View Full Version : Sevopedia


Gaurav
Dec 26, 2006, 09:30 PM
Sevopedia 2.2

http://img1.putfile.com/thumb/2/4400051877.jpg (http://www.putfile.com/pic.php?img=4768360)

This is a real update to the Sevopedia (http://forums.civfanatics.com/showthread.php?t=148253). It is compatible with Warlords 2.08. It contains all changes made by both Progor (http://forums.civfanatics.com/showthread.php?t=170501) and Ket (http://forums.civfanatics.com/showthread.php?t=184472).

Changes in this version: New Option: Show Civ Names For Unique (Enabled by Default)
New Option: Skip Blank Page (Disabled by Default)
New Option: Show Graphical Only (Disabled by Default)
New Option: Hide Identical (Disabled by Default)
All options enabled / disabled from CvGlobalDefinesAlt.xml
Python editing no longer required just to set options.
Incorporated "Replaced by Mod" by TheLopez, but rewritten in Python.
No DLL required to have this feature.
Better support for mods which set default units/buildings to NONE.
Unique units and buildings will still be identified as such.
Civilization screen layout redesign to accomodate more unique units/buildings.
Era type shown on tech page.
Wonder class (World Wonder, Team Wonder, National Wonder) identified on Wonders page.
More diverse category graphics. (Thanks to Impaler[WrG], snipperrabbit!!)
Miscellaneous layout improvements.
Support for <bGraphicalOnly> xml tag to hide arbitrary entries. (Thanks to Kael)
Sample Civ4UnitSchema.xml provided, all other schemas would have to be written.
Python hook to add new custom filter options.
2.1a (by Gaurav) Fixed promotions graph bug
2.1 (by Gaurav) Based on 2.03 version by Progor.
Included all changes made by Ket in his forked version.
Upgraded to include all Warlords 2.08 upgrades
Upgraded to include all Warlords 2.00 upgrades (Ket did not do this).
Fixed bugs related to redrawing subcategory list.
Fixed bugs related to scrolling.
Fixed missing text keys.
Got leaderhead animations working again.
Added icon to top of unit category table.
Various improvements to tech page based on Roamty's Techwindow.
Numerous miscellaneous layout improvements.
Forked version (by Ket) Updated version 1.93 for Warlords compatibility

Note: Progor did not use the following version numbers. I am using these version numbers to keep them straight myself.
2.03 (by Progor) Removed dependency to DiGraph library.
2.02 (by Progor) Included Air Unit Fix (by Gaurav)
2.01 (by Progor) Fixed issues with updating categories.
Added Fitchn's Civilopedia index.
Fixed list selection bug.
2.0 (by Progor) Improved unit upgrades graph.
Added unit promotions graph.

1.93 (this and all previous versions by Sevo) Fixed error on text page. (Thanks Impaler, Exavier!)
Fixed Promotion Scroll problem
1.92 Added History directly to Units Page
1.91 Fixed minor Enum error in CvPediaMain.py
1.9 Fixed in-game load error
Unit Chart now allows jump-to unit
1.8 Compatible with cIV 1.52
Upgraded to include all vanilla 1.52 page upgrades
Added icons to sub-list*
Added group icons to main list and re-ordered
Included Vovan's Unit Upgrades Chart
Fixed Selection errors; fixed re-load 'pedia errors
1.2 Allowed for disabling of animations in pedia screens
1.1 Fixed 1st item select bug, ? fixed history select bug
1.0 -- Original release

*Removed by Progor to fix the "list selection bug". Actually, Sevo had turned the sublist into a table, and in CyGInterfaceScreen a table row cannot be "selected". That code is not in the SDK.Options:

PEDIA_SHOW_ANIMATIONS:
Per requests, I have included a way to disable the animations on the civilopedia screens. It will disable the unit, building, resource, and improvement animations; the leaderhead animation will stay. By default the animations are left on.

PEDIA_SHOW_CIV_NAME_FOR_UNIQUE:
Shows civilization names for unique units and buildings in subcategory lists. This is not appropriate for some mods, so it can be disabled.

PEDIA_SHOW_GRAPHICAL_ONLY:
If enabled, Barbarian Leader, Minor Civ, Lead by Warlord, etc. are hidden from Sevopedia. Disabled by default. Requested by Naze.

PEDIA_SKIP_BLANK_PAGE:
If enabled, the first subcategory will automatically be displayed when clicking on a main category link. Disabled by default. Requested by Impaler[WrG].

PEDIA_HIDE_IDENTICAL:
This will hide any units from the Sevopedia whose text key is the same as the default unit for its class. Great for mods like Ethnically Diverse Units. Disabled by default.Download: Sevopedia 2.2a (http://forums.civfanatics.com/downloads.php?do=file&id=3857) (CivFanatics File Database)

Credits:
Sevo
Vovan
Progor
Fitchn
Ket
See history for additional credits.

Feedback, bug reports, and patches would be greatly appreciated.

Gaurav
Dec 26, 2006, 09:30 PM
Help Wanted:

The following are the most often requested features for the Sevopedia, going by earlier threads. Anyone up for a python challenge?
Search feature.
Link to or integrated tech tree.

Known Issues: Entries hidden using the <bGraphicalOnly> XML tags can still be opened in the Sevopedia through buttons and links from outside Sevopedia.
Dawn of Man screen and Tech popup still show filtered entries of all kinds.
Not compatible with existing Replaced By Units from TheLopez.

Gaurav
Dec 26, 2006, 09:31 PM
I updated the Sevopedia in Ruff's mod to version 2.2a. All options except 'Enabled' are fully dynamic, only the enabling/disabling of the Sevopedia requires a reload. I also made it work in any of MODS, CustomAssets, and CustomMods directories.

http://img1.putfile.com/thumb/2/4400031064.jpg (http://www.putfile.com/pic.php?img=4768350)

Ruff's Cobbled SG Modpack v. 2.0.4w with Sevopedia updated to 2.2a (http://forums.civfanatics.com/downloads.php?do=file&id=4155)

This should speed up testing a bit for the next version of the Sevopedia.

Janook
Dec 26, 2006, 10:07 PM
I love you.
I love you.
This is a much better hanukah present than a measley 20 bux from my grandma.

Impaler[WrG]
Dec 26, 2006, 11:35 PM
Any more updates planed? If so I have some ideas.

Were seeing so many Unique Units and Buildings added to the game that I find them hard to keep strait, I think the Building and Unit pabes should be split. Have a page for "Building Classes" and "Unit Classes" which would each list the default unit for each Class. The "Unique Buildings" and "Unique Units" list all non-defaults.

Also I think it would be nice to have a unique icon for each catagory in the side panel, like use the state religion Icon for religions, the Forest Icon for features, the farm Icon for Improvments ect ect. Just something to make them more unique.

I've always been anoyed at how you initialy get a blank page when opening a high level catagory even when the top entry is highlighted, it should open that entry. And I would realy like to use the mouse wheel to go through the entries.

Gaurav
Dec 27, 2006, 04:38 AM
;4917507']Any more updates planed? If so I have some ideas.

Were seeing so many Unique Units and Buildings added to the game that I find them hard to keep strait, I think the Building and Unit pabes should be split. Have a page for "Building Classes" and "Unit Classes" which would each list the default unit for each Class. The "Unique Buildings" and "Unique Units" list all non-defaults.

Also I think it would be nice to have a unique icon for each catagory in the side panel, like use the state religion Icon for religions, the Forest Icon for features, the farm Icon for Improvments ect ect. Just something to make them more unique.

I've always been anoyed at how you initialy get a blank page when opening a high level catagory even when the top entry is highlighted, it should open that entry. And I would realy like to use the mouse wheel to go through the entries.

Yes, at least one additional update is planned. More if I get some of the help I need.

These are some very interesting ideas.

There may be better ways to deal with the unique unit/building problem than the one you suggest, however. How about filters? These could enable you to hide units and buildings at multiple levels. Maybe you could even design one with EDU in mind (filter out identical units only - of course the code to identify "identical" units would be complicated). Another such filter could restore the default behavior of the Civilopedia and allow you to hide "isGraphicalOnly()" elements like the Barbarian leader. The big issue of course is where to put another UI element like that, and how to make it user friendly. What do you all think?

What is the issue exactly with the mouse wheel? Works for me. It was working for me in Progor's version on 1.61 too.

With the blank page issue, do you think automatically opening a page is user friendly for a first time user? Edit: I am putting this feature in as an option. It will be disabled by default.

Quite frankly, as any open source developer would say when asked for new features, if you really want it, write the patch. I stand ready to incorporate any patches anyone wants to submit, although I might make it an advanced option. Otherwise, you might be waiting for some time. At this exact moment, however, I haven't tested this with any mods, and I half expect a torrent of bug reports. :shifty:

Gaurav
Dec 27, 2006, 08:53 AM
By the way, can anyone give me translations for "No description provided."? Thanks.

Edit: Thank you Caesium and snipperrabbit. I just need Spanish and Italian.

Caesium
Dec 28, 2006, 04:35 PM
In german you could say: "Keine Informationen verfügbar."

With ü = ü

Roamty
Dec 28, 2006, 07:43 PM
In the CvPediaMain screen if you change the order in def displayTopics: you will get icons to show up in the next row only bug is the slide bar keeps returning to the top If some one can fix the slide bar please help. Thank you for the update I like that you did.

************************************************** ************************************************** *************************

def displayTopics(self, tList, widgeyType, buttonType, iSubCategory):
CvUtil.pyPrint("displayTopics(tList=<%s>, widgeyType=<%s>, buttonType=<%s>)"%(tList, widgeyType, buttonType))

screen = self.getScreen()

screen.addListBoxGFC(self.SUBLIST_ID, "", self.X_ITEMS_PANE, self.Y_ITEMS_PANE, self.W_ITEMS_PANE, self.H_ITEMS_PANE, TableStyles.TABLE_STYLE_STANDARD)
screen.enableSelect(self.SUBLIST_ID, True)
screen.setStyle(self.SUBLIST_ID, "Table_StandardCiv_Style")

link = -1
for i in range(len(tList)):
item = tList[i]
screen.appendListBoxString(self.SUBLIST_ID, u"<font=3>" + item[0] + u"</font>", widgeyType, item[1] + self.REFRESH_FLAG, 0, CvUtil.FONT_LEFT_JUSTIFY )
if item[1] == iSubCategory:
link = i
if (link != -1):
screen.setSelectedListBoxStringGFC(self.SUBLIST_ID , link)

'''
nColumns = 1
screen.addTableControlGFC(self.SUBLIST_ID, nColumns, self.X_ITEMS_PANE, self.Y_ITEMS_PANE, self.W_ITEMS_PANE, self.H_ITEMS_PANE, False, False, 16, 16, TableStyles.TABLE_STYLE_STANDARD);
screen.enableSelect(self.SUBLIST_ID, True)
screen.setStyle(self.SUBLIST_ID, "Table_StandardCiv_Style")

for i in range(nColumns):
screen.setTableColumnHeader(self.SUBLIST_ID, i, "", self.W_ITEMS_PANE/nColumns)

iCounter = 0
iNumRows = 0
for item in tList:

# This line disables the popup text on 'pedia scroll over...hopefully it works

iColumn = iCounter % nColumns
iRow = iCounter // nColumns
if iRow >= iNumRows:
iNumRows += 1
screen.appendTableRow(self.SUBLIST_ID)
screen.setTableText(self.SUBLIST_ID, iColumn, iRow, u"<font=3>" + item[0] + u"</font>", buttonType(item[1]).getButton(), widgeyType, item[1], 1, CvUtil.FONT_LEFT_JUSTIFY)
iCounter += 1
'''

************************************************** ************************************************** *************************

def displayTopics(self, tList, widgeyType, buttonType, iSubCategory):
CvUtil.pyPrint("displayTopics(tList=<%s>, widgeyType=<%s>, buttonType=<%s>)"%(tList, widgeyType, buttonType))

screen = self.getScreen()

nColumns = 1
screen.addTableControlGFC(self.SUBLIST_ID, nColumns, self.X_ITEMS_PANE, self.Y_ITEMS_PANE, self.W_ITEMS_PANE, self.H_ITEMS_PANE, False, False, 16, 16, TableStyles.TABLE_STYLE_STANDARD);
screen.enableSelect(self.SUBLIST_ID, True)
screen.setStyle(self.SUBLIST_ID, "Table_StandardCiv_Style")

for i in range(nColumns):
screen.setTableColumnHeader(self.SUBLIST_ID, i, "", self.W_ITEMS_PANE/nColumns)

iCounter = 0
iNumRows = 0
for item in tList:

# This line disables the popup text on 'pedia scroll over...hopefully it works

iColumn = iCounter % nColumns
iRow = iCounter // nColumns
if iRow >= iNumRows:
iNumRows += 1
screen.appendTableRow(self.SUBLIST_ID)
screen.setTableText(self.SUBLIST_ID, iColumn, iRow, u"<font=3>" + item[0] + u"</font>", buttonType(item[1]).getButton(), widgeyType, item[1], 1, CvUtil.FONT_LEFT_JUSTIFY)
iCounter += 1
'''
screen.addListBoxGFC(self.SUBLIST_ID, "", self.X_ITEMS_PANE, self.Y_ITEMS_PANE, self.W_ITEMS_PANE, self.H_ITEMS_PANE, TableStyles.TABLE_STYLE_STANDARD)
screen.enableSelect(self.SUBLIST_ID, True)
screen.setStyle(self.SUBLIST_ID, "Table_StandardCiv_Style")

link = -1
for i in range(len(tList)):
item = tList[i]
screen.appendListBoxString(self.SUBLIST_ID, u"<font=3>" + item[0] + u"</font>", widgeyType, item[1] + self.REFRESH_FLAG, 0, CvUtil.FONT_LEFT_JUSTIFY )
if item[1] == iSubCategory:
link = i
if (link != -1):
screen.setSelectedListBoxStringGFC(self.SUBLIST_ID , link)

'''
************************************************** ************************************************** *************************

Gaurav
Dec 28, 2006, 09:41 PM
In the CvPediaMain screen if you change the order in def displayTopics: you will get icons to show up in the next row only bug is the slide bar keeps returning to the top If some one can fix the slide bar please help. Thank you for the update I like that you did.

I was :wallbash: with this a lot last week.

By the way, it is better to move around the '''s than to actually change the order. It makes things easier when using WinMerge.

If I do that, then replace the second item[1] with item[1] + self.REFRESH_FLAG in the call to setTableText, I get "unidentifiable C++ exception".

I can't see any way to communicate to the jump event that the widget that was just clicked is in the subcategory list (so don't refresh the subcategory list) if I can't change the value of argument iData1. iData2 doesn't seem to get passed through the jump event back to CvScreenInterface.pediaJumpToTech(argsList).

Even if you could fix that bug, you'd still have Sevo's "list selection bug". You know, the one where a table widget pretending to be a list box widget doesn't have a selection. :lol:

That was the reason Progor took this feature out. Sevo and Ket got away with just keeping the subcategory list visible all the time and NEVER refreshing it. It was buggy but usable.

I got sick of this and accepted Progor's compromise, a little less eye candy for a lot more usability. And I was able to put in the fix to stop it from refreshing all the time the way Progor's version did (the cause of the issue you are seeing).

If anyone does get this to work, I'll be happy to bring the icons back.

Impaler[WrG]
Dec 28, 2006, 09:56 PM
Another *Wish* I have is to be able to see the Tech Tree from within the Pedia so I can access it from the main game menu without starting a game.

I might start working on this and see what I can come up with, I got such a page made could you add it?

Gaurav
Dec 28, 2006, 10:19 PM
;4923401']Another *Wish* I have is to be able to see the Tech Tree from within the Pedia so I can access it from the main game menu without starting a game.

I might start working on this and see what I can come up with, I got such a page made could you add it?

Yes. As I had already said in post 2. Good Luck.

jsurpless
Dec 29, 2006, 02:08 PM
Does this work under MacOS X? I'm guessing it doesn't since I tried installing it into the Mods directory and nothing seems to happen... but maybe I'm doing something wrong?

Thanks!

Gaurav
Dec 29, 2006, 02:13 PM
Does this work under MacOS X? I'm guessing it doesn't since I tried installing it into the Mods directory and nothing seems to happen... but maybe I'm doing something wrong?

Thanks!

Is the 2.08 patch available for the Mac? If not, I may have to recommend using a previous version of the Sevopedia for now.

Nothing happens? Are you sure the mod is being loaded? If there is no "Sevopedia 2.1" written on the top right of the main menu screen, go to Advanced - Load A Mod. If Sevopedia 2.1 isn't there either, you probably have it in the wrong directory.

snipperrabbit!!
Dec 29, 2006, 03:43 PM
By the way, can anyone give me translations for "No description provided."?

In french, it is " Description non fournie."

Gaurav
Dec 30, 2006, 09:31 AM
Hi, all.

I'm trying to get the Promotions Graph to include the new "AND" style prerequisites Warlords has. However, simply putting them in creates this mess:

http://img1.putfile.com/thumb/12/36310304995.jpg (http://www.putfile.com/pic.php?img=4374513)

Just where is that extra arrow coming out of "Lead by Warlord" going?

The code change I am using is inserted at line 548 in UnitUpgradesGraph.py:


def getGraphEdges(self, graph):
for unitA in graph.iterkeys():
unitB = gc.getPromotionInfo(unitA).getPrereqOrPromotion1()
if (unitB > -1):
graph[unitA].upgradesFrom.add(unitB)
graph[unitB].upgradesTo.add(unitA)
unitC = gc.getPromotionInfo(unitA).getPrereqOrPromotion2()
if (unitC > -1):
graph[unitA].upgradesFrom.add(unitC)
graph[unitC].upgradesTo.add(unitA)
unitD = gc.getPromotionInfo(unitA).getPrereqPromotion()
if (unitD > -1):
graph[unitA].upgradesFrom.add(unitD)
graph[unitD].upgradesTo.add(unitA)


Please help!

Edit: I was able to fix this myself. See here (http://forums.civfanatics.com/showthread.php?p=4958994#post4958994).

snipperrabbit!!
Dec 30, 2006, 02:34 PM
just a pic for more variety of icons

http://forums.civfanatics.com/uploads/105110/SevoDisplay.png

hope that helps

Healz
Dec 31, 2006, 05:22 PM
Does it still work for Vanilla Civ IV? Just wondered as you didn't say...

Gaurav
Dec 31, 2006, 05:54 PM
Does it still work for Vanilla Civ IV? Just wondered as you didn't say...

No.

While it would not be hard to make it work, I can't legally distribute anything containing Warlords code that would work on 1.61. Those terms and conditions are laid down by Firaxis.

I recommend this (http://forums.civfanatics.com/showthread.php?t=170501) version.

Roamty
Dec 31, 2006, 11:46 PM
Wish can a page be made to show what Era a unit belongs in.

Ancient era units
Classical era units
Medieval era units

and so on to Future era units

Healz
Jan 01, 2007, 12:09 AM
I had problems where it just showed a blank page where the arrows were meant to be in Maxriga Mod which is what I generally play so I have given up trying for the moment...

Gaurav
Jan 01, 2007, 08:07 AM
Wish can a page be made to show what Era a unit belongs in.

Ancient era units
Classical era units
Medieval era units

and so on to Future era units

Units don't "belong in" an era -- the techs that they may require do.

This is harder than it looks. If the requirement is Ancient Tech and (Medieval Tech or Classical Tech) you would need to write the code to figure out this is Classical. But what if there was a requirement of a resource requiring a Medieval tech? Etc.

And I usually have some archers left in the Modern Era anyway...

Gaurav
Jan 01, 2007, 08:23 AM
I had problems where it just showed a blank page where the arrows were meant to be in Maxriga Mod which is what I generally play so I have given up trying for the moment...

If you tried to merge this yourself and had difficulties, the problem is most likely to be with ArtDefines_Interface.xml. Just check to see if you've merged this file with the one in his mod correctly.

Another possibility is that the correct version of UnitUpgrades.py was not loaded. Does his mod already include an older version of the Sevopedia?

If neither of these possibilities pan out, turn on python debugging and logging and upload your PythonErr*.txt log files.

Healz
Jan 01, 2007, 08:48 PM
Okay, will try, thanks.

Impaler[WrG]
Jan 04, 2007, 03:33 AM
I've modified the catagory Icons, what do people Think, any changes for symbols which would be more intuitive?, I've attached the modified Python file and a screenshot.

Gaurav
Jan 04, 2007, 05:27 AM
;4944277']I've modified the catagory Icons, what do people Think, any changes for symbols which would be more intuitive?, I've attached the modified Python file and a screenshot.

I think it looks good. Some of them do seem a little forced. Snipperrabbit!! also had some suggestions. I do like his choice of marble icon for the terrains, and I know that should be doable. I'll see what I decide on. Thanks for your help.

It really is too bad we don't have the Civ4 unit and building icons from CvMainInterface as font symbols. And a forest icon would have been nice. Maybe there is someone interested in gamefont editing?

Healz
Jan 05, 2007, 05:17 PM
I did try it again, but there was no upgrade path for promotions or the units upgrade in either vanilla or MaxRigaMod. I hadn't found any prior version of Servopedia in the files so it is a mystery as to what is going on. I'll have to get a file of the errors to show you.
Healz.

Healz
Jan 07, 2007, 05:02 PM
It did sort the civilopedia along the side, but there was no icons showing the units upgrade path, also the path of technology upgrades and promotions upgrades weren't there. Basically all graphs were missing...

Gaurav
Jan 07, 2007, 08:26 PM
It did sort the civilopedia along the side, but there was no icons showing the units upgrade path, also the path of technology upgrades and promotions upgrades weren't there. Basically all graphs were missing...

Healz, I really need the error log if you want me to help. It is difficult to merge python without debugging the errors. Thanks.

If you are looking for instructions, they are here (http://forums.civfanatics.com/showthread.php?p=3579837#post3579837).

Gaurav
Jan 07, 2007, 11:18 PM
Hi, all.

I'm trying to get the Promotions Graph to include the new "AND" style prerequisites Warlords has. However, simply putting them in creates this mess:

<snipped>

Please help!

:dance: I FIXED IT!!!!!!!!!!!!!!!!!

http://img1.putfile.com/thumb/1/700144288.jpg (http://www.putfile.com/pic.php?img=4462001)

Edit: It is still a mess, but at least it is a technically correct mess. :lol: Yes, there is a promotion drawn from "Lead by Warlord" to "Medic 3." :yup:

Fix:

Caesium
Jan 08, 2007, 04:29 AM
snipperrabbit!! and gaurav, your icons look great.
@gaurav: What icons did you use on your version shown on the latest image?

Gaurav
Jan 08, 2007, 08:39 AM
snipperrabbit!! and gaurav, your icons look great.
@gaurav: What icons did you use on your version shown on the latest image?

Let's see...

Technologies: Research
Units: Strength
Unit Categories: Strength
Unit Upgrades: Moves
Promotions: Silver Star
Promotion Chart: Silver Star
Buildings: Hammer
Wonders: Golden Age
Projects: Iron
Terrains: Marble
Terrain Features: Marble
Resources: Ivory
Improvements: Food
Civilizations: Culture
Leaders: Buddhism Holy City
Religions: Religion
Civics: Open Borders
Specialists: Great People
Concepts: Map
Hints: Gold
Index: Commerce

I am restricted to font symbols in GameFont.tga and GameFont_75.tga, unless I want the "list selection bug" back (or someone can come up with a fix for it). So no arbritrary DDS files, buttons, etc. Some artist could, however, edit those files...

Don't forget to credit Impaler too ;) I used his code and suggestion, just played around with his choices a bit.

What do you all think of these choices?

Impaler[WrG]
Jan 08, 2007, 09:14 PM
Projects: Iron
Terrains: Marble
Terrain Features: Marble
Resources: Ivory

Thanks for the complements Gaurav,

Incase anyone wants to keep playing around with these remember not to call them by string (GC.getInfoclassforString("BONUS_MARBLE")) as that will probably crash (or atleast throw a C++ exception)I would recomend putting in a hard number like I did, I just call resorce zero which happens to be aluminum (which I think looks good too). Even if an odd senario with totaly differnt resorces was used it wont crash so long as their is 1 resorce in the assets.

I've goten a bit stumped in my efforts to put a Tech Tree in the Pedia, I've modified a version of the TechTree screen so it can be called outside of the game (removed all the code that looks for Civ specific content and replaced it with default content) and it run without error, but It wont display anything, presumably because I'm not bliting it to the screen. Anyone want to play around with the code? I think I'll try some simpler modifications like spliting Unique from default for Units and Buildings.

Gaurav
Jan 08, 2007, 10:40 PM
;4963100']Thanks for the complements Gaurav,

Incase anyone wants to keep playing around with these remember not to call them by string (GC.getInfoclassforString("BONUS_MARBLE")) as that will probably crash (or atleast throw a C++ exception)I would recomend putting in a hard number like I did, I just call resorce zero which happens to be aluminum (which I think looks good too). Even if an odd senario with totaly differnt resorces was used it wont crash so long as their is 1 resorce in the assets.

I've goten a bit stumped in my efforts to put a Tech Tree in the Pedia, I've modified a version of the TechTree screen so it can be called outside of the game (removed all the code that looks for Civ specific content and replaced it with default content) and it run without error, but It wont display anything, presumably because I'm not bliting it to the screen. Anyone want to play around with the code? I think I'll try some simpler modifications like spliting Unique from default for Units and Buildings.

Hi, Impaler.

Regarding marble, actually I'm using a modified version of CvUtil.getInfo('bonus', ...), then calling getChar() on the result. GC.getInfoClassForString??? This is for the moment a pure python mod, so there shouldn't be any CTDs or C++ exceptions. I think there should only be the usual python exception if some mod takes out the marble resource.

I do, however, feel that any such issue is for the mod integrator rather than the Sevopedia component. It is not really possible to write mods that will accommodate everything and anything anyone will dream up. Your modular XML loading component might be trying to do just that, so you probably already know that in general. We can only be so flexible. If a modder takes out marble and merges the Sevopedia with it just let him fix the error when it pops up. Hardcoding is not a solution to that, and it makes the code less readable and maintainable.

About the other stuff, I'm sending you a PM with my latest version of the code for you to play around with, test out, and work from. The code to figure out which units are unique is already in there, but I haven't split them out. Also check out if the skip blank pages option is working as you requested. Please note that this is of beta quality at the moment...

Impaler[WrG]
Jan 09, 2007, 03:25 AM
Your right their realy arn't going to be many cases ware people remove marble from the game, its shouldnt be a big stumbling block.

Thanks for the code I'm merging in your changes with the poking around I have been doing with that Tech Tree screen. I'm thinking some of my trouble was with Widgets, all the existing widgets go to the wrong screens I haven been able to make my own (do you know ware they are defined?) I'll see if I can learn enough from the Index page (good job spliting that off) and rig an equivilent. THe goal is to have the secondary list filled with the Tech names but when clicked on instead of going to the normal Pedia page the apropriate Tech on the tree turns Red and the view centers on it. Later on some fancier stuff could happen too like highlighting pre-req and leads-to techs in other colors.

I'm not shure what you ment by skip blank pages, the functionality I was imagining hasn't been changed. My though was simply for the main field to never be blank at any time. When ever any list item is highlighted it would display and by default that top highlighted element when switching catagories from the main menu would bring up that particular entry.

The Unique building tagging the the lists is very nice, I hadn't thought to do myself. I would like to see that stay even if the seperate lists are implemented, It should be a reletivly simple matter to break up the lists a bit further, the BuildingPedia page already dose double duty for wonders and Buildings, its just a matter of changing the bool argument to an int so it can do a three way split, likewise Units can catch that spare boolean and divide up as well.

Keep up the good work, I hope to have something with that Tree code soon.

Gaurav
Jan 09, 2007, 07:26 AM
;4963777']Your right their realy arn't going to be many cases ware people remove marble from the game, its shouldnt be a big stumbling block.

Thanks for the code I'm merging in your changes with the poking around I have been doing with that Tech Tree screen. I'm thinking some of my trouble was with Widgets, all the existing widgets go to the wrong screens I haven been able to make my own (do you know ware they are defined?) I'll see if I can learn enough from the Index page (good job spliting that off) and rig an equivilent. THe goal is to have the secondary list filled with the Tech names but when clicked on instead of going to the normal Pedia page the apropriate Tech on the tree turns Red and the view centers on it. Later on some fancier stuff could happen too like highlighting pre-req and leads-to techs in other colors.

I'm not shure what you ment by skip blank pages, the functionality I was imagining hasn't been changed. My though was simply for the main field to never be blank at any time. When ever any list item is highlighted it would display and by default that top highlighted element when switching catagories from the main menu would bring up that particular entry.

The Unique building tagging the the lists is very nice, I hadn't thought to do myself. I would like to see that stay even if the seperate lists are implemented, It should be a reletivly simple matter to break up the lists a bit further, the BuildingPedia page already dose double duty for wonders and Buildings, its just a matter of changing the bool argument to an int so it can do a three way split, likewise Units can catch that spare boolean and divide up as well.

Keep up the good work, I hope to have something with that Tree code soon.

Widget Types and jump targets are enumerated in the SDK (I think CvEnums.h, but I'm not at home right now), and the event code is in there somewhere, but the code through which widgets are set up is unfortunately in the exe, so you can't really change what they do. Even if you could, I would rather keep this mod component python only. You can see what hacks the previous modders and I have used.

Skip blank pages is an option which must be enabled, see CvGlobalDefinesAlt.xml. (You may also notice calls to something like self.isSkipBlankPage() in CvPediaMain.py.) As I said, I did not think it was very user friendly to automatically open the first page so I made it an option for those a bit more knowledgeable.

I'm not sure if the version I sent you last night had show graphical only (requested by Naze (http://forums.civfanatics.com/showthread.php?t=192632)) enabled or not, although it isn't fully consistent right now anyway.

By the way, if anyone else wants to test or play around with a beta, just post here or give me a PM.

Sevo
Jan 10, 2007, 10:41 AM
The 'pedia looks great. I'm glad to see it's still being maintained and updated--you guys have made great strides in the additions.
:)

Gaurav
Jan 10, 2007, 02:28 PM
The 'pedia looks great. I'm glad to see it's still being maintained and updated--you guys have made great strides in the additions.
:)

Thanks Sevo for dropping by. How's that big competition going?

Dearmad
Jan 12, 2007, 10:36 PM
When I click on the Indian leader who is not gandhi- it closes the Sevopedia. Reopen the sevopeida and he displays.

Gaurav
Jan 12, 2007, 10:43 PM
When I click on the Indian leader who is not gandhi- it closes the Sevopedia. Reopen the sevopeida and he displays.

Finally someone noticed. I was wondering if anyone was really using this thing. ;) The fix is actually a bit complicated, spread out over all the files, so it will have to wait until the next version. I created the bug when I fixed the leaderheads getting animated when you click on them. Oops.

For now, just go back in, Ashoka will be there. :)

Impaler[WrG]
Jan 13, 2007, 02:12 AM
Yes I was getting that Asoka close bug too, but I saw had it corrected in the beta you sent me so I didnt bother mentioning it. Oh and its nothing about Asoka its just his position in the list, I was loading up a Mod with Adolf Hitler which was first alphabeticaly and the bug was then affecting Alexander who bas bumped into the #2 spot.

Dearmad
Jan 14, 2007, 04:15 PM
This mod doesn't play nice with unit stats... I merged the the entrypoint py files... but does something else need to be merged.

I can get it to run but then the unit promotions chart doesn't work.

Gaurav
Jan 14, 2007, 05:31 PM
This mod doesn't play nice with unit stats... I merged the the entrypoint py files... but does something else need to be merged.

I can get it to run but then the unit promotions chart doesn't work.

Can you give me the python error message or better yet, upload the python error log? (I put a link to instructions in a reply to Healz.) And please send me the resulting copy of any files you have merged.

Thanks.

Gaurav
Jan 14, 2007, 06:27 PM
;4963777']Your right their realy arn't going to be many cases ware people remove marble from the game, its shouldnt be a big stumbling block.

But thanks for making me think about this, I'm switching leaders back to the fist for now because far too many mods do change the religions. In fact, those include the built in Warlords scenarios.

Caesium
Jan 14, 2007, 06:43 PM
How far is your next version? I can't wait to get it ;) :D

Gaurav
Jan 14, 2007, 07:53 PM
How far is your next version? I can't wait to get it ;) :D

Sorry, Caesium, but I have been two-timing on you. :blush:

Seriously, the answer to "when" is "when it's ready". You and I have both learned the hard way not to promise a date.

Would you like to try out the beta?

Gaurav
Jan 16, 2007, 09:00 PM
What's wrong with this screenshot?

http://img1.putfile.com/thumb/1/1522062949.jpg (http://www.putfile.com/pic.php?img=4534669)

I haven't fixed this screen yet:

http://img1.putfile.com/thumb/1/1521590856.jpg (http://www.putfile.com/pic.php?img=4534625)
Still no DLL! :cooool:

ripple01
Jan 16, 2007, 09:40 PM
Guarav,

Are you implying that you have the "Replaced by" feature working without any SDK modifications? That could potentially be very useful.

Or maybe I'm crazy...

ripple

Gaurav
Jan 16, 2007, 10:14 PM
Guarav,

Are you implying that you have the "Replaced by" feature working without any SDK modifications? That could potentially be very useful.

Or maybe I'm crazy...

ripple

Yes, that too. :) But you completely missed the big point. Why did TheLopez create the Replaced by Mod in the first place? Now look at the screenshots again. :bounce:
That's not a horse archer. What mod is the Sevopedia running on?Edit: You spelled my name wrong.

Caesium
Jan 17, 2007, 12:45 AM
At this moment - watching your screen shots - I'd be happy to test your beta :)

Gaurav
Jan 17, 2007, 09:59 AM
At this moment - watching your screen shots - I'd be happy to test your beta :)

Check your PM.

ripple01
Jan 18, 2007, 08:53 AM
OOH.. (raises hand)

You got the filters working to filter out all of the EDU units. Am I right?

Nice work, if so...

snipperrabbit!!
Jan 18, 2007, 09:50 AM
now, Gaurav can say : " clever modder goes here " !

Caesium
Jan 20, 2007, 03:43 PM
OK, looked over the code and it's awesome :)

You rewrote a great part of the code so it took me a moment or ten to understand what you did, but the main thing is, that it works.
In case that MatzeHH had integrated the "replaced by" for units and buildings via sdk, I can comment out your code, or am I wrong?

Gaurav
Jan 21, 2007, 08:51 AM
OK, looked over the code and it's awesome :)

You rewrote a great part of the code so it took me a moment or ten to understand what you did, but the main thing is, that it works.
In case that MatzeHH had integrated the "replaced by" for units and buildings via sdk, I can comment out your code, or am I wrong?

As long as you are not hiding "identical" units. TheLopez's SDK version does not do that.

Healz
Jan 21, 2007, 08:35 PM
Doesn't work still, must find you those error codes.

Gaurav
Jan 23, 2007, 08:24 AM
Doesn't work still, must find you those error codes.

Really, Healz, the instructions I linked to are not that hard to follow. But if you find it so much easier, you can just set HidePythonExceptions = 0 and ShowPythonDebugMsgs = 1 in the ini and post the screenshot.

You may find you can fix the error yourself once you know what it is!

Gaurav
Jan 27, 2007, 04:15 AM
I had a look at your 'Help Wanted' thread, you only seem to be really stuck on two points (I did not read all the way through it).
What kind of search function are you after? I might be able to get something in that dept. done

The requesting users weren't very specific.

What I suggest you start with is to look to create some kind of UI like:

Search: __________ Go!

and get it to produce a list of entries from any of the Sevopedia categories whose pedia text contains whatever is entered in the box.

Chuggi
Jan 29, 2007, 10:34 AM
About adding the era tags to the units.. it appears that they've already done this in Total Realism, check out the screenshots. The only problem is that if you have long names for units then it will crash into the "BACK" button (see the second screenshot).

See if you can get some help on how to do this from Houman or Mexico :)

Gaurav
Feb 01, 2007, 12:26 AM
Sevopedia 2.2 is posted. See post 1 for details.

Amra
Feb 01, 2007, 06:25 AM
Sevopedia 2.2 is posted. See post 1 for details.
Not sure if I've said it yet but thanks for keeping this mod alive and updated. It is appreciated. The new list of changes is impressive and I can't wait to try it out. Good work! :goodjob:

[EDIT] Just an FYI to anyone who is curious, I checked this out with Rabbit's Ethnically Diverse Units mod and it works like a charm, especially the option to hide duplicate names in the Pedia. Again, great stuff Gaurav!

Amra
Feb 01, 2007, 09:52 AM
Gaurav,

I know this is just a mod for the Pedia but... Is there anyway you could do an update to the "Dawn of Man" screen that TheLopez modified HERE (http://forums.civfanatics.com/showthread.php?t=180638) so that it would not show the duplicate named units as you have now done with the pedia? I like that option with the Sevopedia 2.2 update and it would be a VERY helpful modification to the Dawn of Man screen when using it with the EDU mod.

I don't want you to step on TheLopez's toes by modifying his mod so I will understand if you can't do it. I would attempt it myself but my knowledge of python is limited to merging mods & not creating them. :blush:

Thanks for any consideration.

Gaurav
Feb 01, 2007, 10:29 AM
Gaurav,

I know this is just a mod for the Pedia but... Is there anyway you could do an update to the "Dawn of Man" screen that TheLopez modified HERE (http://forums.civfanatics.com/showthread.php?t=180638) so that it would not show the duplicate named units as you have now done with the pedia? I like that option with the Sevopedia 2.2 update and it would be a VERY helpful modification to the Dawn of Man screen when using it with the EDU mod.

I don't want you to step on TheLopez's toes by modifying his mod so I will understand if you can't do it. I would attempt it myself but my knowledge of python is limited to merging mods & not creating them. :blush:

Thanks for any consideration.
Yes, I will be trying to do this. My current plans are to incorporate the Dawn of Man Mod and Roamty's Techwindow into Sevopedia 2.3 (or whatever I call it). TheLopez has generally stated that we can incorporate mod components as long as he gets credit. Taking over would probably be another issue, so I won't do that.

Please let me know if there are any other screens this issue seriously affects.

Chuggi
Feb 01, 2007, 11:09 AM
Gaurav,

I know this is just a mod for the Pedia but... Is there anyway you could do an update to the "Dawn of Man" screen that TheLopez modified HERE (http://forums.civfanatics.com/showthread.php?t=180638) so that it would not show the duplicate named units as you have now done with the pedia? I like that option with the Sevopedia 2.2 update and it would be a VERY helpful modification to the Dawn of Man screen when using it with the EDU mod.


:thumbsup: TheLopez has done a great job with this but the ultimate fix would be to stop the duplicate units from showing. Hope he considers it if he reads this, or allows Gaurav to give it a shot.. Glad to see the Sevopedia ready aswell. :P

Gaurav
Feb 01, 2007, 11:21 AM
:thumbsup: TheLopez has done a great job with this but the ultimate fix would be to stop the duplicate units from showing. Hope he considers it if he reads this, or allows Gaurav to give it a shot.. Glad to see the Sevopedia ready aswell. :P

As I said, my plan is not to take over the Dawn of Man Mod, but I will fix it and incorporate the fix as part of the next version of the Sevopedia. TheLopez already allows anyone to include his mods as long as he gets credit, so that will be all that I am doing. :)

Chuggi
Feb 01, 2007, 11:30 AM
As I said, my plan is not to take over the Dawn of Man Mod, but I will fix it and incorporate the fix as part of the next version of the Sevopedia. TheLopez already allows anyone to include his mods as long as he gets credit, so that will be all that I am doing. :)

Sorry, I meant if he allows you to fix it in the Sevopedia version, but you're giving him credit so it's good :)

If you can fix it though - Awesome - all the diversity mods will appreciate it for sure

Amra
Feb 01, 2007, 12:03 PM
My current plans are to incorporate the Dawn of Man Mod and Roamty's Techwindow into Sevopedia 2.3 (or whatever I call it).
That is terrific news, I'm looking forward to incorporating this into the next version of modpack. Thanks for the hard work.

Gaurav
Feb 01, 2007, 11:39 PM
Emergency patch 2.2a posted.

You know, I stink at testing. :suicide:

Chuggi
Feb 02, 2007, 12:18 AM
Was there something wrong with the first release? :(

Gaurav
Feb 02, 2007, 12:37 AM
Was there something wrong with the first release? :(

I suppose my consolation prize is that I found and fixed it before anyone noticed. Let's just say it was worse than Asoka. :cringe:

Healz
Feb 04, 2007, 05:17 PM
Now all I need to do is work out how to get MaxRiga Mod working with this and I will be set. Perhaps it worked but it was just struggling with the 64Mb Graphics Card that I have. Hope to see Civ IV do amazing things on my new computer...

Gaurav
Feb 09, 2007, 02:25 PM
About adding the era tags to the units.. it appears that they've already done this in Total Realism, check out the screenshots. The only problem is that if you have long names for units then it will crash into the "BACK" button (see the second screenshot).

See if you can get some help on how to do this from Houman or Mexico :)
I looked at it, and it turns out that Total Realism changes the game mechanics so that the era is defined for each unit in the SDK and this affects gameplay. This makes knowledge of a unit's era critical. However, while their calculation may be accurate for their own mod (I wouldn't know), it is inaccurate in general:


4378 int CvUnitInfo::getEra() const
4379 {
4380
4381 int iEra,iTech,iTmpEra;
4382 iTmpEra = iTech = iEra = 0;
4383
4384 if (m_iPrereqAndTech >= 0) // at least one tech prereq
4385 {
4386 iTmpEra = GC.getTechInfo((TechTypes)m_iPrereqAndTech).getEra ();
4387 iEra = (iTmpEra > iEra) ? iTmpEra : iEra;
4388 }
4389
4390 for (int j=0; j < GC.getDefineINT("NUM_UNIT_AND_TECH_PREREQS"); j++)
4391 {
4392 iTech = m_piPrereqAndTechs[j];
4393 if (iTech >= 0)
4394 {
4395 iTmpEra = GC.getTechInfo((TechTypes)iTech).getEra();
4396 iEra = (iTmpEra > iEra) ? iTmpEra : iEra;
4397 }
4398 }
4399
4400 return iEra;
4401
4402 }This fails to take into account any required resources, not to mention the need to have at least one of the "OR" prerequisite techs. With the Sevopedia, I would need code that works for at least 80% of mods (which pretty much means arbitrary XML) in order to include it.

Mexico
Feb 09, 2007, 05:37 PM
I looked at it, and it turns out that Total Realism changes the game mechanics so that the era is defined for each unit in the SDK and this affects gameplay. This makes knowledge of a unit's era critical. However, while their calculation may be accurate for their own mod (I wouldn't know), it is inaccurate in general:


int CvUnitInfo::getEra() const
4379 {
4380
4381 int iEra,iTech,iTmpEra;
4382 iTmpEra = iTech = iEra = 0;
4383
4384 if (m_iPrereqAndTech >= 0) // at least one tech prereq
4385 {
4386 iTmpEra = GC.getTechInfo((TechTypes)m_iPrereqAndTech).getEra ();
4387 iEra = (iTmpEra > iEra) ? iTmpEra : iEra;
4388 }
4389
4390 for (int j=0; j < GC.getDefineINT("NUM_UNIT_AND_TECH_PREREQS"); j++)
4391 {
4392 iTech = m_piPrereqAndTechs[j];
4393 if (iTech >= 0)
4394 {
4395 iTmpEra = GC.getTechInfo((TechTypes)iTech).getEra();
4396 iEra = (iTmpEra > iEra) ? iTmpEra : iEra;
4397 }
4398 }
4399
4400 return iEra;
4401
4402 }This fails to take into account any required resources, not to mention the need to have at least one of the "OR" prerequisite techs. With the Sevopedia, I would need code that works for at least 80% of mods (which pretty much means arbitrary XML) in order to include it.


this code is in first version, my plan is use this for some combat calculation in future (ie modern era units will get more bonuses gains older units, no need more set +15% attack for tank vs. spearman :) )
i was set this for civpedia just to see, how it is working - and you are right, that this need more improvements (depend on bonuses/buildings/all techs etc..)

Gaurav
Feb 09, 2007, 09:44 PM
this code is in first version, my plan is use this for some combat calculation in future (ie modern era units will get more bonuses gains older units, no need more set +15% attack for tank vs. spearman :) )
i was set this for civpedia just to see, how it is working - and you are right, that this need more improvements (depend on bonuses/buildings/all techs etc..)

I thought this was already being used, with units two eras behind automatically losing. I must have misunderstood the first post in your mod thread.

I didn't even pick up on prereq buildings, oops. I looked again at the CvUnitInfos.xml, there are even prereq religions for units. There could be even more issues.

I don't see why this would even be much of an issue for most mods (unlike yours), it's mostly an RFE. I think I'll leave this one on the back burner. :undecide:

Impaler[WrG]
Feb 18, 2007, 02:27 AM
What do you think of adding back the small icons at the front of the sub-list Name as in this screen shoot

Gaurav
Feb 18, 2007, 08:15 AM
;5115308']What do you think of adding back the small icons at the front of the sub-list Name as in this screen shoot

See posts 9 and 10.

Springsteen84
Apr 02, 2007, 02:53 PM
Hi,

I like this project for enhancing the functionality of Civilopedia, but I'm missing two more entries in the Sevopedia. A separate chapter/entry for National Wonders and Traits. I have tried to modify the existing Python code to establish this but I'm not that experienced in programmming, so I'm a little bit stuck.

Does someone knows if this is already included in some Mod or know how do this.

Thanks and kind regards,

Jeroen

Gaurav
Apr 04, 2007, 04:28 PM
It is way harder than it has to be to add a new subcategory, as I'm sure Impaler[WrG] can attest to. The central issue is that everything is hacked around the existing widgets defined in the (Non-SDK) C++, part of the graphics engine. You can see the ugly hacks used throughout the code to get it to work. I'm sorry I can't be of much further help than to say "it's hard", but well :dunno:

The National Wonders would have to be made to work in a manner similar to the way wonders are separated from buildings, so just study that code carefully. The bWonder argument would need to be changed to an integer to support more than two types of pages for buildings.

I'm not sure if creating new pages for traits is even possible, since there is no way to create a new jump target without access to that code which is not made available through the SDK. Jump targets are things like WIDGET_PEDIA_JUMP_TO_TECH; if you define a WIDGET_PEDIA_JUMP_TO_TRAIT, even in the SDK rather than just in python, it would not mean anything to CyGInterfaceScreen.appendListBoxString() or similar methods. So the only thing you can do is to try to piggyback on one of the existing jump targets, with some way of determining that your new items are special and need to be treated differently in the jump event.

I hope that this makes some kind of sense to you.

Mac_Civ
Apr 11, 2007, 08:42 PM
Does it still work for Vanilla Civ IV? Just wondered as you didn't say...

No.

While it would not be hard to make it work, I can't legally distribute anything containing Warlords code that would work on 1.61. Those terms and conditions are laid down by Firaxis.

I recommend this (http://forums.civfanatics.com/showthread.php?t=170501) version.

I'm running Vanilla. I can install this mod and it mostly works. Unit Upgrades, Promotions (also missing from unit screen), and Promotion Chart are the only submenus that don't work. The heading is there, but nothing comes up when I select it.

Can anyone help me work those out? I'm not python literate by any means, but if someone can point me in the right direction, maybe I can figure it out...

I've tried the previous version, but it doesn't eliminate the duplicate units, which is what I really want the mod to do.

Thanks

Gaurav
Apr 12, 2007, 04:37 PM
Does it still work for Vanilla Civ IV? Just wondered as you didn't say...No.

While it would not be hard to make it work, I can't legally distribute anything containing Warlords code that would work on 1.61. Those terms and conditions are laid down by Firaxis.

I recommend this (http://forums.civfanatics.com/showthread.php?t=170501) version.I'm running Vanilla. I can install this mod and it mostly works. Unit Upgrades, Promotions (also missing from unit screen), and Promotion Chart are the only submenus that don't work. The heading is there, but nothing comes up when I select it.

Can anyone help me work those out? I'm not python literate by any means, but if someone can point me in the right direction, maybe I can figure it out...

I've tried the previous version, but it doesn't eliminate the duplicate units, which is what I really want the mod to do.

ThanksYou need to enable logging, debugging, error popups in order to determine what the errors are and where in the code they come from so that you can try to fix them.

Again, please be aware that this mod includes features and code directly copied from the Warlords expansion pack, so using it without purchasing Warlords is against the Firaxis T&Cs.

NikNaks
Jul 13, 2007, 10:41 AM
Any further updates?

Rabbit, White
Jul 16, 2007, 08:44 AM
I hope there's gonna be a BTS update for Sevopedia. I've been playing without it for a while for various reasons but once BTS is out I'd really like to be able to use it - promotion charts alone worth it, not to mention better navigation and dozen of other improvements.

Footen
Jul 23, 2007, 03:32 PM
Sevopedia shouldīve replaced the original Civopedia in the BTS expansion. Does anyone know if it still works?

Impaler[WrG]
Jul 23, 2007, 03:39 PM
For the most part yes but its missing the new BtS concepts page, Also their seems to be a bug in the Leader heads page which is passing very large indexes to the game and these aren't being spat out by the Dll so you get a C++ exception.

Janook
Jul 24, 2007, 03:00 AM
I can't believe they didn't incorporate a better Civilopedia in BTS.
Ah well. Guarev, any word on an update to make it work nice and crisp in BTS?

ripple01
Jul 24, 2007, 09:10 AM
This mod is so essential, after loading BtS for the first time I realized how much I miss the Sevopedia. Anyone who can update this for BtS is my hero.

Thanks,
ripple01

P.S. Does it annoy anyone else that Firaxis did the great thing of adding the "Replaced by" feature to the Civilopedia for UU's in BtS, then totally f'ed it up by not doing the same thing for the UB's?

Janook
Jul 24, 2007, 09:55 AM
For the record, BTS completely crashed when i tried using the warlords version of this mod with it. First i get a bunch of YOUR MOVIES ARE NOT INSTALLED CORECTLY errors, then it crashes on the main screen. Which is weird, because movies, and this mod, don't seem correlated... But it worked fine after i removed the mod. Then broke when i put the mod back in. then worked fine again after i removed it. so i'm pretty sure.

Janook
Jul 31, 2007, 01:16 AM
I was in church today, thanking god for all that he has provided me with, when my mind fleeted across the Sevopedia mod. Thanks!

Once again, any news on BTS version? SEVOPEDIA IS MY PUSHER MAN!

Gaurav
Jul 31, 2007, 07:15 AM
Janook,

Thanks for the PM. I have not purchased BTS (and probably won't unless I lose my g/f :)). Sorry for the inconvenience, but I hope you all can understand. Sometimes real life must take precedence.

Gaurav

Janook
Jul 31, 2007, 06:14 PM
What's your GF's name and number? I'll tell her you cheated on her with Warlords.

LunarMongoose
Aug 06, 2007, 11:47 AM
I decided this is not something I can live without, so I've updated it for BtS. From my addition to the ReadMe:

-- Mostly rewritten from scratch based on v1.93, may run a little faster
-- Does not include most v2.2 features, or Fitchn's Index, or any customizability or options
-- Does not include a Promotion Upgrades page, would be easy to add but I don't use it myself and was pressed for time

-- Individual panes now follow my own consistent GUI layout and look much better than v1.93 and vanilla
-- Wonders are now seperated into National Wonder and Great Wonder pages, with code to handle linking correctly
-- Back/Forward history now omits category-only selections that don't show an entry in the main area, for faster/better history navigation
-- Keeps the Back/Forward buttons along the bottom as in vanilla, and the title bar is no longer overriden to show selection names

I am not planning to add much more than is already here since this suits my needs as-is, however I will keep it current at the very least (if no one else does).

DOWNLOAD PAGE (http://forums.civfanatics.com/downloads.php?do=file&id=6575)

Footen
Aug 06, 2007, 12:08 PM
This is great news, thanks for the update!

Janook
Aug 06, 2007, 02:29 PM
I decided this is not something I can live without, so I've updated it for BtS. From my addition to the ReadMe:

-- Mostly rewritten from scratch based on v1.93, may run a little faster
-- Does not include most v2.2 features, or Fitchn's Index, or any customizability or options
-- Does not include a Promotion Upgrades page, would be easy to add but I don't use it myself and was pressed for time

-- Individual panes now follow my own consistent GUI layout and look much better than v1.93 and vanilla
-- Wonders are now seperated into National Wonder and Great Wonder pages, with code to handle linking correctly
-- Back/Forward history now omits category-only selections that don't show an entry in the main area, for faster/better history navigation
-- Keeps the Back/Forward buttons along the bottom as in vanilla, and the title bar is no longer overriden to show selection names

I am not planning to add much more than is already here since this suits my needs as-is, however I will keep it current at the very least (if no one else does).

DOWNLOAD PAGE (http://forums.civfanatics.com/downloads.php?do=file&id=6575)

Thanks so much lunar, great job. (Although I really liked the index.)

Janook
Aug 06, 2007, 02:49 PM
I gave it a quick try out to make sure it worked. Nice work! I edited one of the files a little bit to get it to work with the PLOT LIST ENHANCEMENT mod, and I think it's okay. I did, however, find 3-4 errors, depending on your point of view.

See image:
http://forums.civfanatics.com/uploads/97106/civ4peida.JPG

Three of the errors are in the menu on the left; all pretty obvious. I have the UNIT UPGRADE screen open to show what's wrong with that. I'm aware you didn't include that in the mod, so I'd recommend either fixing it or taking out it; it's annoying to have a half finished screen in there.

Lastly, the unit organization is really different. It used to be alphabetical, but you've got it organized into unit categories. (Except no categories are selectable; it's just a big list) I see the idea, but with no way to view individual categories (melle, gunpowder, mounted, siege, etc) it's way too hard to find the unit you're looking for. I'd recommend organizing the units alphabetically, or having a way to browse units by category.

Again, thanks a lot for updating this mod; I hope you keep up the good work!

Footen
Aug 06, 2007, 04:49 PM
I didnīt get those TXT_KEY_PEDIA errors using unmodded BotS. I agree with having units listed alphabetically, but it works either way. Sometimes you forget the name of a unit but you know itīs mounted, then itīs nice. On the other hand there are already seperate categories for such occassions, so having it in alphabetical order would make it easier overall.

LunarMongoose
Aug 06, 2007, 05:36 PM
I didn't/don't know what the Index even is, as I was using an older version (1.93) all the way up til now. I only noticed it in reading Gaurav's ReadMe. I will look into it when I have time; right now I'm still scrambling to update all my stuff so I can *play* BtS. Heh.

The UnitUpgrades screen is a little flappy I know, but I included it anyway b/c I use it, and it's still usable in its current form. The code for that screen (by Vovan and Progor) is self-contained and seperate, and I haven't touched it yet. The graphical issues result from using their code in BtS, and isn't the result of anything I did. I won't know what's wrong with it til I take a closer look, but I figured it wasn't broken enough to exclude.

As for the item ordering in the lists, sorry, I forgot about that. Basically what you're seeing is the order they're in in the XML files (e.g. UnitInfos.xml). I turned off alphabetical sorting in the code b/c I like it better this way, though admittedly I also re-arrange their order in the XML files some for my private full mod. If you want to turn alphabetical sorting back on, go into Assets/Python/Screens/ and un-comment (delete the ##) the line "##list.sort()" near the very bottom of CvPediaMain.py and CvBuilding.py.

The text keys are in the Assets/XML/Text/Sevopedia.txt file I included in the zip. I have to assume something went wrong on your end...

Janook
Aug 06, 2007, 06:32 PM
I didn't/don't know what the Index even is, as I was using an older version (1.93) all the way up til now. I only noticed it in reading Gaurav's ReadMe. I will look into it when I have time; right now I'm still scrambling to update all my stuff so I can *play* BtS. Heh.

The UnitUpgrades screen is a little flappy I know, but I included it anyway b/c I use it, and it's still usable in its current form. The code for that screen (by Vovan and Progor) is self-contained and seperate, and I haven't touched it yet. The graphical issues result from using their code in BtS, and isn't the result of anything I did. I won't know what's wrong with it til I take a closer look, but I figured it wasn't broken enough to exclude.

As for the item ordering in the lists, sorry, I forgot about that. Basically what you're seeing is the order they're in in the XML files (e.g. UnitInfos.xml). I turned off alphabetical sorting in the code b/c I like it better this way, though admittedly I also re-arrange their order in the XML files some for my private full mod. If you want to turn alphabetical sorting back on, go into Assets/Python/Screens/ and un-comment (delete the ##) the line "##list.sort()" near the very bottom of CvPediaMain.py and CvBuilding.py.

The text keys are in the Assets/XML/Text/Sevopedia.txt file I included in the zip. I have to assume something went wrong on your end...

The index is basicaly just a list of everything. It makes it really easy to find something if you're not sure what category it falls into, but you know it's name. (Ie; not sure if something is a wonder or national wonder or a building or w/e.)

I uncommented the list.py() line. Thanks for that info. Is there any way to include both sorting methods in the civopedia?

And lastly, the text keys were missing because I didn't extract them. DOH.

LunarMongoose
Aug 07, 2007, 03:49 PM
Posted an updated version, 2.3.1. Doesn't have the Index, or a fix for the arrows in the upgrade pages, yet, but I'll get to those eventually. From my addition to the ReadMe:

-- Fixed bug with Building links, which resulted from my trying to do something clever at the last minute that didn't work
-- Fixed bug with Improvement links, which resulted from a simple typo in the code
-- Fixed Back/Forward history omitter to not omit category selections with no item list (ie Unit Upgrades, Promotion Tree, and Hints)
-- Fixed the item list so it has the correct item selected when jumping to something via a button link, jumping to something via a text link, using the Back/Forward buttons, and opening/closing the Pedia. This was an unsolved problem until now; Gaurav's solution had been to use a ListBox instead of a Table, but that prevents the display of icons in the item list (which I really want to have). Note: It still doesn't work when using a button link within the same category (e.g. viewing a tech and clicking its "Leads To:" tech button). This can only be fixed with some SDK tweaking (to the Widget functions), and while I know how to do it I'm not going to bother due to the pain of distributing SDK components.

-- Went ahead and added the Promotion Tree page
-- Added two icons from v.2.2 to the category list, for Promotions and Civs/Leaders
-- Added a self.bSortLists flag to the top of CvPediaMain.py, for alphabetical sorting of the item lists. The default value is True. Not quite a configurable option yet, but you only have to edit the files in one place to change it now, rather than two.

DOWNLOAD PAGE (http://forums.civfanatics.com/downloads.php?do=file&id=6575)

Edit: Doh. Sorry. Download should be working now. Forgot the underscore in the filename.

Cabay Jet
Aug 09, 2007, 12:28 PM
Two bugs I've noticed for Sevopedia 2.3.1:

Leaderheads appear to have been cropped and stretched horizontally when you view them from inside the sevopedia. This a little bit annoying as for most leaderheads all you'll be able to see is there noses. See image:

http://forums.civfanatics.com/attachment.php?attachmentid=157784&stc=1&d=1186680365

The promotions tree is suffering from the same problem as the unit upgrades tree, except that its information is inaccurate. See image:

http://forums.civfanatics.com/attachment.php?attachmentid=157783&stc=1&d=1186680365

Note that, if you looked at this tree and nothing else, you'd assume you could have Medic III with just Medic II and not both Lead by Warlord and Medic II.

Noarpe
Aug 10, 2007, 03:45 AM
Bugfix for Unit Upgrades and Promotions Tree Bug

Assets\XML\Art\CIV4ArtDefines_Interface.xml (line 1306):
<!-- Progor - UnitUpgradesChart - BEGIN -->

<InterfaceArtInfo>
<Type>LINE_TLBR</Type>
<Path>Art/Interface/UnitUpgradesGraph/line-tlbr.dds</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>LINE_BLTR</Type>
<Path>Art/Interface/UnitUpgradesGraph/line-bltr.dds</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>LINE_STRAIT</Type>
<Path>Art/Interface/UnitUpgradesGraph/line-strait.dds</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>LINE_ARROW</Type>
<Path>Art/Interface/UnitUpgradesGraph/line-arrow.dds</Path>
</InterfaceArtInfo>

<!-- Progor - UnitUpgradesChart - END -->

LunarMongoose
Aug 10, 2007, 12:53 PM
Cabay Jet: The leaderheads were like that in all the previous versions of the Sevopedia too. It's because they're being displayed in a smaller window than normal and there's no obvious scale function for them. Better to have the other info windows as large as they are imo.

I strongly suspect the Promotion Tree information is correct, it just looks wrong because the arrows are messed up graphically.

Noarpe: Okay, I officially suck. That's what I get for trying to rush this out the door heh. Thank you for the correction; forgetting to edit both lines of a tag after I copy/paste it ftw. Will fix it in the next version.

domino36963
Aug 16, 2007, 11:47 PM
when will it be bts compatable

NikNaks
Aug 17, 2007, 02:43 AM
It's compatible with BtS here. (http://forums.civfanatics.com/showthread.php?t=235633) There are a few bugs with it, but they'll be fixed soon.

purplexus
Aug 17, 2007, 08:57 AM
Make it a Module and post it on the Plug and Play forum

NikNaks
Aug 17, 2007, 09:09 AM
You cant make Python into a module ;)

LunarMongoose
Oct 02, 2007, 12:45 PM
Posted an updated version, 2.3.2. Still doesn't have the Index, maybe next version heh. Sorry this took so long. From my addition to the ReadMe:

-- Fixed the XML typos causing messed up arrows on the Unit Upgrades and Promotion Tree pages

-- Overhauled the Leaders page. There is now a Favorite Religion section, and a Personality section which shows some basic values from the XML I always wanted to be able to see. I'm still not completely clear on how they work, but for the main War values lower means "more likely". Also, the Leaderhead now shows the whole leader, albeit with some horizontal compression I couldn't do anything about.

(The new Personality section is subject to tweaking in future versions.)

DOWNLOAD PAGE (http://forums.civfanatics.com/downloads.php?do=file&id=6575)

Dearmad
Aug 23, 2008, 08:09 PM
I made a quick fix for the annoying leaderhead stretch in the pedia. It's here:

http://forums.civfanatics.com/downloads.php?do=file&id=10479

Used 2.3.2 sevo and patched 3.17 BtS.