View Full Version : full PLE mod for BUG
daengle May 03, 2008, 03:25 PM This mod adds the full functionality of 12monkeys' original
Plot List Button Enhancement (PLE) mod to Version 2.22 of BUG (BTS Unaltered Gameplay).
To install the mod simply unzip and copy the contents to your
~\My Documents\My Games\Beyond the Sword directory. (Assuming you have the
standard CIV/BTS installation.)
This mod is intended to be installed on top of BUG 2.22.
BUG 2.22 MUST be installed first!
This mod DOES NOT WORK with the current version of BAT.
This mod is for use with BTS 3.13.
This mod does not change gameplay in any way.
WARNING: The mod changes the CIV4ArtDefines_Unit.xml file. If you have any
additional custom unit graphics it will be necessary to edit this file.
( For anyone unfamiliar with BUG and PLE, these mods are intended to
improve the CIV4 interface without changing the game itself.
The creators of BUG choose to include some (but not all) of the features of
PLE. This mod simply adds the rest of the features of PLE to BUG for the
benefit of those who have grown accustomed to PLE. )
Credits:
The PLEmod was originally created by 12monkeys
BUG has many contributers including -
Alerum68
Cammagno
EmperorFool
NikNaks93
ruff_hi
This version of the PLEmod for use with BUG was adapted by daengle from
a version of the PLEmod adapted for BTS by turlute.
Post of this mod in civfanatics archive -
http://forums.civfanatics.com/downloads.php?do=file&id=9342
alerum68 May 03, 2008, 05:09 PM Nice.;) EF and Ruff are going to be hard pressed talking me out of adding this into BUG completely.
EmperorFool May 03, 2008, 07:22 PM @daengle - Sweet! Our mod is even having mods. :)
@Alerum - I was never against adding all of PLE into BUG. I was only against me doing the work. :p I would love it if you could merge it in to the latest BUG and add options for some of the features. Actually, I should check first to see if daengle did that already.
@daengle - Did you? If not, would you like to do that (we can help show you how) and have it included into BUG?
daengle May 04, 2008, 12:57 AM All I did was splice together the CivMainInterface.py files from turlute's PLE and BUG 2.22. It doesn't talk to the BUG options screen or .ini files.
Sorry, my skill with python is quite limited. I was amazed when it actually worked.
Speaking of working correctly (or not), I am having a problem with the automatic unit name generator feature.
It doesn't seem to work correctly with my version of CivMainInterface.py
I can't tell why but I think it may be due turlute's PLE handling the mouse overs differently than BUG, but I am not sure. I am looking into it.
alerum68 May 04, 2008, 11:40 AM Commited this to the SVN, with our latest changes. There are a few things we need to fix in it. More of conforming to BUG format then anything else.
Cammagno May 04, 2008, 01:14 PM Commited this to the SVN, with our latest changes. There are a few things we need to fix in it. More of conforming to BUG format then anything else.
I'm an appassionate fan of PLE, but I don't know if adding it like this is a good idea... it' seems somehow an external body in BUG code... :confused:
alerum68 May 04, 2008, 01:38 PM That's how all the Mods we've added have started out Cam.;) We just have to make a few small changes to the way the code handles 12Monkey's tools. The INIParser he uses is basically the same as our, just a generic version.
Cammagno May 04, 2008, 02:35 PM That's how all the Mods we've added have started out Cam.;) We just have to make a few small changes to the way the code handles 12Monkey's tools. The INIParser he uses is basically the same as our, just a generic version.
Ok, I'll be more than happy if we'll end up with full PLE inside BUG.
We also need some documentation about the use of those icons :)
alerum68 May 04, 2008, 02:39 PM There is a full readme contained in the Zip that daengle included. I'm going to roll that into the help, and drop the IUI help file. We'll also need to include Daengle in the credits.
EmperorFool May 04, 2008, 03:26 PM I am having a problem with the automatic unit name generator feature.
Can you describe how it's not working? Interface issues? Broken functionality?
Also, I want to list you in the BUG credits. Do you want "Daengle" or "daengle" or some other name? You can PM me or answer here.
Cammagno May 04, 2008, 03:27 PM There is a full readme contained in the Zip that daengle included. I'm going to roll that into the help, and drop the IUI help file. We'll also need to include Daengle in the credits.
Just looked at it... I didn't remembered that PLE was full of so many good features... amazing. I really hope that it will be fully included in BUG with options and so (and that the filters can be made inclusive instead of exclusive... ever hated that).
Amra May 04, 2008, 06:18 PM When I added this to BUG v2.22, I get two python exceptions every time I mouse over any of the small PLE icons that this adds to the main screen. See the image below for the messages.
I don't think I did anything wrong but you never know. Can someone else confirm this bug?
http://img186.imageshack.us/img186/120/plebugerrorsfr0.th.jpg (http://img186.imageshack.us/my.php?image=plebugerrorsfr0.jpg)
Also, when you enter WorldBuilder, the new PLE icons remain on the screen. This has always been a problem with PLE however dating back to its earlier days.
EmperorFool May 04, 2008, 06:45 PM Alerum has integrated it into the latest (SVN) version of BUG. He's now adding all the options to a PLE tab in the options screen and will be looking at any issues that pop up.
I started up a game with the current version, and it seems to work fine, hovers and all. I didn't test worldbuilder but assume it still has that problem.
Amra May 04, 2008, 07:45 PM Alerum has integrated it into the latest (SVN) version of BUG. He's now adding all the options to a PLE tab in the options screen and will be looking at any issues that pop up.
I started up a game with the current version, and it seems to work fine, hovers and all. I didn't test worldbuilder but assume it still has that problem.Thanks, must have been me. :crazyeye:
alerum68 May 04, 2008, 09:00 PM Options are commited, but haven't made the Tab yet.
Cammagno May 04, 2008, 11:46 PM Options are commited, but haven't made the Tab yet.
Everything works perfectly, :goodjob: to both of you, guys. When we'll have the option tab added, it will be a real part of BUG... I'm very happy about it :D
And together with the new MA, managing units will be a pleasure... :cool:
alerum68 May 04, 2008, 11:54 PM Yeah. I'm actually planning out the layout for the Tab as we speak. EF is going to do a bit to remove the last of the INIParser traces, (I hope), and then we should be 100% BUG ready.;)
BTW - Hold off on translating the Options help file for a bit.
daengle May 05, 2008, 01:06 AM Can you describe how it's not working? Interface issues? Broken functionality?
Also, I want to list you in the BUG credits. Do you want "Daengle" or "daengle" or some other name? You can PM me or answer here.
daengle is fine. Thank you.
My problem with the automatic unit numbering is simply that all my units have the standard names (Archer, Warrior, Catapult, etc.) Checking the box to turn on automatic unit numbering doesn't seem to do anything. I'm not sure why. It may have nothing to do with the PLE mod. But I'm not doing anything else so it must...
Amra's error is completely new to me, I have not see anything like it.
EmperorFool May 05, 2008, 11:16 AM I'm looking into this now, but the game starts up and behaves very slowly now. I don't know if it's PLE itself or the changes we've made in the past day or so (switching to the BUG options core). Just be warned that if you update, it'll be sloooooow until I get this fixed.
Edit: Okay, it's not PLE. I did something last night when converting to BUG options core. I'll update soon again.
EmperorFool May 05, 2008, 11:51 AM Crisis averted. Apparently Python has a severe aversion to dividing an integer by a boolean. ;)
ruff_hi May 05, 2008, 11:56 AM Apparently Python has a severe aversion to dividing an integer by a boolean. ;)Are you kidding me? :crazyeye:
EmperorFool May 05, 2008, 12:14 PM I'm not really sure. That was the one logic error I made when plugging in the options (wrong boolean option for an integer calculation). The other possibilities were accessing the options inside a tight loop. I doubt this could be it because it was looping over only a few units, and it was a huge slowdown.
The game hung for 20 seconds while loading, and clicking any stack (1-5 units) I could detect a 1-2 second pause. That seems too large for such a small loop, so I'm betting on the int / boolean. The odd thing is that the boolean was True, so it wasn't even a divide by zero exception. I'm just glad it's fixed, as I really didn't want to back out all that work!
daengle May 06, 2008, 03:39 PM Crisis averted. Apparently Python has a severe aversion to dividing an integer by a boolean. ;)
Silly language.
Obviously,
n/true -> true (for n <> 0)
0/true -> false, and
n/false -> false.
Nothing else makes any sense at all.
oedali May 09, 2008, 08:20 AM I just upgraded to the new BUG mod version and I LOVE it so thanks a lot for making it!
But I could not figure out how to disable/turn off the little unit filter buttons at the bottom of the interface. (part of the PLE mod?) I tried clicking on/off each of the available options in the BUG options menu but the buttons just won't go away! Is there a way to do this from the .ini file?
alerum68 May 09, 2008, 02:51 PM The way PLE is set up now, it's part of the MainInterface.py file. To make it 100% optional we'll need to do give it is own file that's imported into the interface file. That will take some time. We felt the new features we added were worth not having PLE 100% optional.
oedali May 10, 2008, 11:18 AM Is there any way to comment out some rows in CivMainInterface.py so I can make at least hide the buttons? I have a Python editor and have done some minor edits before.
alerum68 May 31, 2008, 01:57 PM EF, I have the latest from the SVN and the PLE isn't showing moves a unit can make still.
ruff_hi May 31, 2008, 04:05 PM I did get that to work - a little bit trick, select a unit, hover over it and press and hold the ALT key (or some combination of that).
EmperorFool Jun 01, 2008, 01:48 PM IIRC, you have to press and hold TAB before you hover. Hovering and then pressing TAB does nothing. Of course, IIRI, well, I'm just wrong. ;)
EmperorFool Jun 21, 2008, 07:10 PM I had a little time today, so I completed some work on PLE I had started earlier.
Added default view and group modes, applied when starting Civ. Changing the option in-game takes effect next time you start Civ, and changing via the buttons on the main interface doesn't change the setting.
Added Filter Behavior (PLE vs. BUG) option. BUG behavior is more intuitive IMHO.*
Added missing checkbox for GG indicator to options screen.
* Here's how the BUG filter behavior works:
Start seeing all units, no filters selected.
Click the "wounded" filter -> only wounded units are displayed.
Click the "healthy" filter -> "wounded" filter is deselected, and only healthy units are displayed.
Click the "healthy" filter again -> back to normal, no filters selected.
If that sounds confusing, try it out -- it's clearer if you just play with it. Now you click a filter button to see only the units that match the filter, and only one filter in a related group can be selected at a time. It made no sense to be able to filter out both wounded and healthy units, leaving no units displayed.
Now the big question: What more options do we really need? Here are some from past discussions:
Disable PLE entirely
Disable filtering, hide filter buttons (view and group buttons remain)
Hide all buttons, but keep PLE active
Use normal BtS hover info pane instead of PLE's
alerum68 Jun 21, 2008, 09:45 PM Sweet.:) The only thing else I can think of are hover tips for the PLE buttons, so you know what each one does.
EmperorFool Jun 21, 2008, 09:51 PM Is it okay if the hover text says, "Read the BUG help file"? ;)
alerum68 Jun 21, 2008, 11:27 PM Is fine for now. Just make it XML, and I'll fix it up when you're done.
EmperorFool Jun 24, 2008, 12:31 AM I've added an option to show/hide all of the PLE buttons together in the PlotList options tab. This does not disable PLE; it just hides the tiny new buttons in the main interface.
CivCorpse Jun 26, 2008, 04:15 PM Is it okay if the hover text says, "Read the BUG help file"? ;)
Are you referring to the publisher file in my bugmod folder? It is blank.
EmperorFool Jun 26, 2008, 05:11 PM Are you referring to the publisher file in my bugmod folder? It is blank.
There is a Windows help file included with BUG. It is called "BUG Mod Help.chm" and can be opened using the "Help" button on the BUG Options screen (ALT + CTRL + O while playing a game). You may not see the ".chm" extension as extensions are hidden by default in WinXP.
If it is opening with MS Publisher, it seems that Publisher has stolen the CHM file type. That's odd since Microsoft makes both Windows (chm) and Publisher. You can change the type so it will open correctly pretty easily, but I don't know if this will interfere with Publisher. This operation can be undone (see below).
Go to Windows (File) Explorer
In the menu, select Tools : Folder Options...
Click the File Types tab
In the Registered file types list, scroll down to "CHM" (you can type "CHM")
Click the Change... button (circled in red in the screenshot)
The Open With window will appear
In the Programs list, select "Microsoft(R) HTML Help Executable"
Click the OK button to close the Open With window
Click the OK button to close the Folder Options window
http://i222.photobucket.com/albums/dd275/EmperorFool/Random/FileTypesScreenshot.pngIf you have trouble with Publisher, you can change it back following the same instructions, except select "Microsoft(R) Publisher" in step 7.
Random fun fact: Microsoft's Windows File Association (http://shell.windows.com/fileassoc/0409/xml/redir.asp?Ext=CHM) website has no idea what their own CHM file type (http://www.fileinfo.net/extension/chm) is. :goodjob:
CivCorpse Jun 26, 2008, 05:25 PM Did that, clicked help in ctrl-alt-O....game crashed
EmperorFool Jun 26, 2008, 05:30 PM Did that, clicked help in ctrl-alt-O....game crashed
Hmm, all that does is launch the CHM file a la double-clicking it in Windows Explorer. Here's something simpler than changing the file association to try first.
Right-click the CHM file in Windows Explorer and select Open With.... Is that a submenu? If so, is "Microsoft(R) HTML Help Executable" in the list? If not, select Choose Program.... You'll see the second window in the screenshot in my previous post.
The help file is a standard Windows file type. I'm surprised it's not working for you.
CivCorpse Jun 26, 2008, 07:44 PM Tried that. It has the table of contents on the left side then in the main window it says unable to open. Suggests checking my internet connection. When I open the help file from the game, it crashes to the desktop.
CivCorpse Jun 26, 2008, 07:46 PM I think I'll just ignore the features i don't understand and use those I do. It's just some of the PLE that i was wondering about. I figured out the left side that lines up units. It's the little tank/airplane/ship (probably for filtering land/air/naval units)
EmperorFool Jun 26, 2008, 07:57 PM It's the little tank/airplane/ship (probably for filtering land/air/naval units)
Yes, that's exactly what those are.
Wounded and Healthy
Land, Air, Sea
Non-combat (worker, settler, missionary, exec, scout, explorer, spy) and combat -- house and tank IIRC
Foreign (red) and domestic (green)
In BUG 2.30, clicking a filter hides units that match it. Click again to show the units. The soon-to-be-released BUG 3.0 adds a more intuitive behavior (click wounded to see wounded units only).
BTW, feel free to ask about any features or interface elements you do not understand. Sorry the help file isn't working for you. Are you on Windows XP?
CivCorpse Jun 26, 2008, 08:22 PM Yes, that's exactly what those are.
Wounded and Healthy
Land, Air, Sea
Non-combat (worker, settler, missionary, exec, scout, explorer, spy) and combat -- house and tank IIRC
Foreign (red) and domestic (green)
In BUG 2.30, clicking a filter hides units that match it. Click again to show the units. The soon-to-be-released BUG 3.0 adds a more intuitive behavior (click wounded to see wounded units only).
BTW, feel free to ask about any features or interface elements you do not understand. Sorry the help file isn't working for you. Are you on Windows XP?
Yup on XP (hangs head in shame at lack of savviness to run linux [or even pronounce it]). And I had it backwards on the little red/green crosses I thought they made those units show up.
Not sure what the star/arrow are or the stacked squares/triangle-square
alerum68 Jun 26, 2008, 08:22 PM You can also view the help file on-line, but PLE help isn't in either help file.;)
EmperorFool Jun 26, 2008, 09:10 PM The backwards behavior you are experiencing is the default PLE mode. I think it's counter-intuitive, and I'd guess you agree. :) I added a BUG mode that works as you'd expect.
Also, with the PLE mode, you can hide both wounded and healthy units resulting in all units being hidden. I thought that was also counter-intuitive, so the BUG mode makes related filters mutually exclusive. If you have "show only wounded" selected and click "show only healthy", the "show only wounded" filter turns off.
This new mode is only available in our code repository right now. I won't subject you to SVN, though I think you've demonstrated enough skill to handle it up to this point. We should be releasing 3.0 in the next couple weeks, though. *crosses fingers*
EmperorFool Jun 26, 2008, 09:20 PM Not sure what the star/arrow are or the stacked squares/triangle-square.
Oops, forgot to answer this part. The first two are actually specialized views for promoting and upgrading units. The second two alter the stacked column/row views.
Star: View units that can be promoted with buttons for each available promotion next to the unit.
Up-Arrow: View units that can be upgraded with buttons for each target upgrade next to the unit.
Stacked Squares: When using horizontal or vertical stacking view mode (3rd and 4th buttons from left), groups units by unit type.
Triangle and Square: When using horizontal or vertical stacking view mode (3rd and 4th buttons from left), groups units by selection group.
CivCorpse Jun 26, 2008, 10:02 PM You can also view the help file on-line, but PLE help isn't in either help file.;)
----> That is an arrow. Could you point that arrow towards this mythical on-line help file?
EmperorFool Jun 26, 2008, 10:03 PM ----> Online BUG Help (http://civ4bug.sourceforge.net/BUGModHelp/index.htm)
EmperorFool Jun 27, 2008, 02:29 AM The latest SVN version now has help text when you hover over each of the PLE buttons.
ruff_hi Jun 27, 2008, 07:29 AM I still don't know why we need these new fangled PLE filters. Ctrl-H (select damaged units) works fine for me.
alerum68 Jun 27, 2008, 07:47 AM Because you're not the only one using BUG, and not everyone has the same taste in play style as you?:p
ruff_hi Jun 27, 2008, 07:56 AM Because you're not the only one using BUG, and not everyone has the same taste in play style as you?:pAs long as I can turn those stupid buttons off - and remove some of the additional lines / boxes, etc around my units. :gripe:
all in good fun, not meaning to be a dick or anything :D
EmperorFool Jun 27, 2008, 08:07 AM I don't use the filters, but I really like the horizontal stack view mode. Actually, in my wars I've started using the Healthy unit filter so I can easily move the unhurt units forward to the next city. And when a war partner drops their stack on top of mine, the Domestic filter comes in handy, too.
EmperorFool Jun 27, 2008, 08:11 AM As long as I can turn those stupid buttons off
That was added a couple days ago. Set your default view and group mode and then turn off all the buttons. Problem solved. :)
and remove some of the additional lines / boxes, etc around my units.
If you give me specifics, I'll see what I can do.
CivCorpse Jun 27, 2008, 10:31 AM ----> Online BUG Help (http://civ4bug.sourceforge.net/BUGModHelp/index.htm)
neener neener neener, found it last night alllll by myself. But thanks. It has oodles of goodies. Soon I will figure out the unit namingh stuff and then the world will be at my feet
Cammagno Jun 28, 2008, 05:02 AM I don't use the filters, but I really like the horizontal stack view mode. Actually, in my wars I've started using the Healthy unit filter so I can easily move the unhurt units forward to the next city. And when a war partner drops their stack on top of mine, the Domestic filter comes in handy, too.
I use all of them (some frequently, some less), and with the new BUG mode for filters, they are even better! :goodjob:
ruff_hi Jun 29, 2008, 02:05 PM Firstly - let me say that I haven't tried out the latest version of PLE in BUG and what I am about to say could already be in BUG.
Here is the standard unit plot ...
http://img529.imageshack.us/img529/8954/normaldc6.jpg
Here is my version of BUG ...
http://img529.imageshack.us/img529/9409/bugpleml0.jpg
You will notice some differences ... little arrow for upgrade two bars at the top for movement(?) and health(?) - any idea which is which? removal of bar at the bottom (health) movement dot has moved up slightlyObviously, I chose a poor example as this one doesn't show promotion available, current function (ie fort) or GG added (little star).
What I would like is the ability to add / strip off all of the PLE additions one by one so that I can get back to vanilla BtS unit plots. Now that doesn't sound too hard does it? :D
EmperorFool Jun 29, 2008, 02:17 PM Go to the BUG Options screen and switch to the "Unit Icons" tab.
Under "Indicators, uncheck these options:
Upgrade Available
Great General
Mission Tag
Uncheck "Movement Bar"
Done!
BTW, the health bar is on top (green/red by default); the movement (blue/yellow) is on bottom. You can freely change these colors as well.
Now, I'm sorry but the health bar cannot be moved to below the unit, nor can the dot be lowered currently. Do these settings satisfy your needs, though?
·Imhotep· Jun 30, 2008, 04:22 PM Those new buttons and the hover text in the latest SVN version are great ! Great work, as usual :goodjob: !!!
EmperorFool Jun 30, 2008, 04:37 PM Thanks! The new icons are courtesy of NikNaks, the designer of our logo. Look forward to some new buttons for CDA as well. :)
A question for you all that have used the filtering buttons (healthy and wounded; land, sea and air; civilian and military; and foreign and domestic): I want to add some more filters, but space will become a problem. I have thought of a way to combine related buttons into a single button. Please comment on how you think this would appeal or not to you.
All filters start off -- you see all your units.
You click the "healthy" filter (the green plus). It gets highlighted with a yellow circle and only healthy units are shown.
You click it again and it turns into a red plus. Only wounded units are shown.
You click it a third time, the highlight is removed and it turns back into a green plus. All units are shown; the filter is off.
Does this seem confusing? It might be hard to tell without actually playing with the button, but I'd love some feedback before I change it.
Also, if anyone has requests for other filters, post those please. The first one that comes to mind to me is a "can move" filter to hide units that can't move anymore this turn. It will make attacking a city from a stack much easier, hiding units that have already attacked.
ruff_hi Jun 30, 2008, 07:09 PM is there a 'turn off all silly filters, groupings, etc' button?
EmperorFool Jun 30, 2008, 07:21 PM is there a 'turn off all silly filters, groupings, etc' button?
Yes, the first checkbox on the "Unit Icons" tab of the BUG Options screen, but I highly recommend you try out the filters and stacked view modes. </evangelism>
alerum68 Jun 30, 2008, 07:42 PM I think Ruff is just one of those guys who once he made his POV known, he wont' change that POV, even if it means he stands still while the tornado sucks up his house.:p
ruff_hi Jun 30, 2008, 09:16 PM Yes, the first checkbox on the "Unit Icons" tab of the BUG Options screen, but I highly recommend you try out the filters and stacked view modes. </evangelism>
I think Ruff is just one of those guys who once he made his POV known, he wont' change that POV, even if it means he stands still while the tornado sucks up his house.:pTruth be told, I actually do sometimes use these little suckers :p :run:
DrJambo Jul 01, 2008, 02:38 AM It would be nice if the promotion available sign was more obvious than the light blue surround. When you have units selected you can no longer see this! A better way might be to have the upward arrow as the promotion available sign, since the majority of players will generally be aware of upgrade potential. Plus, this wouldn't conflict with when units are selected.
EmperorFool Jul 01, 2008, 03:07 AM I've noticed that too, DrJambo. What about a white star to match the PLE button and Combat I promotion?
The thing I like about a highlight is that for those of us with poor vision, the upgrade arrow and GG star just aren't visible.
ruff_hi Jul 01, 2008, 05:53 PM is there a 'turn off all silly filters, groupings, etc' button?
Yes, the first checkbox on the "Unit Icons" tab of the BUG Options screen, but I highly recommend you try out the filters and stacked view modes. </evangelism>No - I meant is there a button that undoes all of the filters. Just been playing in an SG and turned on various filters only to loss all of my units - no unit icons at all. I would like a button that I can click to reset to my Ctrl-Alt-O default.
BTW - nice buttons, huge improvement.
alerum68 Jul 01, 2008, 07:26 PM umm... EF was talking about having a button for that... he didn't code it in?
EmperorFool Jul 01, 2008, 09:30 PM Yes, I have a button graphic for the now, but I need to make room. It will reset all filters, and maybe I will make it reset to your default modes as well.
So I coded up my idea of tri-state buttons (click to see healthy, again to see wounded, again to clear filter), and I want to get some feedback. Also, right-clicking the filter goes in the opposite direction.
Please replace CvMainInterface.py with the following file (backup your file first and change this file's extension) and tell me what you think. Only the healthy/wounded filter is changed.
* Note: This isn't a ZIP, it's a PY file.
Cammagno Jul 01, 2008, 11:47 PM Yes, I have a button graphic for the now, but I need to make room. It will reset all filters, and maybe I will make it reset to your default modes as well.
So I coded up my idea of tri-state buttons (click to see healthy, again to see wounded, again to clear filter), and I want to get some feedback. Also, right-clicking the filter goes in the opposite direction.
I fear it is not so intuitive, or at least, IMHO going in that direction we loose some of the increase in immediateness that we have get with your "BUG mode" and hover text. Furthermore, IMO if we want to do this, the hover text should be fixed (in your example is mismatched) and more important we need a different icon for the "all" state (for example, I think that the unselected green cross is non enought to differentiate from the selected green cross).
I have a different suggestion: leave the filter buttons as they are, and create a unique 4-status grouping button. You will free room equivalent to 3 buttons, and you'll avoid the problems which I mentioned above, because doing so you will not add a "status" (so, no more image needed), and furthermore you always are in one and only one of the four status, so IMO it is intuitive to have a unique button cycling through them.
EmperorFool Jul 02, 2008, 01:37 AM we lose some of the increase in immediateness that we have with your "BUG mode".
That is precisely what I fear. If we go this way, though, the hover text would be rewritten and each group of filters would have its own "off" button. For the health-related ones, that's a gray cross.
Create a unique 4-status grouping button.
That is a possibility, but it suffers the same drawback (lack of immediateness). I only use those four buttons, however, when I'm looking at a city screen with a ton of units. This is why I was thinking of a "city screen view mode" so I wouldn't even need to click the buttons. Alerum says he uses them also when he's got a large stack and cannot click where he wants to move units.
However, given that I suspect people will filter more than change view modes, I think that might be the better solution and provide just enough room for the "clear all filters" button and a new "movement" filter button group.
Now for the four right-most buttons. From people's comments, I think it is unclear that they are mutually exclusive. They aren't entirely related, though. The left two switch how units are grouped in the four view modes. I will combine these into a two-state button.
The right two switch the whole plot list into completely different operational modes, showing all units that can be promoted or upgraded depending on which button you push along with icons showing how they can be promoted or upgraded. Clicking the icons should do that thing, but it didn't work for me. Also, unless I'm mistaken, all the normal filters lose their effect temporarily.
One option is to remove these two modes entirely and turn them into regular filters. They would each be a single button only, as I don't see the point of "show me all units that cannot be promoted". Same for upgrade.
The other option is to at least push the group-mode button (squares, triangle) next to the promo button so it's clear that the three are mutually exclusive.
ruff_hi Jul 02, 2008, 01:52 AM I looked at it and here is are some comments ...
why do we have a single row option - that was early civ4 vanilla and they (Feraxis or how every you spell their name) stole the idea from someone here at CFC ... we shouldn't have the option to do something that is horrible cycle filters for one filter but not for the others is not consistent I see now about 3rd / 4th from right filter options to get my unit icons back ... not clear even with hovers did I mention I like the new buttons? <whinge>I still cannot get back to vanilla BtS PLE icons </whinge>
... my suggestion watch rush hour 4 ... its not that bad remove single row icon, keep other three ways of stacking icons next icon should be toggle icon (highlight not there / there) that says 'turn filtering off / on have a small break and then display all of the filter options ... laid out, not toggle version BUT only show them if the filtering option is ON. remember the last filter setup (not between civ4 sessions)
BTW: GG star is now in a horrible place ... will mock up different icon and suggest new spot ... maybe right below dot.
Cammagno Jul 02, 2008, 04:52 AM That is precisely what I fear. If we go this way, though, the hover text would be rewritten and each group of filters would have its own "off" button. For the health-related ones, that's a gray cross.
Ok :)
That is a possibility, but it suffers the same drawback (lack of immediateness). I only use those four buttons, however, when I'm looking at a city screen with a ton of units. This is why I was thinking of a "city screen view mode" so I wouldn't even need to click the buttons. Alerum says he uses them also when he's got a large stack and cannot click where he wants to move units.
Yes, but IMHO the immediateness is more than in the other option, and, as you said, the use of those button is much less common.
Now for the four right-most buttons. From people's comments, I think it is unclear that they are mutually exclusive. They aren't entirely related, though. The left two switch how units are grouped in the four view modes. I will combine these into a two-state button.
Good idea! And maybe move it near the unique 4-views button?
The right two switch the whole plot list into completely different operational modes, showing all units that can be promoted or upgraded depending on which button you push along with icons showing how they can be promoted or upgraded. Clicking the icons should do that thing, but it didn't work for me. Also, unless I'm mistaken, all the normal filters lose their effect temporarily.
One option is to remove these two modes entirely and turn them into regular filters. They would each be a single button only, as I don't see the point of "show me all units that cannot be promoted". Same for upgrade.
If the promotion or upgrade doesn't work (and it's not possible to make it work) turning them in regolar filters can be ok. If it is possible to make them work, of course they'll be useful.
NikNaks Jul 02, 2008, 06:15 AM In my quest to make PLE look good, I'm looking for feedback on this:
http://i279.photobucket.com/albums/kk123/NikNaks93/PLEimageoverlay.png or http://i279.photobucket.com/albums/kk123/NikNaks93/PLEimageoverlayround.png or http://i279.photobucket.com/albums/kk123/NikNaks93/PLEimageoverlayroundoutline.png or http://i279.photobucket.com/albums/kk123/NikNaks93/PLEimageoverlayroundoutlinesolidbg.png vs http://i279.photobucket.com/albums/kk123/NikNaks93/PLEtextoverlay.png
I'm aiming to swap out the text for icons in the corner of the unit button. EF made a good point that it might be hard to see so I'm wondering anyone else thinks. Say which you like the most (saying its number, going from left to right).
EDIT: Added version with outline per EF's suggestion.
EmperorFool Jul 02, 2008, 06:31 AM The fourth image with a full circle that overhangs the unit's icon is much clearer to me. Perhaps add a thin black border to the circle? Not sure if that would help or hurt.
NikNaks Jul 02, 2008, 08:39 AM Okay, I've added that to the options in two forms, one with a semi-transparent background, one without.
The Doc Jul 02, 2008, 11:14 AM Personally, I like the fourth version the most. It seems brighter and clearer to me.
ruff_hi Jul 02, 2008, 11:23 AM the question I have is are we replacing all of the text actions with little icons?
EmperorFool Jul 02, 2008, 11:58 AM the question I have is are we replacing all of the text actions with little icons?
The answer I have is "Yes." ;) As long as NikNaks can design icons that are clearly distinct and easily recognizable, I will swap them out for the text tags. If you press, I could make this configurable.
My main reason for this is to avoid having non-translatable text in graphics. Sure, we could make different graphics for the same icon usage, but that take more time and can't be done by the translators themselves, slowing the process.
Besides, the German and Italian text tag icons would need to be 250 pixels wide, only allowing five units on the screen at a time. :P
Cammagno Jul 02, 2008, 12:32 PM The answer I have is "Yes." ;) As long as NikNaks can design icons that are clearly distinct and easily recognizable, I will swap them out for the text tags. If you press, I could make this configurable.
My main reason for this is to avoid having non-translatable text in graphics. Sure, we could make different graphics for the same icon usage, but that take more time and can't be done by the translators themselves, slowing the process.
I support this idea, the icon are much prettier and furthermore it's a pity to have translated everything, even the more hidden word, and then having not-localized words in full view in the main area.
Besides, the German and Italian text tag icons would need to be 250 pixels wide, only allowing five units on the screen at a time. :P
:lol::lol::lol:
Ah, I'm also for the 4th picture, very good ^_^
·Imhotep· Jul 02, 2008, 05:35 PM Clearly number #4. If only I could play better to match the BUG Mod in it's ever increasing perfection... ;) :D It's sad to get steamrolled by Boobica of the Celts :D with a 50 Cavalry stack...
ruff_hi Jul 02, 2008, 08:39 PM New Green GG indicator looks crap. We need a graphic guy (hint hint) to redo the dot move injured etc indicators as stars and then replace the dot with those stars if the unit is a GG.
EmperorFool Jul 02, 2008, 09:35 PM Halfway there, Ruff. :)
NikNaks Jul 03, 2008, 12:47 AM New Green GG indicator looks crap. We need a graphic guy (hint hint) to redo the dot move injured etc indicators as stars and then replace the dot with those stars if the unit is a GG.I've done it for the custom colours added by PLE, I just need to do it for the default ones.Clearly number #4. If only I could play better to match the BUG Mod in it's ever increasing perfection... ;) :D It's sad to get steamrolled by Boobica of the Celts :D with a 50 Cavalry stack...Who the hell is Boobica? :lol:
EmperorFool Jul 03, 2008, 09:44 AM The first set of PLE changes have been finalized and are in SVN. Check out the New Features and Fixes thread (http://forums.civfanatics.com/showthread.php?t=249117) for the details.
Post comments about them to this thread only please.
·Imhotep· Jul 03, 2008, 11:16 AM Awesome. Completely awesome.
Cammagno Jul 03, 2008, 02:17 PM With the new look PLE is even better, great work indeed! :goodjob::goodjob:
Only a couple of things:
1) in Standard Mode, the group type should appear in the hover text (something like "Standard Mode (grouped by Unit Type)" and "Standard Mode (grouped by Selection group)" , while now the 2 hover texts for the two option are the same). The same happens with the first button on the left. I've seen (and translated) the text for the single states, so I think that they should appear somewhere, but or I don't find them, or they don't show.
2) some other unit-related text appear in the left pannel on the back of our hover text if the user keep the left button pressed over a button (all of them) for more than a second: can it be removed?
3) while all the hover text pannels resize properly, the white foot one doesn't: it gets a vertical scrolling bar (you ca't realize this with the short English text)
Anyway, this mod is great :)
EmperorFool Jul 03, 2008, 03:19 PM 1) in Standard Mode, the group type should appear in the hover text (something like "Standard Mode (grouped by Unit Type)" and "Standard Mode (grouped by Selection group)" , while now the 2 hover texts for the two option are the same).
That's a good suggestion. I'd like to clean up some of that text as well, as the same text is included in many tags whereas it should be built from unique pieces. As we get closer to the release date, I'm finding more things to fix than crossing off my list.
2) some other unit-related text appear in the left pannel on the back of our hover text if the user keep the left button pressed over a button (all of them) for more than a second: can it be removed?
Unfortunately, that's Civ showing the hover text for the plot which your mouse is over. It doesn't seem to send an event for when the mouse button is pressed (for me to hide the hover) -- only after it is released.
3) while all the hover text panels resize properly, the white foot one doesn't: it gets a vertical scrolling bar (you ca't realize this with the short English text)
Darn. I saw this on one of the English ones and shortened it. This doesn't happen with the unit info hover, so maybe I just need to set the font smaller.
Thanks for the feedback. :goodjob:
Cammagno Jul 03, 2008, 03:53 PM Unfortunately, that's Civ showing the hover text for the plot which your mouse is over. It doesn't seem to send an event for when the mouse button is pressed (for me to hide the hover) -- only after it is released.
Get it. I never realized that those info were shown even when the cursor was on the blue bottom bar.
What about making the hover pannel a bit less transparent, so that it can hide a bit better the back text when it appears? Not so important, anyway.
EmperorFool Jul 03, 2008, 04:02 PM I figure that once you start to actually click the button, you're past the point of reading the hover text. You either know what you're doing, or you don't care. ;)
In all seriousness, I could do that, but it would then look different from the game. I'd prefer to find a way to make our hover disappear when the mouse gets pressed but not released. I'll keep looking . . .
I've committed a fix for the scrollbar. I simply shrunk the text size to that used for the unit info hover and the built-in help text for other icons.
Cammagno Jul 07, 2008, 02:56 AM I figure that once you start to actually click the button, you're past the point of reading the hover text. You either know what you're doing, or you don't care. ;)
In all seriousness, I could do that, but it would then look different from the game. I'd prefer to find a way to make our hover disappear when the mouse gets pressed but not released. I'll keep looking . . .
I've committed a fix for the scrollbar. I simply shrunk the text size to that used for the unit info hover and the built-in help text for other icons.
Thanks :)
Feature request: the upgrade arrow in the buttom left corner can be made green if you have enough money to upgrade and red if you have not? :blush:
Cammagno Jul 07, 2008, 05:38 AM The right two switch the whole plot list into completely different operational modes, showing all units that can be promoted or upgraded depending on which button you push along with icons showing how they can be promoted or upgraded. Clicking the icons should do that thing, but it didn't work for me. Also, unless I'm mistaken, all the normal filters lose their effect temporarily.
One option is to remove these two modes entirely and turn them into regular filters. They would each be a single button only, as I don't see the point of "show me all units that cannot be promoted". Same for upgrade.
They works now (and no, the normal filters works even with them). I don't know if you did something, or if simply they didn't work for you because you had not enough money.
Maybe, if it is possible, if you have not enough money we can add a red square around them, or if it is not possible we can add a light blu square around the possible promotion and a yellow square around the possible upgrade, leaving them without square if you have not enough money.
Now that I've re-read your post, I understand the buttons' order, so i deleted my previous post asking for some changes in it.
BTW, the "domain" buttons should be reordered according the Civ4 order (so it acts as a reminder of the order in which the units or groups of units are displayed): sea, air, land
EmperorFool Jul 07, 2008, 07:15 AM Yes, the promotion and upgrade buttons are working for me, too. It must have been pilot error. :)
BTW, the "domain" buttons should be reordered according the Civ4 order (so it acts as a reminder of the order in which the units or groups of units are displayed): sea, air, land
Hmm, I put them into the order they are in in the build list, and I think people will more likely want to see just land units, thus it's on the left. Anyone else want them ordered as they are in the plot list? I'm open to it.
One thing I just noticed is that PLE doesn't show air or land units that are loaded on ships. I'm thinking of changing this so that both the ship and its matching units will be shown if it has any units that match the filters. The ship would be shown just so you know why the units are shown and that they are indeed on a ship. How does that sound?
Cammagno Jul 07, 2008, 08:01 AM Yes, the promotion and upgrade buttons are working for me, too. It must have been pilot error. :)
BTW, the button layout you have made is much more intuitive, and together with the hover text (remember to think about adding the status of the togle buttons) and that huge help file (just translated it) I think that we can greatly reduce the questions about PLE.
Hmm, I put them into the order they are in in the build list, and I think people will more likely want to see just land units, thus it's on the left. Anyone else want them ordered as they are in the plot list? I'm open to it.
Good argomentation, so let them as they are :)
One thing I just noticed is that PLE doesn't show air or land units that are loaded on ships. I'm thinking of changing this so that both the ship and its matching units will be shown if it has any units that match the filters. The ship would be shown just so you know why the units are shown and that they are indeed on a ship. How does that sound?
Are you sure that they are not shown? The readme says they are shown in the same pack.
ruff_hi Jul 07, 2008, 08:06 AM you haven't got another little snazzy icon that says this unit is on a transport? btw - nice avatar.
NikNaks Jul 07, 2008, 08:14 AM I suggested that already...
EmperorFool Jul 07, 2008, 08:16 AM Are you sure that they are not shown? The readme says they are shown in the same pack.
I had just noticed it when I posted. I had a fleet with some transports carrying tanks and a carrier full of planes. Clicking air and land cleared the plot list entirely. You may be thinking of the other way around. If a transport passes the filters, all the units it is carrying are displayed.
you haven't got another little snazzy icon that says this unit is on a transport?
I could do that for land units since they'll just be "waiting" on a transport. But planes can be in intercept mode. I could add an icon in a different place, perhaps where the upgrade arrow is now. That's a bit more work but doable for sure. Is it worth it?
btw - nice avatar.
Thanks! That's custom artwork by our resident artist, NikNaks. I've wanted to draw that since I started using the name EmperorFool, but my drawing skills are limited to, well, I'd need to have some drawing skills in the first place for them to be limited to something.
@Cammagno - I forgot to address your idea of coloring the upgrade arrow. Would you mind putting that into the Feature Request tracker? I like that idea, and it shouldn't be too hard.
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