 PM Is it somehow possible to modify the production list so that one can tell whether or not a given building or unit has begun construction as in has had added any hammers to its order?
The reason I ask is that I often make use of UF to rush buy things and adding just a few hammers to a given task significantly reduces the cost of rush buying.
I tried to read out the production list and to display if a building has already been started. Unfortunatly there is only one working method which allows us to read out the production list elements and this method requires the city to be selected. If the city is not selected, there is currently no chance to get some details about the production list, other then the length of the production list.
So to get your infroamtion you have to select the city and go to the city screen., Started buildings are marked with an "*" at the end.
12monkeys Feb 21, 2006, 05:03 PM Hi 12monkeys.
I cannot play without MSDA now. Thanks.
Bug or 'idiosyncracy'. If Igo into a city from MSDA then out (back to MSDA) then back to map, the city sounds persist over the map sounds. Go back into city from map then back out again. City sounds gone. Just me (idiosnycracy) or bug ?
Many thanks.
Never noticed that. But it seems to be a problem of the game, because I don't deal with sounds in the advisor.
Anyway, thanks for your feedback :D
12monkeys Feb 21, 2006, 05:05 PM 12Monkeys, great job! Advisor, which you can really use!
But last time I found a small bug:
1. open Domestic advisor (F1),
2. check which city produces most hammers, click on header with hammer so it will sort number of hammers each city produces,
3. click on one of cities (enter the city screen) just to check it out,
4. exit the city screen, you are back in domestic advisor screen,
5. click on hammer in header to sort again - sorting is in "alphabetic" way (0,105,23,3...) instead of "integer" way (0,3,23,105...)
However, way to go, 12M!
Taurus
:blush:
I got that sorting issue already reported from apolyton and its on my todo list. Thanks for your help.
12monkeys Feb 21, 2006, 05:07 PM By first few columns I was referring to these: "NO_MILITARY_ANGER", "WAR_WEARINESS" & "FREE_EXPERIENCE" :
The XP issue is already being discussed. Personally, I would like to see two columns for land and sea XP coming from buildings, civics and wonders. That would be extremely handy. If there's no room, how about a blanket field to tell you how many experience points are coming from just wonders & civics? It's easy enough to find out where the barracks and dry docks are from your building screen. What's annoying to keep calculating is wonders and civics.
My other issue was war weariness columns identified above. If I have war weariness in cities, the icon doesn't change, and the value is always zero. I like how it's supposed to calculate weariness even when not at war, that takes the guesswork out of it. But even when at war, with definite war weariness in the city screens, nothing shows for me.
I think I will go for the two seperate columns. But final decision will be made very spontanously when I start to implement it ;)
Regarding war-weariness, I will have a look on it again. But anyway, I just call a Python function which returns a value which is presented by me. So, my possbile influence is poor in that case.
Pilotis Feb 23, 2006, 04:35 AM 117381Hum.
Actually had this a few times now. Hit F1 or button and 'donk'. Game over. Civ4 freezes and have to use Task Manager to crash to desktop. Only happens occasionally. Not had it with vanilla DA. I will still keep using MSDA - it's just too useful. But any comment or help appreciated.
(I've reduced colours to 16bit hence weird look.....)
P.
12monkeys Feb 23, 2006, 05:34 AM 117381Hum.
Actually had this a few times now. Hit F1 or button and 'donk'. Game over. Civ4 freezes and have to use Task Manager to crash to desktop. Only happens occasionally. Not had it with vanilla DA. I will still keep using MSDA - it's just too useful. But any comment or help appreciated.
(I've reduced colours to 16bit hence weird look.....)
P.
Strange. Never got reported such a problem. Will be hard to find a reason, because it only happens occasionally.
Do you have other mods installed as well? If so, which one?
Is the advisor panel, or any parts of the advisor displayed before the crash?
Pilotis Feb 23, 2006, 10:00 AM I don't see any MSDA screen when it happens. 'Donk' and out !
I also have the 'Exotic Foreign Advisor' installed (version 0.94) maybe I didn't co-install properly.......(?)
_alphaBeta_ Feb 27, 2006, 08:31 AM Another column that would be really useful for the city screen:
Base Production <-- the value that's displayed when you mouse over the production in the city screen. It's a raw add of the hammers in the city.
When trying to figure where to build anything fast, the regular hammer value currently displayed is misleading. This value takes into account the overflow and any bonuses applied, which may not apply to what you're trying to build.
Another use is when you want to build something like the heroic epic (+100% military production) in a city that consistently has the highest production. It's possible when looking at the current screen that you would select a city for a high value that was only because temporary overflow from a previous build.
12monkeys Feb 27, 2006, 09:05 AM Another column that would be really useful for the city screen:
Base Production <-- the value that's displayed when you mouse over the production in the city screen. It's a raw add of the hammers in the city.
When trying to figure where to build anything fast, the regular hammer value currently displayed is misleading. This value takes into account the overflow and any bonuses applied, which may not apply to what you're trying to build.
Another use is when you want to build something like the heroic epic (+100% military production) in a city that consistently has the highest production. It's possible when looking at the current screen that you would select a city for a high value that was only because temporary overflow from a previous build.
The column is already avaiable, but is not displayed. To display them you have to open the CvModSpecialDomesticAdvisor.py file and look for the text "BASE_PRODUCTION". You can find it commented in several dictionary definitions, one for each screen (Default, Specialist and Military). You just have to uncomment the line in the view you want the collumn to be disaplyed.
The Default View starts with
self.DEF_VIEW_LIST = [
The Specialist view starts with
self.SPEC_VIEW_LIST = [
The Military view starts with
self.MIL_VIEW_LIST = [
The piece of code should look like this (part for the Default View):
self.DEF_VIEW_LIST = [
# Columns Name Width
( "BUTTON", 25.0 ),
( "NAME", 90.0 ),
( "LANDMARKS", 80.0),
# ( "AUTOMATION", 94.0 ),
# ( "DATE", 49.0 ),
# ( "RELIGIONS", 25.0 ),
# ( "SPECIALISTS", 25.0),
( "POPULATION", 36.0 ),
# ( "POPULATION_REAL", 52.0 ),
# ( "GARRISON", 31.0 ),
( "HAPPY", 36.0 ),
# ( "BASE_HAPPY", 36.0 ),
# ( "BASE_UNHAPPY", 36.0 ),
( "HEALTH", 36.0 ),
# ( "BASE_GOODHEALTH", 36.0 ),
# ( "BASE_BADHEALTH", 36.0 ),
( "GROWTH", 36.0 ),
( "FOOD", 36.0 ),
# ( "FOOD_STORED", 36.0 ),
# ( "BASE_FOOD", 36.0 ),
( "PRODUCTION", 42.0 ),
# ( "BASE_PRODUCTION", 48.0 ),
( "MAINTENANCE", 38.0 ),
# ( "MAINTENANCE_DISTANCE", 38.0 ),
just remove the "#" in front of the row where the BASE_PRODUCTION was found and align them with the other lines (important!).
If you need further help, post you requests here.
_alphaBeta_ Mar 01, 2006, 09:41 PM Ah, very cool. Got it working. I didn't know things were so customizable. Thanks.
jray Mar 08, 2006, 12:39 PM 117381Hum.
Actually had this a few times now. Hit F1 or button and 'donk'. Game over. Civ4 freezes and have to use Task Manager to crash to desktop. Only happens occasionally. Not had it with vanilla DA. I will still keep using MSDA - it's just too useful. But any comment or help appreciated.
(I've reduced colours to 16bit hence weird look.....)
P.
At least with Taelis's customizable domestic advisor, this is caused by a bug in Firaxis's code when the advisor reaches the threshold of 21 cities when it needs to start scrolling. Maybe something similar is happening here. Here's the bug report I just filed:
Crash to desktop using customized domestic advisor whenever more than 20 cities (http://forums.civfanatics.com/showthread.php?t=162300)
12monkeys Mar 08, 2006, 02:33 PM At least with Taelis's customizable domestic advisor, this is caused by a bug in Firaxis's code when the advisor reaches the threshold of 21 cities when it needs to start scrolling. Maybe something similar is happening here. Here's the bug report I just filed:
Crash to desktop using customized domestic advisor whenever more than 20 cities (http://forums.civfanatics.com/showthread.php?t=162300)
It may be the reason. But in general the MSDA is working with more than 20 cities. I did some tests with more than 50 cities and did have no problem. The only thing which stops working is the "jump to citiy" button in the first collumn.
jray Mar 08, 2006, 03:04 PM It may be the reason. But in general the MSDA is working with more than 20 cities. I did some tests with more than 50 cities and did have no problem. The only thing which stops working is the "jump to citiy" button in the first collumn.
Ok, cool! Good to know. I recently switched over from Taelis's mod after my "21st City phobia" got out of control :lol:.
I'd like to echo the sentiments of other posters in this forum that it would be awesome to develop a kind of "best of both worlds" that incorporates features from MSDA and Taelis's. I've just started playing with the Python files, and I'll let you know of any successful merges I can manage. (Although I don't actually know Python, so don't expect too much!).
The first thing I'd like to do is try to maximize the view of the rows, rather than seeing such a large empty space at the bottom (which is useful on some screens like the Specialists screen, but just dead space on others). In Taelis's default view, you can see several more cities. Any suggestions on how to change that? Thanks!
12monkeys Mar 12, 2006, 05:14 PM ... I'd like to echo the sentiments of other posters in this forum that it would be awesome to develop a kind of "best of both worlds" that incorporates features from MSDA and Taelis's. ...
First : sorry the delayed response.
Next : I never tried Taelis customizable advisor, I just had a look in the code for this or that. So its hard for me what is the best of both. Maybe you can just create a list of what you're missing and I will have a look.
The first thing I'd like to do is try to maximize the view of the rows, rather than seeing such a large empty space at the bottom (which is useful on some screens like the Specialists screen, but just dead space on others). In Taelis's default view, you can see several more cities. Any suggestions on how to change that? Thanks!
You have to change the variable seld.nTableLength dependant on the view you have. Thats all you need to do.
BTW : I planned to give the MSDA a review next weeks. But first I have to finish another piece of work.
mikezang Mar 23, 2006, 09:40 AM I just found that I can't use this MOD and Exotic Foreign Advisor in same time.
There is only one MOD working, does anyone tell me why?
12monkeys Mar 23, 2006, 02:28 PM Cammagno did merge the two version. You can find them here (http://forums.civfanatics.com/showpost.php?p=3574067&postcount=10).
_alphaBeta_ Mar 26, 2006, 08:24 PM Is there a way to add the beaker column from the city view to the buildings page? I've quickly looked at the code and can see this is not as trivial as adding or removing columns from the other screens.
It would personally be handy for me in order to decide the best location for an academy. Yes, I'm aware you can keep switching back and forth, but when you have 5 academies and 12 cities, you have to keep switching between screens quite often to see which city has the highest beaker output, that doesn't already have an academy.
Duke van Frost Mar 27, 2006, 10:47 AM Good idea alphaBeta, i second that one!
A Silly Goose Mar 27, 2006, 02:54 PM If you want real specific information like that, then the Customizable Domestic Advisor is probably the better choice; you can just set up a new view that has whatever information you want on it, and it's done in-game.
12monkeys Mar 27, 2006, 03:11 PM Is there a way to add the beaker column from the city view to the buildings page? I've quickly looked at the code and can see this is not as trivial as adding or removing columns from the other screens.
It would personally be handy for me in order to decide the best location for an academy. Yes, I'm aware you can keep switching back and forth, but when you have 5 academies and 12 cities, you have to keep switching between screens quite often to see which city has the highest beaker output, that doesn't already have an academy.
It should be not a big problem to add that collumn and I put it on my to-do list for the MSDA. I plan to start working on the next release for the MSDA after the civ4 patch is relaesed and my next version of the plot list enhancements is finished.
_alphaBeta_ Mar 29, 2006, 09:40 PM It should be not a big problem to add that collumn and I put it on my to-do list for the MSDA. I plan to start working on the next release for the MSDA after the civ4 patch is relaesed and my next version of the plot list enhancements is finished.
Good to hear. I just started using your plot mod as well - very nice and helpful too.
I suppose an icon could be added to the landmarks column as well on the city screen if that's easier. That may actually be more helpful than adding it to the buildings screen. There's plenty of room in that column. Just a thought; not sure which way is easier to implement.
Duke van Frost Mar 30, 2006, 06:26 AM oh yes alphaBeta, that´s a way better idea.
would look nicer, because it wouldn´t destroy the look of the buildings page!
and as 12monkeys knows i´m a little bit into these aesthetics (you know, it´s not all about functionality - i also like my game to look nice)
If you want real specific information like that, then the Customizable Domestic Advisor is probably the better choice;
I tried the customizable advisor - but still IMHO the MSDA is the best Mod for the Domestic Advisor.
_alphaBeta_ Apr 06, 2006, 07:12 AM Yeah, a little beaker in the landmark column. This way it won't interfere with the building screen.
The academy is the only building that comes to mind where I find myself going crazy with the current tables. Locating the best place for other wonders is easy since you only get one of them. Everything else is a building that can be built everywhere anyway.
I think the academy is a special enough case to warrant such an indicator.
12monkeys Apr 13, 2006, 05:48 PM Update for Civ4 patch 1.61 available. See first post for update to MSDA v1.8d. Have fun!
_alphaBeta_ Apr 13, 2006, 08:33 PM The updated MSDA 1.8d causes some issues in the tech chooser. When clicking on a new tech to research, the screen must be manually updated to reflect any changes.
I'm talking about how the currently selected tech turns light blue. Also if you queue up a bunch of techs, the changes aren't shown unless you manually load the tech chooser again. I confirmed the issue is specific to the MSDA.
Otherwise, thanks for the quick update!
12monkeys Apr 14, 2006, 04:25 PM The updated MSDA 1.8d causes some issues in the tech chooser. When clicking on a new tech to research, the screen must be manually updated to reflect any changes.
I'm talking about how the currently selected tech turns light blue. Also if you queue up a bunch of techs, the changes aren't shown unless you manually load the tech chooser again. I confirmed the issue is specific to the MSDA.
Otherwise, thanks for the quick update!
Ok, is fixed. See first post to update to v1.8e.
I simple ahvn't recognized that the CvScreenInterface.py file has been changed in 1.61. So I delivered the MSDA it with the one from the 1.52. And this causes the problems in the tech chooser. Sorryf or that. I should be more carful next time.
Anyway, thx for reporting _alphaBeta_. You became my most valuable tester :D.
Rabbit, White Apr 14, 2006, 04:25 PM There are couple of more issues I noticed.
When selecting a city the highlight only appears when the mouse is away from the selected city, resulting in an annoying blinking behaviour.
Also, there is a detailed information about culture, income, great people, etc. in the lower right corner but it doesn't seem to get updated as I select the various cities.
12monkeys Apr 14, 2006, 04:44 PM There are couple of more issues I noticed.
When selecting a city the highlight only appears when the mouse is away from the selected city, resulting in an annoying blinking behaviour.
Also, there is a detailed information about culture, income, great people, etc. in the lower right corner but it doesn't seem to get updated as I select the various cities.
This selection behavior has been in before. I will try to fix it with the next major release.
The information in the lower right corner is a global information which is dependant on the game you play (chieftain, prince, deity, ....). It is not related to the city you selected. I plan to remove this information and put it into an mouse over help.
Rabbit, White Apr 14, 2006, 06:17 PM The information in the lower right corner is a global information which is dependant on the game you play (chieftain, prince, deity, ....). It is not related to the city you selected. I plan to remove this information and put it into an mouse over help.
Oh ok, I just misunderstood it, no problem then. :)
naf4ever Apr 15, 2006, 03:32 PM I just downloaded 1.8e . It contains no CvEventInterface.py file yet your upgrade instructions on the front page say:
v1.8d to v1.8e :
- simple replace CvEventInterface.py with the new one from this mod.
?
12monkeys Apr 15, 2006, 03:39 PM I just downloaded 1.8e . It contains no CvEventInterface.py file yet your upgrade instructions on the front page say:
?
Ooops! Sorry, its not the "CvEventInterface.py" its the "CvScreensInterface.py" which has been updated. There is no "CvEventInterface.py" in this mod.
naf4ever Apr 15, 2006, 03:58 PM Ah ok.. It seemed to working fine without it so was just wondering. Thanks.
_alphaBeta_ Apr 16, 2006, 08:24 PM Anyway, thx for reporting _alphaBeta_. You became my most valuable tester :D.
My pleasure. I'll let you know if I see anything else. I just need some time to play more.
Thanks for all the updates! :goodjob:
Elhoim Apr 18, 2006, 07:50 AM Would it be possible to make a LITE version without the help icons above and the legend down, so to have more space in the cities list? THX!
12monkeys Apr 18, 2006, 08:15 AM Would it be possible to make a LITE version without the help icons above and the legend down, so to have more space in the cities list? THX!
There is a space optimization planned for the next release. But you have to be patient. There is no time schedule yet. ;)
Elhoim Apr 18, 2006, 02:36 PM :D Great! Right now i´m using the customizable domestic advisor, but it has been discontinued... But I like the main screen of that mod... Does this mod have the same problem with the +20 cities? THX!
12monkeys Apr 18, 2006, 03:03 PM :D Great! Right now i´m using the customizable domestic advisor, but it has been discontinued... But I like the main screen of that mod... Does this mod have the same problem with the +20 cities? THX!
Yes and no. As I know (which may be wrong) the CDA crashes when you click on the button for the 20th or greater city. The MSDA don't crash but the button click simply doesn't work. Also, in my installation the button click doesn't work only in the 30th or greater city, but this may vary from installation to installation.
godotnut Apr 26, 2006, 03:24 PM I want to uninstall all version of this mod from my system to try to locate the source of some instability issues that I've been experiencing. How do I revert back to the way my system was without this or previous versions of the modified special domestic advisor?
Thanks,
Matt
12monkeys Apr 29, 2006, 02:27 PM I want to uninstall all version of this mod from my system to try to locate the source of some instability issues that I've been experiencing. How do I revert back to the way my system was without this or previous versions of the modified special domestic advisor?
Thanks,
Matt
Sorry the delayed answer. The uninstall is quite easy, if you want to remove EVERY mod. In this case, just rename your CustomAssets folder and thats it.
If you have other mods installed and just want to remove this mod here, than you have to undo all the steps you did to install it.
cf_nz May 01, 2006, 12:23 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.
_alphaBeta_ May 01, 2006, 01:10 PM If you like those two mods and 12monkey's PLE mod, I already did the work for you. See this (http://forums.civfanatics.com/showpost.php?p=3961497&postcount=74) post.
cf_nz May 01, 2006, 02:15 PM If you like those two mods and 12monkey's PLE mod, I already did the work for you. See this (http://forums.civfanatics.com/showpost.php?p=3961497&postcount=74) post.
Thanks, didn't see your post (maybe cause I'm not using the PLE mod). It was a good learning experience for me anyway.
ruff_hi May 24, 2006, 11:03 PM I noticed that the sort method (ie clicking the hammer heading should sort by hammers) is a little off. It appears to treat the numbers as characters and sorts that way. This means that if you have 5 cities with the following hammers ... 1 4 12 43 34 it will show them as (lowest to highest) ... 1 12 34 4 43.
It treats them as if they are "1 " "12" "34" "4 " and "43".
12monkeys May 25, 2006, 06:33 AM I noticed that the sort method (ie clicking the hammer heading should sort by hammers) is a little off. It appears to treat the numbers as characters and sorts that way. This means that if you have 5 cities with the following hammers ... 1 4 12 43 34 it will show them as (lowest to highest) ... 1 12 34 4 43.
It treats them as if they are "1 " "12" "34" "4 " and "43".
Its an laready know problem, but its somehows weird. The programming is correct, it does only happen on that column. If you sort for another column by clicking on its column header (or doing something else with the table) and than sorting by that hammer column again, the sorting works in most cases.
Its a strange phenomena within the civ 4 engine, I have no influence on it.
Anyway, I alrady had that point on my todo list and will try to find a workaround.
12m
_alphaBeta_ May 25, 2006, 06:35 AM Interestingly enough, the base production column behaves properly. Perhaps you can model a fix from this information.
12monkeys May 25, 2006, 09:16 AM Its not a problem of the programming, its something very special which only happens on that production column. There is absolutly no difference between the production column and the other columns.
12m
ruff_hi Jun 08, 2006, 04:46 AM As a workaround for the production sorting issue, I've discovered that by selecting another tab at the bottom of the domestic advisor (great people, example) and then switching back to the City tab results in the sorting beinging what one would expect -- lowest to highest or vice versa.12m - someone commented on the sort issue and I said that was a known issue. They then replied with the above. I have verified that this solution does work.
Conroe Jul 07, 2006, 04:33 PM I'm getting the following python error message:
File "CvModSpecialDomesticAdvisor", line 934, in getProductionOtherCivs
AttributeError: 'int' object has no attribute 'isHasMet'
As near as I can tell, the relevant code is this:
self.bShowKnownCivsOnly = true
...
else:
# is in construction by other civ
if (not self.bShowKnownCivsOnly) or (iActivePlayerTeam.isHasMet(iPlayerTeam)):
Note that you have to set bShowKnownCivsOnly to true before the relevant code gets executed. It doesn't happen everytime, though. If you need a save to look at, you can find one here (http://forums.civfanatics.com/showpost.php?p=4241533&postcount=178).
Navan Jul 19, 2006, 12:08 PM Whenever I try to use this mod, I get the 'failed to initialize renderer' error - otherwise it runs fine as long as the mod isn't there. I tried setting a custom resolution in civilizationiv.ini, to an impossible value in which case Civ starts up - stuck at the wrong resolution (1024 x 768), but it starts. Anyone have any idea what's causing this, and how to fix it? I normally run at 1600 x 1200, and all my drivers are up to date.
NeverMind Oct 22, 2006, 04:04 AM Is there any modding 'superpower' to convert this mod for Warlords?
Jeff1787 Dec 29, 2006, 12:51 PM Can this be used with Warlords??
Thanks, Jeff
jray Jan 11, 2007, 09:23 PM Can this be used with Warlords??
Thanks, Jeff
I tweaked it to (at least mostly) work in Warlords 2.08. I incorporated it into a new modpack that I just released for Warlords 2.08:
[MODPACK][Warlords] jrayUGH Unaltered Gameplay Hodgepodge - Development Thread (http://forums.civfanatics.com/showthread.php?t=201455)
If you just want the Domestic Advisor part from my mod, I also offer a download of just the individual components.
It's also been incorporated into at least a couple other modpacks for Warlords 2.08 too, namely HOF (http://forums.civfanatics.com/showthread.php?t=167346) and Ruff's Cobbled SG Modpack (http://forums.civfanatics.com/showthread.php?t=168783).
The National Wonders and World Wonders pages don't seem right, but that's the only problem I've noticed. They seem to be missing several wonders and have extra oddball ones thrown in (such as shrines for religions you don't even have).
EDIT: One other bug I remembered: The Free XP military column always says 0 in my games.
Gaurav Jan 12, 2007, 10:57 AM I tweaked it to (at least mostly) work in Warlords 2.08. I incorporated it into a new modpack that I just released for Warlords 2.08:
[MODPACK][Warlords] jrayUGH Unaltered Gameplay Hodgepodge - Development Thread (http://forums.civfanatics.com/showthread.php?t=201455)
If you just want the Domestic Advisor part from my mod, I also offer a download of just the individual components.
It's also been incorporated into at least a couple other modpacks for Warlords 2.08 too, namely HOF (http://forums.civfanatics.com/showthread.php?t=167346) and Ruff's Cobbled SG Modpack (http://forums.civfanatics.com/showthread.php?t=168783).
The National Wonders and World Wonders pages don't seem right, but that's the only problem I've noticed. They seem to be missing several wonders and have extra oddball ones thrown in (such as shrines for religions you don't even have).
EDIT: One other bug I remembered: The Free XP military column always says 0 in my games.
Too late now I suppose, but I would have just used the HOF/Ruff Domestic Advisor.
jray Jan 12, 2007, 11:01 AM Too late now I suppose, but I would have just used the HOF/Ruff Domestic Advisor.
Did those guys fix the Wonders and FreeXP problems? I guess I'll take a look and see how it differs from my version...
Gaurav Jan 12, 2007, 11:07 AM Did those guys fix the Wonders and FreeXP problems? I guess I'll take a look and see how it differs from my version...
I think they did (there are no issues that I see), but it is pretty hard to tear apart from the rest of the modpack as it refers to the HOF/Ruff parser, some XML files, their customization file (a piece of the Customizeable Domestic Advisor) and also remove spoiler information (anything the game would not tell you through other screens, rollovers, etc.).
It might actually be easier to start with Ruff's mod, make it work outside CustomAssets, and then start integerating other components one by one. :( At least that's what I did.
jray Jan 12, 2007, 11:16 AM I think they did (there are no issues that I see), but it is pretty hard to tear apart from the rest of the modpack as it refers to the HOF/Ruff parser, some XML files, their customization file (a piece of the Customizeable Domestic Advisor) and also remove spoiler information (anything the game would not tell you through other screens, rollovers, etc.).
It might actually be easier to start with Ruff's mod, make it work outside CustomAssets, and then start integerating other components one by one. :(
There's spoiler information in MSDA?? Do you know specifically which stuff?
Gaurav Jan 12, 2007, 12:26 PM There's spoiler information in MSDA?? Do you know specifically which stuff?
I don't remember exactly offhand. But I found this in a search:
Being a recent enthusiast of GOTM, and trying to help evaluate HOF Mod for GOTM use, I downloaded it and gave it a quick try while testing for GOTM8.
I am not sure about the definition of a spoiler, but found an interesting feature on the modified domestic advisor, namely in the world wonders tab: a table of your cities with the wonders that: are already built in it, can be built in it and can be built but are already being built by other civs, among other possible situations. At least it is what mouse over help says, not sure if it really works that way. But if it does, wouldn't it be a spoiler?
p.s. apart from this, I am really enjoying HOF mod, and if there is a GOTM save for it, I will surely use it.
p.s. Already posted at http://forums.civfanatics.com/showthread.php?p=4224159#post4224159 but I was advised to post here as well.Yeah, the original Mod (Modified Special Domestic Advisor) had a spoiler off/on option. Needless to say, we turned it off permanently when we incorporated it into the HOF Mod. It wasn't worth redoing the screens, though. ;)
jray Jan 12, 2007, 12:59 PM I don't remember exactly offhand. But I found this in a search:
Thanks Gaurav. Since the Wonder stuff needs to be investigated anyway, I'll have a look.
I wonder if there's a post somewhere listing all the stuff that Firaxis surfaces in Python that's not surfaced in the game itself. I'd suppose not, since there are so many places to look. For example, the ShowInfo mod uses Python to figure out when other civs are researching the same tech you are. I had to disable that part when I absorbed it.
I guess I'm starting to realize how hard it is to make sure you preserve unalteredness :eek:.
NeverMind Jan 12, 2007, 02:02 PM As far as I tested, MSDomestic Advisor in HOF Mod for Warlords has at least one major bug - incorrect info about building\wonders that could be constructed. Start a new game, and while the only available building for your civ is Barracks, Buildings Screen shows just Castle. I suppose, the problem is in unique buildings addition. In vanilla BuildingInfos and BuildingClassInfos had the same entries, now they have not.
I wonder, did someone manage to fix this issue in Warlords?
Gaurav Jan 12, 2007, 02:16 PM As far as I tested, MSDomestic Advisor in HOF Mod for Warlords has at least one major bug - incorrect info about building\wonders that could be constructed. Start a new game, and while the only available building for your civ is Barracks, Buildings Screen shows just Castle. I suppose, the problem is in unique buildings addition. In vanilla BuildingInfos and BuildingClassInfos had the same entries, now they have not.
I wonder, did someone manage to fix this issue in Warlords?
Was this reported in the HOF Mod forum?
NeverMind Jan 12, 2007, 02:23 PM Not sure. Not by me for sure. :D
jray Jan 12, 2007, 08:37 PM Was this reported in the HOF Mod forum?
It is now... I just tested it and added a bug report (http://forums.civfanatics.com/showpost.php?p=4978870&postcount=675) over in the HOF Mod Support thread (http://forums.civfanatics.com/showthread.php?t=167346). The exact same problems are happening to me with v1.8e that I use in my modpack too. (They are also in Ruff's mod).
As I mention over in the HOF forum, I'm guessing that MSDA simply needs to be updated for Warlords compatibility, with all the new buildings and wonders. I'm curious, is anyone researching this already?
|
|