View Full Version : Luxury Resource Display
magus424 Sep 26, 2010, 09:45 PM Just a simple mod as I poked around with the modding system until the SDK is out:
http://imgur.com/S1CoB.png
e: now available on the mod hub :)
And since people keep asking, no, I do not give permission for this to be included with any other mod or mod pack :)
keldath Sep 27, 2010, 12:29 AM wow very useful!!! thanks!
the modding system is out?
Dancing Hoskuld Sep 27, 2010, 12:44 AM That is almost exactly what I wanted. Now how do I get at it so I can change it?
Kinseek Sep 27, 2010, 01:11 AM Any way to put the turns remaining of the trades in a parentheses behind it?
Describer Sep 27, 2010, 01:23 AM thank you, nice addition
dewell Sep 27, 2010, 01:32 AM Looks great ...
simple question, didn't find an answer by myself in the board: Where to copy the .civ5mod file?
James009 Sep 27, 2010, 03:06 AM Nice work here!
Baleur Sep 27, 2010, 04:42 AM Awesome!
PTM Sep 27, 2010, 04:45 AM Things like this (and there are many other things like this that currently need modding) are less "helpful mods" and more "borderline critical UI fixes that should have been in the initial release."
A good game to be sure, but a malformed and incomplete UI if ever there was one.
Louis XXIV Sep 27, 2010, 07:16 AM This is very cool.
Dict4t0rCiv Sep 27, 2010, 09:01 AM Very handy display; nice work.
Edgecrusher Sep 27, 2010, 09:07 AM Very cool indeed, I plan on using this one.
magus424 Sep 27, 2010, 10:14 AM wow very useful!!! thanks!
the modding system is out?
No, I just hacked this up manually :)
That is almost exactly what I wanted. Now how do I get at it so I can change it?
Just install it and the files will be in a folder under MODS.
Any way to put the turns remaining of the trades in a parentheses behind it?
Should be possible :)
Looks great ...
simple question, didn't find an answer by myself in the board: Where to copy the .civ5mod file?
From the weplayciv page:
To install, download this file and place in your mods folder at ..\My Documents\My Games\Sid Meiers Civilization V\MODS\. Run the game, go into the MODS menu and click BROWSE, then Install Mods to install it.
Valkrionn Sep 27, 2010, 03:44 PM Would you mind if I included this in my (as yet unreleased) mod? Will give credit. :p
Would just recommend it, but until the modtools are out that doesn't work well... And my mod is general improvements (with each tweak in it's own file) so it fits the nature of the mod. :goodjob:
CyberTyrant Sep 27, 2010, 05:58 PM I like this. Thanks Magus. :goodjob:
Quetz Sep 27, 2010, 07:39 PM Wow, thanks so much. Can't believe they didn't include it.
DireAussie Sep 27, 2010, 10:38 PM No, I just hacked this up manually
In my thread you mention it was easy and to look at example mods...my civ 5 installation has no example mods by default, and I downloaded your mod and it is a binary file - how to build/edit a .civ5mod file?
Edit: nevermind it seems the civ5mod auto-extracts once you load it up when in-game. checking out your files now..
Valkrionn Sep 27, 2010, 11:01 PM .civ5mod files are nothing more than a renamed 7zip. Check this blog: http://www.weplayciv.com/forums/entry.php?22-The-way-to-a-man-s-heart-is-through-his-modinfo-and-civ5mod-files.
One note: With lua files, the entire file will be overwritten. So you want to include the entire file in your module, not just those functions which change.
DireAussie Sep 28, 2010, 12:40 AM Oh 7zip files, too easy! Thanks Valkrionn. Just changed my attachments :)
Also, thanks magus for your mod.
Dragonlord Sep 28, 2010, 02:56 AM Very useful, I'll be sure to install it ASAP: Thanks!
KnightOwl Sep 28, 2010, 01:18 PM Sadly it doesn't work for me :(
I copied it to the right folder. Browsed it. Enabled it. Loaded an existing game. I don't see Luxuries listed in the top menu anywhere.
Kolath Sep 28, 2010, 02:46 PM This looks fantastic! Is it multiplayer-compatible?
Cheshiremythos Sep 28, 2010, 05:01 PM I can see a lot of modders looking to add more resources PMing you for permission to use this mod. It looks good; I was worried I would have to figure out how to do it. Now I get an example and something to work with :) Thanks
magus424 Sep 29, 2010, 01:00 AM Sadly it doesn't work for me :(
I copied it to the right folder. Browsed it. Enabled it. Loaded an existing game. I don't see Luxuries listed in the top menu anywhere.
Did you load the game through the Mods section? If you backed up all the way to the sp/mp/mods screen then went sp->load game, it won't work.
You have to do Mods->SP->Load Game
KnightOwl Sep 29, 2010, 04:08 PM You're kidding me right? That is... well... just one more stupid decision in the history of Civ V I guess.. I'm not surprised :(
Valkrionn Sep 29, 2010, 04:14 PM You're kidding me right? That is... well... just one more stupid decision in the history of Civ V I guess.. I'm not surprised :(
Why? Same thing in Civ4. You have to load a mod, it won't affect base gameplay.
Dancing Hoskuld Sep 29, 2010, 04:40 PM Why? Same thing in Civ4. You have to load a mod, it won't affect base gameplay.
True, but in Civ IV you can create a short cut to the mod or put "Mod=modname" in the ini file so as to skip one step/screen. In Civ V its is two screens because of the I agree/disagree screen. :(
Valkrionn Sep 29, 2010, 04:50 PM That I agree with. Those damn EULA screens need to be possible to deactivate, you do NOT need to see it every damn time.
PTM Sep 29, 2010, 04:56 PM This looks fantastic! Is it multiplayer-compatible?
No mods are, currently.
Freezer-TPF- Sep 29, 2010, 09:15 PM Things like this (and there are many other things like this that currently need modding) are less "helpful mods" and more "borderline critical UI fixes that should have been in the initial release."
A good game to be sure, but a malformed and incomplete UI if ever there was one.
I agree. Something like this display needs to be patched into the main game ASAP. Nice job on the mod! The download link seems to be down at the moment, but I will check it out when it recovers.
Gorey Sep 30, 2010, 01:59 AM I like it!
I even customized it to show only the luxuries i actually have.
Was kind of an eye sore to see all those zeros.
Gorey Sep 30, 2010, 02:17 AM Here's what my tweak looks like:
http://www.jg52online.com/public/Gutted/civ/luxury_display.jpg
Szpilman Sep 30, 2010, 07:57 AM Hey magus424, awesome interface mod! Can I include it in my modpack?
Freezer-TPF- Sep 30, 2010, 08:57 AM I like it!
I even customized it to show only the luxuries i actually have.
Was kind of an eye sore to see all those zeros.
Nice tweak. Are you going to make that version available (do you need the original author's permission--I'm not sure what the protocol is there)?
Gorey Sep 30, 2010, 09:41 AM Nice tweak. Are you going to make that version available (do you need the original author's permission--I'm not sure what the protocol is there)?
noooo.. i'd never step on anyone's toes like that.
but when im done playing with it i'll upload a modified version of that one file as an attachement if anyone wants it. I wont upload the entire mod as a seperate entity.. thats just wrong.
Gorey Sep 30, 2010, 09:48 AM Hmm, instead of checking for NumAvailable, i should probably use NumTotal instead.
That way if you trade away all your cotton for example, it wont disapear from the list.
Think i might also remove the green "Total" and "Extra" parts. I mean if it says you have two wine (like in my screenshot above) with no trades.. 1 extra is implied. And if it shows you have 1 spice with 1 traded.. 2 total is a given. Just fluff thats not needed imo.
I'm only interested in how many i have available.. and how many i have traded.
Szpilman Sep 30, 2010, 10:23 AM Hmm, instead of checking for NumAvailable, i should probably use NumTotal instead.
That way if you trade away all your cotton for example, it wont disapear from the list.
Think i might also remove the green "Total" and "Extra" parts. I mean if it says you have two wine (like in my screenshot above) with no trades.. 1 extra is implied. And if it shows you have 1 spice with 1 traded.. 2 total is a given. Just fluff thats not needed imo.
I'm only interested in how many i have available.. and how many i have traded.
I actually think removing 'Total' is a good idea, but Extra is really useful for seeing how many you have available at a glance, otherwise you're having to do micro math for each resource every time.
magus424 Sep 30, 2010, 11:58 AM Hey magus424, awesome interface mod! Can I include it in my modpack?
I'd rather you not, it's available on the mod hub now so you can just suggest people grab it :)
Mod packs won't work as well with Civ 5 since individual mods can be updated so easily through the game itself :)
Freezer-TPF- Sep 30, 2010, 01:13 PM noooo.. i'd never step on anyone's toes like that.
I provided the info on which file to edit and where. You can do it yourself. It's easy.
Aye, totally understood. (Actually, the more I think about it, the zeros help you see which luxuries you may still want to collect.)
Gorey Sep 30, 2010, 01:24 PM I actually think removing 'Total' is a good idea, but Extra is really useful for seeing how many you have available at a glance, otherwise you're having to do micro math for each resource every time.
Not really, just look at the first number.. if its greater than 1.. it's extra.. and can be traded :lol:
Szpilman Sep 30, 2010, 01:29 PM Not really, just look at the first number.. if its greater than 1.. it's extra.. and can be traded :lol:
Right, but you still have to look if there's any "Traded" already locking it out. Whereas if you have "Extra" enabled you don't even need to look at each resource, you just scan it all for those cool green "Extra".
Gorey Sep 30, 2010, 01:54 PM Right, but you still have to look if there's any "Traded" already locking it out. Whereas if you have "Extra" enabled you don't even need to look at each resource, you just scan it all for those cool green "Extra".
Original:
http://www.jg52online.com/public/Gutted/civ/luxury_mod.jpg
Tweaked:
http://www.jg52online.com/public/Gutted/civ/luxury_tweak.jpg
Looks fine to me.. and less cluttered.
I'm only interested in which luxuries i have, and how many i have available (the # on the left). The text on the right just lets me know where some of them are coming from.. and how many i've already traded away. The total, and extra are pretty useless to me. I only need 1 of each. So if the left # is more than 1.. i can sell/trade it away.
That's why modding is so awesome.. you can change it to how you like it :)
Gorey Sep 30, 2010, 02:00 PM I think my final tweak will be changing Traded & From Trade to Imported & Exported. I dont like how From Traded is 2 words.
Yes im a nitpicker :P
Szpilman Sep 30, 2010, 02:05 PM An idea for you, then: since you're only showing the resources you DO have, it's quite useless to show "1", you could instead show "0" to mean that you are using that resource.
So Dyes: 1 From Trade, 0 available.
The very fact that the resource is listed implies that you have some of it already.
Gorey Sep 30, 2010, 02:14 PM An idea for you, then: since you're only showing the resources you DO have, it's quite useless to show "1", you could instead show "0" to mean that you are using that resource.
So Dyes: 1 From Trade, 0 available.
The very fact that the resource is listed implies that you have some of it already.
semantics i guess.
The the fact that it shows 1 (or more) means i have access to it.
If it shows 0, it means i had it, but traded it away.
With my current tweaks, it will never show up if you never had it to begin with.. but if you do own one, and trade it all away.. it will still display, but will show as 0.
So say i trade away my only gem in that screenshot. It will list as:
0 Gem: 1 Traded
Gorey Sep 30, 2010, 03:25 PM Ok, final tweak.. not messing with it anymore:
http://www.jg52online.com/public/Gutted/civ/luxury_tweak_final.jpg
As you can see i traded my gems away, and it still shows up. Other luxuries i never had to begin with like furs etc. dont display.
If anyone likes the changes I provide my edited version of the file.
It goes in your \My Documents\My Games\Civ 5\MODS\Luxury Resource Display\ folder.
Replace the file there with the one in the zip (Backup the original 1st).
Gorey Sep 30, 2010, 03:29 PM If the original author likes it and incorporates some of the tweaks into the official version.. by all means steal it and take all the credit. I dont care one way or the other.
I changed it for myself... beyond that it doesn't really matter to me.
Opera Sep 30, 2010, 03:34 PM Very good tweaks Gorey :goodjob:
Baleur Sep 30, 2010, 11:26 PM Gorey, might as well just open a new file in notepad and hand-write everything by yourself, call it a new mod and release it as well, since the original author seems to be so anal about not giving permission for others to use something which is such a simple tweak that most modpacks will probably just make their own ^_^
Valkrionn Sep 30, 2010, 11:33 PM Technically, pretty much the entire code for it was ripped from the strategic resource display, line for line. Those that weren't needed were even commented out, rather than deleted. ;)
However, the display I'm working on for my mod (and I needed it already, for bonus resources, so it was not simply because Magus requested I remove this one) will have a pane for all resource types, and likely a check box for you to toggle display of all resources or just owned resources. Unfortunately, it will require you go into a submenu to view, but on the whole is a large improvement IMO.
Early version, without the panes or checkbox implemented yet. http://i217.photobucket.com/albums/cc310/Valkrionn/resourcesdisplay.png
Gorey Oct 01, 2010, 06:48 AM the original author seems to be so anal about not giving permission for others to use something which is such a simple tweak that most modpacks will probably just make their own ^_^
Yeah i just saw that. Quite dissapointing that there are people out there like that.
I coded an awesome suite of targeting tools for the Silent Hunter series.. and i gave away the ENTIRE source code to it. I dont get why people are so anal about things like this. Its a community.. lend a hand and share the love.
Baleur Oct 02, 2010, 12:48 AM omg silent hunter, i might reinstall that one day :P
PTM Oct 02, 2010, 11:50 AM Yeah i just saw that. Quite dissapointing that there are people out there like that.
I coded an awesome suite of targeting tools for the Silent Hunter series.. and i gave away the ENTIRE source code to it. I dont get why people are so anal about things like this. Its a community.. lend a hand and share the love.
It doesn't matter, small UI tweaks can be modularly activated alongside other mods in most cases (at least at this stage of the game, when most mods are very tiny in scope and effect). That's what's nice about Civ5's modding system.
And, as mentioned, the tweak is simple and easy to replicate, so you can always rewrite it yourself if merging is required.
Ixezed Oct 02, 2010, 04:26 PM Thanks for this mod !
Is it easy to translate a bit the Luxury menu in the top bar to the left ?
It interferes with the Clock mod and goes on top of the other menus on the right.
Which lines should I modify for this?
Thanks
EDIT : I found it, it's in the .xml very easy to change !
BlackZiggerat Oct 02, 2010, 05:48 PM Ixezed.
I had the same conflict w the clock and luxuries. I altered the luxuries to not b all caps & to not have the explanation mark. Then I moved the clock to the center of the screen, where it will not interfere w other things. I imagine that mods will be stacking other buttons into that space too, and so the clock in the center makes sense. Also, the word luxuries may very well disappear in a similar mod being made that will show a few buttons to show different panels for the various resources. Formats may very, depending on who builds the better version.
Ixezed Oct 02, 2010, 06:46 PM Ixezed.
I had the same conflict w the clock and luxuries. I altered the luxuries to not b all caps & to not have the explanation mark. Then I moved the clock to the center of the screen, where it will not interfere w other things. I imagine that mods will be stacking other buttons into that space too, and so the clock in the center makes sense. Also, the word luxuries may very well disappear in a similar mod being made that will show a few buttons to show different panels for the various resources. Formats may very, depending on who builds the better version.
Easiest way to correct that, in the XML file :
<Stack Anchor="R,T" Offset="300,6
I changed the offset from 300,6 for 350,6. At 1920x1080 resolution, it displays properly !
Ixezed Oct 02, 2010, 09:01 PM Thanks for this mod, and Thanks Gorey for the improvements!
I used them in my personal mod.
Cheers :)
Dark_Jedi06 Oct 02, 2010, 09:06 PM I will certainly be using this. :)
As to issues of "including" this in other mods...that's a completely silly question as the mod system in Civ5 simply lets you "check all that apply" and I highly doubt this simple tweak will have any conflicts. :)
Schnoucki Oct 08, 2010, 03:30 PM http://nsa19.casimages.com/img/2010/10/08/mini_10100811244912993.jpg (http://www.casimages.com/img.php?i=10100811244912993.jpg)
some of the information is not displayed correctely :(
txt_key_tp_luxury_resource_extra ? _traded ? _total ?
may this have to do with a UI in French, not in English?
also, in 1680x1050, at the top, the "Luxuries (...." overlap with "Turn :"
but overwise a nice idea of mod, VERY usefull, so thank to the author :)
Valkrionn Oct 08, 2010, 03:49 PM That's because it's not translated into different languages.
Gilestiel Oct 08, 2010, 03:54 PM http://nsa19.casimages.com/img/2010/10/08/mini_10100811244912993.jpg (http://www.casimages.com/img.php?i=10100811244912993.jpg)
some of the information is not displayed correctely :(
txt_key_tp_luxury_resource_extra ? _traded ? _total ?
may this have to do with a UI in French, not in English?
also, in 1680x1050, at the top, the "Luxuries (...." overlap with "Turn :"
but overwise a nice idea of mod, VERY usefull, so thank to the author :)
You can do yourself. Open LuxuryResourceDisplay_en_US.xml and change <Language_en_US> with <Language_en_FR> and </Language_en_US> with </Language_fr_FR> , you can translate too :) but warning if you use accent, you must save in UTF8 format.
For overlap, just edit LuxuryResourceDisplay.xml and change for example Offset="300,6" by Offset="350,6"
Schnoucki Oct 09, 2010, 08:10 AM thanks, change in the offset went well :)
as for the langage, it made no difference
EDIT
Open LuxuryResourceDisplay_en_US.xml and change <Language_en_US> with <Language_en_FR> and </Language_en_US> with </Language_fr_FR>.
Sorry, I made the changes blindely, with Language_fr_FR it works like a charm (yess, I learn my first tag, champagne! en_FR would be.. canadian? :D)
Gilestiel Oct 09, 2010, 11:10 AM en_FR would be.. canadian? :D)
:D sorry i have been too quickly , but you are corrected fine yourself, have a good game. But with last version of civilization, trade luxuries have a bug :( ( http://forums.civfanatics.com/showthread.php?t=382974 )
And thank to author of this mod too....
Spendoza Oct 12, 2010, 06:41 AM i'm having some difficulties tweaking this one.
how do i make it hide when Luxuries = 0?
Gorey Oct 12, 2010, 08:40 AM i'm having some difficulties tweaking this one.
how do i make it hide when Luxuries = 0?
Seems pretty easy to do.
Look for this part:
Controls.LuxuryResourceString:SetText(string.forma t("Luxuries (%i)", iTotal));
Change it to something like:
if(iTotal > 0) then
Controls.LuxuryResourceString:SetText(string.forma t("Luxuries (%i)", iTotal));
might have to put an else on there and use an empty string to get it to dissapear though
if(iTotal > 0) then
Controls.LuxuryResourceString:SetText(string.forma t("Luxuries (%i)", iTotal));
else
Controls.LuxuryResourceString:SetText("");
This was just off the top of my head, and i haven't actually tried it. Should get you pointed in the right direction though.
Spendoza Oct 13, 2010, 02:51 PM Wow gorey, for off the top of your head you nailed it!
used the second code works like a dream
now all i need is an icon... hmmm
maybe a wineglass? idk any ideas?
truetom Oct 25, 2010, 12:24 PM I have the mod installed and it worked fine until the patch. Now the Lux are not shown no matter what I do. :confused:
Edit: savegame didn't load it, had to restart new game (from the beginning) and now shows ok. Seems like patch was the cause of this.
Perkus Oct 27, 2010, 04:54 PM I was hoping to patch the coal bug introduced in .62 - it's now apparently a bonus resource, not strategic! Reading this mod, apparently there is a ResourceUsageTypes table with types like
RESOURCEUSAGE_STRATEGIC and RESOURCEUSAGE_BONUS. I figure there's an error in this table for coal. Maybe I'm just being dense, but I can't find the table that contains these entries anywhere! Anybody know where this stuff is coming from?
Gusss Oct 27, 2010, 08:50 PM One of the best mods ever!!! :goodjob:
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