View Full Version : Customized Civis screen
Pla5ma Apr 15, 2009, 01:44 PM Hello,
as nice as Rise of Mankind is Civics screen is annoying as hell.
Shure its difficult to get the information on one screen but it doesnt makes it better.
I customized it for better overview. Please try it and leave comments...
PS: Right now I´m working on a brand new and scrollable version...
Abraxis Apr 15, 2009, 02:54 PM how did you change it? I dare you to post a screenshot of it; no, no i DOUBLE dare you to!!!
Dancing Hoskuld Apr 15, 2009, 03:34 PM @Pla5ma, did you know that there is already a scrollable version of the Civics screen by john smith? See http://forums.civfanatics.com/showthread.php?t=317432. Naturally, yours may be better, or better suited to purpose.
I downloaded yours and had a look. Nice work:goodjob:
Afforess Apr 15, 2009, 04:59 PM I agree the civics screen needs some work. I can't tell what half the civics do until I research them because of how long the lists are.
Deon Apr 16, 2009, 03:28 AM Well, you can right-click them which brings you to pedia but it annoys a bit and also not the best solution to the problem. Good work!
jooyo Apr 16, 2009, 05:25 AM This is great idea. Now, I cant play without this :D
zappara Apr 16, 2009, 09:19 AM Nice civic screen modification. I'll add it to v2.7 :)
Pla5ma Apr 16, 2009, 01:13 PM Nice Zap :)
But maybe you want my next version.
I heard you want more civis...
So take a look what will be finished until weekend.
Comments welcome!
PS: Right now i try to get a phyton loop. Its a little bit tricky because i know how to do things in C++, C# and VB.NET (I´m an application developer) but i never worked with phyton before.
Munger Apr 16, 2009, 02:35 PM Hmm, think I prefer the original as there's no scrolling required. :)
zappara Apr 17, 2009, 07:01 AM Nice Zap :)
But maybe you want my next version.
I heard you want more civis...
So take a look what will be finished until weekend.
Comments welcome!
PS: Right now i try to get a phyton loop. Its a little bit tricky because i know how to do things in C++, C# and VB.NET (I´m an application developer) but i never worked with phyton before.
Nice! How did you manage to get the text appear in correct boxes when you scroll back to start of the screen? As in this mod's warlords version I tried scrolling civics screen and I couldn't get the civic modifier's text shown correctly to those panels (I was using code made for Visa or some other modpack) and obviously I had to discard that idea for long time.
Pla5ma Apr 17, 2009, 07:34 AM Nice! How did you manage to get the text appear in correct boxes when you scroll back to start of the screen? ...
There is no way to attach multiline displays to an also attached thing.
I tried everything including tables and so on.
So i have done the hard way... :)
Sounds easy:
- count linebreaks in multiline string
/ Loop until line number = count linebreak
- get first occurrence of linebreak
- get substring from 0 to first occurence
- display substring as single line
- split remaining part of multiline string
\
Right now all works fine and looks very good. I never liked scrollable civics i saw in the past. First my one was new and different but after playing 1-2 test games i dont want to miss it.
Only one thing must be done before it is ready. I have some problems left with to long lines. I work on a subroutine which will cut this lines in seperate parts but due to nature of civ font it is hard to calculate length of a line before displaying.
Actual screenshot:
zappara Apr 17, 2009, 07:46 AM Once you get it all working, I think you should release it also as a python mod component so that all the other modders can find it and use it if they want. I've seen many requests for scrollable civics screen. :)
konradcabral Apr 17, 2009, 07:47 AM Regarding the civics screen, I would like to see two improvements:
- The description of the effects for civics that wasn't reached technologically too.
- A simulation of how it would change the total gold, beacons and etc.
BTW, excellent job!
Pla5ma Apr 17, 2009, 07:58 AM - The description of the effects for civics that wasn't reached technologically too.
Thats the main reason for my scrollable bigger screen. If you hover over a civic it is able to display all the information without scrolling.
Scrolling wasnt possible with not researched techs because you couldnt click it.
- A simulation of how it would change the total gold, beacons and etc.
As soon i finish my long line problem i will see to implement some info functions.
I said before i´m totally new to python and civ modding (2 days now) but i think some nice things would be possible.
Keep suggestions coming! ;)
zappara Apr 17, 2009, 08:11 AM Keep suggestions coming! ;)Well well, this reminds we of something I've thought about: Why can't there be a panel in civics screen which shows the combined/overal effects of the chosen civics? This would help players understand better what they are getting from their civic choices. I don't know if this kind of panel would be possible to make.
zup Apr 17, 2009, 05:55 PM I'd love some more documentation on how big the effects on rebelliousness are. The only way I found in game is to change civics and then check revolution watch.
Pla5ma Apr 20, 2009, 04:53 PM There is my new version of civics screen.
I resolved the problem with to long lines and now it is able to display multilines.
All looks good now.
After a test game of my wife she told me about another problem.
Links to Sevopedia are not functional. Right now I see no solution to solve this.
Maybe i will add an addional wrapper to remove links. We all know the information behind civics and so it isnt so bad.
Right now I´m working to add additional information.
For example a "Revolution simulation". This means you will be able to show stuff like income, research and so on after civic change.
zappara Apr 22, 2009, 01:34 PM I'll put your new version to test and report in few days how it's working ;)
Psyringe Apr 22, 2009, 02:35 PM Good work. I'm playing my first RoM game at the moment, and the civics screen was indeed a bit clunky so far.
However, I can imagine some demand for the old civics screen as well. The scrollable screen is much better if you're still learning the complex effects of the RoM civics, but the old screen *does* have the advantage that all settings are available without scrolling around. A player who already knows the civic effects miht appreciate that.
I think it might be possible to have the best of both worlds by keeping the old civics screen, but allow to click on civics that you haven't researched yet (and add a check that the "Revolution" button only appears if all selected civics are actually avaulable to the player). This way, the civic list would remain on a single screen, and people could scroll the effects lists even of civics that they can't choose yet.
However, I realize that development has taken a different path at the moment, and I'm not sure whether Pla5ma would like to work on an idea that's taking such a different approach.
Pla5ma Apr 22, 2009, 04:22 PM I´m still working on my scrolling version.
Things I have done:
- civics screen width depends on screen resolution like other BUG mod screens
- Information button added
Things I work on:
- Calculation of civilization specific values after civic change to show comparison in info screen
@Zappara:
How can I store application wide variables?
If I know it I will merge both civic screen versions for ROM. Non-scrollable and scrollable. And I will add a dropdown box to select which version should be displayed.
But for that I need a variable to store selected screen type....
zappara Apr 24, 2009, 10:55 AM @Zappara:
How can I store application wide variables?
If I know it I will merge both civic screen versions for ROM. Non-scrollable and scrollable. And I will add a dropdown box to select which version should be displayed.
But for that I need a variable to store selected screen type....
This kind of option should be added to BUG option screens, there's other screens already done the same way with BUG mod. So the BUG developers probably already have defined everything you need to their python code. Probably best way to do it would be to add new RoM options page to BUG options where RoM specific options could be changed - though I don't know yet how to do that (RevDCM options page code could be used as example I think...)
PsiCorps Jun 26, 2009, 05:41 AM How adaptable is this to Final Frontier as i would like to incorporate it into the Babylon 5 mod we are working on?
zappara Jun 28, 2009, 12:40 PM How adaptable is this to Final Frontier as i would like to incorporate it into the Babylon 5 mod we are working on?
I think all you need is the CvCivicsScreen.py file but just note that this horizontally scrolling screen has some bugs that make the game 'hang' on that screen. I haven't seen Pla5ma for while here on forums so don't know if he made a fully working version.
PsiCorps Jun 28, 2009, 01:09 PM I think all you need is the CvCivicsScreen.py file I added this file but the civics don't display their benefits, i gather this information is from a separate dll which i now have the facilities, but not the experience, to create. I need to find a step by step guide on how to compile one dll file from 4 or 5 dll files, seen anything like that?
Peter Bolland Jul 16, 2009, 06:53 PM Hey zappara, I sat over the code (took me a long time to notice) and I managed to get it working! It was one of those 'one character wonders'.
It always hanged when you moused over Divine Cult. I checked the help text length and found it was the longest of all civics.
It seems Pla5ma assumed no help text will ever be longer than 20 lines.
So his cleaning routine loop was
while LINE_LEFT:
...
if LINE_COUNT == 20:
LINE_LEFT = False
...
All I did was change '==' to read '>='.
(if you intend to make even longer helptexts, search for '(18 * LINE_COUNT)' without quotes in the file and lower the number to have the lines closer together)
I think you will still need his permission if you want to post it into mod components but if he doesn't show up, you could post it and credit it to him in the post (in bold).
Cheers
Dancing Hoskuld Jul 18, 2009, 03:51 PM Excellent and thank you. I much prefer a horizontal scrolling civics screen. The only question is will it work with Affordess' civics?
Munger Jul 18, 2009, 09:37 PM Just tried Peter's new version in 2.71 whilst using Afforess' military civics and the civics screen was the same as usual (downwards scrolling). :(
Dancing Hoskuld Jul 19, 2009, 12:53 AM Just tried Peter's new version in 2.71 whilst using Afforess' military civics and the civics screen was the same as usual (downwards scrolling). :(
Interesting, it is working fine for me in 2.71 even with Affordess' stuff. You did put it in the python/screens folder?
Munger Jul 19, 2009, 07:41 AM Interesting, it is working fine for me in 2.71 even with Affordess' stuff. You did put it in the python/screens folder?
D'oh, human error alert! I'd stuck it in the Python folder instead of Screens. Works now (and is MUCH nicer to use). Cheers.
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