View Full Version : Customizable Domestic Advisor - BUG Edition


Cammagno
Sep 16, 2007, 02:07 AM
I've released the 2.0 version of my Cammagno's CDA Pages.
This is a file with my customizated pages for Customizable Domestic Advisor - BUG Edition (CDA).
It is the new version of my old CDA pages, fully updated to include the new BtS features (espionage, civ-specific buildings etc.) and to use the new features added by EmperorFool to BUG Edition of CDA (e.g. smart building columns).

If you find something wrong, please tell me so that I can fix it.
If you don't like my choices, fill free to modify my pages till they suite you.
If you get a good result, fell free to upload it and report it here.
We have planned to make it possible to shift betweeen CDA customization files through the in-game BUG interface, so different CustomDomAdv.txt files will be welcome.

Edit:
The CustomDomAdv.txt file is now included in BUG Mod
A Cammagno'sCDAPagesReadMe.rtf file, listing all the included columns and pages, is also included in BUG Mod, inside the BUG Mod Documentation\Included Mods Docs\

Cammagno
Sep 17, 2007, 12:05 AM
For people that want to further customize my pages, or to make a new customized layout for CDA.

CDA customization is very simple. You only have to click on the parchment icon to access the customization interface.
Then, you have to use the buttons there for your purposes. Please note that the left panel has a row for each column that will appear in your page, while the righ one shows (as rows) all the available columns.

Here a give you a short explanation of those buttons

Columns buttons: (upper row)
white left arrow: decrease the size of the selected column (in the left panel)
white right arrow: increase the size of the selected column (in the left panel)
white +: add the selected column (the selected column in the right pane is added to the left one)
white -: remove the selected column (the selected column in the left pane is removed from it)
red up arrow : move the selected column up (so it will be displayed before in the CDA page)
red down arrow: move the column down (so it will be displayed after in the CDA page)

Pages buttons: (lower row)
list: shows the current page and allow you to go to another one
white left arrow: go to the previous page
white right arrow: go to the next page
parchment: toggle normal interface and customization interface
pinned paper: rename selected page
head: add/remove to/from the page the bottom bar with specialists, culture list and GP list
white +: add a new page
white -: remove the selected page
red up arrow: move the selected page up in the list
red down arrow: move the selected page down in the list
monitor: save the last customizations
ban sign: delete last customizations

and here is a pic of them:
http://img152.imageshack.us/img152/7721/cdacustomizebuttonsmy7.jpg

ruff_hi
Oct 26, 2007, 11:21 AM
Sadly, right now it's the CDA.py file. A bunch are mentioned in the comments at the top, and I tried to sync them up, but I may have missed some.

Otherwise, just customize a new page and you see all the columns on the right. They are the "GRANK_foo" ones, IIRC.
EP pointed out to me that their might be spoilerish information included in teh CDA. I opened up the python file and found this nice array (see spoiler) ... is this the complete list of columns available?


self.COLUMNS_LIST = [
# Name Width Type CyCityFunction0 CyCityFunction1 Arg selfFunction Arg Title

("NAME", 95, "text", CyCity.getName, None, 0, None, None, "localText.getText(\"TXT_KEY_DOMESTIC_ADVISOR_NAME\", ()).upper()"),
("ADVISE_CULTURE", 150, "text", None, None, 0, self.advise, "Culture", "localText.getText(\"TXT_KEY_CONCEPT_CULTURE\", ()).upper()"),
("ADVISE_MILITARY", 150, "text", None, None, 0, self.advise, "Military", "localText.getText(\"TXT_KEY_ADVISOR_MILITARY\", ()).upper()"),
("ADVISE_NUTTY", 150, "text", None, None, 0, self.advise, "Nutty", "u\"NUTTY\""),
("ADVISE_RELIGION", 150, "text", None, None, 0, self.advise, "Religion", "localText.getText(\"TXT_KEY_CONCEPT_RELIGION\", ()).upper()"),
("ADVISE_RESEARCH", 150, "text", None, None, 0, self.advise, "Research", "localText.getText(\"TXT_KEY_COMMERCE_RESEARCH\", ()).upper()"),
("ADVISE_SPACESHIP", 150, "text", None, None, 0, self.advise, "Spaceship", "localText.getText(\"TXT_KEY_CONCEPT_SPACESHIP\", ()).upper()"),
("AUTOMATION", 80, "text", None, None, 0, self.calculateAutomation, None, "u\"AUTO\""),
("BASE_COMMERCE", 38, "int", None, CyCity.getBaseYieldRate, YieldTypes.YIELD_COMMERCE, None, None, "u\"B\" + self.commerceIcon"),
("BASE_FOOD", 38, "int", None, CyCity.getBaseYieldRate, YieldTypes.YIELD_FOOD, None, None, "u\"B\" + self.foodIcon"),
("BASE_PRODUCTION", 38, "int", None, CyCity.getBaseYieldRate, YieldTypes.YIELD_PRODUCTION, None, None, "u\"B\" + self.hammerIcon"),
("CONSCRIPT_UNIT", 90, "text", None, None, 0, self.calculateConscriptUnit, None, "localText.getText(\"TXT_KEY_CONCEPT_DRAFT\", ()).upper()"),
("COULD_CONSCRIPT_UNIT", 90, "text", None, None, 0, self.calculatePotentialConscriptUnit, None, "localText.getText(\"TXT_KEY_CONCEPT_DRAFT\", ()).upper() + u\"#\""),
("CORPORATIONS", 90, "text", None, None, 0, self.calculateCorporations, None, "localText.getText(\"TXT_KEY_CONCEPT_CORPORATIONS\", ()).upper()"),
("CULTURE", 53, "int", None, None, 0, self.calculateTotalCulture, None, "self.cultureIcon"),
("CULTURE_RATE", 38, "int", None, CyCity.getCommerceRate, CommerceTypes.COMMERCE_CULTURE, None, None, "self.cultureIcon + u\"R\""),
("CULTURE_TURNS", 38, "int", None, None, None, self.calculateCultureTurns, None, "self.cultureIcon + u\"T\""),
("DEFENSE", 60, "int", None, None, 0, self.calculateDefense, None, "self.defenseIcon"),
("ESPIONAGE", 38, "int", None, CyCity.getCommerceRate, CommerceTypes.COMMERCE_ESPIONAGE, None, None, "self.espionageIcon"),
("ESPIONAGE_DEF", 60, "int", CyCity.getEspionageDefenseModifier, None, 0, self.calculateEspionageDefense, None, "self.espionageIcon + u\"%\""),
("FEATURES", 106, "text", None, None, 0, self.calculateFeatures, None, "localText.getText(\"TXT_KEY_MISC_FEATURES\", ())"),
("FOOD", 35, "int", None, None, 0, self.calculateFood, None, "self.foodIcon"),
("FOUNDED", 80, "date", None, None, 0, self.calculateFounded, None, "localText.getText(\"TXT_KEY_DOMESTIC_ADVISOR_FOUNDED\", ()).upper()"),
("GARRISON", 30, "int", CyCity.getMilitaryHappinessUnits, None, 0, None, None, "self.militaryIcon"),
("GOLD", 38, "int", None, CyCity.getCommerceRate, CommerceTypes.COMMERCE_GOLD, None, None, "self.goldIcon"),
("GRANK_BASE_COMMERCE", 42, "int", None, None, 0, self.findGlobalBaseYieldRateRank, YieldTypes.YIELD_COMMERCE, "u\"B\" + self.commerceIcon + u\"g\""),
("GRANK_BASE_FOOD", 42, "int", None, None, 0, self.findGlobalBaseYieldRateRank, YieldTypes.YIELD_FOOD, "u\"B\" + self.foodIcon + u\"g\""),
("GRANK_BASE_PRODUCTION", 42, "int", None, None, 0, self.findGlobalBaseYieldRateRank, YieldTypes.YIELD_PRODUCTION, "u\"B\" + self.hammerIcon + u\"g\""),
("GRANK_COMMERCE", 38, "int", None, None, 0, self.findGlobalYieldRateRank, YieldTypes.YIELD_COMMERCE, "self.commerceIcon + u\"g\""),
("GRANK_FOOD", 38, "int", None, None, 0, self.findGlobalYieldRateRank, YieldTypes.YIELD_FOOD, "self.foodIcon + u\"g\""),
("GRANK_PRODUCTION", 38, "int", None, None, 0, self.findGlobalYieldRateRank, YieldTypes.YIELD_PRODUCTION, "self.hammerIcon + u\"g\""),
("GRANK_CULTURE", 38, "int", None, None, 0, self.findGlobalCommerceRateRank, CommerceTypes.COMMERCE_CULTURE, "self.cultureIcon + u\"g\""),
("GRANK_GOLD", 38, "int", None, None, 0, self.findGlobalCommerceRateRank, CommerceTypes.COMMERCE_GOLD, "self.goldIcon + u\"g\""),
("GRANK_RESEARCH", 38, "int", None, None, 0, self.findGlobalCommerceRateRank, CommerceTypes.COMMERCE_RESEARCH, "self.researchIcon + u\"g\""),
("GREATPEOPLE", 45, "int", CyCity.getGreatPeopleProgress, None, 0, None, None, "self.figureheadIcon"),
("GREATPEOPLE_RATE", 38, "int", CyCity.getGreatPeopleRate, None, 0, None, None, "self.figureheadIcon + u\"R\""),
("GREATPEOPLE_TURNS", 38, "int", None, None, None, self.calculateGreatPeopleTurns, None, "self.figureheadIcon + u\"T\""),
("GROWTH", 35, "int", None, None, 0, self.calculateGrowth, None, "self.redfoodIcon"),
("HAPPY", 30, "int", None, None, 0, self.calculateNetHappiness, None, "self.happyIcon"),
("HEALTH", 30, "int", None, None, 0, self.calculateNetHealth, None, "self.healthIcon"),
("LOCATION_X", 50, "int", CyCity.getX, None, 0, None, None, "u\"X\""),
("LOCATION_Y", 50, "int", CyCity.getY, None, 0, None, None, "u\"Y\""),
("MAINTENANCE", 30, "int", CyCity.getMaintenance, None, 0, None, None, "u\"%c\" % CyGame().getSymbolID(FontSymbols.BAD_GOLD_CHAR)"),
("POPULATION", 35, "int", CyCity.getPopulation, None, 0, None, None, "localText.getText(\"TXT_KEY_POPULATION\", ()).upper()"),
("POPULATION_REAL", 65, "int", CyCity.getRealPopulation, None, 0, None, None, "localText.getText(\"TXT_KEY_POPULATION\", ()).upper() + u\"#\""),
("POWER", 50, "text", None, None, 0, self.calculatePower, None, "self.powerIcon"),
("PRODUCING", 90, "text", None, None, 0, self.calculateProducing, None, "localText.getText(\"TXT_KEY_DOMESTIC_ADVISOR_PRODUCING\", ())"),
("PRODUCING_TURNS", 33, "int", None, None, 0, self.calculateProducingTurns, None, "self.hammerIcon + u\"T\""),
("PRODUCTION", 38, "int", None, None, 0, self.calculateProduction, None, "self.hammerIcon"),
("NRANK_BASE_COMMERCE", 42, "int", None, CyCity.findBaseYieldRateRank, YieldTypes.YIELD_COMMERCE, None, None, "u\"B\" + self.commerceIcon + u\"n\""),
("NRANK_BASE_FOOD", 42, "int", None, CyCity.findBaseYieldRateRank, YieldTypes.YIELD_FOOD, None, None, "u\"B\" + self.foodIcon + u\"n\""),
("NRANK_BASE_PRODUCTION", 42, "int", None, CyCity.findBaseYieldRateRank, YieldTypes.YIELD_PRODUCTION, None, None, "u\"B\" + self.hammerIcon + u\"n\""),
("NRANK_COMMERCE", 38, "int", None, CyCity.findYieldRateRank, YieldTypes.YIELD_COMMERCE, None, None, "self.commerceIcon + u\"n\""),
("NRANK_FOOD", 38, "int", None, CyCity.findYieldRateRank, YieldTypes.YIELD_FOOD, None, None, "self.foodIcon + u\"n\""),
("NRANK_PRODUCTION", 38, "int", None, CyCity.findYieldRateRank, YieldTypes.YIELD_PRODUCTION, None, None, "self.hammerIcon + u\"n\""),
("NRANK_CULTURE", 38, "int", None, CyCity.findCommerceRateRank, CommerceTypes.COMMERCE_CULTURE, None, None, "self.cultureIcon + u\"n\""),
("NRANK_GOLD", 38, "int", None, CyCity.findCommerceRateRank, CommerceTypes.COMMERCE_GOLD, None, None, "self.goldIcon + u\"n\""),
("NRANK_RESEARCH", 38, "int", None, CyCity.findCommerceRateRank, CommerceTypes.COMMERCE_RESEARCH, None, None, "self.researchIcon + u\"n\""),
("RELIGIONS", 90, "text", None, None, 0, self.calculateReligions, None, "localText.getText(\"TXT_KEY_ADVISOR_RELIGION\", ()).upper()"),
("RESEARCH", 38, "int", None, CyCity.getCommerceRate, CommerceTypes.COMMERCE_RESEARCH, None, None, "self.researchIcon"),
("SPECIALISTS", 209, "text", None, None, 0, self.calculateSpecialists, None, "localText.getText(\"TXT_KEY_CONCEPT_SPECIALISTS\", ()).upper()"),
("THREATS", 60, "text", None, None, 0, self.calculateThreats, None, "u\"Threats\""),
("TRADE", 30, "int", None, None, 0, self.calculateTrade, None, "self.tradeIcon"),
]

I prefer php because it is color coded, not that it actually means anything to me - code has wrapping issues with this text too.The GRANK_* look like a bit of a 'no spoiler' problem. Can we either remove them or put in an option to disable their display? I think the quickest way is to mod the following items ...

def findGlobalBaseYieldRateRank (self, city, szKey, arg):
def findGlobalYieldRateRank (self, city, szKey, arg):
def findGlobalCommerceRateRank (self, city, szKey, arg):

... with this bit of code at the top (also need to create the BUG option ... DUH!)

if not BugScreens.isShowCDAGlobals:
return 0

PS: Is there a write up on how to create your own layout and / or use Cammagno's pre-defined layout?

ruff_hi
Oct 26, 2007, 05:00 PM
I've finally worked out how to get your CDA.txt columns displayed. I actually had to go look in the python code.

It needs to go here ... my games\Beyond the Sword\CustomDomAdv\CustomDomAdv.txt

If that directory doesn't exist (as was the case for me), then nothing happens. Anyway, I have a couple of screen shots of all the columns that I will post shortly. Then we need to take a look at see what is a spoiler and what isn't.

ruff_hi
Oct 26, 2007, 05:53 PM
128
http://img150.imageshack.us/img150/3759/CDA-0128.jpg

129
http://img150.imageshack.us/img150/4051/CDA-0129.jpg

130
http://img150.imageshack.us/img150/361/CDA-0130.jpg

131
http://img150.imageshack.us/img150/3794/CDA-0131.jpg

132
http://img140.imageshack.us/img140/5854/cda0132wl7.jpg

133
http://img150.imageshack.us/img150/6517/CDA-0133.jpg

134
http://img150.imageshack.us/img150/6316/CDA-0134.jpg

135
http://img150.imageshack.us/img150/8397/CDA-0135.jpg

136
http://img150.imageshack.us/img150/2703/CDA-0136.jpg

137
http://img150.imageshack.us/img150/9207/CDA-0137.jpg

ruff_hi
Oct 26, 2007, 05:54 PM
138
http://img150.imageshack.us/img150/8784/CDA-0138.jpg

139
http://img150.imageshack.us/img150/302/CDA-0139.jpg

140
http://img150.imageshack.us/img150/5296/CDA-0140.jpg

141
http://img150.imageshack.us/img150/7211/CDA-0141.jpg

142
http://img150.imageshack.us/img150/3238/CDA-0142.jpg

143
http://img150.imageshack.us/img150/4906/CDA-0143.jpg

144
http://img140.imageshack.us/img140/8508/CDA-0144.jpg

145
http://img150.imageshack.us/img150/7782/CDA-0145.jpg

146
http://img150.imageshack.us/img150/8154/CDA-0146.jpg

147
http://img150.imageshack.us/img150/6360/CDA-0147.jpg

148
http://img150.imageshack.us/img150/8498/CDA-0148.jpg

ruff_hi
Oct 26, 2007, 05:54 PM
149
http://img150.imageshack.us/img150/933/CDA-0149.jpg

150
http://img150.imageshack.us/img150/6933/CDA-0150.jpg

151
http://img150.imageshack.us/img150/5421/CDA-0151.jpg

152
http://img150.imageshack.us/img150/8817/CDA-0152.jpg

153
http://img150.imageshack.us/img150/616/CDA-0153.jpg

154
http://img150.imageshack.us/img150/149/CDA-0154.jpg

155
http://img150.imageshack.us/img150/7662/CDA-0155.jpg

156
http://img150.imageshack.us/img150/9043/CDA-0156.jpg

157
http://img150.imageshack.us/img150/4641/CDA-0157.jpg

158
http://img150.imageshack.us/img150/2194/CDA-0158.jpg

ruff_hi
Oct 26, 2007, 06:24 PM
The only spoilers I can see are the GRANK_ ones and the 6 ADVISE_ ones. I think we should remove this from BUG.

What is the difference between HAS_BONUS_FISH and BONUS_FISH?

EmperorFool
Oct 26, 2007, 09:24 PM
HAS_BONUS_FISH shows an "x" if the city has the bonus, "-" or empty if not. This is a nice narrow column so you can fit all bonuses on a single page.

BONUS_FISH shows the effects of having fish if the city has it, like "+1:health:". Some of these get really wide due to corporations.

The advisors just show you what the Civ4 advisors show you, I thought. Nutty is kinda random. It's all based on what buildings the city has and what you can currently build.

EmperorFool
Oct 26, 2007, 09:29 PM
@Ruff - I thought you were advocating adding a BUG option like "Allow Global Rank Columns" on the Advisors tab. If so, this is far easier for someone to re-enabled than if we remove them from Cammagno's pages.

That being said, I'm fine with removing them from CDA entirely. My only quibble is that I hate taking out features unless absolutely necessary.

ruff_hi
Oct 26, 2007, 11:44 PM
@Ruff - I thought you were advocating adding a BUG option like "Allow Global Rank Columns" on the Advisors tab. If so, this is far easier for someone to re-enabled than if we remove them from Cammagno's pages.Lets go with that option. I will add it to the code tomorrow by just replacing the rank with a red "x".

Coding done, will test tomorrow - yawn!

Cammagno
Oct 27, 2007, 01:09 AM
I've finally worked out how to get your CDA.txt columns displayed. I actually had to go look in the python code.

It needs to go here ... my games\Beyond the Sword\CustomDomAdv\CustomDomAdv.txt


http://forums.civfanatics.com/showpost.php?p=6091412&postcount=19
:rolleyes: :lol:


If that directory doesn't exist (as was the case for me), then nothing happens.

That dir is created when you install BUG, and the file is put inside it...


Anyway, I have a couple of screen shots of all the columns that I will post shortly. Then we need to take a look at see what is a spoiler and what isn't.


I think none of them is spoiler, only the G_RANK, but I'll look at them again. :)

Cammagno
Oct 27, 2007, 01:10 AM
The only spoilers I can see are the GRANK_ ones and the 6 ADVISE_ ones. I think we should remove this from BUG.

The ADVISE are not spoilers, they are suggestion from the advisors.

Cammagno
Oct 27, 2007, 01:20 AM
@Ruff - I thought you were advocating adding a BUG option like "Allow Global Rank Columns" on the Advisors tab. If so, this is far easier for someone to re-enabled than if we remove them from Cammagno's pages.

That being said, I'm fine with removing them from CDA entirely. My only quibble is that I hate taking out features unless absolutely necessary.


But if the aim is to make it Unaltered Gameplay, what is the meaning of making those columns optional? If we consider them spoiler, I think we have to remove them (not only from my pages, from the CDA itself). If we simply want to hide them, we can remove them from my pages (anyway, not all possible columns are there, even if almost all of them are), and if someone wants them can add them using the easy customizing interface... this is the power of CDA, and I'm greatly in favor of pushing people to use it instead of using pre-made pages... my pages are thought as a basis for further customization and as an example of how to do it, more then as a final result.
In this view, hiding columns from the option screen doesn't seem to me as a great idea... Anyway, my personal opinion about these coloumns is hat they are not so spoiler, it's not a very useful info that they provide...

Cammagno
Oct 27, 2007, 01:22 AM
Lets go with that option. I will add it to the code tomorrow by just replacing the rank with a red "x".

I don't understand... was not our purpose to make it difficult or impossible for players to get them back in?

EmperorFool
Oct 27, 2007, 01:32 AM
I'm with Cammagno on this one. Either remove them from Cammagno's pages and force them to customize CDA to see them or completely remove them from CDA.

Cammagno
Oct 27, 2007, 04:37 AM
A couple of requests for CDA :blush: :

- clicking on the city name should center the main screen to the selected city (not zoom on it). Now the city is selected, the lower part of the main screen has its options, but the main screen doesn't go to it, so to move the main screen to it I have to use the cicling city arrows (left and then right or right and then left).

- about the arrows for cicling the CDA pages, the next one should go back to the first page when the active page is the last one.

EmperorFool
Oct 27, 2007, 04:48 AM
about the arrows for cicling the CDA pages, the next one should go back to the first page when the active page is the last one.

Done. Please test it for me if you can while I do the other request.

EmperorFool
Oct 27, 2007, 04:55 AM
- clicking on the city name should center the main screen to the selected city (not zoom on it).

Does the normal DA work this way? I ask because looking at the code they both do exactly the same thing.

Cammagno
Oct 27, 2007, 05:11 AM
I'm with Cammagno on this one. Either remove them from Cammagno's pages and force them to customize CDA to see them or completely remove them from CDA.

I've removed G_RANK columns from CDA pages.

Edit:
My opinion is that for now it's ok, so single player users are still able to use them, simly customizing CDA. It can be considered as hiding them and obliging people to purposelly edit the mod to bring them back.

Cammagno
Oct 27, 2007, 05:20 AM
Does the normal DA work this way? I ask because looking at the code they both do exactly the same thing.

Not at all, it's a request, not a bug fixing ;)
But still I'll find it very useful, it will the best way to move between specific cities, in particular cities which are close from the point of view of a specific feature (you only have to order the CDA list according to a specific column and click on the cities); cicling arrows are ok for moving between all cities, but not so useful for moving between specific ones. :)

I think it's not so hard to code, due to the fact that the city cicling arrows allow you to go to a city... :blush:

Edit: Of course I know almost nothing about py, so maybe I'm wrong and it is difficult to be coded. :blush:

Cammagno
Oct 27, 2007, 05:25 AM
Done. Please test it for me if you can while I do the other request.

Tested. Works :goodjob:

EmperorFool
Oct 27, 2007, 05:31 AM
Unfortunately, it isn't that easy. The city cycle arrows are widgets whose functions are executed by the game's core C++ code.

However, I bet there's a Python function in CyInterface to do this -- something like centerOnSelectedCity(). I'll take a peek as I need a break from the "can hurry" alert code right now.

ruff_hi
Oct 27, 2007, 10:13 AM
That dir is created when you install BUG, and the file is put inside it...I didn't read the other post carefully enough ... I was looking for the txt file at the same level as customassets, not the folder. And I have never actually run the install program, just got my stuff straight from the SVN.

Anyway, got it working now.

ruff_hi
Oct 27, 2007, 10:43 AM
I don't understand... was not our purpose to make it difficult or impossible for players to get them back in?

I'm with Cammagno on this one. Either remove them from Cammagno's pages and force them to customize CDA to see them or completely remove them from CDA.
We could remove the global ranks all together but I'm a bit with EF on this in that I hate remove features. With regards to getting the mod approved at RB, a simple check box that suppresses the information should do. That way, we don't need to Cammagno CDA text files for the RBers and the non RBers.

Re getting the system swap CDA.txt files - I'm thinking a text box on the option screen asking for the name - if it isn't found, it uses the built in version. Won't that work or are you thinking of something more complete (ie drop down that is populated with text files in the CDA folder?).

I'm going to commit the check box and related code.

Done: version 509

Cammagno
Oct 27, 2007, 12:58 PM
We could remove the global ranks all together but I'm a bit with EF on this in that I hate remove features. With regards to getting the mod approved at RB, a simple check box that suppresses the information should do. That way, we don't need to Cammagno CDA text files for the RBers and the non RBers.

There won't be 2 versions of my pages, because I don't want spoilering stuff on my pages, so I already removed them (I didn't it befoure because I never realized that they were spoilering).


Re getting the system swap CDA.txt files - I'm thinking a text box on the option screen asking for the name - if it isn't found, it uses the built in version. Won't that work or are you thinking of something more complete (ie drop down that is populated with text files in the CDA folder?).

I had a more ambitious idea about allwing to choose between different customization files, but till now it's not useful because we don't have them :)


I'm going to commit the check box and related code.

Uhm... the hover text is not completely correct, because if they use my pages, whic are there for default, those columns simply are not there, if the box is checked or not...

EmperorFool
Oct 27, 2007, 01:22 PM
Sorry Ruff, but I'd recommend removing the option and going with "not visible on Cammagno's pages." This forces them to customize the page to see the spoiler information, which 99% won't even know they can do cuz they didn't read the docs. ;)

ruff_hi
Oct 27, 2007, 01:58 PM
Well - guess I am backing them out. I had a brief look at cammogno's pages and 95% of them I really like. I might re-arrange some for the columns if I can just work out those silly customization buttons (and I know that the info is in the write up - I just have to line up the text with the buttons).

Cammagno
Oct 27, 2007, 03:36 PM
Well - guess I am backing them out. I had a brief look at cammogno's pages and 95% of them I really like. I might re-arrange some for the columns if I can just work out those silly customization buttons (and I know that the info is in the write up - I just have to line up the text with the buttons).

Ok, here they are :) :

Columns buttons: (upper row)
white left arrow: decrease the size of the selected column (in the left panel)
white right arrow: increase the size of the selected column (in the left panel)
white +: add the selected column (the selected column in the right pane is added to the left one)
white -: remove the selected column (the selected column in the left pane is removed from it)
red up arrow : move the selected column up (so it will be displayed before in the CDA page)
red down arrow: move the column down (so it will be displayed after in the CDA page)

Pages buttons: (lower row)
list: sgows the current page and allow you to go to another one
white left arrow: go to the previous page
white right arrow: go to the next page
parchment: toggle normal interface and customization interface
pinned paper: rename selected page
specialist: add/remove to/from the page the bottom bar with specialists, culture list and GP list
white +: add a new page
white -: remove the selected page
red up arrow: move the selected page up in the list
red down arrow: move the selected page down in the list
monitor icon: save the last customizations
ban sign: delete last customizations

ruff_hi
Oct 27, 2007, 05:06 PM
and here is a pic ...
http://img152.imageshack.us/img152/7721/cdacustomizebuttonsmy7.jpg

Cammagno
Oct 28, 2007, 02:13 AM
and here is a pic ...

I've just added my button description and your picture to the top of this thread :)

kralore
Oct 31, 2007, 09:46 PM
In the original BTS domestic advisor, the last column will show the liberation/revolt red fist icon for cities that want to be liberated/become colonies. In CDA i've looked through the list of items that can be added and i'm not seeing an entry for this. Am I just not looking close enough. If it's not in the list, is this an entry that could be added?

EmperorFool
Oct 31, 2007, 10:42 PM
The "can liberate" column probably isn't there. I updated CDA to BtS and added the "Liberate Colonies" button on the screen, and I don't remember adding this new column.

If that's all correct, I'll definitely add it. Would you mind creating a Feature Request (http://sourceforge.net/tracker/?func=add&group_id=202755&atid=982857) in our SVN Tracker (http://sourceforge.net/tracker/?group_id=202755&atid=982857)?

Cammagno
Nov 01, 2007, 12:17 AM
The "can liberate" column probably isn't there. I updated CDA to BtS and added the "Liberate Colonies" button on the screen, and I don't remember adding this new column.

If that's all correct, I'll definitely add it. Would you mind creating a Feature Request (http://sourceforge.net/tracker/?func=add&group_id=202755&atid=982857) in our SVN Tracker (http://sourceforge.net/tracker/?group_id=202755&atid=982857)?

Yes, the column is not there.
Feature request added (I put it together with your Colony column request)

KMadCandy
Dec 03, 2007, 12:00 PM
I've finally worked out how to get your CDA.txt columns displayed. I actually had to go look in the python code.

It needs to go here ... my games\Beyond the Sword\CustomDomAdv\CustomDomAdv.txt

If that directory doesn't exist (as was the case for me), then nothing happens.

i love you!!!!!!!!!!!!!!! even more than i did before. in a "you're my hero" way, not a "be scared, i'm going to leave hubby and stalk you" way.

CDA showed up for me and i adore it. i spent a while customizing it last night. but today i loaded my game, and all my customizations were gone :eek:! i re-read the documentation, saw the "The advisor's configuration is saved in a file called CustomDomAdv.txt in the main Civ4 directory (usually C:\Program Files\Firaxis Games\Sid Meier's Civilization 4)" line and tried 7 different places, even Vanilla because of the word main. do you remember discussing my freaky install when i couldn't get your cobbled pack to work :lol:? i tried My Games directly, and underneath \CDA\ in CustomAssets where my mods are, but it didn't occur to me to try including the \CDA\ folder within My Games. i found your post and now i can save the changes! :)

http://forums.civfanatics.com/showpost.php?p=6091412&postcount=19
:rolleyes: :lol:

That dir is created when you install BUG, and the file is put inside it...

well see, i didn't use the .exe since my installation of civ4 is quite bizarre. i have the game on one directory and /altroot'd so that it looks for custom assets, mods, etc to another drive where it saves games etc. it actually doesn't look at My Games at all :crazyeye:. i was afraid my setup would scare the installer, so i used the zip. i put the CDA directory where my custom assets are, since that's what the structure document shows (of course it doesn't expect a freaky civ4 setup). at first i had the "can't close the BUG options screen" problem, but i figured out that the important part of the instructions isn't the "BUG mod.ini and CustomAssets need to be siblings so make sure you don't put the .ini within that directory" part, it's the "put BUG Mod.ini into My Games" part regardless of whether Civ4 even acknowledges that it's there. but i hadn't yet figured out that i needed to add the \CustomDomAdv\ part to that directory on top of the .txt file. :p

but your mod is completely awesome, and i love you even tho i was dumb and it drove me crazy(er) for a bit there. in a "you're my hero" way of course, not a "be scared, i'm going to forget all about ruff and start stalking you now" way. :mischief:

other than that issue, which is completely on my end since my install is so weird, nothing about the mod confused me. 2 minutes playing with it and reading your .rtf and it's easy as sin, more intuitive than i'd have guessed. which must have been hard work for something with so much info and flexibility. wow!

alerum68
Dec 03, 2007, 12:08 PM
Don't worry KMadCandy, I used to have a weird directory structure too. The installer does a good job of finding the right location though, so give it a shot next time.;) Anyway, if you liked the .rtf's wait til 2.21.;)

KMadCandy
Dec 03, 2007, 12:15 PM
used to have? i don't think i'll ever get over how much i hate having clutter on my windows drive :lol:!

and i know Cammagno isn't my only hero for CDA but he's the only one i know where to find to thank *giggle*. there are so many parts of BUG that are way cool, but atm that one gets my vote for most spiffy. knowing how many overflow hammers i'll get if i whip this turn, OMG! reading a post in an SG saying that BUG had added that is what got me to finally try it. i'd been avoiding y'all's because when the HoF BtS mod becomes final i'll be using it for a lot of games, and was skeered i'd get addicted to yours. i was probably right...

alerum68
Dec 03, 2007, 12:20 PM
actually Cam did a great job creating the different pages within the CDA, but the one who brought it up to par for BTS was EmperorFool... that man can code like no one's business. Maybe one day, after we get over the let down of the RBC denial, we may talk to the HoF people about just using BUG.;)

Cammagno
Dec 03, 2007, 01:53 PM
well see, i didn't use the .exe since my installation of civ4 is quite bizarre. i have the game on one directory and /altroot'd so that it looks for custom assets, mods, etc to another drive where it saves games etc. it actually doesn't look at My Games at all :crazyeye:. i was afraid my setup would scare the installer, so i used the zip. i put the CDA directory where my custom assets are, since that's what the structure document shows (of course it doesn't expect a freaky civ4 setup). at first i had the "can't close the BUG options screen" problem, but i figured out that the important part of the instructions isn't the "BUG mod.ini and CustomAssets need to be siblings so make sure you don't put the .ini within that directory" part, it's the "put BUG Mod.ini into My Games" part regardless of whether Civ4 even acknowledges that it's there. but i hadn't yet figured out that i needed to add the \CustomDomAdv\ part to that directory on top of the .txt file. :p


The important thing is that you managed to find a good solution. :)

Anyway, just to remember (or to tell) it to everybody, inside BUG Mod Documentation folder, there is a file called BUG Structure.rtf with the complete structure of the BUG Mod. It is intended to be a list of the content of the zip, but is also useful because looking at it, everybody can know where all the files need to be placed.

Cammagno
Dec 03, 2007, 02:05 PM
the one who brought it up to par for BTS was EmperorFool... that man can code like no one's business.

I agree, EF is incredible.:crazyeye:

If it was not for his recent hardware/software problems, probably by now we'll have half of the features request fullfilled and the other in working state.


Maybe one day, after we get over the let down of the RBC denial, we may talk to the HoF people about just using BUG.;)

I don't care for the RBC denial (it was almost impossible from the beginning), but I support this one :)

Oh, and when EF will be able (and find some time) to externalize the option screen text to xml so that I can translate it completing the translation of BUG, I know a couple of Italian game magazines that will be happy to include BUG inside their free DVDs.

KMadCandy
Dec 03, 2007, 03:02 PM
Anyway, just to remember (or to tell) it to everybody, inside BUG Mod Documentation folder, there is a file called BUG Structure.rtf with the complete structure of the BUG Mod. It is intended to be a list of the content of the zip, but is also useful because looking at it, everybody can know where all the files need to be placed.

yeah that didn't work in my case, since i'm so weird. i first put everything that way where my own custom assets go, and couldn't write to the .ini. then i put everything in My Games, and BUG didn't exist at all, since Civ4 never looks at My Games. the trick was to realize that BUG itself looks for the BUG mod.ini file, plus the CDA.ini inside its directory, but only those two things, specifically in My Games and doesn't ask Civ4 where to look. for the rest of the stuff, it does obey Civ4. the rest needs to go where Civ4 looks for your CustomAssets, which isn't necessarily in My Games if you're bizarre like me :lol:. once i realized that, i was good to go :)

the forum says a bunch of places to put it there, but it also says to have it as a sibling to CustomAssets, and for me those were different. i didn't realize which of those two conflicting (in my case, but not the normal case) instructions had priority at first. i sincerely doubt it'll come up often enough to rewrite the thing tho.

Cammagno
Dec 03, 2007, 04:52 PM
yeah that didn't work in my case, since i'm so weird. i first put everything that way where my own custom assets go, and couldn't write to the .ini. then i put everything in My Games, and BUG didn't exist at all, since Civ4 never looks at My Games. the trick was to realize that BUG itself looks for the BUG mod.ini file, plus the CDA.ini inside its directory, but only those two things, specifically in My Games and doesn't ask Civ4 where to look. for the rest of the stuff, it does obey Civ4. the rest needs to go where Civ4 looks for your CustomAssets, which isn't necessarily in My Games if you're bizarre like me :lol:. once i realized that, i was good to go :)

the forum says a bunch of places to put it there, but it also says to have it as a sibling to CustomAssets, and for me those were different. i didn't realize which of those two conflicting (in my case, but not the normal case) instructions had priority at first. i sincerely doubt it'll come up often enough to rewrite the thing tho.

Now I get it :)

Balderstrom
Dec 26, 2007, 07:14 PM
Very good, though I must say the <- -> & (+) (-) is a bit unintuitive.
Until I trial and errored my way thru, I really would of expected their functions to be reversed::

+/- to increase/decrease width, and the arrows to Add/Remove...