View Full Version : Sevo's Civilopedia


Sevo
Dec 17, 2005, 12:10 PM
Sevopedia ver 1.93

(Scroll down to second post for latest screenshots!)
Version 1.92 -- Added history to unit page
Version 1.93 -- Fixed project page text error

- Compatible with Civ4 version 1.52
- Includes all 1.52 vanilla pedia upgrades
- Multiple interface enhancements
- Includes Vovan's outstanding Unit Upgrade Chart :goodjob:


Authored by: Sevo
sevotastic.blogger.com
sevotastic@yahoo.com

Unit Upgrade Chart by: Vovan
vovansim@hotmail.com



About SevoPedia
---------------------

Greetings. I love cIV, but we all know that they dropped the ball with the civilopedia. It's impossible to navigate easily and non-intuitive in design. So this is an improvement. Sevo's Civilopedia (or...Sevo-lo-pedia, or even Sevopedia, but I digress...) This mod turns the civilopedia into a nicer, user-friendly, easy-to-navigate reference.


Features
---------------------
* Menus moved to left, with main menu on far left, sub-menu next to it
* Main menu list reordered into groups with icons
* Sub Menu organized into an easy to read list.
* New in this version: Pictures included in list!
* No more hopping away from the top screen when you select a page. The page comes up
in the available to space on the right
* Includes previously hidden entries (check out the barbarian leader...)
* Will easily integrate with almost all existing mods
* Can disable animations if desired

* Vovan's Unit Upgrade Chart: Will automatically produce upgrade chart for units, even when modded!


Installation
---------------------
Unpack the archive. It will automatically create the correct folder tree.

For the vanilla cIV, you can do this in either /My Docs/My Games/cIV/CustomAssets or you can add it to /civ4/mods/customassets and use it as a loadable mod.

To incorporate this into any existing mod, just add the files to your /Assets/ directory. That's all there is to it. (I'd request that you give me a shout out and include this readme file with your mod archive! Thanks!)


Disabling the Animations
---------------------
Per requests, I have included a way to disable the animations on the civilopedia screens. It will disable the unit, building, resource, and improvement animations; the leaderhead animation will stay. It's easy.

Using any text editor (notepad, e.g.), open the "CvPediaMain.py" file included in the archive. A few lines into the file there is a clearly marked section with the line "self.animations = True". To disable all of the animations, change this line to "self.animations = False". You can't miss the section if you're in the correct file, and the directions are repeated there. Please DO NOT change the indentation or the file may cease to work all together!

By default the animations are left on.


Version Info
---------------------
1.93 -- Fixed project page text error
-- Fixed Promo scroll problem
1.92 -- Added history panel to unit page
1.91 -- Fixed minor enum error in CvPediaMain.py
1.9 -- Fixed in-game load error no one had noticed...yet:D
-- Fixed link-through from UnitChart page
1.8 -- Compatible with cIV 1.52
-- Upgraded to include all vanilla 1.52 page upgrades
-- Added icons to sub-list
-- Added group icons to main list and re-ordered
-- Included Vovan's Unit Upgrades Chart
-- Fixed Selection errors; fixed re-load 'pedia errors
1.2 -- Allowed for disabling of animations in pedia screens
1.1 -- Fixed 1st item select bug, ? fixed history select bug
1.0 -- Original release


In progress
---------------------
-Include History index pages
-Include Promotion upgrade chart


DOWNLOADS:

Sevo
Dec 17, 2005, 12:11 PM
Some screenshots:
http://img523.imageshack.us/img523/6021/cvscrpromo3yz.png
http://img523.imageshack.us/img523/6587/cvscrleader0ba.png

Here's Vovan's Page:
http://img523.imageshack.us/img523/2061/cvscrunitchart3ws.png

Aeon221
Dec 17, 2005, 05:47 PM
V. nice. Much more convenient than the doofy mess it shipped with.

Simetrical
Dec 17, 2005, 08:31 PM
Now the only thing left is to make the info useful.

EdCase
Dec 17, 2005, 10:22 PM
A simple thank you..Now its readable

BLueGreen
Dec 17, 2005, 10:47 PM
Wow great work Sevo; ive been adding civpedia entries for the new stuff ive been adding to my mod. With this mod working for me people actually might read it now :P

Cheers.

Azazell
Dec 17, 2005, 11:03 PM
Sevo answer for me ----> private message

Sevo
Dec 18, 2005, 12:01 AM
Wow great work Sevo; ive been adding civpedia entries for the new stuff ive been adding to my mod. With this mod working for me people actually might read it now :P


That was one of my hopes, actually! It's great when people include civilopedia entries for the mods and whatnot, and no one would bother to do it with the pedia all contorted the way it was.

Gaia013
Dec 18, 2005, 02:10 AM
It is better than old Civilopedia. :goodjob: :goodjob:

mamimo
Dec 18, 2005, 03:10 AM
I must say this community is the best thing that happened to CIV developers, all there BUGS & MISSHEPS are beinf taken care by all of you!
Thanks Sevo, I will certenly use your MOD.
Q : Can you put the small icons near the name or it's too much?

Norstroem
Dec 18, 2005, 05:15 AM
Greate work Sevo.
I just wanna give possitive critics.
1. I cant select the first entry in the submenu without selecting another first
2. When I view the histrory for an entry and goes back it resets the mark to the first entry.

Sevo
Dec 18, 2005, 11:17 AM
Q : Can you put the small icons near the name or it's too much?

That was my idea when I first conceptualized this mod. What I really wanted was a list that looked like the "What do you want to build in this city" in-game popup. Unfortunately the python code is limited and I was basically stuck with what I could find examples of in the code. There doesn't seem to be any way to make an icon list with labels that is still clickable AND scrollable, at least from what I can view; strangely I can't find code for the in game city-build popup anywhere. (Anyone who knows where that nugget is?) I finally compromised with this, but I would like to add the little icons down the road.

Greate work Sevo.
I just wanna give possitive critics.
1. I cant select the first entry in the submenu without selecting another first
2. When I view the histrory for an entry and goes back it resets the mark to the first entry.

These are probably the two existing bugs I'm aware of. I'll look into them, I don't think they'll be hard to fix. (I took some time off yesterday to see Narnia after my marathon coding session on Friday!)

Sevo
Dec 19, 2005, 02:12 PM
1. I cant select the first entry in the submenu without selecting another first
2. When I view the histrory for an entry and goes back it resets the mark to the first entry.

The first bug is fixed. Took me a while to track down the problem.

The second bug, I think, is fixed as well. When I changed the program flow slightly to correct the first prob, I think it corrected the second as everything seems to work right now. Let me know if there are any more problems.

mknash
Dec 19, 2005, 03:30 PM
Brilliant Stuff Sir.

This is just what i've been needing.. already my civ is improving as i actually use the pedias now

cheers

Gaias
Dec 19, 2005, 05:35 PM
This is much more organized and intuitive than the vanilla Civopedia. Thank you for taking the time and energy to fix the ghastly thing to a proper Civopedia! :goodjob:

Just one thing, are you able to add titles above the icons? It would be easy to quickly identify what the icon is.

Also, is there a way to disable the animation for the buildings/units/wonders? I find this feature of the current Civopedia to be completely redundant.

Glinka
Dec 19, 2005, 07:21 PM
Just one thing, are you able to add titles above the icons? It would be easy to quickly identify what the icon is.

You apparently missed this in the same thread, posted by Sevo:

There doesn't seem to be any way to make an icon list with labels that is still clickable AND scrollable, at least from what I can view...

duderally
Dec 19, 2005, 07:54 PM
thanks sevo this is a must have mod! :worship: if you can manage to someday get the icons in there you should get firaxis to incorporate this into the official game.

Exavier
Dec 19, 2005, 08:11 PM
Definatly a nice job... Think i will include this into my composite mod with the next update :P

didaskalia7
Dec 19, 2005, 08:12 PM
Very Kewl ! :goodjob: I agree, now its user friendly!:thumbsup: :thumbsup:

Sevo
Dec 19, 2005, 08:45 PM
Also, is there a way to disable the animation for the buildings/units/wonders? I find this feature of the current Civopedia to be completely redundant.

Done.:D I think someone else requested this over on Apolyton. I figure not everyone will want the anims out (I like 'em), so I left the choice to you guys.

To get rid of the anims, you just have to edit the CvPediaMain.py file in the archive (it's easy!). I put a very clearly defined section right near the top with the line self.animations = True
To disable the animations just change this to
self.animations = False
and it will kill the improvement, bonus, building, and unit anims. (The leaderhead anims are left in). By default all the animations are left on.

Gaias
Dec 19, 2005, 10:05 PM
You apparently missed this in the same thread, posted by Sevo:

There doesn't seem to be any way to make an icon list with labels that is still clickable AND scrollable, at least from what I can view...

That's what you get for not reading all the modders posts... :blush:

Great job Sevo! Its modders like you that are going to make this game as it should be intended!: goodjob:

Master Lexx
Dec 19, 2005, 10:57 PM
Maybe you should better wait for firaxis to fix the civilopedia.

Gaias
Dec 19, 2005, 11:31 PM
Maybe you should better wait for firaxis to fix the civilopedia.

Even so, having a choice in style and layout can be a good thing. ;)

SethAdarion
Dec 19, 2005, 11:58 PM
i love it! :goodjob: I just got Civilization IV, and the civilopedia was one of the things I hoped someone would tweak to make it as good as the civilization III civilopedia.

Anyway, one thing that bugged me about the Civilization IV civilopedia that you don't appear to address is that when you're on the pedia page for an advance like Feudalism that gives new civics like serfdom, you can't click on "serfdom" to bring it to the serfdom page to check it out, unless I'm doing it wrong.

kroym
Dec 20, 2005, 05:00 AM
:goodjob:
:thumbsup:
:worship:
:thanx:
:yeah:
:clap:
:bounce:
:rockon:
:woohoo:

Umm - get the message? ;)

This is great! I've spent hours putting together my set of spreadsheets. All because the civilopedia is so useless.

Is there any way that the civilopedia can be searchable? I think that's the biggest thing missing. Even with just icons, if it's searchable, most of the frustration (except the actual lacking content) would be eliminated.

kroYM

Sevo
Dec 20, 2005, 08:40 AM
Maybe you should better wait for firaxis to fix the civilopedia.

HuH? :confused: What's the fun in modding then?!? :mischief: You're talking to a guy who thinks it would be funny to have a random chance of goody huts going nuclear when you pop them...

Anyway, one thing that bugged me about the Civilization IV civilopedia that you don't appear to address is that when you're on the pedia page for an advance like Feudalism that gives new civics like serfdom, you can't click on "serfdom" to bring it to the serfdom page to check it out, unless I'm doing it wrong.

You know...I hadn't ever noticed that. Unless I'm mistaken, I think each of the original topic pages were coded by different people using the same template--based on slight differences in how they went about making it work. Maybe some of them coded in links and some didn't.

Let me take a look...I don't think that should be too difficult to do. (BTW-- Those reference charts must have taken a lot of work! Personally, I still have a list of all the national wonders taped over my monitor! :) )

---------------------------------
Update: Okay-- I looked into what you're describing above, and all of my pages link through to other pages. I specifically looked at Feudalism and both civics can click through to the appropriate page. I'm not sure how you could possibly be "doing it wrong", though...all you have to do is click! Have you installed any other mods or anything that might be affecting how your civilopedia works? that's really a bizzare problem.

If anyone else out there is experience this let me know!

Gaias
Dec 20, 2005, 09:05 AM
Hey Sevo, is there a way to move the "Back" "Next" "Top" and "Exit", to the top of the Civopdia, and the title to the bottom? If so, would you be able to change the text to something graphic, like an arrow for example? Just curious as it would be more convenient for me to have it that way.

Exavier
Dec 20, 2005, 11:37 AM
You're talking to a guy who thinks it would be funny to have a random chance of goody huts going nuclear when you pop them...


hmmm I like this idea.... *puts it into his mod to screw with people* :lol:

Gaias
Dec 22, 2005, 11:42 PM
Well leave it to Firaxis to change everything around to screw up your wonderful mod. :p So find out what Firaxis did to make the Civopedia different as to affect your mod so much?

Exavier
Dec 22, 2005, 11:49 PM
hehe i was just going to mention this... i had to scrap an entire version of my mod just to go back and make sure it was compatable (minus the pedia mod) :cry:

Ratsock
Dec 23, 2005, 10:18 AM
This mod is FANTASTIC!!!!!!!!!!!!!!!
Is it possible to make the first column of items alphabeticaly sorted as well?

Sevo
Dec 23, 2005, 10:03 PM
Well leave it to Firaxis to change everything around to screw up your wonderful mod. :p So find out what Firaxis did to make the Civopedia different as to affect your mod so much?

I haven't been able to check my mod with the new patch yet--won't be back with my main #1 puter for a couple of days. As soon as I get back I'll patch the game and then get this mod up and running again! Sorry about the delay!

Gaias
Dec 23, 2005, 10:28 PM
That is good to hear Sevo! :goodjob:
I mean it isn't that bad... as long as I limit myself to Technology, Units, and Buildings section of the Sevopedia... :lol:
Ok, ok... it bad, really bad. :p
Being the holidays and all I will give you some leniency, and give you until the new year to have it fix for me. But no longer! :D

Sevo
Dec 26, 2005, 08:54 PM
Okay...first, the good news. In the updated civilopedia in the 1.5.2 patch, Firaxis revealed how to create a labelled scrolling list with icons in it. I was happy to see they had abandoned the images and put a table in instead, because it confirmed my suspicions that you couldn't label the original images the way they were. Anyway, bottom line, I've been able to add images to the list scroll! :D Here's the teaser screenshot:

http://img226.imageshack.us/img226/5006/image19gt.png

They changed some of the enums, hence the reason the pages weren't linking through correctly. That's been fixed as well.

The other good (bad) news is that Firaxis also updated all of the pages themselves to include better linkthrough. Of course, this means I've got to go back and update all of my pages with the new code snippets. It won't be difficult but it's going to be time consuming, so it'll be a couple of days.

I'm also going to add a new page I saw over at Apolyton to the 'pedia, so it should be a nice upgrade.

Maybe Wednesday or so it'll be available.

Exavier
Dec 26, 2005, 09:27 PM
Great work... looking forward to it :)

Sevo
Dec 29, 2005, 09:12 PM
Okay all. Version 1.8 is posted! Who-hoo! This is a pretty big upgrade and I think a far cry even from the new civilopedia.

Please let me know if any problems come up during gameplay.

I've talked with Vovan and he's working on a Unit Promotion chart like the Unit Upgrade chart. As soon as that's done it'll be incorporated as well.

Enjoy! :coffee:

Spocko
Dec 29, 2005, 10:08 PM
Okay all. Version 1.8 is posted! Who-hoo! This is a pretty big upgrade and I think a far cry even from the new civilopedia.

Please let me know if any problems come up during gameplay.

I've talked with Vovan and he's working on a Unit Promotion chart like the Unit Upgrade chart. As soon as that's done it'll be incorporated as well.

Enjoy! :coffee:

1.8 is great! I'll explore it more tomorrow (gotta sleep now) - thank you so much!

WineCape
Dec 30, 2005, 03:24 AM
Hello Sevo,

Many thanks for the excellent pedia mod v1.8.

Question: What Folder to extract?
You mentioned the details above, but I'm a bit confused: To what exact folder should I point my Winzip utility to extract the your pedia mod if I want to use it automatically when I fire up Civ 4 (I don't want it to load via the mod screen everytime)

The reason I ask is I see that your mod with WinZip will automatically create the subfolders: Thus, should I point WinZip to \MyDocs\MyGames\cIV\CustomAssets\python\screens folder? WinZip will then in this specific\screens folder, I assume, create further folders ... \sevopedia\Assets\Python\Screens?

Or should I point the extraction utility to another specific folder?

Kindest regards and keep up the good work,

Charl
Stellenbosch, South Africa

EDIT QUESTION
Ahh, I see now, WinZip should point to the folder .../My Docs/My Games/cIV/CustomAssets. From within the CustomAssets folder WinZip, I assume, will create the necassary further folder structure .../sevopedia/Assets/Python/screens? Am I correct?

Your instructions in the included README file was thus:

Unpack the archive into the desired /assets/python/screens/ folder. For the vanilla cIV, you can do this in either /My Docs/My Games/cIV/CustomAssets/python/screens/ .. - Got a bit confused there. Apologies for bothering you.

Rabbit, White
Dec 30, 2005, 06:23 AM
Great mod Sevo! :goodjob:

vovan
Dec 30, 2005, 11:35 AM
WineCape,

In the archive, there is a directory called "Assets". This directory should be put under "My Documents\My Games\Civ4\CustomAssets". So yes, essentially if you extract the archive into CustomAssets, then it should all work. :)

Vovan

ghen
Dec 30, 2005, 09:13 PM
Now thats what I'm talking about Sevo! :D Kudos! Hopefully I'll be able to get away from my schoolwork this weekend to delve into your newest iteration :)

Exavier
Dec 30, 2005, 09:19 PM
hey Sevo I just merged your Pedia into my Composite mod :P

Sevo
Dec 31, 2005, 11:07 AM
hey Sevo I just merged your Pedia into my Composite mod :P

I saw that... :beer: Cheers. Glad you like it!

Exavier
Dec 31, 2005, 11:10 AM
I swear my changelog for my mod is getting 2 long for even me to follow :P

alerum68
Dec 31, 2005, 07:10 PM
Edit: Nevermind, it was another MOD that was having the problem.

Commander Bello
Jan 01, 2006, 12:07 AM
Sevo,

this really looks great and I'm going to give it a try! :goodjob:

Zibby
Jan 01, 2006, 10:02 AM
One very small bug Ive noticed, under Improvements, 'Land Worked' and 'Water Worked', which I dont think were in the original civilopedia (though I could be wrong), and dont really add anything.

Also sort of along the same lines, Tribal Village and City Ruins are also under improvements, are these really improvements? Though I think these may have been in the original civelopedia, if so then it makes sense for them to be in yours.

That aside, thanks for the great work!

Exavier
Jan 01, 2006, 10:09 AM
One very small bug Ive noticed, under Improvements, 'Land Worked' and 'Water Worked', which I dont think were in the original civilopedia (though I could be wrong), and dont really add anything.

Also sort of along the same lines, Tribal Village and City Ruins are also under improvements, are these really improvements? Though I think these may have been in the original civelopedia, if so then it makes sense for them to be in yours.

That aside, thanks for the great work!

Technically all 4 of them are Improvements if you go by where they are located in the XML data :P

Sevo
Jan 01, 2006, 09:43 PM
Technically all 4 of them are Improvements if you go by where they are located in the XML data :P

Exactly. In the original program code, the things like "land worked" and "water worked", and indeed "barbarian" race and so forth were present, but were hidden from view. This was probably done because there really wasn't any info in the XML data and they were more game structures. Nevertheless, I thought they were interesting and I don't like stuff hidden, so I now have the 'pedia displaying everything, even if there's no data.

Mysterio10000
Jan 02, 2006, 03:24 AM
Nice work, Sevo.

Prior to 1.52 in the Civilopedia, when you clicked on a Unit Category and was presented with a spreadsheet of the units in that category, you couldn't click on an entry in the spreadsheet and be taken to that unit's page in the Civilopedia.

With 1.52, Firaxis fixed this by adding links to the spreadsheet. With your mod, these links don't exist. Could you fix this?

Thanks!

Zuffox
Jan 02, 2006, 08:49 AM
I was just about to install this mod, but then I saw that Firaxis had implemented a lot of this mod's features (no indexing by pictograms anymore, yay!).

My question is, does this mod differ much from the revised Civopedia, and if so, how?

alerum68
Jan 02, 2006, 09:36 AM
The layout of the MOD is easier to read IMHO, just because it's set up logically for Latin Languages reading left to right.... I also think Sevo had fixed some errors in the main CivilPedia, but you'll need Sevo to confirm it. Just the set up, and addition of the Upgrade Path are well worth installing the MOD.

Here is a list of features from the first page of the thread. May want to go and read it...

* Menus moved to left, with main menu on far left, sub-menu next to it
* Main menu list reordered into groups with icons
* Sub Menu organized into an easy to read list.
* New in this version: Pictures included in list!
* No more hopping away from the top screen when you select a page. The page comes up
in the available to space on the right
* Includes previously hidden entries (check out the barbarian leader...)
* Will easily integrate with almost all existing mods
* Can disable animations if desired

* Vovan's Unit Upgrade Chart: Will automatically produce upgrade chart for units, even when modded!

Zuffox
Jan 02, 2006, 09:46 AM
Thanks a bunch, I felt it a bit too difficult alt-tabbing to and fro between the screenshots and the game itself, so it's nice with some clarification. =)

Perhaps Sevo should include the comparison between the new patch's Civopedia and his own mod in order to justify downloading the mod, so that he avoids doubt as seen in my previous post?

Sevo
Jan 02, 2006, 01:34 PM
Prior to 1.52 in the Civilopedia, when you clicked on a Unit Category and was presented with a spreadsheet of the units in that category, you couldn't click on an entry in the spreadsheet and be taken to that unit's page in the Civilopedia.

With 1.52, Firaxis fixed this by adding links to the spreadsheet. With your mod, these links don't exist. Could you fix this?

Yes, I could! :p I didn't realize I had missed that new linkthrough. It's fixed in the new zip (ver 1.9, see main page). Also fixed is a bug no one had caught yet but I found while playtesting (hehe) my Fusion mod: If you FIRST open the pedia from a specific link, a list wasn't getting initialized and the pedia wouldn't work. This is now fixed as well.

Exavier
Jan 02, 2006, 07:11 PM
hmm now i have to remerge it lol :P

Rabbit, White
Jan 03, 2006, 03:05 PM
Also fixed is a bug no one had caught yet but I found while playtesting (hehe) my Fusion mod: If you FIRST open the pedia from a specific link, a list wasn't getting initialized and the pedia wouldn't work. This is now fixed as well.
Heh, I just encountered it and was going to post about this, I swear :D. Going to download the patch right now :woohoo:

gelat
Jan 03, 2006, 07:37 PM
The base terrain page links to some incorrect info - see coast and ice for example. Coast says you cannot have a city...this is with 1.9

But I do love this mod.

Exavier
Jan 03, 2006, 07:39 PM
but you can't have a city on the coastal squares... costal is considered the beach + shallow water :P

Sevo
Jan 03, 2006, 09:53 PM
The base terrain page links to some incorrect info - see coast and ice for example. Coast says you cannot have a city...this is with 1.9

But I do love this mod.

If the info is incorrect, then blame the XML files! (But as Exavier points out, you cannot actually build on coast; it's the first "ocean" square off the coastline.:) )

gelat
Jan 04, 2006, 12:04 AM
My mistake - I had looked at the wrong entry, and the hill is not in the old civiliopedia, and that confused me.

GREAT MOD!

Gaias
Jan 04, 2006, 01:16 AM
Did I say to make it even better than your first one? NO! I specifically said to "fix" it!

How DARE YOU go and create something incredibly EASY and fantastically INTUITIVE to use!

I am extremely happy and greatly appreciative of you! I hope you choke on it!

I think this might be mildly useful... :lol:

Meatpuck
Jan 04, 2006, 03:50 PM
I would first like to congratulate you with your great mod :goodjob:

It works just fine for me but instead of 'Promotions' over on the far left it reads: 'TXT_KEY_PEDIA_CATEGORY_UPGRADES'

What did I do wrong?

Thanks!

Sevo
Jan 04, 2006, 07:20 PM
It works just fine for me but instead of 'Promotions' over on the far left it reads: 'TXT_KEY_PEDIA_CATEGORY_UPGRADES'

What did I do wrong?

Well, the TXT_KEY_PEDIA_CATEGORY_UPGRADES tag refers to an entry in the XML files. I didn't muck with those in this particular mod, it's just the python files. Are you using some other mod that might have changed the XML files for some reason?

Meatpuck
Jan 05, 2006, 02:10 PM
No other Mods installed. See screenshot.

Any clues?



110383

alerum68
Jan 05, 2006, 02:15 PM
Meatpuck, try doing it this way. Backup your CustomAssets folder, and then delete it. When Civ restarts next it'll install the CustomAssets folder again, vanilla version. After it does that reinstall SevoPedia and see if you still get the same error.

vovan
Jan 05, 2006, 02:44 PM
Meatpuck,

The key TXT_KEY_PEDIA_CATEGORY_UPGRADES actually is a new one I added for my Unit Upgrades mod. Make sure that you have the file CIV4GameText_UnitUpgrades.xml in Assets\XML\Text, which should come with Sevopedia.

Vovan

AWolfe
Jan 05, 2006, 03:23 PM
Sevo,

First I'd like to thank you for the great job you've done with this mod!

Now that the accolade is out of the way, I was wondering if you could help me with a small problem? I merged your mod into my game (along with many others) and I've noticed that the links for Civics and Specialists appear to be reversed. That is, I get the list of Specialists when I click on Civics, and vice versa. Can you clue me in to where I might have gone wrong and how to fix it (assuming the problem is in my merge and not in the original 1.9 of yours)?

Thanks.

Sevo
Jan 05, 2006, 05:37 PM
No other Mods installed. See screenshot.



As Vovan stated, that missing TXT key is in an XML file included in my mod. I think Alerum might have the right idea: are you sure you've cleared your cache? Either hold shift while you click the game icon, or better yet, go into /MyDocs/[USER]/MyGames/Civ4/Cache and delete all the files.

Give that a shot. I'd also check to be sure you've got all the right files where they belong. If that XML file is missing (Civ4GameText_UnitUpgrades.xml is the specific file) from /Assets/XML/Text/ then it would also create that error.


I merged your mod into my game (along with many others) and I've noticed that the links for Civics and Specialists appear to be reversed. That is, I get the list of Specialists when I click on Civics, and vice versa. Can you clue me in to where I might have gone wrong and how to fix it (assuming the problem is in my merge and not in the original 1.9 of yours)?

Interesting...You actually found a little glitch in my mod. When I went to look at the version I have and clicked on Specialist, I got the specialist screen but the "Civics" bar lit up, and vice-versa. So I checked the code and I had the enums flipped in one place. I actually don't know why *everyones* didn't get mucked up...but perhaps one of the changes you made brought the issue to light on your setup. Anyway, the new patch will be up shortly...version 1.91. Give it a try and see if it fixes the issue for you.

AWolfe
Jan 05, 2006, 06:52 PM
Interesting...You actually found a little glitch in my mod. When I went to look at the version I have and clicked on Specialist, I got the specialist screen but the "Civics" bar lit up, and vice-versa. So I checked the code and I had the enums flipped in one place. I actually don't know why *everyones* didn't get mucked up...but perhaps one of the changes you made brought the issue to light on your setup. Anyway, the new patch will be up shortly...version 1.91. Give it a try and see if it fixes the issue for you.
All is good now, many thanks!

El_Tea
Jan 05, 2006, 09:22 PM
This is a fantastic mod...thanks so much for your efforts. Nevertheless, I'm experiencing a small bug with the pop-up info as I highlight each technology. The placement on the screen is in one of two places. I'm not sure if your mod has any "say" over that. Here's how it looks when it works in what I consider the correct manner:

http://img284.imageshack.us/img284/4876/good5gj.jpg (http://imageshack.us)

The mouse pointer was over "Animal Husbandry". Here's the broken one:

http://img355.imageshack.us/img355/4505/bad2au.jpg (http://imageshack.us)

The mouse pointer was over "Archery". There doesn't seem to be any reason why some appear on the left and others on the right. Maybe the length of the name. I play in 1024x768 if that's any help.

If I can be of any help troubleshooting this, please let me know. Having the tooltip pop-up in two different places is fairly annoying. On the other hand, beggars can't be choosers :)

El Tea
Edit: I just went back and had another look...it seems it is caused by the size of the tooltip. Only the ones sufficiently narrow to show in the left column appear there. Is there any way to make the right the default? Or to have it appear by the cursor? Or to just disable them on this screen entirely?

Sevo
Jan 05, 2006, 09:54 PM
Nevertheless, I'm experiencing a small bug with the pop-up info as I highlight each technology. The placement on the screen is in one of two places. I'm not sure if your mod has any "say" over that.


Sadly, no. I have no say. It's the C++ code, which we can't get at...yet:D It is in fact determined by the length of the name and such, and it annoys the !@(#$ out of me! I haven't tried specifically yet to disable it because I thought it would also break the link, but now that I'm thinking about it, it may be possible to stop the pop-up info without breaking the link info. I'll look into it.

Sevo
Jan 05, 2006, 09:55 PM
All is good now, many thanks!

:) Thank you for finding it!

Exavier
Jan 07, 2006, 10:43 PM
Hey Sevo I have a question for you...
Why did you remove the box that shows the Discriptions of a Unit? I just spent the weekend writing creative discriptions for all 15 of the new units in my mod only to log in and realize they don't get displayed in your Pedia!!!

Not that it matters that much but i am just curious :P

Sevo
Jan 08, 2006, 12:33 AM
Hey Sevo I have a question for you...
Why did you remove the box that shows the Discriptions of a Unit? I just spent the weekend writing creative discriptions for all 15 of the new units in my mod only to log in and realize they don't get displayed in your Pedia!!!

Not that it matters that much but i am just curious :P

Interesting. Either I don't remember doing it, or they added that in the 1.52 'pedia. You can still access the information in mine, but only by clicking the history button up top (and I just noticed the menu displayed is wrong when you click that one anyway...another fix!).

Anyway, lemmie see what I can do. There's enough room on the page. I'll stick it on there at the bottom. (Give me a day or two, though...I've been really busy lately!)

Exavier
Jan 08, 2006, 01:09 AM
Now that i noticed that button its fine cause i know that its still in there... but you might want to fix the the fact that when you click on it (the pedia icon for hystorical data) it also resets your list of units to Game Concepts :P

though it does still show that units history

Sevo
Jan 08, 2006, 07:41 AM
Now that i noticed that button its fine cause i know that its still in there... but you might want to fix the the fact that when you click on it (the pedia icon for hystorical data) it also resets your list of units to Game Concepts :P

though it does still show that units history

Well, I just went and added the history directly to the unit's page. There was plenty of space for it on the page. New version is 1.92 (http://forums.civfanatics.com/attachment.php?attachmentid=110761&d=1136731381).

Also, the history pages I hard coded to bring up the concepts list (now buildings list) until I put a history page index on the top level. At least that's the plan...:)

I tried to disable the popup text that appears when you mouseover an option, but I can't disable that without also disabling the link itself. So we're stuck for now.

SilentMage
Jan 08, 2006, 08:01 AM
Sadly, no. I have no say. It's the C++ code, which we can't get at...yet:D It is in fact determined by the length of the name and such, and it annoys the !@(#$ out of me! I haven't tried specifically yet to disable it because I thought it would also break the link, but now that I'm thinking about it, it may be possible to stop the pop-up info without breaking the link info. I'll look into it.

I noticed this too, and it's not just with the tech's either -- it occurs in many of the other menus as well, such as the promotion and unit listings.

However, even though some of the pop-ups occur on the left side, obscuring whatever's behind it, I like having the pop-ups there for quick info on the tech or unit or promotion so I don't HAVE to click on it in order to read about it. It is a matter of convenience for me to be able to just hover over Archery and read what that tech offers -- even if the description pops up on the left side. IMO, keep the pop-up descriptions! :)

By the way Sevo, this is a brilliant mod. I spend almost as much time reading the various entries in the civilopedia now as I did back in Civ3. Love the menu layout and especially how I don't have to continuously have to click the Back button in order to get to the main menu (which in vanilla is crap anywayz). Brilliant job! :goodjob:

Exavier
Jan 08, 2006, 11:58 AM
hehe thanx Sevo :)

Exavier
Jan 08, 2006, 12:22 PM
Found new bug lmao...

On the units page when you moved everything around a little bit the promotions actually overlap a little bit before scrolling.

just so you know :)

Sevo
Jan 08, 2006, 09:37 PM
By the way Sevo, this is a brilliant mod. I spend almost as much time reading the various entries in the civilopedia now as I did back in Civ3. Love the menu layout and especially how I don't have to continuously have to click the Back button in order to get to the main menu (which in vanilla is crap anywayz). Brilliant job! :goodjob:

Thanks much! Glad you like it.

Found new bug lmao...

On the units page when you moved everything around a little bit the promotions actually overlap a little bit before scrolling.

just so you know :)

Indeed. Uploaded 1.93 (See first post for download). Fixed this error as well as a mistake in the project pages that was preventing the text from appearing.

Liquidated
Jan 09, 2006, 05:34 AM
par excellence. This project really deserves front page treatment for wider exposure.

I ran into a problem that showed up a few times causing the civlo to not display anything. Well the 3rd time that happed to me I came back to this thread to find I had missed a few fixes since the 1.8 version.. I'm assuming the bug I ran into has already been fixed.

That leads into my one small little comment... could you add the version number to the sevlo in game so merely looking at it we can recall the numbering system lol.

Amazing mod btw, been reading the civlopedia quite a bit, now that it's organized.

Cheers!
-Liq

PowerShot
Jan 10, 2006, 05:47 AM
I would first like to congratulate you with your great mod :goodjob:

It works just fine for me but instead of 'Promotions' over on the far left it reads: 'TXT_KEY_PEDIA_CATEGORY_UPGRADES'

What did I do wrong?

Thanks!

That happend to me to. Have copied the sevopedia map into "C:\Documents and Settings\My name\My document\My Games\Sid Meier's Civilization 4\CustomAssets\python\screens", just like it sayd in the readme file. It's only the "unit upgrades text" that is gone. You can still see the unit upgrade table on right. I have also tried this realism mod pack from here: http://forums.civfanatics.com/showthread.php?t=151947. They have includet sevos program into it. When I run this realism mod, I do not encounter this problem in sevopedia. Realism mod is copyed to "D:\Programfiles\Firaxis Games\Sid Meier's Civilization 4\Mods".

Liquidated
Jan 11, 2006, 11:00 PM
How are their only 128 views of the save?

man this project is just too good to wallow in obscurity.

Get thunder to front page it, it's worth the download.

So love the sevlopedia.

Cheers!
-Liq

alerum68
Jan 11, 2006, 11:26 PM
129 views in the less then 72 hours... not to bad.:p But yeah, this needs to be hotlinked, made a sticky thread, and the code given to the makers of Civ4 to put in their next patch... unless they snag it without asking.:p

Zuul
Jan 12, 2006, 12:18 AM
Maybe add support for easy switching to bigger icons in the list (smal/half/full).

Sevo
Jan 12, 2006, 03:49 PM
Maybe add support for easy switching to bigger icons in the list (smal/half/full).

I could do that easily enough. I'll look into it once I'm done with this religion addon that's sucking up my life!

How are their only 128 views of the save?
man this project is just too good to wallow in obscurity.
Get thunder to front page it, it's worth the download.
So love the sevlopedia.

Cheers!
-Liq

129 views in the less then 72 hours... not to bad.:p But yeah, this needs to be hotlinked, made a sticky thread, and the code given to the makers of Civ4 to put in their next patch... unless they snag it without asking.:p

Thanks guys! :)

Zuul
Jan 13, 2006, 12:58 AM
I could do that easily enough. I'll look into it once I'm done with this religion addon that's sucking up my life!

Nice :-). Beacuse it's nice to have big icons if you want to take a screen shot for my Promotion mod :p.

Liquidated
Jan 13, 2006, 02:32 AM
Sevo@

I *Think* the sevlo pedia geeks on the anti cheat toggle, you may want to try that... none of my sg's are still using it so rather not eff with my civ setup but...

Start a custom game and toggle the anti cheat box in creation. Save the game once loaded and if you get the error, well it's prolly sevlo.

I'll try and do this but have more than a few SG's to handle so low on time.


If it does geek, a fast installer uninstaller ala blue marble/civscale would just own.

Just an idea.

Cheers!
-Liq

Drogear
Jan 13, 2006, 02:50 AM
Sevo: This mod is so very great! Combining all the diffrent mods into this one makes the game so fricking fun to play.

Just dropped by to show some support and gratitute!

Glinka
Jan 13, 2006, 08:00 AM
Sevo: This mod is so very great! Combining all the diffrent mods into this one makes the game so fricking fun to play.

Just dropped by to show some support and gratitute!

I think you're referring to Sevomod, which is Sevo's inclusive mod, not his revision of the Civilopedia, which is just that. ;)

Sevo
Jan 13, 2006, 10:48 PM
I *Think* the sevlo pedia geeks on the anti cheat toggle, you may want to try that... none of my sg's are still using it so rather not eff with my civ setup but...

Start a custom game and toggle the anti cheat box in creation. Save the game once loaded and if you get the error, well it's prolly sevlo.


Heh...at first I couldn't figure out what you meant by "geek". :crazyeye:

Anyway, I think I understand what you're saying. So I loaded just the sevopedia mod, started a custom game, and hit the no-cheating toggle. The game started fine. I planted my settler and played a few quick turns, then saved. I reloaded no problemo, played a few more turns, then saved again. I did this like 3 times without any problem. Is this where you were having problems? Or was there something else?

I can't think of any reason the 'pedia wouldn't play nice with the no-cheating toggle...

Liquidated
Jan 14, 2006, 08:00 AM
ok cool. Not sure what the anit cheat was geeking on then, I ended up reinstalling civ completely and then placing marble and sevlo in. By the time I placed your pedia files into the folders, rb-10 had dropped the anti cheat toggle anyway.

Good to know there's zero reason for me to ever remove the sevlopedia except to update it :)

Again, I wish to extend my sincerest respect for your mod. Takes a bizantine mess and organizes in such a way that that I've found myself reading the entires for no particular reason other than to explore it.

CheerS
-Liq

Nedkjemp
Jan 14, 2006, 08:09 AM
Can I install this to the mods folder or similar under Program Files and use it as a loadable module, or does it have to be in the My Documents tree?

Mysterio10000
Jan 14, 2006, 10:09 AM
I noticed that this mod is enabled in SP games, but not MP games. Is there any way to use this mod in MP games? :confused:

Thanks!

Exavier
Jan 14, 2006, 10:19 AM
MP games disable the CustomAssets folder... to use it in MP games you would have to make it a standalone mod and make sure everyone has it :(

Mysterio10000
Jan 14, 2006, 10:21 AM
MP games disable the CustomAssets folder... to use it in MP games you would have to make it a standalone mod and make sure everyone has it :(

Ok, that's what I thought. Thanks.

What do you mean by standalone mod? All my mods currently go into C:\Documents and Settings\<username>\My Documents\My Games\Sid Meier's Civilization 4\CustomAssets. I don't use the Load Mod feature in the Advanced menu.

Rockero
Jan 17, 2006, 07:20 PM
HI, i still get this "error":

TXT_KEY_PEDIA_CATEGORY_UPGRADES'

I deleted custom assets, i checked that file vovan told to check for, but nothing...

The only thing I couldnt do is delete de cache file, I couldnt find it anywhere.

Any clues?

BTW the sevo´s great!!!

Exavier
Jan 17, 2006, 07:24 PM
Ok, that's what I thought. Thanks.

What do you mean by standalone mod? All my mods currently go into C:\Documents and Settings\<username>\My Documents\My Games\Sid Meier's Civilization 4\CustomAssets. I don't use the Load Mod feature in the Advanced menu.

Thats what i mean by a Standalone Mod... take my Composite Mod for example. To install it you put it in the gameinstallfolder\Mods\ instead of the CustomAssets folder... the downside is you have to activate it to play it and it doesn't like to play nice with CustomAssets mods... the upside is I have managed MP compatability as long as all the players have the mod activated.

Mysterio10000
Jan 17, 2006, 07:37 PM
Thats what i mean by a Standalone Mod... take my Composite Mod for example. To install it you put it in the gameinstallfolder\Mods\ instead of the CustomAssets folder... the downside is you have to activate it to play it and it doesn't like to play nice with CustomAssets mods... the upside is I have managed MP compatability as long as all the players have the mod activated.

Ah! Thanks for the explanation, Exavier.

Sevo
Jan 17, 2006, 09:32 PM
HI, i still get this "error":

TXT_KEY_PEDIA_CATEGORY_UPGRADES'

I deleted custom assets, i checked that file vovan told to check for, but nothing...

The only thing I couldnt do is delete de cache file, I couldnt find it anywhere.

Any clues?

BTW the sevo´s great!!!


Weird. It seems you lost a file somewhere along the way. I just checked the posted version and it contains the data you appear to be missing. Beats me. Anyway, to fix your problem, download the file below and it put it in your sevopedia directory, or whatever mod you incorporated it into, in this directory:

/mods/[whatever_mod_name]/assets/xml/Text/

That should fix things.

(Should have hard coded it...one less file to lose. Everyone speaks English, right?...right?...hello?...)

Rockero
Jan 18, 2006, 12:49 PM
Thanks Sevo, that did the trick...

Gamesmaster
Jan 19, 2006, 09:10 PM
Just wanted to add my thanks for a great mod Sevo, I also had the same trouble as Rockero but following your reply to him fixed it without difficulty.

Very nice job :goodjob:

lordroy
Jan 27, 2006, 07:39 AM
Hey Sevo, I went to your little Sevotastic blog... nice idea, but you didn't link the download for Sevopedia there... might want to do that.


-=R=-

Sevo
Jan 29, 2006, 04:55 PM
Hey Sevo, I went to your little Sevotastic blog... nice idea, but you didn't link the download for Sevopedia there... might want to do that.
-=R=-

Yeah...I haven't exactly been keeping it up to date. Been so busy with the Faces of God mod! Thanks for the FYI.

OblivionOdyssey
Feb 06, 2006, 12:31 AM
Stunning work. A much better civilopedia- a must for all CivIV users. Thanks.

Caesium
Feb 22, 2006, 08:40 PM
Hi Sevo, while using your Sevopedia I received following error message:

http://img239.imageshack.us/img239/4298/zwischenablage012kt.th.jpg (http://img239.imageshack.us/my.php?image=zwischenablage012kt.jpg)

Sevo
Feb 22, 2006, 09:38 PM
Hi Sevo, while using your Sevopedia I received following error message:

Are you using any other mods, or have you modified this code in any way? This version of the Sevopedia has proven itself pretty stable. Also, are you using the most recent version of Civ-4?

Rabbit, White
Feb 22, 2006, 09:44 PM
Hi Sevo, while using your Sevopedia I received following error message:

http://img239.imageshack.us/img239/4298/zwischenablage012kt.th.jpg (http://img239.imageshack.us/my.php?image=zwischenablage012kt.jpg)
I could be wrong here but from the looks of it you might not have properly installed the files associated with units' upgrade chart, do you have the unitupgrades folder in the python folder (whether in MOD or CustomAssets)?

Caesium
Feb 23, 2006, 09:28 AM
Are you using any other mods, or have you modified this code in any way? This version of the Sevopedia has proven itself pretty stable. Also, are you using the most recent version of Civ-4?
I could be wrong here but from the looks of it you might not have properly installed the files associated with units' upgrade chart, do you have the unitupgrades folder in the python folder (whether in MOD or CustomAssets)?
It's pretty strange with this.
I must say, I'm combining a big amount of "Mini-Mods" into a great Modification and I#m using the paths given by Civ4.
But I didn't change the Sevo-Files.
All I did was to add these files to python\screens and to python\UnitUpgrades.
In the main menu, before starting or loading a game, the UnitUpgradeChart opens and works fine. But in game if I call the Civilopedia and select the UnitUpgradeChart that error message appears. The rest of your sevopedia works fine all the time. It's very good.

Sevo
Feb 23, 2006, 02:06 PM
It's pretty strange with this.
I must say, I'm combining a big amount of "Mini-Mods" into a great Modification and I#m using the paths given by Civ4.
But I didn't change the Sevo-Files.

Okay, that's probably it. While it IS strange that it works fine from the main menu but not in game, the nature of the error message "None-type object has no attribute..." suggests that the python code is trying to get additional data on an object that doesn't exist; somehow an object that doesn't exist has worked it's way into the code. In my modding experience this occurs when a counter is off somehow, but I know the code is pretty tight in this case. What other "mini-mods" have you included, and do any of them affect the promotions?

(It is perfectly possible that this is a mistake in the Sevopedia that only shows up under specific circumstances--that's why I'm trying to work this out with you!)

Caesium
Feb 23, 2006, 02:32 PM
Okay, that's probably it. While it IS strange that it works fine from the main menu but not in game, the nature of the error message "None-type object has no attribute..." suggests that the python code is trying to get additional data on an object that doesn't exist; somehow an object that doesn't exist has worked it's way into the code. In my modding experience this occurs when a counter is off somehow, but I know the code is pretty tight in this case. What other "mini-mods" have you included, and do any of them affect the promotions?

(It is perfectly possible that this is a mistake in the Sevopedia that only shows up under specific circumstances--that's why I'm trying to work this out with you!)
You're right, I added some promotions to the original promotions. Like the real fort promotions or joks great leader promotion. If you'd like, I'd give you a link to my modification, so you can test it.
Klick here (http://files.filefront.com/Caesium_Mod_128_betaexe/;4798826;;/fileinfo.html) for my modification .

Chinese American
Feb 23, 2006, 05:49 PM
suggestions: move back and next back to bottom left.
add up and down buttons to move up and down the list, such as previous or next leader

Caesium
Mar 03, 2006, 07:55 AM
Would it be possible for you, to tell me how to remove the UnitUpgrade from your Pedia?

Sevo
Mar 03, 2006, 02:21 PM
Would it be possible for you, to tell me how to remove the UnitUpgrade from your Pedia?

Well, really, just don't click on it!

Seriously, what don't you like about it?

Caesium
Mar 03, 2006, 03:18 PM
Well, really, just don't click on it!

Seriously, what don't you like about it?
Well, look at Posts #109 and #111.
You didn't answer post #111, there I left my Modification so you could look over it to tell me where I made a mistake as I integrated your sevopedia.
A really weird thing is, that this problem occurs sporadic...
After loading and playing another modification the Upgrade Chart works fine. But after relaoding the game the problem appears again...

Drakonik
Mar 03, 2006, 03:37 PM
Forgive me if this has already been done or suggested, but could this be merged with the Sevo Fusion mod? I'm pretty sure that the original civilopdia was being used. This would make the SevoFusion mod even better. As if it's possible.:rolleyes:

mremre
Mar 03, 2006, 10:30 PM
Actually, Drakonik, Sevo's beautiful civilopedia is included in the Fusion -- I started playing Sevo's Fusion at version 2.0 and it was already integrated there. Check out the list of included mods from the first post of the Fusion Mod forum...

Sevo
Mar 04, 2006, 11:01 PM
Well, look at Posts #109 and #111.
You didn't answer post #111, there I left my Modification so you could look over it to tell me where I made a mistake as I integrated your sevopedia.
A really weird thing is, that this problem occurs sporadic...
After loading and playing another modification the Upgrade Chart works fine. But after relaoding the game the problem appears again...

Ahhh...I understand now. I didn't connect you with the posts above until you pointed that out...:crazyeye:

Anyway, it's not that I don't want to help you on this, but it would take me a long time to offer any real assistance. Vovan actually did the coding for the UnitUpgrades chart. He had originally planned to do a Promotions chart as well, but I haven't heard from him in a while and I haven't worked on this mod myself in a while, as I'm pretty consumed with the SevoMod.

Anyway, point is, I haven't been through the UnitUpgrades python code myself so I can't tell you what's making it not work with your changes. I'd have to learn Vovan's stuff just to look at yours to make any sense of it.

I do plan to do the Promotions chart one of these days and when I do that I'll have to learn the nitty gritty of what his little mod does, and then I can be more helpful.

So...blather aside, use the file below. Copy that into the /sevopedia/assets/python/screens and it'll remove the unit upgrades tab.

Sevopedia WIHOUT unit upgrades chart:

Caesium
Mar 05, 2006, 12:39 PM
Thank you Sevo.
I'm looking forward to your next Version.
Your Pedia is more comfortable than the original.

babakahmadi
Mar 05, 2006, 02:11 PM
:D This is about the coolest thing I've ever seen -- Tanx much for making this available!!

wunder
Mar 16, 2006, 10:21 PM
I would realy like to view this great looking civilopedia, but, when I load the game I always get this error while loading python. "Failed to load python module CvEventInterface" I've spent a couple hours trying to figure this one out. The civilopedia is always disabled. I don't have any other mods installed.
Ideas????

Sevo
Mar 17, 2006, 11:22 PM
I would realy like to view this great looking civilopedia, but, when I load the game I always get this error while loading python. "Failed to load python module CvEventInterface" I've spent a couple hours trying to figure this one out. The civilopedia is always disabled. I don't have any other mods installed.
Ideas????

What version of civ are you using? (Gotta have 1.52). Otherwise this mod is pretty stable--there are a few known bugs with the selection menus not always updating to show the current entry as "selected", but otherwise it works pretty well across the board. Check your installation with the archive and be sure you have all the files installed correctly.

If none of that works, start the game and let it "error", then exit the game. Open your civ directory and find the file "python_err.log", and post the contents of that file here and I can try to help you further.

wunder
Mar 18, 2006, 03:28 PM
OOOOPS!!!
All this time I thought I was playing with 1.52.
Thank's for your help and this much improved civilopedia. I can't see ever going back to the vanilla civilopedia.

Koon
Mar 18, 2006, 10:39 PM
Great mod! I had the same problem as wunder, and fixed it with the same solution. So my only problem with it was my own forgetfulness. Thanks for finally making the civilopedia usable.

TheLopez
Mar 21, 2006, 11:40 AM
Sevo, I found that there is a problem with the promotions in the CvPediaUnit.py file in your mod and in the vanilla version. Basically instead of attaching the multi list control to the panel that holds the possible unit promotions they just add it to the screen with a hard coded location. This results in promotions being placed outside of the possible promotion box.

I propose that you change line number 309 from your CvPediaUnit.py file from:

screen.addMultiListControlGFC(rowListName, "", self.X_PROMO_PANE+5, self.Y_PROMO_PANE+35, self.W_PROMO_PANE-20, self.H_PROMO_PANE-46, 1, self.PROMOTION_ICON_SIZE, self.PROMOTION_ICON_SIZE, TableStyles.TABLE_STYLE_STANDARD)


to:

screen.addMultiListControlGFC(panelName, rowListName, "", 1, self.PROMOTION_ICON_SIZE, self.PROMOTION_ICON_SIZE, TableStyles.TABLE_STYLE_STANDARD)


to fix this problem. I just wanted to let you know.

Sevo
Mar 21, 2006, 08:36 PM
Sevo, I found that there is a problem with the promotions in the CvPediaUnit.py file in your mod and in the vanilla version. Basically instead of attaching the multi list control to the panel that holds the possible unit promotions they just add it to the screen with a hard coded location. This results in promotions being placed outside of the possible promotion box.

I propose that you change line number 309 from your CvPediaUnit.py file from:

screen.addMultiListControlGFC(rowListName, "", self.X_PROMO_PANE+5, self.Y_PROMO_PANE+35, self.W_PROMO_PANE-20, self.H_PROMO_PANE-46, 1, self.PROMOTION_ICON_SIZE, self.PROMOTION_ICON_SIZE, TableStyles.TABLE_STYLE_STANDARD)


to:

screen.addMultiListControlGFC(panelName, rowListName, "", 1, self.PROMOTION_ICON_SIZE, self.PROMOTION_ICON_SIZE, TableStyles.TABLE_STYLE_STANDARD)


to fix this problem. I just wanted to let you know.

Yeah--you can see that I had to change the values a lot to make it work. I tried cutting and pasting your code but it doesn't work. It claims it doesn't match the C++ signature. Any ideas? (I'm working on Sevomod and can't really work on this right now...:crazyeye: )

Caesium
Mar 22, 2006, 03:01 PM
Hi Sevo!

Did you find the problem, that causes the sevopedia to "crash" in my modification?

Killamike718
Mar 26, 2006, 04:03 PM
Hey everyone, I just wanted to inform the Civfanatics community that there is this site that is a large Mod directory for every game able to be modified and you guys might like it, im just posting this because you can add Mods [your mod(s)] and they have a huge community with many features. here is the link. PLEASE check it out. I really wanna get the Civ IV Mod count up because they have like 3 mods and there are sooooooo much good mods on this site. thanks everybody and heres the URL:
Moddb.com

TheLopez
Mar 26, 2006, 10:00 PM
Yeah--you can see that I had to change the values a lot to make it work. I tried cutting and pasting your code but it doesn't work. It claims it doesn't match the C++ signature. Any ideas? (I'm working on Sevomod and can't really work on this right now...:crazyeye: )

Sorry about that, it should have read:
screen.attachMultiListControlGFC(panelName,rowList Name, "", 1, self.PROMOTION_ICON_SIZE, self.PROMOTION_ICON_SIZE, TableStyles.TABLE_STYLE_STANDARD)

Kahkonen
Mar 29, 2006, 04:15 AM
Great but where are history texts for technologies?

Elhoim
Mar 29, 2006, 04:32 AM
Hey Sevo, it would be great that they include your mod in a coming patch, like they did with the historigraph... Your civilopedia is much better than the 1.52 improved original...

Sevo
Mar 29, 2006, 10:09 AM
Hey Sevo, it would be great that they include your mod in a coming patch, like they did with the historigraph... Your civilopedia is much better than the 1.52 improved original...

Thanks! i like that people appreciate my revision, though there are still some issues, as the post above yours points out. I keep thinking I need to tidy this up, but then I get distracted with the SevoMod and all the other stuff I want to do...

Kahkonen
Apr 03, 2006, 04:37 AM
Problem
Playing in other than English, text "History" in Civilopedia stays "History"

Solve
Edit these lines this way:
CvPediaBonus.py
241: screen.addPanel( panelName, localText.getText("TXT_KEY_CIVILOPEDIA_HISTORY", ()), "", True, True,
CvPediaBuilding.py
245: screen.addPanel( panelName, localText.getText("TXT_KEY_CIVILOPEDIA_HISTORY", ()), "", True, True,

Problem 2
Project texts doesn't have a caption (was there one originally?)

Solve
Add it .-)

Problem 3
Techs doesn't have history texts.

Solve
There would be room for it if you move and scale the Special panel next to the TECH_PANE.

Rabbit, White
Apr 13, 2006, 02:43 PM
Hooray! I was afraid this mod will not work with 1.61 but it does (at least from the little testing I did). :thumbsup:

Sevo
Apr 13, 2006, 03:54 PM
Hooray! I was afraid this mod will not work with 1.61 but it does (at least from the little testing I did). :thumbsup:

You aren't the only one happy about that! :crazyeye: I'm glad you like the mod, Rabbit. I'm using alot of your units in the next Sevomod, after all!

Rabbit, White
Apr 13, 2006, 05:37 PM
Indeed Sevo, this and the little clock mod (the one that puts the clock beside the date, it still boggles my mind that this was necessary to do :hammer2:) are pretty much indespensible to me (I don't understand why they didn't include it in the patch). :cheers:

naf4ever
Apr 15, 2006, 04:14 PM
The bomber and Stealth bomber appear to be off after the 1.61 patch. This is what im seeing:

http://www.naf.cc/civ4/sevopedia.jpg

The negative to water bonus isnt showing up right. Also all the air units in the game have their stat text down a bit too far as you can see and dont have the unit type emblem at the top like the others do :(

Anyone else who's using sevopedia having this problem after the patch?

Rabbit, White
Apr 15, 2006, 04:30 PM
I don't have the water bonus problem. I do have the other two problems, however...

The text isn't actually lower it's just that the way it's positioned the 4th line is a bit outside, other units simply don't have that 4th line. I guess 1.61 somehow screwed up the positioning slightly. It's a very simple fix, you just need to find the proper value in CvPediaUnit.py and change the Y position to something lower so the stats text appears higher.

As for the combat type text and button not showing up, that's strange.

Kahkonen
Apr 15, 2006, 04:35 PM
Anyone else who's using sevopedia having this problem after the patch?

There is some changed, added and removed tags in XML text files and maybe something has changed also in python-files.

naf4ever
Apr 15, 2006, 04:47 PM
Does the pedia file for units interact with any other python files that have changed?

Its odd that only the bomber and stealth bomber have this problem. On further analysis it appears that only "Domain" type combat modifiers are having this problem. I dont know why the button is missing either. Did they add some new xml tag to all air units maybe thats messing this up? I didnt see any.

Sevo
Apr 15, 2006, 08:10 PM
Does the pedia file for units interact with any other python files that have changed?

Its odd that only the bomber and stealth bomber have this problem. On further analysis it appears that only "Domain" type combat modifiers are having this problem. I dont know why the button is missing either. Did they add some new xml tag to all air units maybe thats messing this up? I didnt see any.


I've noticed this. For some reason any "Domain" combat modifiers don't appear correctly in the pedia. I tried a few different variants without luck. Not sure what to do...it's a core DLL problem, I think, and not the pedia code.

naf4ever
Apr 15, 2006, 09:42 PM
I've noticed this. For some reason any "Domain" combat modifiers don't appear correctly in the pedia. I tried a few different variants without luck. Not sure what to do...it's a core DLL problem, I think, and not the pedia code.

Odd thing is the vanilla version 1.61 pedia seems to be fine. Its just if i use it with sevopedia it gets all whacked out :( They must have changed something in the way that screen works.......

naf4ever
Apr 15, 2006, 09:55 PM
Ive been able to combine Sevopedia with Talchas's promotion pedia info mod (http://forums.civfanatics.com/showthread.php?t=163839) and im happy to say that they work wonderfully together! His mod allows you to add a pedia xml tag for promotions so you can add more descriptions to them. Here is a pic of it with the Nationalist promotion from my mod:

http://www.naf.cc/civ4/sevoinfo.jpg

If you also want to combine this with the sevomod your using its real easy. Just add the modified xml schema file and pedia text that talchas has then add 4 new lines to the CvPediaPromotions.py file:


szSpecialText = CyGameTextMgr().getPromotionHelp(self.iPromotion, True)
##new line## pediaText = gc.getPromotionInfo(self.iPromotion).getCivilopedi a()
##new line## if pediaText != "":
##new line## szSpecialText += "\n"
##new line## szSpecialText += pediaText
screen.addMultilineText(listName, szSpecialText, self.X_SPECIAL_PANE+5, self.Y_SPECIAL_PANE+5, self.W_SPECIAL_PANE-10, self.H_SPECIAL_PANE-10, WidgetTypes.WIDGET_GENERAL, -1, -1, CvUtil.FONT_LEFT_JUSTIFY)

And thats it! -naf

Kahkonen
Apr 16, 2006, 03:27 AM
Does the pedia file for units interact with any other python files that have changed?

There is no this VS_TYPE_NO_LINK tag in 1.52 file XML/Text/Civ4TextInfos.xml but I don't know why it can not load it from it.

naf4ever
Apr 16, 2006, 11:09 AM
As a temporary workaround so you can see the bomber penalties i simply just changed the combat modifier from "Sea" to "Naval." Since really there is no sea unit which isnt also naval. I know this doesnt address the fundamental issue, but it works.

Also I suck at interface modding so if anyone can post which line i need to change to move the stat text up a few lines so it matches up, that'd be appreciated.

Houman
Apr 27, 2006, 08:05 AM
Sevo,

Is this already 1.61 compatible?

Thanks
Houman

Sevo
Apr 27, 2006, 06:07 PM
Sevo,

Is this already 1.61 compatible?

Thanks
Houman


Pretty much. There are a few known "bugs" but pretty much convenience things, not affecting functionality much. If I ever get a grip on Sevomod I'll update this one and clean it up a bit, but it works pretty well as is...so I don't get bothered by it and I don't upgrade it!

Impaler[WrG]
Apr 28, 2006, 02:19 AM
Sevo I am wondering if you could fix an odd little behavior I have noticed. When select any top level catagory (tech, units, buildings) you get a big blank on the right side of the screen. Now I realize this might be on purpose seeing how the user hasen't yet selected anything but I personaly find it kind of anoying. Seems to me that what ever item is highlighted (and the first item is always highlighted) should be displayed.

Houman
Apr 28, 2006, 05:18 PM
Pretty much. There are a few known "bugs" but pretty much convenience things, not affecting functionality much. If I ever get a grip on Sevomod I'll update this one and clean it up a bit, but it works pretty well as is...so I don't get bothered by it and I don't upgrade it!

Sevo, is there a list or something of these known bugs? I could try to fix them by myself. :) Thanks

Houman

Caesium
Apr 28, 2006, 06:12 PM
Sevo, is there a list or something of these known bugs? I could try to fix them by myself. :) Thanks

Houman
If you'd do so, would you please upload the updated files?

Sevo
Apr 28, 2006, 08:42 PM
If you'd do so, would you please upload the updated files?

Pretty much what's documented in the forum here. Displaying a first page would be easy Impaler--I left it blank on purpose since the user hadn't selected anything, like you implied.

The main glitches have to do with the highlights. Because of the way the pedia is setup easy of the pedia files needs to be corrected to properly display the selected entry after a "jump".

There are some display issues with scrolling text that I've fixed in some files, but that was something Firaxis did. For some reason they put a scroll box that INCLUDED the title bar and made the first line blank--for example, in the wonder building property display. It looks fine, but if it starts to scroll the text scrolls over the window title instead of stopping at the top of the box. To fix it I had to decrease the window size, but then the first line IN the box is blank, so it has to be removed. I couldn't find the place the text field was being parsed together (in the C++ I think), so I just cut it off. It worked nicely.

WineCape
May 01, 2006, 04:12 AM
Sevo,

Many thanks for your 'pedia - I've been using an older version of your mod. Have now updated Civ4 to 1.61.

Question:
Do I have to uninstall the older 'pedia, or could I just install v1.93 over your older mod? I guess the latter, yes?

Sincerely,
Charl

Sevo
May 01, 2006, 03:57 PM
Sevo,

Many thanks for your 'pedia - I've been using an older version of your mod. Have now updated Civ4 to 1.61.

Question:
Do I have to uninstall the older 'pedia, or could I just install v1.93 over your older mod? I guess the latter, yes?

Sincerely,
Charl


Indeed. Just overwrite the old stuff.

Tubadave
May 07, 2006, 06:27 AM
Hey, since Vovan's thread is dead, and this seems to be the most popular application of his Unit Upgrade mod, I am just announcing here that I'm picking up where he left off. I'm working on an application of a simple form of Sugiyama's graph drawing algorithm. Bottom line, it'll look a lot prettier and the arrows won't cross each other near as much. It should make the Unit Upgrade page a good bit more useful for mods that add a lot of units or have weird upgrade paths (like scout and archer both upgrading to a Ranger in Fall From Heaven). I should have something working in the next few days.

David

Caesium
May 07, 2006, 11:36 AM
Hey, since Vovan's thread is dead, and this seems to be the most popular application of his Unit Upgrade mod, I am just announcing here that I'm picking up where he left off. I'm working on an application of a simple form of Sugiyama's graph drawing algorithm. Bottom line, it'll look a lot prettier and the arrows won't cross each other near as much. It should make the Unit Upgrade page a good bit more useful for mods that add a lot of units or have weird upgrade paths (like scout and archer both upgrading to a Ranger in Fall From Heaven). I should have something working in the next few days.

DavidThat sounds really cool.
Will you also make an addition to Sevo's Mod or only modify Vovans Mod?

Sevo
May 07, 2006, 02:20 PM
Hey, since Vovan's thread is dead, and this seems to be the most popular application of his Unit Upgrade mod, I am just announcing here that I'm picking up where he left off. I'm working on an application of a simple form of Sugiyama's graph drawing algorithm. Bottom line, it'll look a lot prettier and the arrows won't cross each other near as much. It should make the Unit Upgrade page a good bit more useful for mods that add a lot of units or have weird upgrade paths (like scout and archer both upgrading to a Ranger in Fall From Heaven). I should have something working in the next few days.

David

That would be awesome. Vovan did a great job on the original but as you point out has stopped updating. Any progress you make I'd appreciate and would gladly incorporate both into this modcomp and into Sevomod.

Vovan had once upon a time planned to do a promotion chart as well...I had considered following up when he stopped, but Sevomod has pretty much eaten away my "working time". Just a thought...hint hint...:D

Tubadave
May 07, 2006, 10:56 PM
Hey, It's not really all that much work to integrate into the mod, so I'll repost it in it's basic form as a new thread, then make the needed changes and attach a zip somewhere for Sevo to integrate into his mods. Sevo should just need to make a few changes in CvPediaMain.py, replace UnitUpgradesGraph.py, and delete the lib folder... so maybe he can squeeze that in between Sevomod work. :) Either way, I'll probably make the changes myself and upload the new CvPediaMain.py based on your current version in this mod, and you can just use it, probably in both mods.

As far as promotions go, at first glance, it looks like I can find all the information I need to build the graph, and I'll have the code to optimize and display the graph already, so it shouldn't be difficult at all. I'll work on it after I get units done and displaying how I want them.

Back to work... I gotta beat Sevo to Sevomod 3.0 :)

Tubadave
May 08, 2006, 05:53 PM
Screenshots! Immediately noticeable is the new angled lines. I like it a lot better than the old bending lines, but give me some feedback on whether you like it or not.

http://img63.imageshack.us/img63/1228/unitupgrades10ov.jpg

The top graph actually found an optimal layout. The ships though, have one line crossed. Basically, any time you'd have to move more than one thing at a time to get to a better state, this algorithm will only find the solution if it gets lucky and has the nodes presented to it in just the right order. But judging from the first graph, it seems pretty robust.

http://img289.imageshack.us/img289/1179/unitupgrades28co.jpg

In the bottom graph, you can see that this algorithm handles the layout of a unit that upgrades to both a unit and the unit that unit upgrades to. The old algorithm would have just drawn a line straight through the horse archer (or put the horse archer down by the war chariot, depending on what order it got the nodes in).

I'm just about finished with the coding, just a bit of cleanup to do. I should have a package up by the end of the night.

Sevo
May 08, 2006, 07:40 PM
Screenshots! Immediately noticeable is the new angled lines. I like it a lot better than the old bending lines, but give me some feedback on whether you like it or not...I'm just about finished with the coding, just a bit of cleanup to do. I should have a package up by the end of the night.


Looks fantastic. I really like the lines--much cleaner. This is a no-brainer for Sevomod the 'pedia in general.

Tubadave
May 09, 2006, 01:23 AM
Well, promotions were pretty easy to implement after I had the base class finished. I just had to inherit a class from the Unit graph and rewrite the 4 functions that specifically reference unit data... about 20 lines of code in all.

However, the different structure of the promotion graph pointed out a few weaknesses in my other algorithms, so I had to take them back to the drawing board to fix them up a bit.

Either way, here's the screenshot:

http://img301.imageshack.us/img301/3475/promotions16ls.jpg

I'm going to integrate the mod into the sevopedia (basically done), sevomod, and fall from heaven to make sure it is as flexible as I want it to be, then I'll have a release ready.

Houman
May 09, 2006, 02:39 AM
Excellent Tuba. Many thanks!

Zuul
May 09, 2006, 03:22 AM
Maybe it will look a bit better if the arrow had some short horisontal line with it so you easy spot that it's an arrow (and not just a triangle).

GIR
May 09, 2006, 05:20 AM
looks great! good job Tubadave :goodjob:

Progor
May 09, 2006, 03:35 PM
Hey, it's Tubadave... Tubadave is an old handle, so I'm switching to this better one before I actually put this out there :)

Either way, I'm almost done! Here it is integrated with Sevomod without (much of) a hitch. I just had to increase the number of iterations for one of my algorithms to handle the slightly more complex graph.

http://img355.imageshack.us/img355/1725/sevomod35qs.jpg
http://img68.imageshack.us/img68/8089/sevomodpedia8es.jpg

I tried integrating it with Fall From Heaven, but the upgrade graph for that game is so complex it takes me a while to figure out a decent layout... the algorithm is up the creek. I might try to implement a few more tools specifically for people wishing to add this to their mod, specifically an exception list for mods that have a dummy unit that is just used to make sure you can always build a particular unit or something similar, and a hints list, that lets you provide hints for the vertical positioning of the units/promotions. I'll also try allowing for a list of units that are duplicated for each unit they upgrade from. The goal is to make it so it remains as automatic as possible with as few hints as possible so you don't have to come back to it every time you add a new unit or promotion.

Either way, I'll put up what I have before I work on that feature.

Houman
May 09, 2006, 03:58 PM
Progor,

This looks fantastic. I would love to integrate this into the TotalRealism Mod. Do you wish to join our team as a freelancer (just for this feature) to do this changes? We work on a SVN repository.

Otherwise may you please make these files public and we try to merge them. Hopefully, it is not that complicated.

Many thanks
HOuman

Sevo
May 09, 2006, 04:35 PM
Hey, it's Tubadave... Tubadave is an old handle, so I'm switching to this better one before I actually put this out there :)

Either way, I'm almost done! Here it is integrated with Sevomod without (much of) a hitch. I just had to increase the number of iterations for one of my algorithms to handle the slightly more complex graph.



Wow! Killa. This is great. You're even doing the integration for Sevomod! :D

I'm going on vacation and leaving the rest up to you!
;)

Progor
May 10, 2006, 03:29 AM
Well, for sevomod, I just fixed up the integration for sevopedia, then copied it directly over to the sevomod folder... it worked, but no promises it will work perfectly. I'll include the CvPediaMain.py for Sevopedia, and you can look through it to see if I missed anything.

I really wanted to get this working in Fall from Heaven, since it is by far the most active of the mods available, and it is an excellent stretch of the algorithm's abilities. I've finished tweaking it so you can tell it to ignore certain links. For example, in FfH, the Ranger, Stygian Guard, and Dwarven Soldier are all units that appear in two or more distinct upgrade paths -- the ranger can be reached starting with a warrior, scout, or disciple of leaves. Since these units tend to hold several graphs together and make them difficult to understand, leaving them out of the graph search algorithm and just copying the unit in each of the graphs they are a part of makes the algorithm split them up into 3 logical graphs, instead of one jumbled mass.

Fall From Heaven

BEFORE
http://img226.imageshack.us/img226/6217/ffhbefore3gh.jpg

AFTER
http://img226.imageshack.us/img226/9601/ffhafter16lk.jpg
http://img99.imageshack.us/img99/3886/ffhafter21by.jpg
http://img99.imageshack.us/img99/305/ffhafter32ts.jpg

I've added some variables to the script so modders can customize the size and placement of icons a bit.

Now I think I'm happy enough with it to put it out there in a new thread. I'll post a link here when I get it done.

Progor
May 10, 2006, 03:38 AM
Houman, the merge process is practically pain free. If you've merged Sevopedia into your project, this is easier.

At most you will have to change two files:
\Assets\XML\Text\CIV4GameText_UnitUpgrades.xml
\Assets\Python\Screens\CvPediaMain.py

I'll post a CvPediaMain for the Vanilla pedia and the Sevopedia, that should give you enough to look at. All changes are marked with comments. The xml file is just adding a few lines at the top. Everything else is just unzipping files into the right directory.

Progor
May 10, 2006, 04:17 AM
Ok, the UnitUpgrades mod is available now.

http://forums.civfanatics.com/showthread.php?t=170501

Progor
May 15, 2006, 05:06 AM
A complete Sevopedia, reworked with a selection list bug squashed, as well as with the UnitUpgrades mod and fitchn's Civilopedia Index mod integrated can be found attached to this post:

http://forums.civfanatics.com/showpost.php?p=4047636&postcount=14

dot
Jun 28, 2006, 05:37 PM
Hi.

1 single question. Does the MOD work with 1.61?

Regards, .

Sevo
Jun 28, 2006, 06:53 PM
Hi.

1 single question. Does the MOD work with 1.61?

Regards, .

Yes--but there is a more up to date version that includes additional work by Vovan, Fitchn, and Progor. Refer to the posts above yours.

jerger
Jul 14, 2006, 05:28 PM
is there a way to add wikipedia links to each entry?

i want to use this in a classroom and would like to have easier access to wiki links... if not i can use the wiki page and refer it to the students

http://en.wikipedia.org/wiki/Civilization_IV

I like it since they can click on words like iron, and get more information.

if this isn't possible are original/older units updated with additional information or just "updated patch entries"?

additional information (if its not already in) i would need for teaching:
1. I would like to have their original location (monuments, civilizatiosn ect)
2. I would like to have a general timeframe (not to memorize but so they get a better idea)
3. Accurate information or less bias... such as mao.. he helped kill 60 million people... might want to add that one lol

mikezang
Jul 24, 2006, 06:31 AM
Where can I download this MOD for v1.61?

Gaurav
Jul 24, 2006, 07:05 AM
Where can I download this MOD for v1.61?

You can find it here (http://forums.civfanatics.com/showthread.php?t=170501).

Impaler[WrG]
Jul 24, 2006, 10:40 AM
Is it possible to modify Proger's upgrade path system to use the more squarish/right angle stlye of Arrows that the original Vovan tree used, I find these to be more asteticaly pleasing and match the style used in the games Tech Tree viewer. Speaking of which is it should be possible to make the Tech Tree view a page under the Pedia, I always find it anoying that I must start a throwaway game just to see this information which should be avalible in the Pedia.

Sevo
Jul 24, 2006, 02:09 PM
']Is it possible to modify Proger's upgrade path system to use the more squarish/right angle stlye of Arrows that the original Vovan tree used, I find these to be more asteticaly pleasing and match the style used in the games Tech Tree viewer. Speaking of which is it should be possible to make the Tech Tree view a page under the Pedia, I always find it anoying that I must start a throwaway game just to see this information which should be avalible in the Pedia.

I don't know about the arrows off the top of my head; Vovan and Progor did all the coding on those components, but I imagine it could be done, if nothing else, by comparing the original vovan code with the new stuff.

As to the tech tree--I agree with you totally. Annoying to have to start a game. I do so much modding and it's so integral to the units and whatnot that I finally made one out by hand and stuck it next to my monitor, but an in-pedia tech tree makes sense. If I get a chance I'll look at throwing one in there.

smartus
Jul 31, 2006, 02:52 PM
First of all, I have to thank Sevo and all the other Sevopedia contributors and its upgrades. I've been using it since 1.52, got used to it and can't imagine playing without it!

Does Sevopedia work with Warlords? It appears it doesn't.
Anybody working on an upgrade?
What can be the problem (I've tried the Vovan's version, the game crashes)?
Can I help? (I have minor python skills, but I am a programmer, so I can learn :))

Janook
Aug 02, 2006, 07:38 PM
Howdy,
Firstly, I suggest starting a new thread devoted to the new and improved "Superpedia" including works of like 3 modders. It would make it way easier as to what files to download.

Secondly, what's the word on Warlords compatability?

Dearmad
Aug 08, 2006, 02:37 PM
It works with my version of Warlords...

Janook
Aug 08, 2006, 05:51 PM
Huh?
It includes the new units, like the Trebuchet?

Dearmad
Aug 08, 2006, 08:59 PM
uh... yeah.

it's a generated document from data files. the formatting could use a little work with unit upgrades, but it works fine. it's nice.

NikNaks
Aug 10, 2006, 04:07 AM
@ Sevo

Would you mind if I included this in my mod?

Janook
Aug 10, 2006, 09:49 PM
Needs an update to make room for the "unique buildings" characteristic of each civilization on the civ info screen.

Janook
Aug 16, 2006, 12:25 AM
I don't know what's changed, but suddenly my Warlords does not work with this mod. I was using the sevopedia found in this thread : http://forums.civfanatics.com/showthread.php?t=170501
I don't know if they are different..
Anyways, I'm using blue marble, sevopedia, and realquotes. I did a fresh install of Warlords, the tested each mod 1 by 1. Installed blue marble, worked, uninstalled it. Installed realquotes, worked, uninstaled it. Installed sevopedia; BAM. Game crashes when I try to load a saved game or create a new game.

Houman
Aug 22, 2006, 02:19 PM
I don't think Sevo is going to make this Warlords compatible. It is a pity....

Ket
Aug 23, 2006, 12:03 AM
I have this and the Index as well as the Unit upgrades/promotions working under warlords in my Mod.

Did not need any help just finding the correct files.

Gaurav
Dec 26, 2006, 08:46 PM
I have created a new update for this mod here (http://forums.civfanatics.com/showthread.php?t=198522).

Chuggi
Jan 21, 2007, 02:02 AM
I was just wondering, is there anyway to hide entries in the civlopedia? and if there is, how can you do it?