View Full Version : Enhanced military advisor
SupremeOverlord Dec 28, 2005, 02:20 PM NOTE: For latest version, please see this thread: http://forums.civfanatics.com/showthread.php?t=150477
This mod is a complete redesign of the Military advisor. This is just a test release, so any feedback is appreciated.
INSTALLATION
Extract the contents of the zip file to 'My Documents\My Games\Sid Meier's Civilization 4\MODS' to install as a MOD. If you want to use it in all your games you should copy all files and folders in 'My Documents\My Games\Sid Meier's Civilization 4\MODS\Enhanced Interface\Assets' to 'My Documents\My Games\Sid Meier's Civilization 4\CustomAssets'. You might need to empty your cache a few times before this MOD takes effect. (Hold down the shift key while the game is starting up)
FEATURES
1. All units are displayed in a scrollable list. The following info is displayed for each unit: icon, name, strength, moves, experience and promotions.
2. The units can be grouped by different criteria:
a) By stack (group units for all city plots and all other plots with more then one unit, all other units are shown as one group)
b) By combat type (melee, gunpowder, ...)
c) By location (city garisson, home territory, friendly territory (open borders), neutral territory, enemy territory)
3. Changing the groups doesn't alter the selection.
PLANNED FEATURES
1. Add more grouping criteria:
a) By nearest city
b) By owner
2. Add filter criteria:
a) By unit type
b) By combat type
c) By promotion
d) By location
e) By owner
3. Make it possible to upgrade and disband selected units (also show cost and number of units)
4. Add a plot view of the last selected unit (toggle between map view and plot view)
5. Maybe use color coding for the map view
TODO
----
- translate interface
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IamSid Dec 28, 2005, 02:46 PM Its.................. AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I love you in a non-homosexual way man!
Cammagno Dec 28, 2005, 03:18 PM This mod is a complete redesign of the Military advisor. This is just a test release, so any feedback is appreciated.
Very good idea and good first release. If you'll have success in adding some of your planed features, it'll be the "definitive" mod for military advisor.
I've tested it a bit, and the only problem is that all the useful info about other civs' units (the visible ones, as in the standard military advisor) are gone. Maybe you may add in the inferior part of the window a series of icons of the other leaders, so that clicking on one of them, I can get his units displayed instad of mine. Just an idea, of course :blush:
Shamier Dec 29, 2005, 06:26 AM Judging from the screenshot, this looks like a promising addition to the advisor updates.
I agree with Cammagno though that it would be good if you could be able to see some details from enemy units as well...
Once the unit upgrading is implemented to this mod, I'm downloading it asap ;)
Colonel Kraken Dec 29, 2005, 07:49 AM Oh my. My wife is going to kiss you for making this mod!
EDIT: We'll have to hold off on the kiss --not going to happen until you make the City buttons clickable to zoom to that city screen and able to upgrade units in the military advisor screen. Sorry. :D
SupremeOverlord Dec 29, 2005, 09:58 AM Oh my. My wife is going to kiss you for making this mod!
EDIT: We'll have to hold off on the kiss --not going to happen until you make the City buttons clickable to zoom to that city screen and able to upgrade units in the military advisor screen. Sorry. :D
I was thinking that clicking on the city name (or any other group label) should select all the units in that group. Maybe I should add a button to the group labels to add the functionallity that you describe. Are there any other group labels where you want some special action when clicking this button? For example, what should this button do when the units are grouped by combat type?
mgdpublic Dec 29, 2005, 10:03 AM This is awesome. Do you know if it will conflict with either the Exotic FA mod or the Enhanced DA?
SupremeOverlord Dec 29, 2005, 11:05 AM This is awesome. Do you know if it will conflict with either the Exotic FA mod or the Enhanced DA?
I haven't tested it but normally there shouldn't be any conflicts with other mods.
Elhoim Dec 29, 2005, 11:33 AM Great Mod!!!
Are you going to continue your foreing advisor mod? I would love to see a 1.52 improved version...
SupremeOverlord Dec 29, 2005, 11:47 AM Great Mod!!!
Are you going to continue your foreing advisor mod? I would love to see a 1.52 improved version...
I've already updated the enhanced foreign advisor. Now it also shows the gold amounts. I wasn't planning on making any other changes to it.
Elhoim Dec 29, 2005, 12:55 PM Great! I didn´t notice... Downloading it now!
Rshu Dec 29, 2005, 01:33 PM Great, a military advisor that is actually useful. Nice job!
Colonel Kraken Dec 29, 2005, 03:20 PM I was thinking that clicking on the city name (or any other group label) should select all the units in that group. Maybe I should add a button to the group labels to add the functionallity that you describe.
Well, usually, units in a city you don't necessarily want to select as a group because you're going to have your city defenders and then your other units.
Usually, (from Civ III) we would use the military advisor to (1) upgrade units (2) find what units are already in that city and possibly change the city production or (3) find particular units we wished to use.
So, I would say clicking on the city button takes you to the city (on map would be perfectly fine, I'm sure) or to the group of units on the map. Clicking on an individual unit will actually select that unit.
Are there any other group labels where you want some special action when clicking this button? For example, what should this button do when the units are grouped by combat type?
Grouped by combat type? I'm not sure what you meant here.
Thank you for such a great mod!
SupremeOverlord Dec 29, 2005, 05:23 PM Grouped by combat type? I'm not sure what you meant here.
At the top left of the advisor screen there is a pull down box that lets you select different ways of grouping the units. In the screenshot the units are grouped by stack. This means the units are grouped together for all city plots and all other plots with more then one unit, all other units are shown as one group. It is also possible to group the units by combat type. This means that all the gunpowder units form one group, and all the archer units form another, etc ... If I add a button to the labels for the cities, do I also need to add it for the other labels and what should the button do for those labels?
Colonel Kraken Dec 30, 2005, 07:16 AM ... If I add a button to the labels for the cities, do I also need to add it for the other labels and what should the button do for those labels?
I understand now what you meant for group by combat type, but I'm not exactly sure what you're saying here. I'm trying to think of the usefullness of grouping by combat type. I would imagine the greatest benefit would be to upgrade all units of a certain type. I can also think that it would be truly splendid to be able to find, say, all Catapults in this advisor screen and tell them all to go to x city or map plot. Now, THAT would be cool!
Cammagno Jan 02, 2006, 07:20 AM TODO
----
- translate interface
If you are interested (for future releases), here there is the "CIV4EnhancedTextInfos_MIL.xml" file with the Italian translation (I'm an Italian guy).
In my personal version I've translated also the "Group by..." strings directly in the CvMilitaryAdvisor.py, but maybe (if this is possible) it's better to put also these string in some xml file (maybe CIV4EnhancedTextInfos_MIL.xml itself?) to allow multiple language.
Anyway, here there is the Italian translation of those strings:
"Don't group units" = "Non raggruppare le unità"
"Group by stack" = "Raggruppa per gruppo"
"Group by combat type" = "Raggruppa per tipo"
"Group by location" = "Raggruppa per posizione"
If you need some other Italian translation, just let me know :)
###
Another idea for future releases: it will be very useful if the default grouping criterium could be selected (or saved, or at least set in the file). The best option (but also the more difficult to realize, I think) will obviously be that the last used criterium is automaticaly "saved" and shown the next time the Advisor is displayed.
Merum Jan 02, 2006, 08:18 AM Nice... I don't see the leaderheads anymore... can you still filter on a given leader, so you can see only their units and locations?
SupremeOverlord Jan 02, 2006, 07:10 PM Nice... I don't see the leaderheads anymore... can you still filter on a given leader, so you can see only their units and locations?
For the moment the advisor only shows your own units.
Merum Jan 02, 2006, 09:21 PM For the moment the advisor only shows your own units.
Good enough then... I see you plan to add this in the future. I'll keep an eye on this thread. :goodjob:
Chuck Berry Jan 11, 2006, 05:20 PM hi - longtime forum lurker, first time poster...
I was wondering - I seem to recall on Civ II (or maybe III) that the military advisor also showed you how many units you had lost in combat and how many enemy units you had eliminated - it may have even shown casualties by unit type. Maybe my memory's fuzzy, but I thought it did. Or is it still there and I'm overlooking something?
Also, it would be really helpful if you could see what years you were at war with whom - for example, you could click on "Isabella (Spain)" and see a graph or table that said "War - 950BC - 700BC, 1200AD - 1345AD, 1621AD - currently at war) or something to that effect. And than maybe that civilization's cities you've captured, and your cities they've captured, and then casualties - like how many casualties of yours they've inflicted and how many of their's you've inflicted. I just think it would be really helpful to see who you've been at war with, when, and how successful you've been fighting them.
Anyway, I did a little modding with Civ II, so I'm pretty ignorant on how to do something like this on IV. I would love some suggestions or tips - or even better, if one of you skilled modders could try something like this yourselves? :D
Thanks in advance!
alerum68 Jan 11, 2006, 05:29 PM hi - longtime forum lurker, first time poster...
I was wondering - I seem to recall on Civ II (or maybe III) that the military advisor also showed you how many units you had lost in combat and how many enemy units you had eliminated - it may have even shown casualties by unit type. Maybe my memory's fuzzy, but I thought it did. Or is it still there and I'm overlooking something?
They have it still, but it's unders the staticts screen, instead of military advisor.
Also, it would be really helpful if you could see what years you were at war with whom - for example, you could click on "Isabella (Spain)" and see a graph or table that said "War - 950BC - 700BC, 1200AD - 1345AD, 1621AD - currently at war) or something to that effect. And than maybe that civilization's cities you've captured, and your cities they've captured, and then casualties - like how many casualties of yours they've inflicted and how many of their's you've inflicted. I just think it would be really helpful to see who you've been at war with, when, and how successful you've been fighting them.
Something like this is also under the statics screens, somewhat. It lists Improvments Built, Units Built - Lost - Current, Cities built - lost - current. I don't know if it list years, but if you hit Ctrl+Tab together you can access your log which will have every action you've taken so far. It may take a while to find what you are looking for though, but you can also log it to a file and use the search feature of Notepad.
Anyway, I did a little modding with Civ II, so I'm pretty ignorant on how to do something like this on IV. I would love some suggestions or tips - or even better, if one of you skilled modders could try something like this yourselves? :D
Thanks in advance!
Python Tutorial flavor toward Civ4 (http://www.sthurlow.com/) - Follow this link. It's got an easy to follow tutorial that teaches you the basics of the Python scripting language. If you know XML that is also availiable to be used. Python is a very powerful scripting language, and can change anything that isn't hardcoded into the C++ Code, which is already compiled and cannot be modified without some kind of SDK, or the original source code... But I don't think they want to give that up just yet.:p
Hope that helps!
Chuck Berry Jan 11, 2006, 07:30 PM Thanks - I didn't even know there was a stats screen. I knew about the log, but yeah, its kind of a hassle when you want to compare specific events - I will definitely check out the python editing info., see if I can get my military advisor to gimme what I want - I gotta know exactly how much butt I'm kickin', see? :D
thanks again
SupremeOverlord Jan 15, 2006, 06:11 AM I've kinda lost interest in modding civ IV so if anyone wants to continue my work, they are welcome to do it.
Elhoim Jan 15, 2006, 12:35 PM Too bad, you´re very good at it... Well, thanks for everything you have given us! :goodjob:
Nials Feb 03, 2006, 02:59 PM Ever since I started playing Civ IV it always boggled my mind why you couldn't select units from the Military Advisor screen.
Thank you very much for creating this terrific mod!
Drakonik Feb 03, 2006, 03:56 PM Hm. Does it let you delete units from the advisor? I ask because I tell almost all my military units to fortify my cities, and as such, there are a lot of obsolete units eating up my upkeep budget. It'd be nice if I could, say, select all Warriors and delete them.
Note: I wanted to post this before it left my mind. If it's already in there, just disregard me.
Nials Feb 04, 2006, 04:34 AM It seems as if I was too quick to speak my tongue. There doesn't appear to be any means with which you can select or delete units on the Military Advisor screen.
Still, this mod is a noticeable improvement over the standard screen. I just wish that some day it would be possible to perform such actions from the advisor screen :)
Drakonik Feb 04, 2006, 01:37 PM Don't get me wrong. It seems like a nice mod. How could I get it to run as part of the default program? I've already got Sevo's Fusion mod running from the start, so can I add yours in too?
Nials Feb 05, 2006, 05:15 AM Don't get me wrong. It seems like a nice mod. How could I get it to run as part of the default program? I've already got Sevo's Fusion mod running from the start, so can I add yours in too?
INSTALLATION
Extract the contents of the zip file to 'My Documents\My Games\Sid Meier's Civilization 4\MODS' to install as a MOD. If you want to use it in all your games you should copy all files and folders in 'My Documents\My Games\Sid Meier's Civilization 4\MODS\Enhanced Interface\Assets' to 'My Documents\My Games\Sid Meier's Civilization 4\CustomAssets'. You might need to empty your cache a few times before this MOD takes effect. (Hold down the shift key while the game is starting up)
That should make it work :)
Drakonik Feb 05, 2006, 01:41 PM D'OH! >_< My bad. Well, here goes nothing.
Houman Mar 08, 2006, 03:43 AM I am a bit confused. I am trying to implement this MOD in the Realism: TTR.
There are only few files that do not even collide with any other existing file. So I don't need to merge anything? But how does the program know there are new files for the Military Advisor that need to be used from now?
EDIT: I figured it out. Thanks though.
Thanks
Houman
Methos Mar 14, 2006, 07:16 AM Is this compatible with patch 1.52? I noticed this came out about the same time the patch did, so wasn't for sure.
jray Mar 14, 2006, 09:52 AM Is this compatible with patch 1.52? I noticed this came out about the same time the patch did, so wasn't for sure.
Yes, it works fine with version 1.52.
Al Fredo Mar 17, 2006, 12:42 PM Downloaded and it went to Custom Assets. Will check it out tonight, but looks like a HUGE improvement.
So, for anyone who is counting...I'm using the Modded Domestic, Foreign and Military Advisors. And they are all much better than what came with the game.
Great work!
mikezang Mar 23, 2006, 06:06 AM How can I check AI civs Armies?
naf4ever Apr 15, 2006, 03:36 PM Any plans to update this for the 1.61 patch?
Caesium Apr 15, 2006, 06:17 PM Yeah, an upgrad to 1.61 would be great!
Elhoim Apr 15, 2006, 08:35 PM I've kinda lost interest in modding civ IV so if anyone wants to continue my work, they are welcome to do it.
I guess there won´t be any updates...
Caesium Apr 16, 2006, 12:53 PM Is there somebody who feels himself or herself able to bring this mod to 1.61?
Caesium Apr 19, 2006, 02:00 PM Is there somebody who feels himself or herself able to bring this mod to 1.61?
:help: :help:
Houman May 01, 2006, 04:29 AM @Lopez
@Elhoim,
You did an update to Exotic Foreign advirsor, may you please also update this one? :)
TheLopez May 01, 2006, 05:32 AM Alright, I'll have a 1.61 compatible version up in a couple of hours.
Houman May 01, 2006, 05:57 AM Thanks Lopez. :)
cf_nz May 01, 2006, 11:15 AM Alright, I'll have a 1.61 compatible version up in a couple of hours.
Cool, can you let me know what you do to get it working (for my own python education), I've been stumped by this debug log message:
Traceback (most recent call last):
File "CvScreensInterface", line 125, in showMilitaryAdvisor
File "CvMilitaryAdvisor", line 299, in interfaceScreen
File "CvMilitaryAdvisor", line 340, in initMinimap
ArgumentError: Python argument types in
CyGInterfaceScreen.updateMinimapSection(CyGInterfa ceScreen, bool)
did not match C++ signature:
updateMinimapSection(class CyGInterfaceScreen {lvalue}, bool, bool)
ERR: Python function showMilitaryAdvisor failed, module CvScreensInterface
TheLopez May 01, 2006, 08:19 PM Cool, can you let me know what you do to get it working (for my own python education), I've been stumped by this debug log message:
Traceback (most recent call last):
File "CvScreensInterface", line 125, in showMilitaryAdvisor
File "CvMilitaryAdvisor", line 299, in interfaceScreen
File "CvMilitaryAdvisor", line 340, in initMinimap
ArgumentError: Python argument types in
CyGInterfaceScreen.updateMinimapSection(CyGInterfa ceScreen, bool)
did not match C++ signature:
updateMinimapSection(class CyGInterfaceScreen {lvalue}, bool, bool)
ERR: Python function showMilitaryAdvisor failed, module CvScreensInterface
I'm just waiting for Houman to test this one and Enhanced Foreign Advisor.
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