View Full Version : [PYTHONCOMP] Specialist Stacker


TheLopez
Jan 26, 2006, 10:17 PM
Specialist Stacker Mod
By: TheLopez


Last Updated 11/08/06

Version: 0.8.1w
Patch Compatibility: Warlords v2.0.8.0
MP Compatible: ?
Download Mod v0.8.1w (http://forums.civfanatics.com/downloads.php?do=file&id=435&act=down)

Version: 0.8
Patch Compatibility: v1.61
MP Compatible: ?
Download Mod v0.8 (http://forums.civfanatics.com/downloads.php?do=file&id=130&act=down)

Version: 0.6.2
Patch Compatibility: v1.52
MP Compatible: ?
Download Mod v0.6.2 (http://www.aracnet.com/~opus/Civiv/SpecialistStackerv0.6.2.zip)


Description:
This mod "stacks" the specialized citizens, super specialized citizens and angry
citizens instead of displaying them side-by-side. It also makes use of the space
to the left of the specialized citizens by allowing them to span into two columns
instead of just one. This will allow for more than the vanilla six specialized
citizens to exist in the game.


Image before using Specialist Stacker Mod[TAB][TAB][TAB][TAB]Image after using Specialist Stacker Mod
without angry citizen stacking:[TAB][TAB][TAB][TAB][TAB][TAB]with angry citizen stacking:
http://www.aracnet.com/~opus/Civiv/AfterSpecializedStacker5.jpg[TAB][TAB][TAB][TAB]http://www.aracnet.com/~opus/Civiv/AfterSpecializedStacker6.jpg
(Note the nice new images for the Great General, Great Doctor and Great Statesman :D)

Image before using Specialist Stacker Mod:[TAB][TAB][TAB][TAB]Image after using Specialist Stacker Mod:
http://www.aracnet.com/~opus/Civiv/BeforeSpecializedStacker.jpg[TAB][TAB][TAB][TAB]http://www.aracnet.com/~opus/Civiv/AfterSpecializedStacker.jpg


Image after using Specialist Stacker Mod with super specialist stacking turned on using the variables:
Specialist Stack Width = 9
Highlight Forced Specialists = true
Stack Super Specialists = true
Max Super Specialist Buttons = 6
Super Specialist Stack Width = 15
Display Unique Super Specialists Only = true
Dynamic Super Specialists Spacing = false

http://www.aracnet.com/~opus/Civiv/AfterSpecializedStacker2.jpg


Image after using Specialist Stacker Mod with super specialist stacking turned on using the variables:
Specialist Stack Width = 9
Highlight Forced Specialists = true
Stack Super Specialists = true
Max Super Specialist Buttons = 6
Super Specialist Stack Width = 15
Display Unique Super Specialists Only = true
Dynamic Super Specialists Spacing = true

http://www.aracnet.com/~opus/Civiv/AfterSpecializedStacker3.jpg


Image after using Specialist Stacker Mod with super specialist stacking turned on using the variables:
Specialist Stack Width = 9
Highlight Forced Specialists = true
Stack Super Specialists = true
Max Super Specialist Buttons = 6
Super Specialist Stack Width = 15
Display Unique Super Specialists Only = false
Dynamic Super Specialists Spacing = true

http://www.aracnet.com/~opus/Civiv/AfterSpecializedStacker4.jpg

The same information displayed in the warlords version is now displayed in v1.61.
http://forums.civfanatics.com/uploads/80592/NewSpecialistStacker.jpg

Installation Instructions:

1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Specialist Stacker
4) Load the game.
5) Then play as normal.


-----Notes to Modmakers-----

I have modified the CvMainInterface.py and Dr Elmer Jiggle's CvConfigParser.py
file. I have added #< STACKER START > and #< STACKER END > in all of the places
that I have made changes to the files.

As of version v0.6.1 the Specialist Stacker configuration options have been moved
to the "Specialist Stacker Config.ini" file. There are 11 variables that can be
used to configure the stacker settings and are well documented in the INI file.
Please note that you no longer need to copy the "Specialist Stacker Config.ini"
file to the "civ4_install_folder\Mods\" directory. Just make sure that you put
a copy of the "Specialist Stacker Config.ini" in your directory and you update
the modName variable in the CvModName.py file with your mod's name.

I highly recommend that you use Dr Elmer Jiggle's INI parser if you want to
allow players to configure your mod through INI files.

If you use this mod, all I ask is that you give me credit.


-----Version Information-----

-----v0.8------

- Added the WIDGET_FREE_CITIZEN widget definition as defined in the Warlords
SDK.

- Added the methods from the Warlords SDK to enable the usage of the
WIDGET_FREE_CITIZEN widget definition.

- Changed the appropriate free specialist code in CvMainInterface.py to use the
new WIDGET_FREE_CITIZEN widget definition to display the total additions from
each type of specialist and the total from all of the specialists together.
Requested by Zuul.



-----v0.7------

- Updated all code to be compatible with the v1.61 patch!

-----v0.6.2------

- Updated the mod to use the latest version Dr Elmer Jiggle's INI parser code.


-----v0.6.1------

- Updated Dr Elmer Jiggle's to look in the "civ4_install_folder\Mods\<ActiveModName>"

directory. The <ActiveModName> is retrieved from the modName variable in the
CvModName.py file. With these changes the mod component configuration INI files
will no longer need to live in the "civ4_install_folder\Mods\" directory.

-----v0.6------

- Integrated Dr Elmer Jiggle's INI parser code and created the INI file
containing all of the possible values that can be used to configure the
features in the mod

- Updated Dr Elmer Jiggle's to look in the "civ4_install_folder\Mods\"
and "<userDir>\Mods\" directories. Also added and tested a fix provided
Dr Elmer Jiggle fixing the default INI values bug.


-----v0.5------

- Added the coded needed to make angry citizens stack including a variable
allowing to turn the angry citizens stacking feature on and off. It is
turned off by default.

- Added a variable to allow specifing distance between the angry citizens
stacked specialists

- Added a variable to specify if all angry citizens specialists should be
displayed or not.

- Added a variable to specify if angry citizens should be dynamically spaced
or not


-----v0.4------

- Added a "Specialists" label and background above the specialists

- Added the coded needed to make super specialists stack including a variable
allowing to turn the super specialists stacking feature on and off. It is
turned off by default.

- Added a variable to allow specifing distance between the super stacked
specialists

- Added a variable to specify if all super specialists should be displayed or
not.

- Added a variable to specify if specialists should be dynamically spaced or
not


-----v0.3------

- Added code to make specialized citizen span two columns instead of one

- Added a variable allowing to turn on and off the highlighting of forced
specialized citizens

- Added a variable to allow specifing distance between the stacked specialists

-----v0.2------

- Updated code to make specialists stack from right to left

- Started cleaning up code to allow reuse in other mods.


-----v0.1------

- Setup Specialist Stacker infrastructure

- Isolated code responsible for displaying and updating specialists


-----To Do-----

- Modularize the code even more to allow specification of columns of
specialized citizens


-----===Credits & Thanks===-----

- Exavier
[TAB]Composite Mod - readme.txt format


- Snaitf
[TAB]For starting the changes needed to make this mod component happen.

- Chalid
[TAB]For providing the suggestion that super specialists should stack
[TAB]like the regular specialists

- Dr Elmer Jiggle
[TAB]For providing the INI file parser code allowing for players to
[TAB]customize this mod without having to touch the python code!!!

Rabbit, White
Jan 27, 2006, 07:11 AM
This is great little change that just give it an extra level of polish. You're on a roll today! :)

BTW: Forgive the noob question but what is MODCOMP?

Chalid
Jan 27, 2006, 07:50 AM
I'd like that stacking effekt for the super specialists too.

And I see your buttons, they should be reworked for your new specialists i (dont forget those stars for the super specialists either).

TheLopez
Jan 27, 2006, 08:05 AM
BTW: Forgive the noob question but what is MODCOMP?
MODCOMP = Mod Component. It is a term I am starting to use for some of my Civ4 mods that aren't stand alone mods.


I'd like that stacking effekt for the super specialists too.

Ok, i'll add it as an option that is turned off by default.



And I see your buttons, they should be reworked for your new specialists i (dont forget those stars for the super specialists either).

For whatever reason whenever I convert images back to DDS they turn out blurry, check out the promotions for either the Great Doctor or Great General Amped Mods. I have been trying to find a solution for this but have found none. Let me know if you have any tricks for converting PS or image files to DDS without them turning out blurry.

Chalid
Jan 27, 2006, 08:23 AM
For whatever reason whenever I convert images back to DDS they turn out blurry, check out the promotions for either the Great Doctor or Great General Amped Mods. I have been trying to find a solution for this but have found none. Let me know if you have any tricks for converting PS or image files to DDS without them turning out blurry.

I do this completly in gimp, so no need for converting. :)

TheLopez
Jan 27, 2006, 08:59 AM
I do this completly in gimp, so no need for converting. :) I can do direct importing from DDS to PS and back but still get the blurry icon images :mad:

Rabbit, White
Jan 27, 2006, 12:27 PM
I can do direct importing from DDS to PS and back but still get the blurry icon images :mad:
Are you using the NVidia DDS converter for PS? Cause if you are, then try playing with the options cause there are tons of them there (although for me it worked fine with the defaults plus the alpha channel).

TheLopez
Jan 28, 2006, 03:28 PM
I'd like that stacking effekt for the super specialists too.

Ok Chalid, I have implemented the new super specialist stacking. I hope you and everyone else likes the results.

fitchn
Jan 28, 2006, 06:50 PM
Agh! Beat me to it! I added this feature a couple of weeks ago to a mod I'm working on, but I wanted to finish up a few other components first before publishing... Oh, well! Nice job, though!

TheLopez
Jan 28, 2006, 08:13 PM
Agh! Beat me to it! I added this feature a couple of weeks ago to a mod I'm working on, but I wanted to finish up a few other components first before publishing... Oh, well! Nice job, though!

fitchn, is your's configurable? If you look at my CvMainInterface.py file there are a bunch of variables that you can use to configure the look and feel of the stacked specialists and super specialists.

fitchn
Jan 28, 2006, 08:58 PM
fitchn, is your's configurable? If you look at my CvMainInterface.py file there are a bunch of variables that you can use to configure the look and feel of the stacked specialists and super specialists.

It's semi-configurable; all of my changes are controlled by constants set at the beginning of the file. My mod only enabled the overlapping icons though, not the second column of specialists (although I was able get more working specialists in the single column without having to shrink or move the icons). I was just pretty excited that I was able to figure it out when everyone else *seemed* to be stumped. :crazyeye:

Guess I just need to get my work out faster! I've got a few other features in it that haven't been yet... ;)

BTW, keep up the great work!

TheLopez
Jan 28, 2006, 09:10 PM
It's semi-configurable; all of my changes are controlled by constants set at the beginning of the file. My mod only enabled the overlapping icons though, not the second column of specialists (although I was able get more working specialists in the single column without having to shrink or move the icons). I was just pretty excited that I was able to figure it out when everyone else *seemed* to be stumped. :crazyeye:

Guess I just need to get my work out faster! I've got a few other features in it that haven't been yet... ;)

BTW, keep up the great work!

Are you stacking both the specialists and the super specialists? Or just the specialists? Have you figured out how to dynamically space out the super specialists? If you haven't you can DL my mod and see how I did it there if you want.

Oh BTW, this isn't a full mod. Just a component for mods.

Chalid
Jan 30, 2006, 09:39 AM
I really like it. Just one more thing i stumbled across. How about stacking the "Rioting Specialists" ?

This request seems strange? - Now yesterday playing FfH-Mod an enemy changed 2 civics and I suddenly had about 15 Rioting people in my largest city ....

TheLopez
Jan 30, 2006, 09:46 AM
I really like it. Just one more thing i stumbled across. How about stacking the "Rioting Specialists" ?

This request seems strange? - Now yesterday playing FfH-Mod an enemy changed 2 civics and I suddenly had about 15 Rioting people in my largest city ....


Chalid, I am at work right now but I don't foresee that being an issue. I will make it configurable like the rest of the options with the default being set to non-stacking. How does that sound?

What do you think of the labeling I added for the specialists like the "Buildings" label?

EDIT: Oh and one more thing, I don't know if you got the latest versions of the Great Doctor, Great General Amped and Great Statesman mods but I have updated their graphics per your request.

TheLopez
Jan 31, 2006, 09:59 PM
I really like it. Just one more thing i stumbled across. How about stacking the "Rioting Specialists" ?

This request seems strange? - Now yesterday playing FfH-Mod an enemy changed 2 civics and I suddenly had about 15 Rioting people in my largest city ....

Well it looks like my ADD kicked in yesterday after work cause I completely forgot about adding feature into the Specialist Stacking Mod and started working on my other new super secret mod :satan:. Anyways, it's there now and I have added new screenshots, enjoy. Note the nice new images for the Great General, Great Doctor and Great Statesman :D

Chalid
Feb 01, 2006, 04:10 AM
Extremly cool.

TheLopez
Feb 01, 2006, 09:10 PM
Alright guys, I've implemented Dr Elmer Jiggle's INI parser code in the Specialist Stacker mod. Just read the updated mod description, it should explain everything. If you don't, let me know and I'll try to help you as best as I can.

jray
Feb 28, 2006, 08:43 PM
Awesome mod! I love it!

I can't get it to read the INI file though. I merged this mod into Alerum's Unaltered Gameplay mod, putting everything into CustomAssets. So where do I put the INI files where they will be read? I already tried My Games\Sid Meier's Civilization 4\ (the parent directory of CustomAssets) and also the MODS subdirectory and even MODS\Specialist Stacker\, but none of them were processed. Thanks!

TheLopez
Mar 01, 2006, 04:57 AM
You need to put it in the Alerum's unaltered gameplay mod directory. You should only need the "Specialist Stacker Config.ini" file.

jray
Mar 01, 2006, 07:43 AM
You need to put it in the Alerum's unaltered gameplay mod directory. You should only need the "Specialist Stacker Config.ini" file.

FYI, Dr Elmer Jiggle just released v1.2 of Civ4lerts (http://forums.civfanatics.com/showthread.php?t=157088), which contains a corrected version of his config parser. It wasn't scanning the parent of CustomAssets like it was intended to, but now it does.

I just verified that when I put everything in CustomAssets (with nothing at all in Mods), it now reads the config files that are placed in the parent of CustomAssets, including yours. So, all is well!

TheLopez
Mar 01, 2006, 05:59 PM
Thanks for letting me know. I will make a new release of the mod using his newest code after I release the mercenaries mod.

TheLopez
Mar 19, 2006, 11:12 AM
Ok, I just released a new version of the specialist stacker code v0.6.2, download away!

dampkring
Mar 26, 2006, 12:14 AM
Great work on stacking the specialists!

Would this sort of thing also be possible to do with unit stack displays? I've found that when you have large numbers of units in a stack the horizontal display is a real pain. It would be great if you could configure unit stack displays to both a verticle and horizontal display. That way if you have 30 tanks you could have three visible rows of ten when you click on that particular stack instead of having to scroll back and forth through the stack.

Get back to me with what you think, I'd love to help with this in any way possible.

TheLopez
Mar 26, 2006, 06:22 AM
So let me summarize what you are asking for:

You want to be able to stack the units in the city screen and allow them to stack using multiple rows?

dampkring
Mar 26, 2006, 12:46 PM
So let me summarize what you are asking for:

You want to be able to stack the units in the city screen and allow them to stack using multiple rows?

Multiple rows, yes! But not in the city screen, the Main Screen. I've provided a picture that shows what I'm trying to explain.

As you can see I've also flipped the scroll arrows in the picture because if one were to do this there would need to be a limit as to how high the stack would go.

How difficult would this be to accomplish?

Thanks,

dampkring

http://i35.photobucket.com/albums/d156/rmichaelcook/MainScreen_UnitStacking.jpg

OR...

http://i35.photobucket.com/albums/d156/rmichaelcook/MainScreen_UnitStacking_2.jpg

TheLopez
Apr 14, 2006, 08:26 AM
Updated to be compatible with the v1.61 patch.

Nemesis Rex
Apr 23, 2006, 01:13 PM
Would it be possible to make a version of this that had three columns instead of just two? I have tried to make this change myself but I can't seem to get the yshift (vertical) values to work. For some reason the middle column stays up in the resources area and only the third column gets shifted down even with the first (far right) column.

I am working on a mod that will have 15 to 16 specialist types.

TheLopez
Apr 23, 2006, 04:08 PM
I'll see what I can do, but it will have to wait until I finish the sniper mod.

Impaler[WrG]
May 02, 2006, 08:59 PM
I had an idea for an improvment to your stacker mod.

Normaly their is no visual feedback as to what the maximum number of alowable specialists is. I propose a stack of the faded/translucent specialist heads equal to the cap. As the player increeses or decresses specialist counts the translucents turn opace to indicate an actual specialist. When the cap is zero (like on a new city) then no transulent heads are displayed and neither are the buttons (theirs realy no point if they cant do anything).

If your realy ambitious I would like to see thouse little + and - buttons removed and instead control specialist counts by clicking directly on the heads, clicking on a translucent head sets it and all heads to the right of it to active specialists. Click on an Opacue head and all the heads to the left become transulent. Likewise using the scroll wheel of the mouse in increment up or down when moused over the specialists would be very nice.

TheLopez
May 02, 2006, 10:12 PM
']I had an idea for an improvment to your stacker mod.

Normaly their is no visual feedback as to what the maximum number of alowable specialists is. I propose a stack of the faded/translucent specialist heads equal to the cap. As the player increeses or decresses specialist counts the translucents turn opace to indicate an actual specialist. When the cap is zero (like on a new city) then no transulent heads are displayed and neither are the buttons (theirs realy no point if they cant do anything).
That is a very interesting idea.

']If your realy ambitious I would like to see thouse little + and - buttons removed and instead control specialist counts by clicking directly on the heads, clicking on a translucent head sets it and all heads to the right of it to active specialists. Click on an Opacue head and all the heads to the left become transulent. Likewise using the scroll wheel of the mouse in increment up or down when moused over the specialists would be very nice.
This I'm sorry to say is not very possible since you could have more specialists than the ones being displayed. If you want to see an example of this just go into world builder and increase the population of one of your cities to 10 and add a bunch of citizens, you'll see that in the vanilla game only 6. Of course with the specialist stacker mod you can show all of them, but I do have to consider the case when they are not, you know what I mean?

TheLopez
Jul 28, 2006, 12:20 PM
Updated with link to Warlords compatible version!!!

wotan321
Aug 13, 2006, 09:05 AM
TheLopez,

I really do appreciate all the hard work you have put into all these mods, they really add a lot to the game.

But I broke this one when I tried to add in the PlotListEnhancements mod by 12Monkeys, too. Now my specialists aren't stacked, they are in a single column on the right side of the city screen. A

What have I done wrong? Any help is appreciated.

Below is the python code from the CvEventInterface.py file.

import CvUtil

from CvPythonExtensions import *

#<GREAT STATESMAN START>
import CvCustomEventManager

normalEventManager = CvCustomEventManager.CvCustomEventManager()
#<GREAT STATESMAN END>

# **********************************
# GJD Alerts modifications start here
# **********************************

customEventManager = CvCustomEventManager.CvCustomEventManager()

def getEventManager():
return customEventManager

# **********************************
# GJD Alerts modifications end here
# **********************************

def getEventManager():
return normalEventManager

def onEvent(argsList):
'Called when a game event happens - return 1 if the event was consumed'
return getEventManager().handleEvent(argsList)

def applyEvent(argsList):
context, playerID, netUserData, popupReturn = argsList
return getEventManager().applyEvent(argsList)

def beginEvent(context, argsList=-1):
return getEventManager().beginEvent(context, argsList)

TheLopez
Aug 13, 2006, 10:11 AM
TheLopez,

I really do appreciate all the hard work you have put into all these mods, they really add a lot to the game.

But I broke this one when I tried to add in the PlotListEnhancements mod by 12Monkeys, too. Now my specialists aren't stacked, they are in a single column on the right side of the city screen. A

What have I done wrong? Any help is appreciated.

Below is the python code from the CvEventInterface.py file.

Well you can only have one event manager in your quote you are showing that you setup one and then override it with another.

Also, you shouldn't need to the event manager from the Great Statesman if you just want the specialist stacker...

wotan321
Aug 13, 2006, 01:32 PM
No, I want to put together a bunch of mods. Forgive me, I know nothing of python, what line calls the event manager?

Thanks again for the help.

Caesium
Aug 13, 2006, 07:11 PM
That's weird.

When using your modcomp and trying to add a specialist to the city by clicking on a city-worked plot this specialist ist set higher on the screen than the inactive specialist.

TheLopez
Aug 13, 2006, 10:14 PM
That's weird.

When using your modcomp and trying to add a specialist to the city by clicking on a city-worked plot this specialist ist set higher on the screen than the inactive specialist.
Hmmm... that's wierd since this mod has been working fine for months... It's even included in the HOF mod.

wotan321
Aug 14, 2006, 02:16 PM
Okay, if you would please, patiently step this Non-programmer through the logic of this file. I have read a bit of the tutorials available here and at Apolyton about Python, so I have a bit of understanding.

Below is my original code from the CvEventInterface.py file.

#<GREAT STATESMAN START>
import CvCustomEventManager

This "great statesman" snippet is from the GPTricklePlus componant.... the above "import" is bringing in the code in the CvCustomerEventManager.py file.

normalEventManager = CvCustomEventManager.CvCustomEventManager()

Next, the variable normalEventManager is created and given the data from the CvCustomEventManager, and that normalEventManager can be referenced later in this file....?

#<GREAT STATESMAN END>

# **********************************
# GJD Alerts modifications start here
# **********************************

customEventManager = CvCustomEventManager.CvCustomEventManager()

So here I load the data of CvCustomerEventManager again, this time for use by the variable customEventmanager.

def getEventManager():
return customEventManager

What does the above 2 lines do? In any case, here I am referencing back to customEventManager.....

# **********************************
# GJD Alerts modifications end here
# **********************************

def getEventManager():
return normalEventManager

... and here I do the same thing again, but with a different file. So at this point, is the data from customEventManager even available for use, since the later def statements refer back to getEventmanager, and that has been overwritten. Is that the problem?

If you could shine some light on this issue for this fledgling python programmer, I surely would appreciate it. (and so would many other confused people). I guess there is no way to work with events without learning python...so that is what I will do.

TheLopez
Aug 14, 2006, 02:55 PM
Okay, if you would please, patiently step this Non-programmer through the logic of this file. I have read a bit of the tutorials available here and at Apolyton about Python, so I have a bit of understanding.

Below is my original code from the CvEventInterface.py file.

#<GREAT STATESMAN START>
import CvCustomEventManager

This "great statesman" snippet is from the GPTricklePlus componant.... the above "import" is bringing in the code in the CvCustomerEventManager.py file.

normalEventManager = CvCustomEventManager.CvCustomEventManager()

Next, the variable normalEventManager is created and given the data from the CvCustomEventManager, and that normalEventManager can be referenced later in this file....?

#<GREAT STATESMAN END>

# **********************************
# GJD Alerts modifications start here
# **********************************

customEventManager = CvCustomEventManager.CvCustomEventManager()

So here I load the data of CvCustomerEventManager again, this time for use by the variable customEventmanager.

def getEventManager():
return customEventManager

What does the above 2 lines do? In any case, here I am referencing back to customEventManager.....

# **********************************
# GJD Alerts modifications end here
# **********************************

def getEventManager():
return normalEventManager

... and here I do the same thing again, but with a different file. So at this point, is the data from customEventManager even available for use, since the later def statements refer back to getEventmanager, and that has been overwritten. Is that the problem?

If you could shine some light on this issue for this fledgling python programmer, I surely would appreciate it. (and so would many other confused people). I guess there is no way to work with events without learning python...so that is what I will do.

First of all, yes, that is the problem... you are defining two getEventManager methods in the same class. The other problem that you are having is that the GP Trickle Plus mod uses a different custom event manager than the one that you are trying to set up. You might want to read up on Dr. Elmer Jiggles custom event manager found here: http://forums.civfanatics.com/showthread.php?t=157141

Second, why are you asking this question here? This thread is for the specialist stacker mod comp. The Specialist Stacker Mod Comp doesn't touch the event manager code at all.

Last, which mods are you trying to combine?

wotan321
Aug 14, 2006, 05:03 PM
TheLopez,

Two excellent questions.

1. I am asking this question here because my poor understanding of python hosed your excellent specialist stacker component. If you look back on an earlier post, you will see it is in reference to that that began this quest.

2. Lets see... which mods do I want to incorporate? The GPTrickle, the Reforest, the attitude icons, your new "Dawn of Man" window, the PlotListEnhancement, the enhanced foreign and military advisor, and the tech leak one of yours. Many of yours actually, and they didn't give me any trouble until the PlotListEnhancements mod. And of course, I will want to add more as they evolve.

But ULTIMATELY what needs to occur is for me to get a working grasp of the dynamics of these python files. Then I can fix my own broken work, and help other noob events creators figure out how to edit events files, and add them to their own mods. And then.... we can all trade events back and forth and make our mods ever changing and ever-unique! A glorious era of Civ4 modability will sweep across the globe. There will be much singing, and dancing about! <g>

..okay, first I gotta figure out python. Your responses have been extremely valuable, and I am very grateful. Thank-you.

Caesium
Aug 14, 2006, 06:14 PM
TheLopez, I attached my CvMainInterface.py

Maybe you could tell me, where I am wrong.

TheLopez
Aug 14, 2006, 06:17 PM
TheLopez, I attached my CvMainInterface.py

Maybe you could tell me, where I am wrong.

Could you post an image so I can see what you are seeing?

wotan321
Aug 14, 2006, 07:05 PM
Okay, getting back to my original issue. I have cleared up the multiple files being loaded.

But my specialist including the 3 new folks, are in a single column on the right. And when I do a mouse-over on the top 3 new specialists in the city window, I get no text like I do on the other specialists.

How can that be fixed? What specific file addresses that?

Thanks.

Caesium
Aug 14, 2006, 07:23 PM
OK, here's a screeny.
Look at the highlighted specialist. He isn't in the correct line.

TheLopez
Aug 14, 2006, 08:55 PM
OK, here's a screeny.
Look at the highlighted specialist. He isn't in the correct line.


Well I just downloaded the specialist stacker without anything and I do not see anything wrong with it.

I also downloaded your CvMainInterface.py file and check it out... it seems to be missing a lot, and I mean a lot of missing chunks of the specialist stacker code. What version of the specialist stacker code did you start out with? Was it the Civ4 version or Warlords version? What mods are you trying to combine?

Caesium
Aug 15, 2006, 04:30 AM
I checked and compared the whole code for the specialist stacker and imho all is taken over correctly. I tried to implement v0.7, the actual version.
The rest of the implemented code is commented.

TheLopez
Aug 15, 2006, 05:10 AM
Well I just checked the CvMainInterface.txt that you uploaded and updateCitizenButtons method is completely different than the one found in the one found in Specialist Stacker v0.7.
Yours starts out like this:

def updateCitizenButtons( self ):

global MAX_CITIZEN_BUTTONS

bHandled = False

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

# Find out our resolution
xResolution = screen.getXResolution()
yResolution = screen.getYResolution()

for i in range( MAX_CITIZEN_BUTTONS ):
szName = "FreeSpecialist" + str(i)
screen.hide( szName )
szName = "AngryCitizen" + str(i)
screen.hide( szName )


While v0.7 starts out like this:

def updateCitizenButtons( self ):

global MAX_CITIZEN_BUTTONS
global MAX_SUPER_SPECIALIST_BUTTONS
global MAX_ANGRY_CITIZEN_BUTTONS
global g_iSuperSpecialistCount
global g_iAngryCitizensCount

bHandled = False

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

screen.hide( "SpecialistBackground" )
screen.hide( "SpecialistLabel" )


# Find out our resolution
xResolution = screen.getXResolution()
yResolution = screen.getYResolution()

for i in range( g_iSuperSpecialistCount ):
szName = "FreeSpecialist" + str(i)
screen.hide( szName )
for i in range( g_iAngryCitizensCount ):
szName = "AngryCitizen" + str(i)
screen.hide( szName )


This isn't the only inconsistency between the two versions. I suggest you copy the whole updateCitizenButtons method exactly and replace yours with it.

Caesium
Aug 15, 2006, 08:37 AM
Ah, OK, I see, I forgot the third code segment.

Thank you.

Zuul
Oct 04, 2006, 06:49 AM
Could you see total additions from each type of specialist (like in warlords) and a total from all of the specialists together.

TheLopez
Oct 04, 2006, 07:06 PM
Could you see total additions from each type of specialist (like in warlords) and a total from all of the specialists together.
Is this a feature request Zuul???

Zuul
Oct 04, 2006, 08:13 PM
Yes :p. Do you hate me now? :p

TheLopez
Oct 04, 2006, 08:16 PM
I thought I already did :p

Tigerclaw
Oct 08, 2006, 05:20 AM
Could you see total additions from each type of specialist (like in warlords) and a total from all of the specialists together.
I second this. That was a handy feature in Warlords, and it was a shame to lose it when using your excellent Great Doctor mod. Not gamebreaking, but still a shame...

Just want to say thanks as well, your mods add several fantastic new features to the game which really enrich it for me...

TheLopez
Nov 08, 2006, 09:50 AM
Updated Warlords version to be compatible with the v2.0.8.0 patch.

jray
Jan 04, 2007, 10:18 PM
I'm seeing a couple problems with the latest version (0.8.1w) in Warlords v2.08:

1. "Highlighting Forced Specialists" doesn't work. Nothing gets highlighted.

2. After setting "Stack Angry Citizens" to true, an angry citizen icon appears for each gross unhappy face (not net unhappy face as it should be). For example, if I have +7 happy and +7 unhappy evening out, I still see 7 angry citizen icons in the city.

I also noticed that the HOF 2.08 mod removed the Specialist Stacker, mentioning some compatibility problems. Maybe they're related.

krille
Feb 25, 2008, 07:15 AM
So is there an updated version for BtS?

Ninja2
Mar 14, 2008, 04:44 AM
Anyone? Would the WL code work for BtS as well?