View Full Version : [MOD] Plot List Enhancement


12monkeys
Dec 24, 2005, 03:47 PM
==================================================
Name : Plot List Enhancements
Version : v2.03
Date : 14.04.2006
Author : 12monkeys (@civfanatics + @apolyton)
==================================================

============
Motivation :
============
The motivation for this mod was born when I tried to fiddle a unit stack with a large number of units. It was a frustrating experience, due to the strange behavior of the plot list and some bothering bugs in Civ4. So I started to create this mod here. It is a more or less complete reprogrammed plot list with a bunch of new features. Not all of the features may be used at one time, but I think everybody will find something hes looking for.
It is based on the previous version of the Plot List Enhancement although is has been reworked completely. There is not muched left except some graphics.


============
Features :
============
The features are devided into the following chapters :
1.) Enhanced unit buttons in the plot list
2.) Mouse over info pane of the unit buttons in the plot list
3.) Unit/group selection in the plot list
4.) Plot list display modes
5.) Plot list unit filters
6.) Plot list grouping modes
7.) Plot list uprade View
8.) Plot list promotion View
9.) Move highlighter
10.) Configuration

Here are the details to those chapters:


------------
1.) Enhanced unit buttons in the plot list
------------

Each unit button provides you now with some additional information. This makes it easier to determine what status a single unit has, without selecting it first. Following information is implemented :

a.) Health Indicator :
the colored spot in the upper left corner is displayed in a darker color, as soon as the unit is wounded. This feature can be switched off in the ini-file.

b.) Health Bar :
At the top of each unit button, a vertical stacked bar is displayed. This stacked bar indicates the remaining health points of the unit in percent. The colors of that bar can be configured in the ini-file, as well as the display itself. The default colors are green and red.

c.) Move Bar :
At the top of each unit button, below the health bar, another vertical stacked bar is displayed. This indicates the remaining movement points of the unit in percent. The colors of that bar can be configured in the ini-file, as well as the display itself. The default colors are blue and yellow.

d.) Mission Indicator :
in the lower right corner, the units actual mission is disaplyed. The following mission types are indicated :
FORT (blue) -> unit is fortified
PAT (light blue) -> unit is at air patrol
GOTO (light green) -> unit has a goto command.
EXP (dark green) -> unit is at exploring mission
HEAL (light red) -> unit is in healing mode
SEN (yellow) -> unit is in sentry mode
SKIP (light gray) -> unit is skipped in current turn
AUT-B (orange) -> worker is automized
AUT-C (orange) -> worker is automized for a city
AUT-N (orange) -> worker is automized for building a trade network
The display of this mission indicator can be switched off by ini file.

e.) Promotion Indicator :
A unit which can be promoted, is displayed with a light blue frame in the plot list. This indicator can be switched on/off in the ini file.

f.) Upgrade Indicator :
A unit which can be upgraded to any other unit, will get a small orange up-arrow in the lower left corner of its unit button. The arrow is displayed regardless if you have the money for the upgrade or not. This indicator can be switched on/off in the ini file.

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2.) Mouse over info pane of the unit buttons in the plot list
------------

When you move the mouse over any unit button in the plot list, an info pane is displayed on the left side of the screen. This Info pane has been been modified in the following places :

a.) Remaining movement points :
The remaining movement points of the unit are displayed as a floating value with 1 decimal

b.) Strength + Turns-To-Heal
The current unit strenght is displayed as a floating value with 1 decimal. In case the unit is wounded a third value is displayed in brackets. This number indicates the number of rounds the units need to heal completly under the current circumstances. This circumstances takes consideration of city building (like hospital), the unit's promotion (Medic, or any other promotion with self heal abailites) the promotions of units on the same or adjacent tiles, the territory the unit is on.

c.) Specialties
The special abilites a unit gains due to a promotion are displayed in a different color than the specials it gains due to its unit type. The color can be modified in the ini file, the default color is light gray.

d.) Experiance
The unit's experience points are displayed in the following format : <curr-exp>/<needed-exp>. Where <curr-exp> is the units current experience points and <needed-exp> is the units needed experience points to get the next higher level. Both values are only displayed if the unit has an experience value > 0.

e.) Level
The unit's level is displayed in the following format. : <curr-lev>/<possible-lev>. Where <curr-lev> is the unit's actual level and <possible-lev> is the level the unit could have due to its expereience points. In other words : the first value shows the number of promotions the unit already has, the second value shows the number of promotion the unit could have. Both values are displayed, as soon as one of the values is > 0.

Because this info pane has to be reprogrammed completely new, the layout differs slighly from the built-in one. There may also be soe differences in the infromation I haven't documented herer. If so, please contact me.

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3.) Unit/group selection in the plot list
------------

The selection in the plot list has also been improved by eliminating some bugs of the Civ4 standard verion :

a.) Civ4 bug : when selecting a unit on the very right the plot list is rebuild so that the selected unit is at position 10 in the plot list -> fixed
b.) Civ4 bug : under some special circumstances the scroll arrows did disappear -> fixed
c.) Civ4 bug : when selecting a unit with Alt-key pressed, all units should be selected. Because it is not possible to put units with different domain type into one group, always the first domain in the plot list is selected. -> fixed. All units with the same domain type as the selected unit will be put together into a group.

The rest of the selection method is pretty much the same as before :
- Shift : to add single units or their groups to the selected group
- Ctrl : to select all units of the same type
- Alt : to select all units of the same domain type.

Remark:
The main problem of the complete mod was to modify the unit selection in the plot list. The existing API function CyInterface.selectUnit() and CyInterface.selectGroup() are quite a mess. You have no chance to create a selection group without the function CyInterface.selectGroup(). The problem with that is, that this function doesn't have a any parameter for a unit. It directly checks the existing units on the plot and takes it decisions, so that you don't have any influence to it. Because I want that the selection groups doesn't select any unit which is not disaplyed due to one of the display filter, I had to make several crazy program climbs (you can watch them in the selectGroup() function in the PLEMainInterface.py). Main method to avoid those things is to temporarily move away (with CyUnit.setXY()) those units I don't want to be added to the group, create the group witht CyInterface.selectGroup() and then move back those "parked" units.
Due to that changes it might be possible, that there are some error in I havn't catched so far. Also, the behavior of the complete selection functionality could be slightly different to that you know. If you found any problems, just inform me, please.

------------
4.) Plot list display modes
------------

To improve the display of a large ampunt of units on one plot, I added some disaply modes :

a.) Standard mode :
The units are displayed in one vertical line with scroll buttons on the right side. As already mentioned in chapter 3., the bothering bugs with the display have been eliminated.

b.) Multiline mode :
All units are disaplyed in several lines, so that there is no scrolling needed. The display starts in the lower left corner. Using this view, no scroll buttons are needed, except you have so much units on one plot, that the screen height is not enough to display them in multi line view. In this case, vertical scroll buttons (up and down arrow) are disaplyed.

c.) Vertical stacks :
Dependant on the grouping mode (see chapter 6.) some units are disaplyed in vertical stacks. You can scroll left an right with the scroll buttons. In the unit type grouping mode, units of the same type are displayed in a vertical stack, in the selection group grouping mode selection groups are displayed in a vertical stack.

d.) Horizontal stacks :
Pretty much the same as the vertical stacks with the only difference, that the stacks are horizontal oriented. You may now ask what that is for. Two reasons. First: because of the different screen ratios this option may be better than the vertical stacks (you have smaller stacks, but more lines). Second : it was fun to do it ;)

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5.) Plot list unit filters
------------

There are several unit filters added. You find them next to the display mode buttons. The following filters have been implemented (the button in brackets) :
a.) Wounded untis (red cross)
b.) Healthy units (green cross)
c.) Domain filter air units (plane)
d.) Domain filter sea units (ship)
e.) Domain filter land units (car)
f.) Domestic units (house)
g.) combat units (tank)
h.) player units (green flag)
i.) foreign units (red flag)

An active filter is displayed with a red frame. By default all filters are inactive (-> no frame). Also all filters are EXCLUSIVE filters. That means, if you press a filter button the belonging units are NOT displayed.

------------
6.) Plot list grouping modes
------------

There are two groping modes implemented. The grouping modes have influence in the order the units are disaplyed. If a stack display mode (vertical or horizontal) is selected it also have influene, to what is displayed in a stack :

a.) Unit type grouping (the button with the 3 squares which are behind each other) default grouping mode) :
In simple words : the units are sorted as in Civ4 Standard. When the display mode is a stack mode, then units of the same type are put into one stack.
In more complex words :
The grouping is done by unit type. That means that the untis are sorted by the following order :
- Player. Order : player units, then all other players in the order of their player id.
- Domain. Order : sea, air, land
- Combat strength. Descending order(-> means strongest first)
- Unit type. Order by unit type id, descending
- Unit level. Order descending.
- Unit experience. Order descending.
- Unit ID. Order ascending. This is just added to get a reproducable sorting in case anything else isn't unique.

ATTENTION :
There is one exception for the sorting : cargo'ed units. As soon as a unit is cargo of another unit, the cargo unit is always displayed BEHIND its transporting unit. Within the cargo units, the sorting is as mentioned above. This is as in Civ4 standard, but has some effects to the stacked views modes : cargo units are displayed together with their tranport unit in the same stack, where the cargo units are on top off their transport unit.

b.) Selection group grouping (the button with the square and the triangle in brackets) :
In simple words : the units which are in the same selection group are displayed together. Also the selection groups are displayed right most wihtin their domain. When the display mode is a stack mode, then units within the same selection group are put into one stack.
In more complex words :
The above grouping is slightly changed :
- Player. Order : player units first, then all other players in the order of their player id.
- Domain. Order by sea, air, land
- Selection group : Ascending order by their internal group id.
- Combat strength. Descending order (-> means strongest first)
- Unit type. Order by unit type id, descending
- Unit level. Order descending.
- Unit experience. Order descending.
- Unit ID. Order ascending. This is just added to get a reproducable sorting in case anything else isn't unique.

Again, cargo units are displayed together with their transport units. This view is ideal to create complex selection groups.

Tip : try the "Group" grouping and create selection group by selecting single units holding the shift key down. Looks funny ;)

------------
7.) Plot list uprade view
------------

The upgrade view (button with the up-arrow) can be used, to get a clear overview about the units which can be upgraded. It also provides a simple method to upgrade a bunch of units without selecting each unit first.
When you press the button only units which can be upgraded are displayed in one line. If you also have a stack view active (important!!!), above each unit its possible upgrades are dispalyed. The upgrade buttons are disable (displayed, but you can't push them) you don't have enough money to perform the upgrade.
By pressing one of those upgrade buttons, the belonging unit is upgraded to that type. Usually that results in that the unit disappears from the view, because in ost cases only one upgrade is possible. If you press the ctrl-key when pressing an upgrade button all units on that plot are upgraded, when pressing the alt-key all player units are upgraded. If you run out of money during those multi upgrades, it simply stops doing it (as it is now in Civ4).
By moving the mouse over an upgrade button, a special info pane is displayed on the left side of the screen. It provides you with the unit type related info of the upgrade and with three values in brackets, seperated by a slash. The three values have the following meaning:
- costs to upgrade one unit
- costs to upgrade all units on the plot (hold down ctrl-key)
- costs to upgrade all play units (hold down alt-key)
If one of the values exceeds your current budget, it is displayed in red, otherwise in green. The colors can be modified in the ini-file. Of course, those multi-upgrades only upgrades the units of the same unit type. eg. all bombers or all german tanks.

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8.) Plot list promotion view
------------

This view (button with the "star" on it) is very similar to the upgrade view. It displayes only units which can be promoted. If a stack view is active, above each unit its possible promotions are displayed. By pressing such a promotion button, the promotion is performed and the display is refreshed. This could result in that the unit disappears from list because there are no more promotions possible, or that new promotions are displayed if the experience points of the units does allow that.
You can use the "level" in the unit info pane to check how much promotions are possible. (see chapter 2.)

------------
9.) Move highlighter
------------

When you hold down the alt-key, hover the mouse over a plot list button, the plots the unit can reach with its remaining movement points are highlighted. For that I implemented my Move Highlighter mod. Remark : the standard version of the move highlighter which highlights the move area when you select a unit is NOT implemented. THis can be done seperatly. Refer to the related thread for that, please.

------------
10.) Configuration
------------

The PLE come now with a INI-file. Several above mentioned features can be switched on/off in this ini file. Also some colors can be adjusted and some key parameters of mouse over info can be changed. Just have a look in the file, everything is documented.


============
Requirements :
============
Civ4 patch v1.61. If you have Civ4 patch v1.52 use version v2.02 instead.


============
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 have already a modified versions of any file in this mod, you can manually merge them by looking for the comments "12monkeys - <mod name> - begin/end".
If you have an older version installed, you may uninstall it first. Some files became obsolete and some files have changed locations. But it doesn't harm if you keep them, they simple not used anylonger.


============
Updates :
============
a.) from 2.02 to 2.03 :
just replace the PLEMainInterface.py, CIV4ArtDefines_Interface.xml and CvScreensInterface.py with old one.


============
Issues :
============
no known yet, so I count on you!


============
Ideas for future realeases :
============
Current work list for next update is as follows.

planned new features :
1.) make the number of button rows and cols configurable (besides the autmoatic mode)
2.) make the plot button size configurable via INI
3.) always show unit level and experiences in the mouse over help

other ideas (not sure if they'll be implemented) :
1.) try to show additional characteristics which are mod dependant (e.g. from mod Promotions and perks)
2.) sum up promotion values to single lines (eg. instead of 2 lines with "+15% defense jungle" and "+15% defense plains", just display 1 line with "+15% defense jungle, plains")
3.) hide update of the healthbar till battle ends (configurable).
4.) redessign PLE buttons to a more Civ like design (round buttons)

bug fixes :
1.) fixing issues with malfunctioning mouse over info by usage of some new v1.61 API features.
2.) DONE! fixing turn to heal calculation
3.) DONE! display negative promotion values (currently the're not displayed)
4.) DONE! fixing "double move" attributes in mouse over inof (currently they're canbe displayed twice)
5.) DONE! fixing pOldPlot issue
6.) DONE! switch off PLE button when switching interface mode (eg. when switching to world builder)
7.) DONE! unit movmements wrong calculated
8.) DONE! python error when chaningin python code while game is running



============
Release Notes :
============

============
v2.03 :
- making compatible with Civ4 patch 1.61

v2.02 :
- selecting unit from city screen now returns correctly to map and focus the selected unit and enables standard scroll behavior as well (thx. _alphabeta_ for reporting)
- debug message removed when selecting a unit in the plot list (thx. Michelangelo for reporting)

v2.01 :
- Fortify bonus is now displayed in mouse over info pane (thx. _alphabeta_ for reporting)
- selecting unit from city screen now returns correctly to map and focus the selected unit (thx. _alphabeta_ for reporting)
- "100% <civ>" removed from mouse over info (thx. _alphabeta_ for reporting)
- code improvement : selectGroup() method simplified
- no mouse over info pane in city view
- mouse over repositioned in case the interface is hide (ctrl-I)

v2.0 :
- stack and multiline views
- display filters
- promotion indicator and view
- upgrade indicator and view
- move bar
- move highlighter
- INI file
- improved mouse over info
- improved/fixed unit selection

v0.96 :
- changed to work with Civ4 patch 1.52
- removed dynamic plot list size, because firaxis implemented the function.

v0.95 beta:
- added healthbar
- changed spot color
- added mission icons
- implemented dynamic plot bar size
- added promotion indicator
- lots of comments added
- single units will get their plot list button as well

v0.9 beta:
- initial release


============
Credits :
============
The Great Apple, Belizan :
- for the inital idea and motivation of the implemented Move Highlighter

Dr. Elmar Jiggle :
- for the used INI Parser (modders : use it!)

Firaxis and the Civ4-Team :
- making this game so moddable. Although I havn't played it since months, I still have a lot of fun to mod it. I never had so much fun with a game over such a long time.

Civ4 community at civfanatics, especially in the C&C subforum :
- for all the inspiration, help and ideas.


----------------------------------------------
PlotListEnhancements-2.03.zip replaced with 59 views

12monkeys
Dec 24, 2005, 03:47 PM
here some screenhots of the actual version (from left to right):

1.) standard view with the enhanced unit info pane. The pane is displayed as soon as you move the mouse over a plot list button. The small buttons beneath the plot list buttons are the switches to control the plot list (views, filters, groupings)

2.) multiline view. the units are disaplyed in multiple lines, so that you have them all in one view. No scrolling any longer

3.) vertical stack view, here grouped by unit type. Each unit type builds one stack. Horizontal scrolling possible.

4.) horizontal stack view. Same as vertical but the stacks are oriented horizontal. I only implemented this one, because in some resolution you have more room on the vertical axis. OK, and it was fun to implement it .

5.) vertical stack, grouped by selection groups. Each vertical stack represents one selection group. If you add a unit to the selection group (by pressing shift and click it) it jumps automatically to the stack of the belonging group. Ideal to create stacks of mixed units, because you always have an overview which units belongs to what group.

12monkeys
Dec 24, 2005, 03:52 PM
some more screenshots :

6.) promotion view. All promotable units are displayed in the bottom row. Above each unit, its possible promotions are displayed. By clicking such probmotion button, the promotion is automatically applied to the unit. Very usefull if you collect promotions and wants to apply it just before battle starts.

7.) upgrade view. All upgradable units are displayed in the buttom row. Above each unit, its possible upgrades are displayed. By clicking one of the upgrade, its automatically applied. By holding down the ctrl key and clicking a button, all units of the same type and on the same plots are upgraded. Holding down the alt key, all players units are upgraded. In the info pane on the left, some infromation about the upgrade and its costs is disaplayed.

8.) the plot list in the city view. Just to document that it works there as well .

12monkeys
Dec 24, 2005, 03:52 PM
A zoom on the plot list, to show some details about the new control buttons, health and move bar and mission icons.

12monkeys
Dec 24, 2005, 03:53 PM
the spot colors and their meaning.

Flatline23
Dec 24, 2005, 08:53 PM
Looks great! Just need a file to download ;-)

12monkeys
Dec 25, 2005, 04:02 AM
Oops :blush:

corrected!

Flatline23
Dec 25, 2005, 04:04 PM
Thanks a lot! For this mod and your others 8-)

SimCutie
Jan 11, 2006, 09:54 PM
I, too, works mod on same CvMainInterface.py.

So I integrated your Plot line button mod to mine.
I attached modified version of the file here.
Please take a look at your code and, if you have a opinion, let me know..

My mod requires few library I wrote other than just "CvMainInterface.py"
Full mod and other files will be relased shortly (next week ?)
I am polishhing codes and writing documentations.
So littel time to do all the things, So slow pace....
Older version of the libray is available in this thread.

http://forums.civfanatics.com/showthread.php?t=151957

Cammagno
Jan 14, 2006, 07:53 AM
--------------------------------------------------
Name : Plot List Enhancement
Version : v0.96 (for Civ4 patch 1.52)
Date : 24.12.05
Author : 12monkeys (@civfanatics + @aployton)
--------------------------------------------------

If someone is interested, here there are the merged files to use this mod together with Tubby Rower's "GameClockMod" and/or with Snaitf's "Show Attitude Mod".

Cammagno
Jan 14, 2006, 09:19 AM
If someone is interested, here there are the merged files to use this mod together with Tubby Rower's "GameClockMod" and/or with Snaitf's "Show Attitude Mod".

And here there is the merged file to use this mod together with SupremeOverlord's "Enhanced Foreign Advisor" or Requies' "Exotic Foreign Advisor".

Nials
Feb 03, 2006, 04:03 PM
Brilliant work! Thanks!

[to_xp]Gekko
Feb 05, 2006, 07:21 AM
Hi 12monkeys, I'm trying to add this to my modcomp, but for some reason it causes many buttons of the main interface to disappear. for example, I select my settler at the start of the game and I don't have the buttons that allow me to build a city, move, sleep, etc.
all I did to fix the problem was deleting from the CvMainInterface.py file all the changes I had imported from your mod, and it is now fixed, so the problem must be there somewhere.

do you have any clue what might be going on?
or maybe I just failed to implement it properly and should try again paying more attention?

thanx in advance for your support :)

Cammagno
Feb 05, 2006, 09:22 AM
Gekko']Hi 12monkeys, I'm trying to add this to my modcomp, but for some reason it causes many buttons of the main interface to disappear. for example, I select my settler at the start of the game and I don't have the buttons that allow me to build a city, move, sleep, etc.
all I did to fix the problem was deleting from the CvMainInterface.py file all the changes I had imported from your mod, and it is now fixed, so the problem must be there somewhere.
do you have any clue what might be going on?
or maybe I just failed to implement it properly and should try again paying more attention?

Does your mod contain Tubby Rower's "GameClockMod" and/or Snaitf's "Show Attitude Mod"? If so, you may try to use my merged CvMainInterface.py, that you can find a couple of messages above in this thread (3 versions are available, depending on the mods you want to use).

[to_xp]Gekko
Feb 05, 2006, 10:56 AM
yeah, the gameclockmod is in there ( I didnt put it in myself though, GraveEatr did ;) ) . I'll check out your file, thanks a lot!

[to_xp]Gekko
Feb 05, 2006, 03:31 PM
Cammagno, I've tried the file you gave me, and it gives me the same problem as before. maybe I'm doing something wrong though: since I can't just overwrite my own cvmaininterface cause I have other changes stored in there that I need, I'm just copy/pasting the changes located inside the ###modification blocks### . should I be doing this differently?
thanx in advance for your support ! :)

Cammagno
Feb 06, 2006, 12:39 AM
Gekko']Cammagno, I've tried the file you gave me, and it gives me the same problem as before. maybe I'm doing something wrong though: since I can't just overwrite my own cvmaininterface cause I have other changes stored in there that I need, I'm just copy/pasting the changes located inside the ###modification blocks### . should I be doing this differently?
thanx in advance for your support ! :)

Well, they are "modification blocks", not "added blocks", so (if you hadn't done it before) you have to pay attention to use them to replace the original lines instead of simply adding them. For this task is veryuseful to use a text editor with compare/merge functions. Maybe the better way to procede is to take the merged file (who is tested and works fine) and to add (replacing when neeeded) your personal changes to it. Just my two cents, of course :)
Oh, and pay attention to the tabs! It's strange, but sometimes it seems that they are important and if you mess up them you may get some stange effect.

Cammagno
Feb 06, 2006, 12:43 AM
Edit: sorry, double post

OblivionOdyssey
Feb 06, 2006, 01:23 AM
This is a great, smooth mod. It works perfectly, and does everything it says it should. Good job!

[to_xp]Gekko
Feb 06, 2006, 08:50 AM
Well, they are "modification blocks", not "added blocks", so (if you hadn't done it before) you have to pay attention to use them to replace the original lines instead of simply adding them. For this task is very useful to use a text editor with compare/merge functions. Maybe the better way to procede is to take the merged file (who is tested and works fine) and to add (replacing when neeeded) your personal changes to it. Just my two cents, of course :)
Oh, and pay attention to the tabs! It's strange, but sometimes it seems that they are important and if you mess up them you may get some stange effect.

yep, that is exactly what I was trying to do , I had noticed that I had to replace some lines with the modified code and not just add it in.
but it gave problems anyway for some strange reason. anyway, now TheLopez is kindly doing it for me, and since he's a programmer, I'm not surprised he already succeeded in doing it :)
I still didn't get the chance to try it myself, but he said it works and he's testing it and it will be ready very soon.
thanks for your help Cammagno, the MainInterface file I needed was yours and not the original one , since I got the game clock mod in my mod, so you did help a lot :)

12monkeys
Feb 08, 2006, 05:10 PM
Gekko']yep, that is exactly what I was trying to do , I had noticed that I had to replace some lines with the modified code and not just add it in.
but it gave problems anyway for some strange reason. anyway, now TheLopez is kindly doing it for me, and since he's a programmer, I'm not surprised he already succeeded in doing it :)
I still didn't get the chance to try it myself, but he said it works and he's testing it and it will be ready very soon.
thanks for your help Cammagno, the MainInterface file I needed was yours and not the original one , since I got the game clock mod in my mod, so you did help a lot :)

is your problem solved now? can I help?

TheLopez
Feb 08, 2006, 06:14 PM
is your problem solved now? can I help?

12monkeys, I figured out the issue he was having in his code. There were some merging issues but they are taken care of now.

12monkeys
Feb 09, 2006, 01:54 PM
12monkeys, I figured out the issue he was having in his code. There were some merging issues but they are taken care of now.
:goodjob::goodjob: :goodjob:

[to_xp]Gekko
Feb 09, 2006, 07:46 PM
:goodjob: :D :goodjob: :D :goodjob: :D

12monkeys
Apr 02, 2006, 06:49 PM
:( Damnit :(

I planned to relase my update today, but I found a bug in the last second, which needs to be fixed first. So I have to move it another day. Stay tuned!

TheLopez
Apr 02, 2006, 07:06 PM
Do you want some help debugging the issue?

dampkring
Apr 02, 2006, 10:15 PM
:( Damnit :(

I planned to relase my update today, but I found a bug in the last second, which needs to be fixed first. So I have to move it another day. Stay tuned!


Noooooooooooooooooo... damn you bug! :cry:

12monkeys
Apr 03, 2006, 03:23 AM
Do you want some help debugging the issue?

No, but thanks for the offer. The problem is clear the solution as well. Just needs to be done.

dampkring
Apr 04, 2006, 07:28 PM
Any idea on when this will be available?

12monkeys
Apr 05, 2006, 10:44 AM
Any idea on when this will be available?

The next one or two days. While fixing the above mentioned problem, I found another one. Its really a mess to create selection groups without having proper API functions. There is "only" two remaining topics to solve :
1.) selecting with alt-key and cargo'ed units.
2.) adding units to a selection group with shift-ctrl key hold.

The last two days I had not much time to code, because I have three little children with two of then ill (did you ever had a 4 month old baby with an inflammation of the conjunctiva, an inflammation of bronchi and more or less no voice due to all night coughing and crying? Terrible feeling, believe me!).

However, I think I can do some more lines tonight, so its poosibly released today or tomorrow.

dampkring
Apr 05, 2006, 04:37 PM
Well, it seems I should have some more patience, sorry about that. :)

I hope your children start feeling better, and I look forward to the release.

thanks 12.

12monkeys
Apr 05, 2006, 06:13 PM
:banana: :banana: :banana: :banana: :banana: :banana:

Its done!
What started 4 month ago, came to an end!
Feedback is very much appreciated!

:banana: :banana: :banana: :banana: :banana: :banana:

TheLopez
Apr 05, 2006, 06:24 PM
Alright 12Monkeys!!!! :goodjob:

The Great Apple
Apr 05, 2006, 06:34 PM
Awsome - a bit late in the day to test it now. I'll give it a go tomorrow.

dampkring
Apr 05, 2006, 08:31 PM
:goodjob: Great work!

CellKu
Apr 06, 2006, 04:19 AM
Wow,the update looks great! Thank you! :goodjob:

Duke van Frost
Apr 06, 2006, 01:24 PM
It finally arrived, can´t wait to play with it!

dampkring
Apr 06, 2006, 04:12 PM
Feedback is very much appreciated!


1. How hard would it be to add a mouse-over selection option. For example, if I held down Shift+Lclick any unit picture I scrolled over in the plot list would become selected, or deselected. (letting off LClick when I wanted to start or stop selecting.)

This would be nice as it would enable fast selection/deselection of desire units, along with the select options you've already included.

2. Also, I've noticed that the number of units displayed in a row is calculated by the screen resolution being used. Is there any way that this could be configurable in the ini file? For example, the number of units diplayed in a row, and the size of the actual pictures displayed. This way the user could manually configure the display if so desired.

I was able to change how many units I displayed in a row in python but found that in doing so, without somehow changing the size of the pictures, the units displayed went out of the "display area" ending up behind other interface buttons.

3. And last, what would need to be done to get this so it could be used during multiplayer games?

Thanks,

dampkring

Houman
Apr 07, 2006, 06:02 AM
12Monkey,

I have deleted your PlotList 0.95 today in order to add your new PlotList 2.0.

Something is confusing though;
1) CvMainInterface.py is untouched by your Mod, instead you are Using PLEMainInterface.py, but which file is actually pointing to this file?

2) What is this PlotListEnhancements-2.0 under Asset folder?

3) Do I have to add the content of PlotListEnhancements.ini to my Mod.ini or is it enough placing PlotListEnhancements.ini to my Mod main folder?

Thanks alot
Houman

12monkeys
Apr 07, 2006, 07:37 AM
Something is confusing though;
1) CvMainInterface.py is untouched by your Mod, instead you are Using PLEMainInterface.py, but which file is actually pointing to this file?


I decided not to mod the CvMainInterface, as I did in the previous version, but to create a new interface file. The reference is done in the file \entrypoints\CvScreensInterface.py. Just look for the "12monkeys" comments in it. This makes it easier, to "switch" between different interface mods. All you need is to change the reference in the CvScreensInterface.

[EDIT]Remark :
I should add, that I commented all changed line in the PLEMainInterface.py. So it is quite easy to merge it with another moded CvMainInterface.py. Just look for the comments "12monkeys".


2) What is this PlotListEnhancements-2.0 under Asset folder?


Did you mean the CustomAssets\art\PlotListEnhancements directory? I put all the dds files (grahics) in there. In the previous version I put them into a common folder. I thought it is more sorted and clear to have an own one for them.


3) Do I have to add the content of PlotListEnhancements.ini to my Mod.ini or is it enough placing PlotListEnhancements.ini to my Mod main folder?

You cant add them contents to you own mod.ini without changing the code. The ini file name is fixed. But its quite easy to do so, if you like. Just open the PLEMainInterface.py and look for the actual ini file name and replace it with you r own one. There is only one line to change :

config = CvConfigParser.CvConfigParser("PlotListEnhancements.ini")

But you have to ensure, that the chapter names in the file are kept. If this is not possible, just change them as well (same file, same method). Example :
Actual :

self.CFG_MOVE_HIGHLIGHTER_ENABLED = config.getboolean( "General", "Move Highlighter Enabled", true )


New :

self.CFG_MOVE_HIGHLIGHTER_ENABLED = config.getboolean( "New Chapter", "Move Highlighter Enabled", true )

Houman
Apr 07, 2006, 07:50 AM
Wow, very clever the way you did it. Actually it is very easy to implement it now compared to the old 0.95 version. Congratulations!

You import CvMainInterface and PLEMainInterface inside CvScreenInterface.py anyway, so the Clockmod and Snaif's Show Attitute can stay as they are in CvMainInterface. So why are some users trying to merge your Mod with the CLock mod or Snaifs Mod in this way? (see page 1)

There is a file called PlotListEnhancements-2.0 in the CustomAssets Folder (0 file type). I opened it with notepad++ and can only see hieroglyphs. :) What is that file for? Was that supposed to be a readme file or so?

Thanks
Houman

12monkeys
Apr 07, 2006, 08:08 AM
You import CvMainInterface and PLEMainInterface inside CvScreenInterface.py anyway, so the Clockmod and Snaif's Show Attitute can stay as they are in CvMainInterface. So why are some users trying to merge your Mod with the CLock mod or Snaifs Mod in this way? (see page 1)
No! That won't work. You HAVE to merge them. Using the method I did choose, you simply refer to another Main Interface, but the existing CyMainInterface.py is not used anylonger. If you want to combine more interface mods into one version, you still have to merge them. Sorry, but there is no other way to do so.
The reason I used another file name is, that it is now easier to switch between two modded Main Interfaces by changing the reference in the CvScreensInterface.py file. You don't need to copy any files and it would be possible to implement the switch by program or by ini file.


There is a file called PlotListEnhancements-2.0 in the CustomAssets Folder (0 file type). I opened it with notepad++ and can only see hieroglyphs. :) What is that file for? Was that supposed to be a readme file or so?


It is scrap. Now I know, where my first zip file disappears :). Just delete it. As well as the crappy "thumbs.db". Both are not needed. I already updates the DL file in the first post.

Houman
Apr 07, 2006, 11:05 AM
Alright.

uff that was indeed then harder than I thought. Since we have other modifications in this file + Snaitfs Att Mod + Homegrowns Clock Mod + yours.

Hopefully it will work. :D Fortunatelly I am using the KDIff editor which is very precise. Hopefully our City-Automation-Buttons do not get into conflict with your mod. let see. :)

BTW, so is it enough having our Realism Mod stuff + the two named Mods from above in the PLEMainInterface.py? They don't need to be in CvMainInterface.py anymore, since it is getting ignored now correct?

Maybe it is better, now that everything is in PLEMainInterface.py, to just copy and paste everything into CvMainInterface.py and comment out the

## import PLEMainInterface


inside the CvScreensInterface.py. What do you think? Otherwise this might be confusing for other modders in our team.

Thanks for advice,
Houman

12monkeys
Apr 07, 2006, 03:41 PM
Alright.

uff that was indeed then harder than I thought. Since we have other modifications in this file + Snaitfs Att Mod + Homegrowns Clock Mod + yours.

Hopefully it will work. :D Fortunatelly I am using the KDIff editor which is very precise. Hopefully our City-Automation-Buttons do not get into conflict with your mod. let see. :)

BTW, so is it enough having our Realism Mod stuff + the two named Mods from above in the PLEMainInterface.py? They don't need to be in CvMainInterface.py anymore, since it is getting ignored now correct?

Maybe it is better, now that everything is in PLEMainInterface.py, to just copy and paste everything into CvMainInterface.py and comment out the

## import PLEMainInterface


inside the CvScreensInterface.py. What do you think? Otherwise this might be confusing for other modders in our team.

Thanks for advice,
Houman


The simples way is to delete my CvScreenInterfaces.py and to rename the PLEMainInterface.py into CvMainInterface.py. After this you have to merge all your interface versions.

_alphaBeta_
Apr 07, 2006, 08:27 PM
This mod is excellent, there's a couple things I noticed however.

1. Unit fortify bonus does not appear when you mouseover a unit in the plot list.
http://img221.imageshack.us/img221/8607/civilization420060407211744739.th.jpg (http://img221.imageshack.us/my.php?image=civilization420060407211744739.jpg)

2. What does the culture percentage mean when you mouseover the unit? When I'm standing in neutral territory is still says 100% <civ>. The color is also different from the civ's cultural border.

3. When you're in a city view clicking a unit in the plot list does not always make it active. The results seem to be different every time. Try opening a city view with a unit (other than one in the city) active. Then while still in the city view click on one of the plots. Usually this would exit the city view and zoom to that unit and make it active. With the mod, this doesn't happen and yields mixed results. This was always convenient for me to go into the map view without leaving the general area of the city. This gripe is very specific to my method of play. Still, the behavior is different from the stock game.

12monkeys
Apr 08, 2006, 04:41 PM
This mod is excellent, there's a couple things I noticed however.

1. Unit fortify bonus does not appear when you mouseover a unit in the plot list.
http://img221.imageshack.us/img221/8607/civilization420060407211744739.th.jpg (http://img221.imageshack.us/my.php?image=civilization420060407211744739.jpg)

2. What does the culture percentage mean when you mouseover the unit? When I'm standing in neutral territory is still says 100% <civ>. The color is also different from the civ's cultural border.

3. When you're in a city view clicking a unit in the plot list does not always make it active. The results seem to be different every time. Try opening a city view with a unit (other than one in the city) active. Then while still in the city view click on one of the plots. Usually this would exit the city view and zoom to that unit and make it active. With the mod, this doesn't happen and yields mixed results. This was always convenient for me to go into the map view without leaving the general area of the city. This gripe is very specific to my method of play. Still, the behavior is different from the stock game.


to 1.) fixed.
to 2.) I removed that info completely. The plot culture is available elsewhere.
to 3.) fixed.

Thanks for reporting.

Update 2.01 released with the above mentioned fixes and some other small changes. Look the release notes.

12monkeys
Apr 08, 2006, 04:47 PM
1. How hard would it be to add a mouse-over selection option. For example, if I held down Shift+Lclick any unit picture I scrolled over in the plot list would become selected, or deselected. (letting off LClick when I wanted to start or stop selecting.)

This would be nice as it would enable fast selection/deselection of desire units, along with the select options you've already included.

2. Also, I've noticed that the number of units displayed in a row is calculated by the screen resolution being used. Is there any way that this could be configurable in the ini file? For example, the number of units diplayed in a row, and the size of the actual pictures displayed. This way the user could manually configure the display if so desired.

I was able to change how many units I displayed in a row in python but found that in doing so, without somehow changing the size of the pictures, the units displayed went out of the "display area" ending up behind other interface buttons.

3. And last, what would need to be done to get this so it could be used during multiplayer games?

Thanks,

dampkring


to 1.) Interesting idea and even possible to implement. Unfortunatly , the performance would be very, very bad, so that it is not recommended to do it.

to 2.) I add that to my to-do list. Nice idea.

to 3.) I've never played multiplayer with civ 4, so I've no experience with it. Don't know, if there is even a need to change something. If you run a test keep me updated with the results, please.

Houman
Apr 10, 2006, 04:08 AM
Excellent, it is working now!

Many thanks 12Monkey

Regards
Houman

_alphaBeta_
Apr 10, 2006, 09:29 PM
to 1.) fixed.
to 2.) I removed that info completely. The plot culture is available elsewhere.
to 3.) fixed.

Thanks for reporting.

Update 2.01 released with the above mentioned fixes and some other small changes. Look the release notes.
After clicking the plot while in the city view, the unit is selected and the zoom has been corrected. However, moving the cursor to either side of the screen adjusts the zoom instead of scrolling the map in that direction. Interestingly enough, selected other units (in a city or not) doesn't correct this problem (this is only true after initiating the original problem in the city view). The only way out that I found was to go into the scroll mode where you press both mouse buttons and drag the map.

Something is still a little strange. Nice update though.

Michelangelo
Apr 12, 2006, 07:04 AM
Hi, just installed your mod. Works great.

But here is the but (small one though)

1. When I click on a unit-icon in the plot list, there is a message displayed saying something like: id;10;p;(61;26) (numbers vary)

Probably some debug info used in development. Is there a line to comment out to prevent this from being displayed.

2. Also when selecting a unit-icon in the plotlist, the head-up help shortly displays terrain info. Am I correct to think this is due to your logic used when circumventing the CyInterface.selectGroup() function.

Otherwise, it works great.

HP_Ganesha
Apr 12, 2006, 09:53 AM
WHOW!!! very good!!! put a game more military... this help a lot!!! very good work!

12monkeys
Apr 12, 2006, 04:21 PM
After clicking the plot while in the city view, the unit is selected and the zoom has been corrected. However, moving the cursor to either side of the screen adjusts the zoom instead of scrolling the map in that direction. Interestingly enough, selected other units (in a city or not) doesn't correct this problem (this is only true after initiating the original problem in the city view). The only way out that I found was to go into the scroll mode where you press both mouse buttons and drag the map.

Something is still a little strange. Nice update though.

Haven't noticed that, sorry. Is fixed now, see first post for an update to v2.02.

Thx for reporting and the positve feedback :D

12monkeys
Apr 12, 2006, 04:24 PM
Hi, just installed your mod. Works great.

But here is the but (small one though)

1. When I click on a unit-icon in the plot list, there is a message displayed saying something like: id;10;p;(61;26) (numbers vary)

Probably some debug info used in development. Is there a line to comment out to prevent this from being displayed.

2. Also when selecting a unit-icon in the plotlist, the head-up help shortly displays terrain info. Am I correct to think this is due to your logic used when circumventing the CyInterface.selectGroup() function.

Otherwise, it works great.

to 1.) fixed. As you mentioned it was a forgotten debug message.

to 2.) yes, I can't catch that. When selecting a button, for a very short period the button disappears and the plot info is disaplyed. When I get control again, my plot help is displayed again. This is something in the engine I can't control, sorry.

Anyway, thx for reporting and the nice feedback. You'll find an update in the first post. :D

GIR
Apr 14, 2006, 06:37 AM
impressive mod :thumbs up:
a must-have!

Salamandre
Apr 14, 2006, 05:48 PM
It's sad to bring this up but this mod works any longer with the new patch. No interface, tech screen empty, it screwed it. Any updates for us, as we cant play anymore without it?:cry:

12monkeys
Apr 14, 2006, 05:50 PM
It's sad to bring this up but this mod works any longer with the new patch. No interface, tech screen empty, it screwed it. Any updates for us, as we cant play anymore without it?:cry:

Don't cry, the update is in work and will be released the next 30 minutes. ;)

12monkeys
Apr 14, 2006, 06:04 PM
Give it a go. Update posted!

Have fun!

_alphaBeta_
Apr 16, 2006, 08:21 PM
Me again! :D

I think the latest ZIP has PlotListEnhancements.ini in the incorrect folder location. Currently it's inside CustomAssets and I noticed in previous releases that it was one tier up from there.

In it's current location it has no effect, but does when moved to the Sid Meier's Civilization 4 folder. You may want to update the ZIP or inform users to move the file to this location so it has an effect.

Did you intend to have this file inside the customassets folder for future releases? If you did, it seems something is still looking for it the old way you were doing it.

Salamandre
Apr 17, 2006, 12:33 AM
Give it a go. Update posted!

Have fun!

I updated it and a few weird things occured. Sometimes a stack will show as ONE alone unit, it is impossible to split them . The infos on the left side(infos about unit promotions, not in left side box, but on map) stay blocked a few minutes so it is hard to see anything on the map, they overwrite combat odds etc.

This never happened with the 1.52.

12monkeys
Apr 17, 2006, 04:32 AM
I updated it and a few weird things occured. Sometimes a stack will show as ONE alone unit, it is impossible to split them . The infos on the left side(infos about unit promotions, not in left side box, but on map) stay blocked a few minutes so it is hard to see anything on the map, they overwrite combat odds etc.

This never happened with the 1.52.


Mmmh. To be honest I don't understand the error description. Could you be more specific please? Maybe some screenhots?

Salamandre
Apr 17, 2006, 12:54 PM
Here it goes:infos on cavalry stay stunned on the screen for several turns, hidding all other units which I use, weird?

Salamandre
Apr 17, 2006, 06:14 PM
The other problem: when stacking units I dont have anymore the option to split and the game lags terrible. This doesnt happen everytime, but when it does it is a pain. I have 2x armors stacked and everything looks OK. Adding one infantry to the stack(medic) lags the game and makes dissapear all the options(split, heal etc.)

I have to move back the infantry to get my tanks stack OK. Also happened several times when I tried to spred religion in a heavy guarded city. My missionary didnt have anymore any options.If I select the tanks they show as ONE unit. ^^

naf4ever
Apr 17, 2006, 07:46 PM
edit: nevermind. I had an error pic posted here but i think i solved it. Any my server is acting up so i had to take down the pic :(

12monkeys
Apr 18, 2006, 02:43 AM
The other problem: when stacking units I dont have anymore the option to split and the game lags terrible. This doesnt happen everytime, but when it does it is a pain. I have 2x armors stacked and everything looks OK. Adding one infantry to the stack(medic) lags the game and makes dissapear all the options(split, heal etc.)

I have to move back the infantry to get my tanks stack OK. Also happened several times when I tried to spred religion in a heavy guarded city. My missionary didnt have anymore any options.If I select the tanks they show as ONE unit. ^^


Do you have other mods installed? If so, which one?

Salamandre
Apr 18, 2006, 02:08 PM
Those are the mods installed(they worked with 1.52 plot ench)

Blue Marble
Total Experience 21


My self xml changes:

forest chop increased to 40
10 culture expansions(I play OCC)
iron gives +3


All those worked with plot enchancement 1.52, so i dont think it can be the problem

But: I tried myself to get rid of that CHINESE_LEADER bug but didnt really succeded: I have one xml error at the start of the game, but doesnt affect the game.Somewhere I forgot to replace with Mao Ze Dong, but in game it shoes Mao Ze Dong.

Thats all.

12monkeys
Apr 18, 2006, 04:29 PM
Me again! :D

I think the latest ZIP has PlotListEnhancements.ini in the incorrect folder location. Currently it's inside CustomAssets and I noticed in previous releases that it was one tier up from there.

In it's current location it has no effect, but does when moved to the Sid Meier's Civilization 4 folder. You may want to update the ZIP or inform users to move the file to this location so it has an effect.

Did you intend to have this file inside the customassets folder for future releases? If you did, it seems something is still looking for it the old way you were doing it.

Sorry fogot that one here. The INI should and will stay in the main folder and not in the CustomAssets folder. The zip is corrected. Thx for reporting.

12monkeys
Apr 18, 2006, 04:35 PM
Those are the mods installed(they worked with 1.52 plot ench)

Blue Marble
Total Experience 21


My self xml changes:

forest chop increased to 40
10 culture expansions(I play OCC)
iron gives +3


All those worked with plot enchancement 1.52, so i dont think it can be the problem

But: I tried myself to get rid of that CHINESE_LEADER bug but didnt really succeded: I have one xml error at the start of the game, but doesnt affect the game.Somewhere I forgot to replace with Mao Ze Dong, but in game it shoes Mao Ze Dong.

Thats all.

Still have problems to reproduce that, so I don't have clue where to start with. Does any body else have similar problems and some additional info?

Salamandre
Apr 19, 2006, 12:15 AM
Ok, I made several tests and here is my conclusion

If this plot is activated(units in tower, in fact, anything except orizontal ), adding 1 OTHER type unit to more than 12 tanks makes the plots dissapear and , thus, not beeing capable also to split.
If the plot ....... (units in orizontal plot) is activated, everything is OK, I can add as many as I want.
I hope you dont have a headache reading me, I tried to do my best to explain:p
Please test it on your config, if it works then I have to reinstall CIV

Jeff1787
Apr 19, 2006, 02:06 PM
I have a question about installing your mod. In my custom assets folder, I have a sub-folder called INIparser. Within that folder are two PY files, CvCinfigParser and CvPath. Those files are different then yours. Should I just leave them alone and not use your INIParser folder??

I have installed some onther mods, and I am afraid that they will be changed if I install your mod....Thanks

12monkeys
Apr 19, 2006, 02:38 PM
I have a question about installing your mod. In my custom assets folder, I have a sub-folder called INIparser. Within that folder are two PY files, CvCinfigParser and CvPath. Those files are different then yours. Should I just leave them alone and not use your INIParser folder??

I have installed some onther mods, and I am afraid that they will be changed if I install your mod....Thanks

I took the lastest files from Dr. Elmar Jiggles python utilites and made no changes to them. My ones are from about one month ago. If you mod is newer you take the one from the other mod, if not take my one.
If the other mod is from TheLopez than there is no danger at all.

Yaype
Apr 22, 2006, 04:02 PM
Ok, so now that we are working with the new patch (1.61), what is the best way to get this excellent mod working with the homegrown clock mod and the show attitude mod? I've been trying to do this on my own, but after a long while of getting a bunch of mods to work, I'm getting frustrated. Any words of advice? :confused:

Also, did any of the changes in the patch affect that earlier file that helped to get this mod working with the exotic foreign advisor mod or the modified special domestic advisor?

Rabbit, White
Apr 22, 2006, 08:46 PM
I noticed when I go into worldbuilder the little buttons that control various aspects of unit list (like flags or types of lists - stacked, multi-row, etc.) don't disappear with the rest of the UI. It's not a really big problem but it'd be nice if they did. :)

Great mod, I love that you added plenty of customization options. :thumbsup:

_alphaBeta_
Apr 22, 2006, 10:35 PM
I finally got some play time in! :goodjob:

Have a look at this:
http://img128.imageshack.us/img128/2166/civ4plotmod9rg.th.jpg (http://img128.imageshack.us/my.php?image=civ4plotmod9rg.jpg)
Something is a little crazy with the woodsman promotion.:eek:

Something I noticed that is best presented with an example. Say I have three swordsman in a stack. One is wounded and the other two are healthy. Using the exclusion buttons I exclude all healthy units. Now just the damaged unit is visible, but in order to move just him, I have to reclick him because even though they're not shown, the other swordsmen are still selected in the background. In other words, you have to manually update the selection even if previously selected units are not displayed.

Along the same lines, let's take the same example as above. Reclicking the wounded unit and ordering a move sends just the wounded unit along, while the others remain behind (which is expected and very handy). However, if I order the wounded unit to heal (while only displaying wounded units) and then order the healthy units to just fortify (while displaying only healthy units) the heal command disappears from the wounded unit. Not sure if this is a problem with only like units or not. So, something is a little strange with giving orders to units while using the exclusion buttons, but moving units works fine.

The latter items are not very important at all and one can easily work around them. I mostly need to isolate healthy from wounded for moving purposes, which works fine with the mod provided you reclick the current selection as noted above.

This mod certainly makes turns go a lot quicker.

_alphaBeta_
Apr 22, 2006, 10:49 PM
Ok, so now that we are working with the new patch (1.61), what is the best way to get this excellent mod working with the homegrown clock mod and the show attitude mod? I've been trying to do this on my own, but after a long while of getting a bunch of mods to work, I'm getting frustrated. Any words of advice? :confused:

Also, did any of the changes in the patch affect that earlier file that helped to get this mod working with the exotic foreign advisor mod or the modified special domestic advisor?
I've included my CustomAssets folder which has the Exotic Foreign Advisor (Requies), Modified Special Domestic Advisor (12monkeys) and the Plot list Enhancement Mod (12monkeys) all working together. I replaced my personalized customization files with the default ones on the fly, so if anything is strange, let me know. Everything is v1.61 ready.

You only run into trouble with combining mods (for the most part) when two mods share a common file. You then have to go inside each file and find out what parts of it are necessary for each mod and manually merge the text inside as necessary. 12monkeys is good about flagging the code specific to the numerous mods. I usually start with the other files, since it's so easy to pull in the changes when they're flagged by the author.

I can't help you on the other mods you mentioned, since I don't use them. If you just want to use the same three I'm using, you're in luck. :thumbsup:

Michelangelo
Apr 23, 2006, 10:02 AM
Thank you very much Alpha Beta,

I've been trying to combine these, but somehow when integrating PLE the main interface dissappeared.

No I only got to incluse Sevo Civilopedia mod, and i'm complete.

Yaype
Apr 23, 2006, 11:18 AM
@ alphaBeta: Thank you very much for the files. The EFA and MSDA are the two most important mods that conflict with the plot enhancement mod, so they will have to do for now. The other two are nice, but nothing I can't do without.

Thanks again. :thumbsup:

_alphaBeta_
Apr 25, 2006, 09:17 PM
You're very welcome, please enjoy!

@12monkeys: There's a small problem with the turns to heal value. I've localized it to when units are in a city and/or there's a medic present. You may want to check your algorithm. In my example, a macemen says it will take 2 turns to heal, but the heal button (when you mouseover) says 3. The mouseover is correct. The PLE mouseover said "2 turns" during back to back turns.

Michelangelo
Apr 26, 2006, 02:02 AM
@12monkeys,

I noticed that Firaxis has eliminated the pre-battle outcome display. You could immedeatly see if your unit would survive if it had hitpoints left. With 1.61 they replaced this with a "?".

However your health-bar still displays the after battle health immedeatly. Is it possible to delay the update until after the battle?

Rabbit, White
Apr 26, 2006, 11:45 AM
@12monkeys,

I noticed that Firaxis has eliminated the pre-battle outcome display. You could immedeatly see if your unit would survive if it had hitpoints left. With 1.61 they replaced this with a "?".

However your health-bar still displays the after battle health immedeatly. Is it possible to delay the update until after the battle?
You could always turn off the health bar and use the health indicator (the one that darkens the little circle in the corner).

12monkeys, if you're going to implement that it'd be nice if there was an option in INI to choose which method to use because personally I prefer to see the outcome immediately. :D

TheLopez
Apr 26, 2006, 11:47 AM
You could always turn off the health bar and use the health indicator (the one that darkens the little circle in the corner).

12monkeys, if you're going to implement that it'd be nice if there was an option in INI to choose which method to use because personally I prefer to see the outcome immediately. :D

I always knew you were a cheater :p

Sevo
May 06, 2006, 09:45 PM
12 Monkeys: Unbelievable. I just merged this upgraded plot list enhancement and it's unbelievable. I scanned the code as I was merging it with my CvMainScreen and it was a handful. That was some creative work, man!

Kudos! :banana:

Pilotis
May 07, 2006, 01:59 AM
Sorry. This mod looks and sounds utterly and completely must have !!! But I can't get it to work. I'm using SevoMod v2.9. (Also awesome!!) Could you give me 'Newbie-proof' installation instructions please. Sorry for pain.

12monkeys
May 07, 2006, 02:15 AM
12 Monkeys: Unbelievable. I just merged this upgraded plot list enhancement and it's unbelievable. I scanned the code as I was merging it with my CvMainScreen and it was a handful. That was some creative work, man!

Kudos! :banana:


Wow! Thats a laudatio :D. Thx man.

12monkeys
May 07, 2006, 02:17 AM
Sorry. This mod looks and sounds utterly and completely must have !!! But I can't get it to work. I'm using SevoMod v2.9. (Also awesome!!) Could you give me 'Newbie-proof' installation instructions please. Sorry for pain.


Thank you very much!

I think you better contact Sevo for this. It is very problable not so easy to merge it. But as you can read in the post before your post, Sevo seems already working on it. So you better wait for his official update.

GIR
May 07, 2006, 02:53 AM
Yeha, glad to hear that Sevo will include the new Plot List Enhancement in his mod :goodjob:
I also merged sevomod 2.9 and Plot List 2.03 - It's a must-have :D
But one question:
@12monkeys: Do you plan an update for your "Plot List Enhancement 2.03" in the near future? (attack&defence promotion issue, ...)

Pilotis
May 07, 2006, 03:48 AM
Do I need all of the zip files or just 2.03 ?

12monkeys
May 07, 2006, 08:27 AM
Do I need all of the zip files or just 2.03 ?
You only need the 2.03 zip.

12monkeys
May 07, 2006, 08:32 AM
Yeha, glad to hear that Sevo will include the new Plot List Enhancement in his mod :goodjob:
I also merged sevomod 2.9 and Plot List 2.03 - It's a must-have :D
But one question:
@12monkeys: Do you plan an update for your "Plot List Enhancement 2.03" in the near future? (attack&defence promotion issue, ...)

An update is planned (is always planned for all of my mods). The problem is, that there is more work than time.
So the answer is : yes : an update is planned, no : probably not in the near future.
Where "near" in my interpretion is definitly longer than 2 weeks. Anything else is not predictable.

Sorry, that this will probably not satisfy you.

12m

Snerk
May 14, 2006, 03:37 AM
12monkeys, superb mod! Im currently enjoying it in sevomod! Just one question though, how do you manually edit away the health bar of each unit button? I see the art files and the xml file, but i dont know what to delete. can you help?

12monkeys
May 14, 2006, 06:23 AM
12monkeys, superb mod! Im currently enjoying it in sevomod! Just one question though, how do you manually edit away the health bar of each unit button? I see the art files and the xml file, but i dont know what to delete. can you help?

Thx!

Well, I don't know how Sevo implemented it into his mod, but in the original one, you can switch it on/off via INI.

You may have to contact Sevo for details.

Snerk
May 14, 2006, 10:20 AM
Thx!

Well, I don't know how Sevo implemented it into his mod, but in the original one, you can switch it on/off via INI.

You may have to contact Sevo for details.

Oh okey,
I think it pretty directly implimented. I was just wondering if any of the files in the art/plotlistenhancement directory is the health bar, and if i could delete it to make it go away. Or if i could delete something in the xml/art/civ4artdefines_interfeace to achieve this?

12monkeys
May 15, 2006, 05:04 AM
Oh okey,
I think it pretty directly implimented. I was just wondering if any of the files in the art/plotlistenhancement directory is the health bar, and if i could delete it to make it go away. Or if i could delete something in the xml/art/civ4artdefines_interfeace to achieve this?

Its not that easy in the original one, you have to do some coding/commenting. But as I already said : I don't know the way its implemented into Sevos Mod, so you have to contact him. Maybe its still an INI switch, but he moved the switches into his own INI.

Sevo
May 16, 2006, 09:42 PM
Its not that easy in the original one, you have to do some coding/commenting. But as I already said : I don't know the way its implemented into Sevos Mod, so you have to contact him. Maybe its still an INI switch, but he moved the switches into his own INI.


Actually, maybe you can help me with this, 12m. I basically merged your MainScreen.py with mine, including your supplemental ini loaders and whatnot, but I don't think your ini file was being read properly and your mod was defaulting to the presets in the file. As such I simply dropped the ini and set the presets in the CvMainScreen.py to the basics.

So is there anything special to the ini file, or should it just work sitting in the main mod directory right next to Sevomod.ini? Looking through all the code, it appears it SHOULD work just sitting there, after all, the file name is hard-coded in the MainScreen.py and it looks like it should just load from there. (I haven't really had time to investigate the INI loader closely).


Secondly, there's a problem with the self.pOldPlot variable, and I apologize if this has already been talked about in this thread.

self.pOldPlot fails to reset if you start a game, quit to the main menu, and start another game. When the game gets going the main interface fails to come up because of a python error related to pOldPlot. I've tried a few different approaches to fixing this but haven't had any luck so far. I haven't looked through the code yet to determine exactly what this little guy is doing so I've just left it be. Any thoughts?

Pilotis
May 17, 2006, 04:32 AM
Hmmm. Just been swooning over the ability to see everything in a complex stack. But. (Sorry) I'm confused because e.g. 'deselecting' wounded units to work with 'healthy only' doesn't actually deselect them. It just hides them, so when I move the stack of selected healthy units the wounded ones of the SAME TYPE come along as well. Make sense ? Misunderstood ? Help please Ta.

_alphaBeta_
May 17, 2006, 06:33 AM
Hmmm. Just been swooning over the ability to see everything in a complex stack. But. (Sorry) I'm confused because e.g. 'deselecting' wounded units to work with 'healthy only' doesn't actually deselect them. It just hides them, so when I move the stack of selected healthy units the wounded ones of the SAME TYPE come along as well. Make sense ? Misunderstood ? Help please Ta.
It's a small "bug" that I identified above (http://forums.civfanatics.com/showthread.php?p=3961458#post3961458). Essentially once you've hidden the wouded units, you need to ALT click the rest of the units. This time, only the healthy units will be selected. The mod doesn't automatically deselect units that you hide, you have to do it manually. Once you get used to it, it's not a bother. Certainly more simple than going through a stack manually and doing it.

Pilotis
May 17, 2006, 12:13 PM
It's a small "bug" that I identified above (http://forums.civfanatics.com/showthread.php?p=3961458#post3961458). Essentially once you've hidden the wouded units, you need to ALT click the rest of the units. This time, only the healthy units will be selected. The mod doesn't automatically deselect units that you hide, you have to do it manually. Once you get used to it, it's not a bother. Certainly more simple than going through a stack manually and doing it.

BeAAAutiful ! Many thanks. Totally agree ! Very happy again now. Sorry I didn't spot your 'above'.

ruff_hi
May 17, 2006, 01:32 PM
12m - I really like this mod. I am going to see if I can get it up and running with my cobbled mod pack (http://forums.civfanatics.com/showthread.php?t=168783) but I wanted to check if including it in my pack is ok with you first.

Teg_Navanis
May 18, 2006, 12:07 PM
I would like to use something similar to your info pane for the unit statistics mod, but I can't get it to work. Namely, I added these lines to the handleInput function:

def handleInput (self, inputClass):
screen = self.getScreen()

print "input"
print inputClass.getNotifyCode()

id = inputClass.getID()
if ( inputClass.getNotifyCode() == NotifyCode.NOTIFY_CURSOR_MOVE_ON ):
print "test"

But apparently, nothing happens when I hover my mouse over a button (i.e. there is no "input" message in my log). Am I missing some code or is NotifyCode.NOTIFY_CURSOR_MOVE_ON restricted to specific objects?

12monkeys
May 18, 2006, 03:28 PM
Actually, maybe you can help me with this, 12m. I basically merged your MainScreen.py with mine, including your supplemental ini loaders and whatnot, but I don't think your ini file was being read properly and your mod was defaulting to the presets in the file. As such I simply dropped the ini and set the presets in the CvMainScreen.py to the basics.

So is there anything special to the ini file, or should it just work sitting in the main mod directory right next to Sevomod.ini? Looking through all the code, it appears it SHOULD work just sitting there, after all, the file name is hard-coded in the MainScreen.py and it looks like it should just load from there. (I haven't really had time to investigate the INI loader closely).


Secondly, there's a problem with the self.pOldPlot variable, and I apologize if this has already been talked about in this thread.

self.pOldPlot fails to reset if you start a game, quit to the main menu, and start another game. When the game gets going the main interface fails to come up because of a python error related to pOldPlot. I've tried a few different approaches to fixing this but haven't had any luck so far. I haven't looked through the code yet to determine exactly what this little guy is doing so I've just left it be. Any thoughts?


During my tests the INI file was ready out correctly. But in a former 2.x version I put the INi file into the wrong directory and maybe you got that wrong version. The INI file has to be put into the MyGamey\Civilzation 4 directory. Maybe this is the reason that it doesn't work for you.

Regarding pOldPlot I once noticed that problems as well. I put it on my list, but when I planned to start to fix it, I was not able to reproduce it. I will put it on my list again. Unfortunatly I'm currently heavy loaded so that I can't do it quickly. Sorry for this.

12m

12monkeys
May 18, 2006, 03:32 PM
I would like to use something similar to your info pane for the unit statistics mod, but I can't get it to work. Namely, I added these lines to the handleInput function:

def handleInput (self, inputClass):
screen = self.getScreen()

print "input"
print inputClass.getNotifyCode()

id = inputClass.getID()
if ( inputClass.getNotifyCode() == NotifyCode.NOTIFY_CURSOR_MOVE_ON ):
print "test"

But apparently, nothing happens when I hover my mouse over a button (i.e. there is no "input" message in my log). Am I missing some code or is NotifyCode.NOTIFY_CURSOR_MOVE_ON restricted to specific objects?

It does not work on all objects. In example the action buttons doen't through that event (in fact they do, but not in the Main Interface). Also it will not work for unit buttons unless you use the widget type WidgetTypes.WIDGET_GENERAL. But be aware, that if you change the widget type of the unit button, you may encounter other sideeffects.

12m

Sevo
May 20, 2006, 12:57 PM
During my tests the INI file was ready out correctly. But in a former 2.x version I put the INi file into the wrong directory and maybe you got that wrong version. The INI file has to be put into the MyGamey\Civilzation 4 directory. Maybe this is the reason that it doesn't work for you.

Regarding pOldPlot I once noticed that problems as well. I put it on my list, but when I planned to start to fix it, I was not able to reproduce it. I will put it on my list again. Unfortunatly I'm currently heavy loaded so that I can't do it quickly. Sorry for this.

12m

Thanks--I think the INI was in the wrong spot; I'll try repositioning it. I'll follow your thread on the pOldPlot issue; if I can come up with a fix I'll let you know.

Just to help--what is the pOldPlot tracking? Why is it needed?

12monkeys
May 20, 2006, 01:04 PM
Thanks--I think the INI was in the wrong spot; I'll try repositioning it. I'll follow your thread on the pOldPlot issue; if I can come up with a fix I'll let you know.

Just to help--what is the pOldPlot tracking? Why is it needed?

It used to detect a plot change. On a plot change I have to reinit the sorting and grouping.

12m

Mexico
May 20, 2006, 01:36 PM
when testing some code for realism mod, i found small bug in info pane:
if unit got movement type promotion (ie navigation1 for naval or mobility for land unit), max moves info is incorrect : unit has 6 moves navigation1 gives 1 movement = 7, bu info pane show 8 movement (7 as baseMoves and +1 as extraMoves) . bug is in this line:

fMaxMoves = float(pUnit.baseMoves() + pUnit.getExtraMoves() + pUnit.getExtraMoveDiscount())

because method baseMoves() always return moves with all extra bonuses (as you can found in SDK code:
int CvUnit::baseMoves() const
{
return (GC.getUnitInfo(getUnitType()).getMoves() + getExtraMoves() + GET_TEAM(getTeam()).getExtraMoves(getDomainType()) );
}

ExtraMoveDiscount is not movement bonus, but change to movement cost...

so for correct info line need to be changed to:
fMaxMoves = float(pUnit.baseMoves())

after this, all is worked fine (as tested in my game)
anyway this one of the most programed and documented mod ....

12monkeys
May 20, 2006, 02:04 PM
when testing some code for realism mod, i found small bug in info pane:
if unit got movement type promotion (ie navigation1 for naval or mobility for land unit), max moves info is incorrect : unit has 6 moves navigation1 gives 1 movement = 7, bu info pane show 8 movement (7 as baseMoves and +1 as extraMoves) . bug is in this line:

fMaxMoves = float(pUnit.baseMoves() + pUnit.getExtraMoves() + pUnit.getExtraMoveDiscount())

because method baseMoves() always return moves with all extra bonuses (as you can found in SDK code:
int CvUnit::baseMoves() const
{
return (GC.getUnitInfo(getUnitType()).getMoves() + getExtraMoves() + GET_TEAM(getTeam()).getExtraMoves(getDomainType()) );
}

ExtraMoveDiscount is not movement bonus, but change to movement cost...

so for correct info line need to be changed to:
fMaxMoves = float(pUnit.baseMoves())

after this, all is worked fine (as tested in my game)
anyway this one of the most programed and documented mod ....

Thx man! Also, for reporting this bug. I plan to rework some parts of the PLE but right now I'm a bit loaded.
I wish I had the SDK during programming PLE, because a lot of things were guesses and try and error. Having the SDK to check what some functions really do, is a big big help nowadays.

12m

Mexico
May 20, 2006, 02:22 PM
Thx man! Also, for reporting this bug. I plan to rework some parts of the PLE but right now I'm a bit loaded.
I wish I had the SDK during programming PLE, because a lot of things were guesses and try and error. Having the SDK to check what some functions really do, is a big big help nowadays.

12m

ah, i know what you mean. when I first time tried to write something for civ, always i was stopped on lack of documentation. but after releasing SDK it is much more better (still it is time consuming to find what this python method do in game , but it is better then nothing ;-))

Teg_Navanis
May 22, 2006, 02:12 PM
It does not work on all objects. In example the action buttons doen't through that event (in fact they do, but not in the Main Interface). Also it will not work for unit buttons unless you use the widget type WidgetTypes.WIDGET_GENERAL. But be aware, that if you change the widget type of the unit button, you may encounter other sideeffects.

12m

Do you by any chance know how to create a button that is checked for cursor movement? I tried MultiListButtons, ImageButtons, CheckBoxes and so forth, but to no avail. All objects I created had WIDGET_GENERAL as WidgetType. I also tried some other functions I found in the MainInterface.py, for example setHitTest(STRING szName, HitTestType hitTest), but I couldn't find anything that enabled NOTIFY_CURSOR_MOVE_ON and NOTIFY_CURSOR_MOVE_OFF for the button I created.

The Great Apple
May 22, 2006, 02:17 PM
I think you can do it in the SDK. Check out the ActionButtons mod (http://forums.civfanatics.com/showthread.php?t=167144)

12monkeys
May 22, 2006, 03:37 PM
Do you by any chance know how to create a button that is checked for cursor movement? I tried MultiListButtons, ImageButtons, CheckBoxes and so forth, but to no avail. All objects I created had WIDGET_GENERAL as WidgetType. I also tried some other functions I found in the MainInterface.py, for example setHitTest(STRING szName, HitTestType hitTest), but I couldn't find anything that enabled NOTIFY_CURSOR_MOVE_ON and NOTIFY_CURSOR_MOVE_OFF for the button I created.

All I can say is, that it worked for me with the WIDGET_GENERAL. You can have a look in the PLE code. You may also look in the code if the Modified Special Domestic Advisor, which also contains mouse over events.

It is also important WHERE you place the button. They be placed in a local context otherwise you don't get an event. EG : if you place them in the action button contaner of the main interface you will never get an event, because this containe is not part of the main interface.

12m

Sevo
May 22, 2006, 08:04 PM
ah, i know what you mean. when I first time tried to write something for civ, always i was stopped on lack of documentation. but after releasing SDK it is much more better (still it is time consuming to find what this python method do in game , but it is better then nothing ;-))

It's a bit time consuming going throught the C++ as well!

Still, considering how it's virtually unheard of for a game developer to, in effect, release the source to the game within 6 months of releasing the game, we have to give credit to Firaxis where it's due...

but a little more documentation would be great. I really miss Locutus's Python API site--it made life much easier.

The Great Apple
May 23, 2006, 03:47 AM
I really miss Locutus's Python API site--it made life much easier.http://civilization4.net/files/modding/PythonAPI_v160/ :mischief:

Teg_Navanis
May 23, 2006, 03:16 PM
@TGA: Yes, but I try to avoid changes that decrease 'mergeability', namely changes for which I have to edit a large number of files other mods could also use/modify.

@12monkeys: Thanks for the tip concerning your modified domestig advisor - it helped my rule out some possible error sources. After a long series of trial and error, I stumbled over a slight difference that caused my code not to work.

Here is the working code

screen.setImageButton("Test1", ArtFileMgr.getInterfaceArtInfo("INTERFACE_GENERAL_QUESTIONMARK").getPath(), 200, 200, 30, 30, WidgetTypes.WIDGET_GENERAL, -1, -1 )

And here the original one that didn't work

screen.setImageButton("Test", ArtFileMgr.getInterfaceArtInfo("INTERFACE_GENERAL_QUESTIONMARK").getPath(), 200, 200, 30, 30, WidgetTypes.WIDGET_GENERAL, -1, -1 )


The problem is not that I already used the name "Test" elsewhere, but that, apparently, the name has to end with a number in order to be checked for mouse movements.

I have no idea why this is so and I hope this is really as stupid a rule as I think it is and not something which is so logical that you thought it was self-explanatory ;)

12monkeys
May 23, 2006, 03:23 PM
@TGA: Yes, but I try to avoid changes that decrease 'mergeability', namely changes for which I have to edit a large number of files other mods could also use/modify.

@12monkeys: Thanks for the tip concerning your modified domestig advisor - it helped my rule out some possible error sources. After a long series of trial and error, I stumbled over a slight difference that caused my code not to work.

Here is the working code

screen.setImageButton("Test1", ArtFileMgr.getInterfaceArtInfo("INTERFACE_GENERAL_QUESTIONMARK").getPath(), 200, 200, 30, 30, WidgetTypes.WIDGET_GENERAL, -1, -1 )

And here the original one that didn't work

screen.setImageButton("Test", ArtFileMgr.getInterfaceArtInfo("INTERFACE_GENERAL_QUESTIONMARK").getPath(), 200, 200, 30, 30, WidgetTypes.WIDGET_GENERAL, -1, -1 )


The problem is not that I already used the name "Test" elsewhere, but that, apparently, the name has to end with a number in order to be checked for mouse movements.

I have no idea why this is so and I hope this is really as stupid a rule as I think it is and not something which is so logical that you thought it was self-explanatory ;)


Ahhh! Yes, there may be a reason for this. The number at the end is the ID you can check to identify the button. If there is no number, the engine couldn't generate any ID and it may not generate the event.

Just as a guess.

12m

Teg_Navanis
May 23, 2006, 03:25 PM
Yeah, the id corresponds to the number at the end of the namestring. This is probably also why numbers don't work well with handleinput and why TheLopez used two functions (NumbertoAlpha and AlphatoNumber) to encode/decode any numbers he wanted to be passed through handleinput.

Sevo
May 24, 2006, 12:13 PM
http://civilization4.net/files/modding/PythonAPI_v160/ :mischief:

Oh, TGA...how hard I tried to find this, and now, as a reply to an off-topic remark, you post a link to the update. I had even PM'd a couple of people to see where this thing had gone. Maybe I was just barking up the wrong trees.

Thanks for enlightening me! :blush:

Sevo
Jun 14, 2006, 10:17 PM
12m: I think I finally fixed that interface crash that occurs when you play a game, quit to the main menu, then start a new game without restarting civ. Maybe you addressed this but I didn't see any documentation in the thread and I've been plagued with this thing. Anyway, after I had some time to go through and figure out what was what, turns out it's as easy as adding:

self.pOldPlot = 0

directly under the

def interfaceScreen(self):
...
blah blah blah
...

I stuck it in your first edited block there just for convenience, right above

self.xResolution = screen.getXResolution()
self.yResolution = screen.getYResolution()

and everything seems to work well, now. Just wanted to share.

Mexico
Jun 15, 2006, 03:03 AM
12m: I think I finally fixed that interface crash that occurs when you play a game, quit to the main menu, then start a new game without restarting civ. Maybe you addressed this but I didn't see any documentation in the thread and I've been plagued with this thing. Anyway, after I had some time to go through and figure out what was what, turns out it's as easy as adding:

self.pOldPlot = 0

directly under the

def interfaceScreen(self):
...
blah blah blah
...

I stuck it in your first edited block there just for convenience, right above

self.xResolution = screen.getXResolution()
self.yResolution = screen.getYResolution()

and everything seems to work well, now. Just wanted to share.

thank ;)
and maybe this help you:
somewhere here was mentioned bug when too much unit was together in stack and wss unaccessible - problem is (i know, this can sound strange) in method which counting move bar
you must replace line, where fMaxMoves is counted:
fMaxMoves = float(pLoopUnit.baseMoves() + pLoopUnit.getExtraMoves() + pLoopUnit.getExtraMoveDiscount())
in displayUnitPlotListObjects, line 1127 in original PLEMainInterface.py
with:
fMaxMoves = float(pLoopUnit.baseMoves())

and maybe
fMaxMoves = float(pUnit.baseMoves() + pUnit.getExtraMoves() + pUnit.getExtraMoveDiscount()) in showUnitInfoPane, line 1609
this solve problem with wrong move info in unit info pane

because method baseMoves() always get moves with all
bonuses (sometimes this lead to floating error exception, but always this lead to unit display problem)

i also found problem, which generate exception when python modules is reloaded (cnged python modules when game is running) - this module uses self.xResolution (self.yResolutions) variables, but this variables is not initialized when module start - so you can add

self.xResolution=0
self.yResolution=0

into __init__ method (value can be anything, because before each use, this variables is properly set to actual resolution. when i tried to set this variables in __init__ with CyGInterfaceScreen( "MainInterface", CvScreenEnums.MAIN_INTERFACE ).getXResolution(), i've got c++ exception)

_alphaBeta_
Jun 15, 2006, 06:59 AM
12m: I think I finally fixed that interface crash that occurs when you play a game, quit to the main menu, then start a new game without restarting civ. Maybe you addressed this but I didn't see any documentation in the thread and I've been plagued with this thing. Anyway, after I had some time to go through and figure out what was what, turns out it's as easy as adding:

self.pOldPlot = 0

directly under the

def interfaceScreen(self):
...
blah blah blah
...

I stuck it in your first edited block there just for convenience, right above

self.xResolution = screen.getXResolution()
self.yResolution = screen.getYResolution()

and everything seems to work well, now. Just wanted to share.
Ah, very nice. I just started to notice this bug. We're talking about making this modification in PLEMainInterface.py, correct?

There's another small graphical problem involving mouseover of the plot. Sometimes the info pane that comes up doesn't leave once you stop mousingover units. You have to go back and mouse over something else to get it to disappear. Any ideas? It happens almost constantly to me.

12monkeys
Jun 15, 2006, 07:11 AM
@_alphabeta_ : the problem may be solved by some new features which are part of the 1.61 update. There are also some other new features which make the PLE more easy and stabile (I hope). I will try to make a new realease the next days/weeks.

@all : Thank you all for reporting and solving those bugs. I'll try to implement the solutions into the a new version as soon as possible.

I will post a todo list for the new version the next days, so you may comment and add whishes and ideas to it.

12m

ruff_hi
Jun 15, 2006, 08:40 AM
I thought I had posted this before but I cannot find a copy of it now. Anyway, I had mentioned the issue with the sort by production. Frankcor provided this solution ...

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.

I tried it and it does work.

12monkeys
Jun 15, 2006, 10:26 AM
I thought I had posted this before but I cannot find a copy of it now. Anyway, I had mentioned the issue with the sort by production. Frankcor provided this solution ...



I tried it and it does work.


You couldn't find it here, because its the wrong thread. We're talking about PLE and not about MSDA :D
Anyway, the comments to that solution can you find in the MSDA thread.

12m

ruff_hi
Jun 15, 2006, 10:30 AM
You couldn't find it here, because its the wrong thread. We're talking about PLE and not about MSDA :D
Anyway, the comments to that solution can you find in the MSDA thread.duh - well, at least my memory is not going too bad.

12monkeys
Jun 15, 2006, 01:42 PM
OK, here is my todo list for the next version. If you have any other ideas, bugs to solve or any comments, please post it here.

planned new features :
1.) make the number of button rows and cols configurable (besides the autmoatic mode)
2.) make the plot button size configurable via INI
3.) always show unit level and experiences in the mouse over help


other ideas (not sure if they'll be implemented) :
1.) try to show additional characteristics which are mod dependant (e.g. from mod Promotions and perks)
2.) sum up promotion values to single lines (eg. instead of 2 lines with "+15% defense jungle" and "+15% defense plains", just display 1 line with "+15% defense jungle, plains")
3.) hide update of the healthbar till battle ends (configurable).
4.) redessign PLE buttons to a more Civ like design (round buttons)


bug fixes :
1.) fixing issues with malfunctioning mouse over info by usage of some new v1.61 API features.
2.) DONE! fixing turn to heal calculation
3.) DONE! display negative promotion values (currently the're not displayed)
4.) DONE! fixing "double move" attributes in mouse over inof (currently they're canbe displayed twice)
5.) DONE! fixing pOldPlot issue
6.) DONE! switch off PLE button when switching interface mode (eg. when switching to world builder)
7.) DONE! unit movmements wrong calculated
8.) DONE! python error when chaningin python code while game is running


12m

Sevo
Jun 15, 2006, 07:47 PM
Work list looks look, Monkeys. I'll be most interested in hiding the health bar during combat/delaying the update. My mod users have requested that frequently.

Conroe
Jun 29, 2006, 11:19 AM
If you have any other ideas, bugs to solve or any comments, please post it here.It would be nice if the PLE buttons only showed up when a unit was selected.

Teg_Navanis
Jun 29, 2006, 04:07 PM
How about an info pane explaining the function of the different plot list buttons if your mouse is over them?

Amra
Jun 29, 2006, 04:48 PM
How about an info pane explaining the function of the different plot list buttons if your mouse is over them?This would be great!

_alphaBeta_
Jul 10, 2006, 07:21 PM
@12monkeys - How's this update coming?
:bump:

Gaurav
Jul 11, 2006, 08:24 AM
@12monkeys - How's this update coming?
:bump:

Would you be willing to publish the bug fixes that are "DONE!"?

wioneo
Jul 14, 2006, 12:11 AM
I just downloaded version 2.02, and my interface is gone! I don't lnow what else to add...

Michelangelo
Jul 14, 2006, 02:06 AM
@wioneo,

You could try version 2.03 if you have civ patched to 1.61 which I would recommend. Version 2.02 is meant for 1.52.

Other causes could be a clash with another mod. Try just using this single mod.

HTH

wioneo
Jul 14, 2006, 03:35 AM
Version 1.61 kills my saves somehow... but that's a different topic which is in the Tech support forum if you feel like checking it. So I have to use 1.51 and this is the first mod that I have ever downloaded.

mervvyn
Jul 16, 2006, 10:38 AM
I just downloaded version 2.02, and my interface is gone! I don't lnow what else to add...
expanding on what michaelangelo said - you've probably got a problem with your CvMainInterface.py or CvScreensInterface.py, which you can easily get by having 2 or more conflicting mods in your customassets or a conflict between a mod and your customassets. if that's the case, you'll need to merge the plot list mod into the other mod, which isn't too hard as 12monkeys has marked out his changes

Impaler[WrG]
Jul 16, 2006, 10:58 AM
I would like to see some improved button art that more integrated in the UI, the current implementation though very functional dosn't have nice form. The buttons kind of look pasted on (well they are I guess), some kind of encaplsulating bar/block that matches the rest of the UI to the point ware you cant tell it wasn't part of the original game should be the goal (assuming you hadn't ever seen it un-moded ofcorse).

wioneo
Jul 16, 2006, 01:01 PM
expanding on what michaelangelo said - you've probably got a problem with your CvMainInterface.py or CvScreensInterface.py, which you can easily get by having 2 or more conflicting mods in your customassets or a conflict between a mod and your customassets. if that's the case, you'll need to merge the plot list mod into the other mod, which isn't too hard as 12monkeys has marked out his changes
This is the first mod that i ever downloaded.

_alphaBeta_
Jul 17, 2006, 03:39 PM
This is the first mod that i ever downloaded.
Is the interface still gone after restarting the game and loading your save? I have a problem occasionally where loading another save during the same instance of the game causes the interface to disappear. Easily fixable by simply restarting the game. In my case, I'm not sure which mod is responsible.

wioneo
Jul 17, 2006, 06:04 PM
I geuss that I can try to load it again, I had just removed the mod...

wioneo
Jul 17, 2006, 06:15 PM
Well, it works now. I don't know what's different, but it works :)

wotan321
Jul 19, 2006, 08:16 PM
I installed it too, I'd added a few other mods before and they work fine.... I have checked and rechecked but the PLE mod just doesn't kick in... its like I did nothing.

Any suggestions would be appreciated.

_alphaBeta_
Jul 19, 2006, 09:18 PM
I installed it too, I'd added a few other mods before and they work fine.... I have checked and rechecked but the PLE mod just doesn't kick in... its like I did nothing.

Any suggestions would be appreciated.
Are you manually merging mods together? Be sure to search the files completely to make sure you don't leave out any changes. Particularly tricky is within CvScreensInterface.py
## 12monkeys - PlotList Button Enhancement - begin
# mainInterface = CvMainInterface.CvMainInterface()
mainInterface = PLEMainInterface.CvMainInterface()
## 12monkeys - PlotList Button Enhancement - end
You have to manually comment out the default interface and add in PLEMainInterface.CvMainInterface(). This could be why your changes seem completely ineffective.

wotan321
Jul 20, 2006, 07:17 AM
_alphaBeta, you are EXACTLY right in your solution. I went back and did that right after my post because that seemed the most logical thing to address. Obviously, I am not a Python programmer, so merging a half dozen mods is.... tricky. Feedback like yours is very helpful though, and I appreciate it greatly. Thanks again.

Just out of curiousity, what would cause NO interface to appear? I had added in about 8 mods without checking each one, and I can start the mod and have the map, but no interface, no unit buttons, no buttons on the bottom.... when I go to city view, no buttons, just the city tiles. I can hit the escpape key and get that menu to leave the game, set options, etc, but if I choose options, I get nothing. I can exit the game though, or save it, etc.

What might cause that?

I have started over, and am checking each mod as I add it...(like a sane person would do...). Thanks again for the help.

The Great Apple
Jul 20, 2006, 12:16 PM
A python error in the code most likely. I would enable python error popups, and it should tell you what is going wrong.

wotan321
Jul 20, 2006, 02:15 PM
.... and how would I enable python error popups?

I get the feeling that, due to this fine help, I am going to get all this to work. Thanks!

wotan321
Jul 20, 2006, 02:19 PM
Oh wait.... there in the signiture ..... (how embarassing...) Got it, thanks.

ruff_hi
Jul 20, 2006, 02:40 PM
## 12monkeys - PlotList Button Enhancement - begin
# mainInterface = CvMainInterface.CvMainInterface()
mainInterface = PLEMainInterface.CvMainInterface()
## 12monkeys - PlotList Button Enhancement - end
One risk of using this method is that if you have a mod that changes the cvMainInterface file (ie a clock mod or the attitude mod), then you will lose those when you swap over to using the PLE mod. This is because the file that you changed that had the clock mod in it will not be loaded. There are ways of overcoming this (putting the clock mod in the PLEMainInterface file but the one I prefer is to see what parts of the PLEMainInterface file are new and including them in the cvMainInterface file.

Luck for you, I have already done some of this hard work in my 'cobbled mod pack' (see signiture).

Amra
Jul 20, 2006, 06:27 PM
I hate to ask this but... Is 12monkeys still working on this, or even around here anymore? I haven't seen a post by him in a while. :(

Gaurav
Jul 20, 2006, 10:41 PM
2.) DONE! fixing turn to heal calculation
3.) DONE! display negative promotion values (currently the're not displayed)
4.) DONE! fixing "double move" attributes in mouse over inof (currently they're canbe displayed twice)
5.) DONE! fixing pOldPlot issue
6.) DONE! switch off PLE button when switching interface mode (eg. when switching to world builder)
7.) DONE! unit movmements wrong calculated
8.) DONE! python error when chaningin python code while game is running

Okay, fixes for (5) and (7) were buried in this thread. A fix for (8) was buried in Total Realism patch 2.01. Anyone know if any of the other fixes are buried around anywhere? Or do I have to keep treasure hunting? :lol:

wotan321
Jul 21, 2006, 05:21 AM
Okay then, concerning mods, here I am trying to add in components and I am not a python knowledgbable person..... its not fun.

Could I simply take the python folder from the Cobbled mod, or Sevos, or the Mylon mod, and plop it in my Mod folder replacing the default Python folder...? Then add the art and text?

Gaurav
Jul 21, 2006, 10:59 AM
Okay then, concerning mods, here I am trying to add in components and I am not a python knowledgbable person..... its not fun.

Could I simply take the python folder from the Cobbled mod, or Sevos, or the Mylon mod, and plop it in my Mod folder replacing the default Python folder...? Then add the art and text?

You can take my mod in its entirety, disable whatever components you don't want through RuffMod.ini, and then add any graphics only mods you would like, since I don't interfere with that. If you want any mods with xml only that don't overwrite any files in my mod, you can add those. Other xml only mods are simple enough to try out the Mod Switcher utility by tdb. Anything else would have to be merged by hand, requiring some programming skills.

The same is true for Ruff's Cobbled mod, on which my mod is based.

That probably will not work with Sevo's, since he has heavily modified graphics already. I don't know about Mylon's.

Never copy just the python folder.

mikezang
Jul 24, 2006, 10:02 AM
I found it show 9 units in stack hroiz mode, I want to let it show 10 units, what can I modify?

mikezang
Aug 01, 2006, 11:05 PM
I found a bug, how can I modify it?
When you move mouse pointer to a unit, there is a description on panel, the strongth data is covered by promotion icon.

mikezang
Aug 02, 2006, 09:19 AM
Who can help me to solve this two bugs? Are those bugs?

Conroe
Aug 02, 2006, 09:50 AM
This is just pure speculation on my part because, honestly, I have no idea. But that first one with the promotion icons overlapping makes me think there is a font issue or a problem with the way the unicode text is being handled.

Do you have the option to switch to another language? If you do, you might try switching to English and see if it goes away. That would at least narrow down the problem.

I don't think the original author visits here anymore. Once you've isolated the problem, you might post in the main C&C forum to see if some of the other modders might be able to help. You can also look through the unmoddified Python code to get an idea of how Firaxis is handling the text and compare that to how it is handled in this mod.

Sorry that I couldn't be of more help! :sad:

_alphaBeta_
Aug 02, 2006, 04:07 PM
bug fixes :
1.) fixing issues with malfunctioning mouse over info by usage of some new v1.61 API features.
@mikezang
The screenshot you displayed is an example of this bug in the above quote reported way back. It's apparently the last thing 12monkeys was trying to fix before another release. I guess something happened since he hasn't been around in a month and a half. I hope everything is alright.

I hope it eventually gets fixed, as this does get quite annoying. You can fix the overlap by simply mousing-over the units again. This fixes it when it happens, but I haven't found a way to stop it from happening. It has something to do with the last thing you moused-over not disappearing correctly.

Can't help you with your other problem since I use the linear horizontal display functions.

vorshlumpf
Aug 10, 2006, 12:52 PM
Hello all,

I've integrated this Component into a Mod that I play exclusively these days (Fall from Heaven II). Everything is working, however I've lost the game's intro music and each Civ's music (for instance, when in diplomacy with them).

I matched the cvMainInterface for FfHII to PLEMainInterface and have looked through the code for anything else I might be missing. Does anyone have any ideas of where else I can look?

- Niilo

mikezang
Aug 11, 2006, 10:48 PM
I want to show unit info for one unit one line, does anyone help me?

TheLopez
Aug 21, 2006, 12:03 AM
I was asked by Houman if I could port 12monkeys PLE to warlord and here is the link to the download: http://forums.civfanatics.com/./downloads.php?do=file&id=2540

enjoy.

Amazing Game
Aug 22, 2006, 09:32 AM
I was asked by Houman if I could port 12monkeys PLE to warlord and here is the link to the download: http://forums.civfanatics.com/./downloads.php?do=file&id=2540

enjoy.

..." The Lopez"... Y O U ARE I N C R E D I B L E !!!!!!!!!!!!!!!!!!!

THANKS FOR THIS UPDATE ... YOU ARE THE ONE AND ONLY CODEMASTER...

... I'M STILL SITTING HERE... SHAKING MY HEAD- GOIN LIKE: WOW !!!

WHO ELSE DID WHAT YOU JUST DID: nOOOOO oNE !!!

sorry for the caps but this is how I feel right now. Got to go and do a diaper change...

Take care Man ... Thanks again...:goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob:

vorshlumpf
Aug 25, 2006, 09:33 PM
TheLopez, did you incorporate the bug fixes that are missing from 12M's download (and listed in this thread)?

Also, for anyone using this mod on a game that has units with no movement (like Fall from Heaven), there is a divide by zero error.

In \Assets\python\screens\CvMainInterface.py we have:screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float( fCurrMoves ) / float( fMaxMoves ) )
I fixed it by adding an if statement as follows:
if (fMaxMoves):
screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float( fCurrMoves ) / float( fMaxMoves ) )
else:
screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float(1.0) )


- Niilo

Caesium
Aug 26, 2006, 03:46 AM
Many bugs, tweaks and fixes here.
Will someone rewrite this mod for vanilla and warlords including all the known bugfixes and/or fixing known issues?

mikezang
Sep 01, 2006, 05:27 AM
It seems this MOD hide city build prompt circle, how can we let it back?

_alphaBeta_
Sep 06, 2006, 06:48 AM
It seems this MOD hide city build prompt circle, how can we let it back?
Not following what your problem is. Can you describe what you mean by the "city build prompt circle"?

mikezang
Sep 06, 2006, 10:21 AM
I mean the blue circle when settler is selected.

_alphaBeta_
Sep 06, 2006, 12:22 PM
I mean the blue circle when settler is selected.
It used to work for me before I disabled it via the in-game options menu. I forget exactly what the option is called. Something about recommended locations/movements. I'm not in front of the game now so I can't be more specific. Look through the options menu (CTRL+O). Chances are it got changed here somehow for you.

wioneo
Sep 06, 2006, 08:36 PM
Is this compatible with warlords? I am goint to test and see if it is...

_alphaBeta_
Sep 06, 2006, 10:17 PM
@wioneo:
See below. I haven't tried it since I don't own Warlords, but there hasn't been any complaints.:goodjob:

I was asked by Houman if I could port 12monkeys PLE to warlord and here is the link to the download: http://forums.civfanatics.com/./downloads.php?do=file&id=2540

enjoy.

wioneo
Sep 07, 2006, 03:21 PM
@wioneo:
See below. I haven't tried it since I don't own Warlords, but there hasn't been any complaints.:goodjob:

Thank you kindly(that's country talk).

It doesn't work :( There is no difference at all, but my game crashes when I meet Mehemed the 2nd now... I think that I put it in the wrong folder. Was it supposed to overwrite assets or custom assets?

_alphaBeta_
Sep 10, 2006, 06:06 PM
Thank you kindly(that's country talk).

It doesn't work :( There is no difference at all, but my game crashes when I meet Mehemed the 2nd now... I think that I put it in the wrong folder. Was it supposed to overwrite assets or custom assets?
Custom Assets in your My documents folder. Consult below taken from the mod readme:


============
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 have already a modified versions of any file in this mod, you can manually merge them by looking for the comments "12monkeys - <mod name> - begin/end".
If you have an older version installed, you may uninstall it first. Some files became obsolete and some files have changed locations. But it doesn't harm if you keep them, they simple not used anylonger.

wioneo
Sep 13, 2006, 02:22 PM
That is ECACTLY what I did, but it didn't work. Nothing was wrong, but the mod didn't show up. I had to install it twice last time, so I geuss I'll do that again. The Mehemed thing is unrelated, as I'm sure you know.

TheLopez
Sep 17, 2006, 10:53 AM
TheLopez, did you incorporate the bug fixes that are missing from 12M's download (and listed in this thread)?

Also, for anyone using this mod on a game that has units with no movement (like Fall from Heaven), there is a divide by zero error.

In \Assets\python\screens\CvMainInterface.py we have:screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float( fCurrMoves ) / float( fMaxMoves ) )
I fixed it by adding an if statement as follows:
if (fMaxMoves):
screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float( fCurrMoves ) / float( fMaxMoves ) )
else:
screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float(1.0) )


- Niilo
Ok, thanks for that report, is there anything else?

Many bugs, tweaks and fixes here.
Will someone rewrite this mod for vanilla and warlords including all the known bugfixes and/or fixing known issues?Can you send me a list of issues that need to be fixed?

All I have uploaded PLE v2.04w that fixes the bug reported by vorshlumpf. After I finish the Inquisition Mod I will start looking at this mod a bit more seriously and see where I can improve on it via graphics, layout, SDK work, etc. please start posting feature requests and I'll do my best to integrate them in.

ruff_hi
Sep 17, 2006, 10:59 AM
I did some work on the version that I have downloaded to get the little icons to disappear when in world view and when you toggle the interface ... it works but I don't think it is perfect. I will dig out my changes and post them here.

TheLopez
Sep 17, 2006, 11:00 AM
Thanks, that would be great :D

ruff_hi
Sep 17, 2006, 05:36 PM
I've ported the changes for this mod back into the main interface screen file so that I can turn it off and on without disturbing my other mods. Thus, I cannot post a modifed file ... however, here are the changes that I made.

There are two definitions ...

def showPlotListButtonObjects(self):
def hidePlotListButtonObjects(self):

... that control the showing and hiding of the buttons. I have modified the following standard items under the 'def updateMiscButtons( self ):' part of the CvMainInterface.py file ...


def updateMiscButtons( self ):

screen = CyGInterfaceScreen( "MainInterface", CvScreenEnums.MAIN_INTERFACE )

xResolution = screen.getXResolution()

if ( CyInterface().shouldDisplayFlag() and CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_SHOW ):
screen.show( "CivilizationFlag" )
screen.show( "InterfaceHelpButton" )
screen.show( "MainMenuButton" )
#ruff mod
self.showPlotListButtonObjects()
#ruff mod
else:
screen.hide( "CivilizationFlag" )
screen.hide( "InterfaceHelpButton" )
screen.hide( "MainMenuButton" )
#ruff mod
self.hidePlotListButtonObjects()
#ruff mod

if ( CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_HIDE_ALL or CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_MINIMAP_ONLY ):
screen.hide( "InterfaceLeftBackgroundWidget" )
screen.hide( "InterfaceTopBackgroundWidget" )
screen.hide( "InterfaceCenterBackgroundWidget" )
screen.hide( "InterfaceRightBackgroundWidget" )
screen.hide( "MiniMapPanel" )
screen.hide( "InterfaceTopLeft" )
screen.hide( "InterfaceTopCenter" )
screen.hide( "InterfaceTopRight" )
screen.hide( "TurnLogButton" )
screen.hide( "DomesticAdvisorButton" )
screen.hide( "ForeignAdvisorButton" )
screen.hide( "TechAdvisorButton" )
screen.hide( "CivicsAdvisorButton" )
screen.hide( "ReligiousAdvisorButton" )
screen.hide( "FinanceAdvisorButton" )
screen.hide( "MilitaryAdvisorButton" )
screen.hide( "VictoryAdvisorButton" )
screen.hide( "InfoAdvisorButton" )
#ruff mod
self.hidePlotListButtonObjects()
#ruff mod

elif ( CyInterface().isCityScreenUp() ):
screen.show( "InterfaceLeftBackgroundWidget" )
screen.show( "InterfaceTopBackgroundWidget" )
screen.show( "InterfaceCenterBackgroundWidget" )
screen.show( "InterfaceRightBackgroundWidget" )
screen.show( "MiniMapPanel" )
screen.hide( "InterfaceTopLeft" )
screen.hide( "InterfaceTopCenter" )
screen.hide( "InterfaceTopRight" )
screen.hide( "TurnLogButton" )
screen.hide( "DomesticAdvisorButton" )
screen.hide( "ForeignAdvisorButton" )
screen.hide( "TechAdvisorButton" )
screen.hide( "CivicsAdvisorButton" )
screen.hide( "ReligiousAdvisorButton" )
screen.hide( "FinanceAdvisorButton" )
screen.hide( "MilitaryAdvisorButton" )
screen.hide( "VictoryAdvisorButton" )
screen.hide( "InfoAdvisorButton" )
#ruff mod
self.hidePlotListButtonObjects()
#ruff mod

elif ( CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_HIDE ):
screen.hide( "InterfaceLeftBackgroundWidget" )
screen.show( "InterfaceTopBackgroundWidget" )
screen.hide( "InterfaceCenterBackgroundWidget" )
screen.hide( "InterfaceRightBackgroundWidget" )
screen.hide( "MiniMapPanel" )
screen.show( "InterfaceTopLeft" )
screen.show( "InterfaceTopCenter" )
screen.show( "InterfaceTopRight" )
screen.show( "TurnLogButton" )
screen.show( "DomesticAdvisorButton" )
screen.show( "ForeignAdvisorButton" )
screen.show( "TechAdvisorButton" )
screen.show( "CivicsAdvisorButton" )
screen.show( "ReligiousAdvisorButton" )
screen.show( "FinanceAdvisorButton" )
screen.show( "MilitaryAdvisorButton" )
screen.show( "VictoryAdvisorButton" )
screen.show( "InfoAdvisorButton" )
screen.moveToFront( "TurnLogButton" )
screen.moveToFront( "DomesticAdvisorButton" )
screen.moveToFront( "ForeignAdvisorButton" )
screen.moveToFront( "TechAdvisorButton" )
screen.moveToFront( "CivicsAdvisorButton" )
screen.moveToFront( "ReligiousAdvisorButton" )
screen.moveToFront( "FinanceAdvisorButton" )
screen.moveToFront( "MilitaryAdvisorButton" )
screen.moveToFront( "VictoryAdvisorButton" )
screen.moveToFront( "InfoAdvisorButton" )
#ruff mod
self.hidePlotListButtonObjects()
#ruff mod

elif ( CyEngine().isGlobeviewUp() ):
screen.hide( "InterfaceLeftBackgroundWidget" )
screen.hide( "InterfaceTopBackgroundWidget" )
screen.hide( "InterfaceCenterBackgroundWidget" )
screen.show( "InterfaceRightBackgroundWidget" )
screen.show( "MiniMapPanel" )
screen.show( "InterfaceTopLeft" )
screen.show( "InterfaceTopCenter" )
screen.show( "InterfaceTopRight" )
screen.show( "TurnLogButton" )
screen.show( "DomesticAdvisorButton" )
screen.show( "ForeignAdvisorButton" )
screen.show( "TechAdvisorButton" )
screen.show( "CivicsAdvisorButton" )
screen.show( "ReligiousAdvisorButton" )
screen.show( "FinanceAdvisorButton" )
screen.show( "MilitaryAdvisorButton" )
screen.show( "VictoryAdvisorButton" )
screen.show( "InfoAdvisorButton" )
screen.moveToFront( "TurnLogButton" )
screen.moveToFront( "DomesticAdvisorButton" )
screen.moveToFront( "ForeignAdvisorButton" )
screen.moveToFront( "TechAdvisorButton" )
screen.moveToFront( "CivicsAdvisorButton" )
screen.moveToFront( "ReligiousAdvisorButton" )
screen.moveToFront( "FinanceAdvisorButton" )
screen.moveToFront( "MilitaryAdvisorButton" )
screen.moveToFront( "VictoryAdvisorButton" )
screen.moveToFront( "InfoAdvisorButton" )
#ruff mod
self.hidePlotListButtonObjects()
#ruff mod

else:
screen.show( "InterfaceLeftBackgroundWidget" )
screen.show( "InterfaceTopBackgroundWidget" )
screen.show( "InterfaceCenterBackgroundWidget" )
screen.show( "InterfaceRightBackgroundWidget" )
screen.show( "MiniMapPanel" )
screen.show( "InterfaceTopLeft" )
screen.show( "InterfaceTopCenter" )
screen.show( "InterfaceTopRight" )
screen.show( "TurnLogButton" )
screen.show( "DomesticAdvisorButton" )
screen.show( "ForeignAdvisorButton" )
screen.show( "TechAdvisorButton" )
screen.show( "CivicsAdvisorButton" )
screen.show( "ReligiousAdvisorButton" )
screen.show( "FinanceAdvisorButton" )
screen.show( "MilitaryAdvisorButton" )
screen.show( "VictoryAdvisorButton" )
screen.show( "InfoAdvisorButton" )
screen.moveToFront( "TurnLogButton" )
screen.moveToFront( "DomesticAdvisorButton" )
screen.moveToFront( "ForeignAdvisorButton" )
screen.moveToFront( "TechAdvisorButton" )
screen.moveToFront( "CivicsAdvisorButton" )
screen.moveToFront( "ReligiousAdvisorButton" )
screen.moveToFront( "FinanceAdvisorButton" )
screen.moveToFront( "MilitaryAdvisorButton" )
screen.moveToFront( "VictoryAdvisorButton" )
screen.moveToFront( "InfoAdvisorButton" )
#ruff mod
self.showPlotListButtonObjects()
#ruff mod

screen.updateMinimapVisibility()

return 0


I'm not saying the above is perfect but it does work for me which is typical of my coding :lol:

_alphaBeta_
Sep 24, 2006, 10:08 PM
The original list of fixes from 2.03 was this: bug fixes :
1.) fixing issues with malfunctioning mouse over info by usage of some new v1.61 API features.
2.) DONE! fixing turn to heal calculation
3.) DONE! display negative promotion values (currently the're not displayed)
4.) DONE! fixing "double move" attributes in mouse over inof (currently they're canbe displayed twice)
5.) DONE! fixing pOldPlot issue
6.) DONE! switch off PLE button when switching interface mode (eg. when switching to world builder)
7.) DONE! unit movmements wrong calculated
8.) DONE! python error when chaningin python code while game is runningThe biggest offender IMO is the first one. Currently, the information displayed when you mouseover a unit sometimes stays on the screen when it shouldn't. The heal calculation would also be nice to fix.

Keep in mind that some of us don't have the Warlords expansion. :) Don't forget about us!

Although most of the items were marked as "done," 12monkeys never released the fixes. I would be grateful if someone could address these (or the two issues I mentioned).

Ket
Sep 28, 2006, 02:35 PM
A few things...

1) I noticed on FfH2 there was context sensitive pop ups for each PLE button, I noticed on mine sadly this is not the case, have I Done something wrong.

2) It seems that X and Y resolution gets lost on screen ALT+Tab causing loss of interface, again is this a known issue or is it something that I have done wrong.

:)

Ket
Oct 01, 2006, 05:46 PM
We're seeing a good deal of python popups with PLE installed. IS anyone else having issues?

vorshlumpf
Oct 02, 2006, 01:55 AM
We're seeing a good deal of python popups with PLE installed. IS anyone else having issues?
Only when my fat fingers are rummaging through the code, so no I haven't had any similar issues.

As for the mouse-over context info in FfH, that was thanks to some nice work by Teg_Navanis. If you want to try integrating it, he lists his changes in this thread: http://forums.civfanatics.com/showthread.php?t=183764

- Niilo

mrgenie
Oct 20, 2006, 02:20 AM
Hi Ruff Hi, your fix did the trick on my computer only half, im not sure if it works with others, but on my computer, I'd to comment the

self.showPlotListButtonObjects()

in the

def updatePlotListButtons( self ):
rountine..
somehow, if a unit was selected, and i went into a city, it reminds the selected unit, and forces the shotPlotListbuttons...
commenting it, makes the buttons available only if you really select a unit..

I've ported the changes for this mod back into the main interface screen file so that I can turn it off and on without disturbing my other mods. Thus, I cannot post a modifed file ... however, here are the changes that I made.

There are two definitions ...

def showPlotListButtonObjects(self):
def hidePlotListButtonObjects(self):

... that control the showing and hiding of the buttons. I have modified the following standard items under the 'def updateMiscButtons( self ):' part of the CvMainInterface.py file ...


def updateMiscButtons( self ):

screen = CyGInterfaceScreen( "MainInterface", CvScreenEnums.MAIN_INTERFACE )

xResolution = screen.getXResolution()

if ( CyInterface().shouldDisplayFlag() and CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_SHOW ):
screen.show( "CivilizationFlag" )
screen.show( "InterfaceHelpButton" )
screen.show( "MainMenuButton" )
#ruff mod
self.showPlotListButtonObjects()
#ruff mod
else:
screen.hide( "CivilizationFlag" )
screen.hide( "InterfaceHelpButton" )
screen.hide( "MainMenuButton" )
#ruff mod
self.hidePlotListButtonObjects()
#ruff mod

if ( CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_HIDE_ALL or CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_MINIMAP_ONLY ):
screen.hide( "InterfaceLeftBackgroundWidget" )
screen.hide( "InterfaceTopBackgroundWidget" )
screen.hide( "InterfaceCenterBackgroundWidget" )
screen.hide( "InterfaceRightBackgroundWidget" )
screen.hide( "MiniMapPanel" )
screen.hide( "InterfaceTopLeft" )
screen.hide( "InterfaceTopCenter" )
screen.hide( "InterfaceTopRight" )
screen.hide( "TurnLogButton" )
screen.hide( "DomesticAdvisorButton" )
screen.hide( "ForeignAdvisorButton" )
screen.hide( "TechAdvisorButton" )
screen.hide( "CivicsAdvisorButton" )
screen.hide( "ReligiousAdvisorButton" )
screen.hide( "FinanceAdvisorButton" )
screen.hide( "MilitaryAdvisorButton" )
screen.hide( "VictoryAdvisorButton" )
screen.hide( "InfoAdvisorButton" )
#ruff mod
self.hidePlotListButtonObjects()
#ruff mod

elif ( CyInterface().isCityScreenUp() ):
screen.show( "InterfaceLeftBackgroundWidget" )
screen.show( "InterfaceTopBackgroundWidget" )
screen.show( "InterfaceCenterBackgroundWidget" )
screen.show( "InterfaceRightBackgroundWidget" )
screen.show( "MiniMapPanel" )
screen.hide( "InterfaceTopLeft" )
screen.hide( "InterfaceTopCenter" )
screen.hide( "InterfaceTopRight" )
screen.hide( "TurnLogButton" )
screen.hide( "DomesticAdvisorButton" )
screen.hide( "ForeignAdvisorButton" )
screen.hide( "TechAdvisorButton" )
screen.hide( "CivicsAdvisorButton" )
screen.hide( "ReligiousAdvisorButton" )
screen.hide( "FinanceAdvisorButton" )
screen.hide( "MilitaryAdvisorButton" )
screen.hide( "VictoryAdvisorButton" )
screen.hide( "InfoAdvisorButton" )
#ruff mod
self.hidePlotListButtonObjects()
#ruff mod

elif ( CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_HIDE ):
screen.hide( "InterfaceLeftBackgroundWidget" )
screen.show( "InterfaceTopBackgroundWidget" )
screen.hide( "InterfaceCenterBackgroundWidget" )
screen.hide( "InterfaceRightBackgroundWidget" )
screen.hide( "MiniMapPanel" )
screen.show( "InterfaceTopLeft" )
screen.show( "InterfaceTopCenter" )
screen.show( "InterfaceTopRight" )
screen.show( "TurnLogButton" )
screen.show( "DomesticAdvisorButton" )
screen.show( "ForeignAdvisorButton" )
screen.show( "TechAdvisorButton" )
screen.show( "CivicsAdvisorButton" )
screen.show( "ReligiousAdvisorButton" )
screen.show( "FinanceAdvisorButton" )
screen.show( "MilitaryAdvisorButton" )
screen.show( "VictoryAdvisorButton" )
screen.show( "InfoAdvisorButton" )
screen.moveToFront( "TurnLogButton" )
screen.moveToFront( "DomesticAdvisorButton" )
screen.moveToFront( "ForeignAdvisorButton" )
screen.moveToFront( "TechAdvisorButton" )
screen.moveToFront( "CivicsAdvisorButton" )
screen.moveToFront( "ReligiousAdvisorButton" )
screen.moveToFront( "FinanceAdvisorButton" )
screen.moveToFront( "MilitaryAdvisorButton" )
screen.moveToFront( "VictoryAdvisorButton" )
screen.moveToFront( "InfoAdvisorButton" )
#ruff mod
self.hidePlotListButtonObjects()
#ruff mod

elif ( CyEngine().isGlobeviewUp() ):
screen.hide( "InterfaceLeftBackgroundWidget" )
screen.hide( "InterfaceTopBackgroundWidget" )
screen.hide( "InterfaceCenterBackgroundWidget" )
screen.show( "InterfaceRightBackgroundWidget" )
screen.show( "MiniMapPanel" )
screen.show( "InterfaceTopLeft" )
screen.show( "InterfaceTopCenter" )
screen.show( "InterfaceTopRight" )
screen.show( "TurnLogButton" )
screen.show( "DomesticAdvisorButton" )
screen.show( "ForeignAdvisorButton" )
screen.show( "TechAdvisorButton" )
screen.show( "CivicsAdvisorButton" )
screen.show( "ReligiousAdvisorButton" )
screen.show( "FinanceAdvisorButton" )
screen.show( "MilitaryAdvisorButton" )
screen.show( "VictoryAdvisorButton" )
screen.show( "InfoAdvisorButton" )
screen.moveToFront( "TurnLogButton" )
screen.moveToFront( "DomesticAdvisorButton" )
screen.moveToFront( "ForeignAdvisorButton" )
screen.moveToFront( "TechAdvisorButton" )
screen.moveToFront( "CivicsAdvisorButton" )
screen.moveToFront( "ReligiousAdvisorButton" )
screen.moveToFront( "FinanceAdvisorButton" )
screen.moveToFront( "MilitaryAdvisorButton" )
screen.moveToFront( "VictoryAdvisorButton" )
screen.moveToFront( "InfoAdvisorButton" )
#ruff mod
self.hidePlotListButtonObjects()
#ruff mod

else:
screen.show( "InterfaceLeftBackgroundWidget" )
screen.show( "InterfaceTopBackgroundWidget" )
screen.show( "InterfaceCenterBackgroundWidget" )
screen.show( "InterfaceRightBackgroundWidget" )
screen.show( "MiniMapPanel" )
screen.show( "InterfaceTopLeft" )
screen.show( "InterfaceTopCenter" )
screen.show( "InterfaceTopRight" )
screen.show( "TurnLogButton" )
screen.show( "DomesticAdvisorButton" )
screen.show( "ForeignAdvisorButton" )
screen.show( "TechAdvisorButton" )
screen.show( "CivicsAdvisorButton" )
screen.show( "ReligiousAdvisorButton" )
screen.show( "FinanceAdvisorButton" )
screen.show( "MilitaryAdvisorButton" )
screen.show( "VictoryAdvisorButton" )
screen.show( "InfoAdvisorButton" )
screen.moveToFront( "TurnLogButton" )
screen.moveToFront( "DomesticAdvisorButton" )
screen.moveToFront( "ForeignAdvisorButton" )
screen.moveToFront( "TechAdvisorButton" )
screen.moveToFront( "CivicsAdvisorButton" )
screen.moveToFront( "ReligiousAdvisorButton" )
screen.moveToFront( "FinanceAdvisorButton" )
screen.moveToFront( "MilitaryAdvisorButton" )
screen.moveToFront( "VictoryAdvisorButton" )
screen.moveToFront( "InfoAdvisorButton" )
#ruff mod
self.showPlotListButtonObjects()
#ruff mod

screen.updateMinimapVisibility()

return 0


I'm not saying the above is perfect but it does work for me which is typical of my coding :lol:


btw, how do you insert text here in the thread as php code? what tag is needed for that?

ruff_hi
Oct 20, 2006, 07:17 AM
this tag but without the space at the end of php ... [php ][/php ]

mrgenie
Oct 21, 2006, 03:20 AM
merci Ruff Hi

anyway, in my mainInterface.py i had to change some more issues(this might be different with you guys since my mainInterface.py has alot of other mods incorporated, but i'll give it a try to explain..

1) I made the changes from RUff Hi

but the buttons were still always alive, in the worldbuilder, in the city screen..

I had to do following changes also:

def showPlotListButtonObjects(self):
added:
self.bPLEHide = false
at the bottom


2) and in the
def updatePlotListButtons( self ):
I had to add a temp variable to store the value of the Buttons viewable or not viewable, because this routine somehow always set it to True everytime a unit was selected, you first had to deselect a unit to let the buttons hide in city view and global view or worldbuilder view..

to countermeasure the unit-selected issue, i made a temp value that reads the screen status before the ShowPlotListbuttonObjects initiates the routine and after the routine i tell it to set the state back to the original state as defined by Ruff Hi's modifications

so here's what i changed in the code:

xResolution = self.xResolution
yResolution = self.yResolution
## 12monkeys - PlotList Button Enhancement - end

# Initialize the state of the buttons:
bPLEStatus = self.bPLEHide




self.showPlotListButtonObjects()


if (bPLEStatus):
self.hidePlotListButtonObjects()
else:
self.showPlotListButtonObjects()




#else:
# if (not self.bPLEHide):
# self.hidePlotListButtonObjects()
# self.bPLEHide = true

the "else" at the END of this routine i completely commented since it is not used at all anyway..but the main difference is to read the screenstatus at the beginning of the routine, and set this state back at the end of the routine..

I haven't gone all over the code, since it's so big, but my guess is, no matter what screen you're in, somehow this routine is also executed in other views i the game, and executes the self.showPlotListButtonObjects() always in the original code, so the codes by Ruff hi are always overruled by this routine(IF a unit is/was selected!)..the thing with this temp is, i read the status of the buttons(set by Ruff Hi's codes) ALWAYS BEFORE the code is beeing executed, and set it back ALWAYS AFTER it is beeing executed..so no matter what it now does, Ruff Hi's codes now always overrule any other screensetting

which i prefer personally, since in this routine where ruff hi made his changes 95% of all the mods control their screenviews there...
at least i do in our...

I'm just writing this codechange i've done here, so people facing the same issue i had:"buttons always up" can tweak this probably by using the same settings i did...for ruff hi his code probably worked already because probably his updateMiscButtons routine is not automatically executed, and in my maininterface i obviously is...for whatever reason

note:"you can't switch off the screensettings in the last routine, because you need to update the screenview when you change the buttons" so they have to be executed anyway...so that's the main reason why i used this temp variable and then set back the original screen status

Tedyke
Nov 19, 2006, 04:43 AM
I've downloaded version 2.04w for warlords but it seems that it doesnt work in hotseat game. Is this right, and can somebody tel me how to disolve this?

thanks.

ruff_hi
Nov 19, 2006, 07:44 AM
I'm guessing but I bet that a hotseat game implies locked assets. If so, then items in the customassets folder are not loaded because of locked assets.

There is no easy way round this.

Tedyke
Nov 20, 2006, 01:57 AM
Thanks Ruff

Tedyke
Nov 20, 2006, 01:57 AM
Thanks Ruff

solops
Jan 07, 2007, 10:22 AM
Is this mod (2.03) compatible with Warlords?

mrgenie
Jan 07, 2007, 10:27 AM
well, most modpack makers got it to work properly...or at least up to some level..most is working just fine under warlords

ruff_hi
Jan 07, 2007, 03:57 PM
Is this mod (2.03) compatible with Warlords?
The short answer is NO. However, the civ4 programmers actually lifted most of 12m's idea and build it into warlords.

_alphaBeta_
Jan 31, 2007, 07:29 AM
The short answer is NO. However, the civ4 programmers actually lifted most of 12m's idea and build it into warlords.
What exactly is in Warlords with regard to this mod? Can you display the entire tile's units on multiple lines, or do you still have to scroll with vanilla Warlords? Does it still say things like 'fortify' and such under each unit?

I'm thinking of getting the expansion, but don't know if I can survive without this mod.

ruff_hi
Jan 31, 2007, 12:24 PM
What exactly is in Warlords with regard to this mod? Can you display the entire tile's units on multiple lines, or do you still have to scroll with vanilla Warlords? Does it still say things like 'fortify' and such under each unit?

I'm thinking of getting the expansion, but don't know if I can survive without this mod.Well, when I say 'most' what I really mean is that they lifted the stacked units (rows and rows of them depending upon your screen resolution) that do scroll after (I think) 10 rows. They didn't use the little actions (fort, sentry, healing, etc) displays or the 'due for promotion' display.

While I was rolling up the new version of my mod, I decided not to fold in this mod for vanilla (it is a huge clunky mod and it has to be to work), instead, I just lifted the two items that I really like (action and promotion displays). My mod has both of these items (but nothing else from 12m's PLE mod) and is available for vanilla and warlords.

jray
Jan 31, 2007, 02:16 PM
Well, when I say 'most' what I really mean is that they lifted the stacked units (rows and rows of them depending upon your screen resolution) that do scroll after (I think) 10 rows. The didn't use the little actions (fort, sentry, healing, etc) displays or the 'due for promotion' display.

How do you enable this? When I tried loading stock Warlords 2.08 with a huge army, I didn't see any stacking (and this was 1650x1080 resolution).

Actually, I don't think I saw anything at all in stock 2.08 from 12monkeys' Plot List Enhancements. But maybe my memory is faulty... it's been a while since I loaded stock 2.08. It definitely doesn't have any of the tags or filters or color highlighting though.

ruff_hi
Jan 31, 2007, 02:49 PM
I'm playing a HOF game at the moment with a huge navel army smashing up Monty. I'll post a screenshot of what is in standard warlords v2.08 later tonight. I'll also see if I have a screenshot of what my mod lifted from 12m's PLE mod.

_alphaBeta_
Jan 31, 2007, 03:10 PM
I'm playing a HOF game at the moment with a huge navel army smashing up Monty. I'll post a screenshot of what is in standard warlords v2.08 later tonight. I'll also see if I have a screenshot of what my mod lifted from 12m's PLE mod.
That would be cool. I'll be taking a closer look at your mod tonight. You also have all of these mods working for Warlords as well? I've been holding off on Warlords mainly because I can't stand the city and trading screens without the modified special domestic advisor or the exotic foreign advisor.

I'm guess you didn't keep the health bars from the plot list enhancement mod though? Does Warlords have the health bars? I see you also have a file in there to referencing the domestic advisor's columns, is that in fact what it does?

jray
Jan 31, 2007, 03:31 PM
That would be cool. I'll be taking a closer look at your mod tonight. You also have all of these mods working for Warlords as well? I've been holding off on Warlords mainly because I can't stand the city and trading screens without the modified special domestic advisor or the exotic foreign advisor.

I'm guess you didn't keep the health bars from the plot list enhancement mod though? Does Warlords have the health bars? I see you also have a file in there to referencing the domestic advisor's columns, is that in fact what it does?

FYI, I have the full Plot List Enhancement mod in my jrayUGH (http://forums.civfanatics.com/showthread.php?t=204958) modpack (Warlords 2.08) if you want to try that out... fortify/heal/etc tags, health/movement bars, filters, promotion highlighting, stacking, INI options, etc. It also has the enhanced advisors.

And now that you mention it, I think stock Warlords (perhaps only in 2.08) DOES have the health bars. I had forgotten about that.

_alphaBeta_
Jan 31, 2007, 05:26 PM
ruff_hi - I see what you lifted since I was able to give your mod a go. I'm very impressed with the integration. You can ignore my initial questions save one: When using the Warlord version of your mod, do the plots stack so you don't have to scroll them? I notice you didn't incorporate 12m's ability to display the entire plot contents. Everything else, I imagine, is the same?

Thanks for the info jray, I'll have a look at your later on as well.

ruff_hi
Feb 01, 2007, 06:56 AM
Here is that picture I promised earlier. This is warlords with the HOF mod ...
http://img165.imageshack.us/img165/8318/qm15wy6.jpg

_alphaBeta_
Feb 01, 2007, 07:56 AM
So this is what your Cobbled SG Modpack looks like with Warlords? Your mod doesn't override the stacking, right?

I like everything in your mod except the lack of ability to see the entire plot list (which is a 1.61 limitation not yours). So if I get Warlords, that should solve that problem?

All the other mods such as the domestic and foreign advisor work the same on Warlords as they do on your 1.61 version? I'm actually basing my decision on whether to get Warlords on how your mod works since I can't live without some of the mods you've already nicely combined for Warlords.

jray
Feb 01, 2007, 09:27 AM
Here is that picture I promised earlier. This is warlords with the HOF mod ...


Ah, so the stacking was done in stock Warlords (since HOF doesn't do anything to the plotlist). Thanks for clarifying.

Here's a snapshot comparing all 3 side-by-side (plain Warlords v2.08, Ruff's Cobbled SG Modpack v2.0.3w, and jrayUGH v208b):

http://img65.imageshack.us/img65/738/plotlistcomparisoncq1.th.jpg (http://img65.imageshack.us/my.php?image=plotlistcomparisoncq1.jpg)

Note that Ruff adds the "heal/skip/goto/fort" tags and the promotion highlighting.

jrayUGH further adds filtering (each unit type on its own row, according to the currently selected filter), more colors for the circle (dark green = "injured with movement points", gray = "injured and commanded to stay put"), and movement bars (yellow = remaining movement points, blue = consumed movement points).

(Ruff, you didn't update the plotlist in v2.0.4w, right? I don't have it installed yet, so I just used v2.0.3w. But if you have, let me know and I'll update it-- thanks!)

ruff_hi
Feb 01, 2007, 10:26 AM
Ruff, you didn't update the plotlist in v2.0.4w, right? I don't have it installed yet, so I just used v2.0.3w. But if you have, let me know and I'll update it-- thanks!Nice picture and very clear. If you look closely, you can see that my promotion outlines are square at the corners while 12ms are rounded. That is just an artifact of what I had to do to get the promotion highlights working.

2.0.3 to .4 are just a few changes to the logger.

ruff_hi
Feb 01, 2007, 10:28 AM
So this is what your Cobbled SG Modpack looks like with Warlords? Your mod doesn't override the stacking, right?

I like everything in your mod except the lack of ability to see the entire plot list (which is a 1.61 limitation not yours). So if I get Warlords, that should solve that problem?

All the other mods such as the domestic and foreign advisor work the same on Warlords as they do on your 1.61 version? I'm actually basing my decision on whether to get Warlords on how your mod works since I can't live without some of the mods you've already nicely combined for Warlords.Well, to me, there is very little difference between the results of my mod under vanilla and under warlords but you might want to check with pholkhero or greyfox - they use both extensively. They were the ones that bugged me to port my mod to warlords.

_alphaBeta_
Feb 01, 2007, 10:33 AM
Well, to me, there is very little difference between the results of my mod under vanilla and under warlords but you might want to check with pholkhero or greyfox - they use both extensively. They were the ones that bugged me to port my mod to warlords.
Oh, so you don't use Warlords then?

Pictures look good, thanks. I'm pretty sure then that it will be very similar then.

ruff_hi
Feb 01, 2007, 10:37 AM
Oh, so you don't use Warlords then?At the moment, that is all I play but under the HOF mod. I'm slowly (oh so slowly) working towards my quarttro master (sp) thingo.

Mac_Civ
Mar 25, 2007, 01:04 AM
Having some issues installing, maybe someone can provide some insight. I take and copy all the 12monkey changes from PLEMainInterface.py to my CvMainInterface.py. When I run the game the interface is missing nad Civlopedia doesn't work. Everything works up to this point.

Any ideas where I may be getting a conflict? The only other mod that modifies the CvMainInterface.py file is Sevo's Raw Commerce display mod.

I'm running Vanilla (latest) on a mac, if that makes a difference.

TwoFaced
Jul 24, 2007, 06:36 PM
Late to the party but at least I made it :) My deepest gratitude 12Monkeys for the excellent mod. One of my biggest complaints about the game was having to deal with large stacks of units. The interface was just way to cumbersome to deal with and you have fixed that perfectly. Your effort is very much appreciated.

One negative about the mod (imo) was you chose to use an exclusive filter. Having to select a filter to remove a unit is completly backwards to me. It's to strange to have to select the healthy filter to get unhealthy units. Also it's a bit of a pain if you want to just see air units because you have to select two filters to get just air units.

Luckily enough in huge part to your well coded and commented code I was able to make the necessary adjustments and now it works just as I think it should. I've set it up to show all the units by default (IE no filter selected). When a filter is active only units that match the active filters will be shown. If I want injured ships I just select the wounded and ships filter. Now the mod is perfect!! If anyone agrees with me and would like the modified file code I could provide it.

I hope this mod is compatable with Beyond the Sword. Or perhaps you would be so generouse to make it so. Thanks again!

Janook
Jul 31, 2007, 01:14 AM
God I love this mod; I hate teh default plot list. Any news on a BTS version? I find it hard to play without this mod...

_alphaBeta_
Jul 31, 2007, 06:32 AM
God I love this mod; I hate teh default plot list. Any news on a BTS version? I find it hard to play without this mod...

12monkeys hasn't made a post in over 1 year. Luckily this mod made it's way into other mods and was updated as necessary along the way. That was true for Warlords, so I'm not sure about BTS.

turlute
Jul 31, 2007, 11:15 AM
Here is a version that works with BtS.

I'm not sure that every feature works. I'm basically only using the stacking by unit types.
Feel free to report problems, I'll try to fix them.

Enjoy.

Janook
Jul 31, 2007, 06:29 PM
Thanks a bunch; I just loaded it up. I haven't played any turns, but the plot listings seems to work.

I've only noticed one problem; I selected a stack and clicked the little star to only view units that can be promoted. All my tanks say they can get the "lead my general" promotion, which of course, is impossible.

Kalimakhus
Aug 01, 2007, 07:55 PM
@turlute

It is really nice that you made this Mod Comp work with BTS. You may start a new thread that has BTS in its title so it is known that a version for BTS is available. Also do you intend to maintain it for a while, just to fix some bugs like the one Janook mentioned?

daengle
Aug 02, 2007, 05:16 PM
I've only noticed one problem; I selected a stack and clicked the little star to only view units that can be promoted. All my tanks say they can get the "lead my general" promotion, which of course, is impossible.

I don't think this is supposed to be a bug; it's a feature.

The star button lists all of the promotions that are available to each unit at that time. The "lead by warlord" promotion is in fact available to all units all the time, so it appears in the list.

The mod is telling you that type of promotion is available to the unit, not if a warlord is actually in the hex at the time.

Janook
Aug 02, 2007, 05:49 PM
No, it's a bug. It's displaying an upgrade that is not available.

turlute
Aug 03, 2007, 05:44 PM
Weekend starts and I managed to find the time to browse this thread and fix a few issues mentioned in a few posts.
So here is a new fix for BtS (should work in warlord too, maybe even vanilla civ).

List of changes:

fixed - Lead by Warlord "promotion"
fixed - Cannot promote units by clicking on the promotion icons
fixed - PLE icons visible in world view
fixed - division by zero with static units
fixed - Turns to heal calculation (untested)
fixed - Random crash when reloading a savegame (untested)
fixed - unit movements wrongly calculated (untested)
added - Mouse over help for the PLE buttons
added - Configurable option to hide health bar while fighting


Edit: When I say "maybe compatible with warlord and vanilla civ"; U have to first manually merge the changes from this version with your own cvMainInterface.py file.

@Kalimakhus
I don't have enough free time to say that I will maintain this component, sorry.
Although I'll try to fix the issues now and then if I can.

Janook
Aug 03, 2007, 08:13 PM
Great work turlute, thanks a bunch.
I had my saved game crashing, i didn't know it was because of this; hopefully it's fixed now.

Kalimakhus
Aug 03, 2007, 09:32 PM
Thanks a lot turlute for your effort. I am particularly pleased with the addition of mouse over help. I have merged the comp with the Ethnic Styles mod so right now this combination is my default for playing BTS.

I still like you to start a thread for the BTS version of the component. This doesn't imply a promise of continuing to maintain the comp but it will draw the attention of people who would like to have it. (They won't check the old thread).

Anyway, what you are doing now is as much as any can ask for maintaining this modcomp.

FireyFly
Aug 20, 2007, 02:20 PM
Having some issues installing, maybe someone can provide some insight. I take and copy all the 12monkey changes from PLEMainInterface.py to my CvMainInterface.py. When I run the game the interface is missing nad Civlopedia doesn't work. Everything works up to this point.

Any ideas where I may be getting a conflict? The only other mod that modifies the CvMainInterface.py file is Sevo's Raw Commerce display mod.

I'm running Vanilla (latest) on a mac, if that makes a difference.

I second this problem, and it occurs in many other mod components that I'd really like to use.. The difference is that I'm on a Windows system.
Really, many genial, small mods doesn't work, all that happens is that all my interface is hidden from the start. It looks like if you go Alt + I, but when I try that to "unhide" the interface, it doesn't help.
Entering World builder via Ctrl + W works, as does every game command, i.e. "Build city" with B, "Build road" with R, "Build Farm" with I...

Any clue?

alerum68
Aug 20, 2007, 05:04 PM
Are you two by chance just throwing all the MODs you download into your CustomAssets directory? Alot of the MODs out there add code to the same files, and if you overwrite a file that is connected to your interface, (Clock MODs, Autolog, Reminders, ect...) then you loose the code, and CIV doesn't know what it's supposed to do so does nothing.

Another thing that can cause problems is if you are trying to install a Mod for CIV, and you're running an expansion (Warlords or BTS) you made get code conflicts which will cause the same problem.

I'd first make sure that you are running the right version, (CIV, Warlords, or BTS) and then make sure you're not overwritting code.

FireyFly
Aug 21, 2007, 12:00 AM
I've got multiple mods in it, yes, but I don't place all my mods there, no.
Those mods doesn't have any files "shared", so it isn't because of the merge of a file.. And I tried only this one alone, as a mod with an empty CustomAssets folder.
Also, using only the FfH2 mod wont either work, same problem, hidden interface.

Anyways, thanks for trying to help,
/FireFly

_alphaBeta_
Aug 21, 2007, 06:36 AM
I've got multiple mods in it, yes, but I don't place all my mods there, no.
Those mods doesn't have any files "shared", so it isn't because of the merge of a file.. And I tried only this one alone, as a mod with an empty CustomAssets folder.
Also, using only the FfH2 mod wont either work, same problem, hidden interface.

Anyways, thanks for trying to help,
/FireFly

Does it ever work? I had a similar problem when I would load another game. This mod for vanilla only seemed to work on the first loaded game per civ4.exe session. Otherwise my interface would disappear as well.

FireyFly
Aug 21, 2007, 11:08 AM
Does it ever work? I had a similar problem when I would load another game. This mod for vanilla only seemed to work on the first loaded game per civ4.exe session. Otherwise my interface would disappear as well.

It happens both when I load a game or when I simpy create a new one. Also, as I said, there's lots of mods and/or mod components that triggers these - alone (no conflict).

By the way, thanks for helping me! :)

Nials
Aug 23, 2007, 04:46 PM
Great work on making PLE compatible with BtS :)

EDIT: Just realized it's incompatible with The Bug Project (http://forums.civfanatics.com/showthread.php?t=235633). Bummer.

alerum68
Aug 23, 2007, 06:24 PM
Nials, it's not incompatible at all, we just haven't decided yet if we want to add it completely, or just taken parts of it. EF has been working very hard to make a cleaner version that will do about the same thing, with maybe a few changes here or there.

If you wanted to try and merge it into BUG yourself, it would work fine.:)

Purest Warrior
Aug 28, 2007, 06:22 PM
GJ on making it BtS compliant. I'm getting some error messages, though, with the new (BtS) units, when I mouse over their icons. So far, the only ones I've built are privateers and air ships. Any ideas?

Cheers, PW

necrosmith
Nov 27, 2007, 12:54 PM
Is there a version that works for Warlords 2.13?
I tried downloading the posted version, and it doesn't work for me.

jray
Nov 30, 2007, 10:23 AM
Is there a version that works for Warlords 2.13?
I tried downloading the posted version, and it doesn't work for me.

I bet the version of PLE inside my modpack (see my sig) would work in 2.13. I haven't updated it yet from 2.08, but since no Python or XML changed from 2.08 to 2.13, I bet it will work fine. I include the individual components in the .zip file just in case you want to install things separately. Let me know if you try it. I've been too busy with BtS to go back and check all my Warlords stuff :).

mamba
Dec 08, 2007, 10:22 PM
Here is a version that works with BtS.

I'm not sure that every feature works. I'm basically only using the stacking by unit types.
Feel free to report problems, I'll try to fix them.

Enjoy.

Thanks for this piece of code :)

One thing I miss is the ability to group all units of one type by pressing Ctrl and clicking on one of the units. CIV allows this without the mod but the mod apparently interferes with this.

Could you please check whether you can fix / enable this ?

Conqueror Worm
Apr 11, 2009, 03:54 AM
Thanks for this update!

Blkbird
Oct 17, 2009, 11:11 PM
It would be great if PLE could show the exact health percentage (HP) of a unit on mouseover, since the 1-decimal strength is only a round value. Also, PLE does the rounding differently than the game itself (BtW 3.19), though both are pretty weired, e. g., the strength of an Archer with 65 HP is shown as 2.0 by the game but 1.9 by PLE, while an Archer with 85 HP is shown as 2.5 by the game but 2.6 by PLE!

alerum68
Oct 18, 2009, 12:15 PM
You want BUG 4.1 with BULL beta. Check out my sig line. The BULL DLL isn't released yet, but the DLL is stable and the delay on the release is just because of being busy with other things.

Cybah
Oct 22, 2009, 07:57 AM
Can't wait for the BULL+BBAI merged sources. :)