View Full Version : [MODCOMP] Sevo -- Raw Commerce City Display
Sevo Feb 07, 2006, 01:58 AM It bugged me that there was no way to view the raw commerce being produced in your city without scrolling over one of the science/culture/coin icons. Even then you only got the "total" raw commerce without getting an easy display of the breakdown. So I added another panel below the commerce panel to show the raw city commerce. Screenshot (Note the top left panels):
http://img292.imageshack.us/img292/5195/civ4screenshot00060kb.jpg
The CvMainInterface is the only filed modded to make this work, it's in the Zip below. All of the changes for this mod are clearly marked with the lines SevoBegin/SevoEnd. To incorporate these changes find each section and copy it into the corresponding place in your CvMainInterface.py file. (In some cases you replace, in others you simply insert--you should be able to figure it out.)
############################## Sevo Begin
############################## Sevo Begin
blah blah blah
############################## Sevo End
############################## Sevo End
PLEASE NOTE: This file will not work "as is"! It's part of my SevoMod, and as such contains lots of other mod snippets that won't play nice without the rest of the mod. I'm including it here for other modders who simply want to incorporate the commerce display into their own mods!
Drakonik Feb 07, 2006, 05:06 AM That's pretty cool. Looks like yet another clever mod from Sevo. Keep it up.
Duke van Frost Feb 07, 2006, 08:08 AM This is another wonderfull little helper!
The more (info), the merrier! :D
Thx alot :goodjob:
[to_xp]Gekko Feb 07, 2006, 08:17 AM Definitely cool. thanks for sharing Sevo! :D
TheLopez Feb 07, 2006, 08:57 AM That is very cool Sevo!
Spocko Feb 13, 2006, 09:23 PM Great enhancement - thanks!
Spocko:goodjob:
Methos Mar 08, 2006, 08:46 PM Looking through your file I notice several statements that are from 12monkeys. Are these statements also required for this mod? In the OP it sounds as if only the statements made with the Sevo Begin/End, but I just wanted to make sure.
Sevo Mar 08, 2006, 09:47 PM Looking through your file I notice several statements that are from 12monkeys. Are these statements also required for this mod? In the OP it sounds as if only the statements made with the Sevo Begin/End, but I just wanted to make sure.
From the first post: ;)
PLEASE NOTE: This file will not work "as is"! It's part of my SevoMod, and as such contains lots of other mod snippets that won't play nice without the rest of the mod. I'm including it here for other modders who simply want to incorporate the commerce display into their own mods!
12 Monkeys did some interface work that I used in the SevoMod; there's more changes in there as well. I posted this simply for others to see how it was done and potentially use it in their own mods. All of the "SEVO BEGIN/END" changes are the only things you would need to incorporate this little info bit.
:D
Methos Mar 08, 2006, 09:51 PM Thanks for the clarification.
CurtSibling Mar 09, 2006, 07:16 AM Sevo, could you create a 'clean' version of this file, with just
the raw commerce changes and make it available for DL?
It would make life easier, and help spread this great idea of yours quicker.
.
Methos Mar 11, 2006, 06:12 PM Did all the modifications as stated and have found a problem. Once I enter the city screen and exit the "Plot Raw Commerce:" still shows in the top left corner. Only the statement, not the amount.
How do I get this to not show out of the city screen?
Sevo Mar 11, 2006, 11:24 PM Did all the modifications as stated and have found a problem. Once I enter the city screen and exit the "Plot Raw Commerce:" still shows in the top left corner. Only the statement, not the amount.
How do I get this to not show out of the city screen?
Did you leave out "screen.hide('MaintenanceTextb')" ? That seems to be the widget that isn't being blanked out.
Methos Mar 12, 2006, 07:52 AM Yep, that was the problem. Thanks for the help, and great addition.
oranges4ever Mar 17, 2006, 01:53 AM Many thanks Sevo, for providing the code and particularly in marking all the changes so clearly. I was able to adapt part of your changes for my own purposes without problems.
mikezang Aug 22, 2006, 08:13 PM I tried to merge this to Plot List Enhancement MOD, but it has a little problem, does anyone help me?
Caesium Aug 22, 2006, 10:29 PM Next question: Will there be an Warlords Update?
Ket Aug 28, 2006, 10:41 AM Works fine under warlords. I have it working in both the composite mod and my unaltered mod.
Sevo Aug 30, 2006, 09:18 AM Works fine under warlords. I have it working in both the composite mod and my unaltered mod.
Cool. The python seems to upgrade pretty readily.
EmperorFool Mar 18, 2007, 10:49 PM First things first, :goodjob: on this fine addition to cIV. I use it as part of Ruff Hi's SG mod.
One thing that bugged me is that in the capital under Bureaucracy, the 50% bonus is included in the Raw Plot value. Looking at the code I saw comments that CyPlot.getYield() is messed up. I assume you were trying to fix the above problem, so I did. :)
See this post (http://forums.civfanatics.com/showpost.php?p=5218895&postcount=223) for the changes I made if you're interested.
witten May 16, 2007, 05:56 PM First things first, :goodjob: on this fine addition to cIV. I use it as part of Ruff Hi's SG mod.
One thing that bugged me is that in the capital under Bureaucracy, the 50% bonus is included in the Raw Plot value. Looking at the code I saw comments that CyPlot.getYield() is messed up. I assume you were trying to fix the above problem, so I did. :)
See this post (http://forums.civfanatics.com/showpost.php?p=5218895&postcount=223) for the changes I made if you're interested.
I was about to report this bug with a screen shot, just before seeing this reply! I will patch up the file as EmperoFool mentioned in a separate post. Thanks!(I'd love to still see the net total commerce w/o Bureaucracy +50% bonus though :mischief:) Anyways I'm attaching my screen shot illustration for sevo.. :)
EmperorFool May 18, 2007, 03:18 PM I'd love to still see the net total commerce w/o Bureaucracy +50% bonus though
I haven't even had time to play Civ myself lately, but if you can post a suggestion about how to display it, I might take a stab at it. The only reason I didn't add a fifth line is that the building list is already pretty small.
Another option would be to replace the "+50% Capital" with the full total, but that starts to look a bit goofy. If you don't mind it looking odd, I could easily do that change.
If you follow my link to the Ruff Hi's mod, you'll find that I've uploaded the two files I changed to fix this and add a small feature to the Exotic Foreign Advisor. If you're using Ruff's mod, you can just take those files from there.
witten May 18, 2007, 03:36 PM I haven't even had time to play Civ myself lately, but if you can post a suggestion about how to display it, I might take a stab at it. The only reason I didn't add a fifth line is that the building list is already pretty small.
Another option would be to replace the "+50% Capital" with the full total, but that starts to look a bit goofy. If you don't mind it looking odd, I could easily do that change.
My suggestion was to just show the base(sorry, not 'net') commerce including trade/specialist but not Bureaucracy bonus, IOW 100 instead of 150. The fifth line showing 150 is not quite necessary I think. Anyways, having played a game with it I don't bother at all. :) Thanks for the response.
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