View Full Version : UI modifications (suggestions and discussion)


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Koshling
Apr 18, 2012, 06:35 AM
@whoever can - please sticky this

This thread is for discussion of UI changes. It can be suggestions or ongoing discussions, but topics and posts should in the main limit themselves purely to UI issues, not underlying game mechanics (i.e. - how things appear - layout of screens, hover text inf, that sort of thing)

Koshling
Apr 18, 2012, 06:41 AM
Suggestion: split the pseudo-buildings that are actually 'effects' into their own list. Thus all the 'crime(XXX)' 'buildings' would appear in a separate 'effects' list (maybe the cultures too??).

The new list could appear in one of several ways:

As a separate tab on the panel that currently contaisn the building list
As a third tab on the right hand panel that currently already has tabs for 'properties' and 'resources' [this is my preference because it's a minimal chnage to the layout)
By splitting the current panel that contains the buildings into two vertically


The benefit would be lack of 'huh' reactions to seeing obvious not-really-buildings in the buildings list, as well as having the effcts in on place, making it easier to se at a glance what effects are currently present.

AIAndy
Apr 18, 2012, 07:07 AM
Suggestion: split the pseudo-buildings that are actually 'effects' into their own list. Thus all the 'crime(XXX)' 'buildings' would appear in a separate 'effects' list (maybe the cultures too??).

The new list could appear in one of several ways:

As a separate tab on the panel that currently contaisn the building list
As a third tab on the right hand panel that currently already has tabs for 'properties' and 'resources' [this is my preference because it's a minimal chnage to the layout)
By splitting the current panel that contains the buildings into two vertically


The benefit would be lack of 'huh' reactions to seeing obvious not-really-buildings in the buildings list, as well as having the effcts in on place, making it easier to se at a glance what effects are currently present.
Hmm, what about a category tag added to buildings that assigns a category string. For each such string used a corresponding text entry needs to be there (using a naming convention).
Then add a dropdown menu on top of the building list that allows you to select which category you want displayed (or all).

Koshling
Apr 18, 2012, 08:47 AM
Hmm, what about a category tag added to buildings that assigns a category string. For each such string used a corresponding text entry needs to be there (using a naming convention).
Then add a dropdown menu on top of the building list that allows you to select which category you want displayed (or all).

Maybe, but my original point was that certain things that really are not buildings should not be in the buildings list at all. Crime effects are only modelled as buildings (in the underltying game structures) because thats the way we happen to have to make them have an effect - doesn't mean they cannot be displayed differently though.

As a separate suggestion (or did you mean it this way anyway?), making the buildings list sortable and/or filterable, like the buildable-things list is now, might be nice.

XMrNiceguyX
Apr 18, 2012, 12:25 PM
Some criticism about the sort options. Especially in later ages I want to be able to sort based on certain criteria. However, if I for example hit "show food buildings" only, stuff like the "food processor plant" will not show. In a similar trend, if you are using civics which make trade routes give food or production any building giving you trade routes or improving your trade routes will not show up in the filters. This last thing could perhaps be fixed by adding a new category "trade routes".

Another small concern I have is regarding promotions. I'm playing on Monarch on a gigantic map and have a 1000 experience assassin hero unit running around. However, the number of different unit promotions completely clutter the unit and obscures stuff like "XP needed to level", "level" and most importantly: "strength" (ie. health). Could those promotions perhaps be made more compact. For example, in the mod "Fall from Heaven", stacking promotions such as Combat. Woodsman, etc. are all compacted in a single promotion. A lot less clutter!

Other than these two points, I thoroughly enjoy it! :D

Dancing Hoskuld
Apr 18, 2012, 02:35 PM
Another small concern I have is regarding promotions. I'm playing on Monarch on a gigantic map and have a 1000 experience assassin hero unit running around. However, the number of different unit promotions completely clutter the unit and obscures stuff like "XP needed to level", "level" and most importantly: "strength" (ie. health). Could those promotions perhaps be made more compact. For example, in the mod "Fall from Heaven", stacking promotions such as Combat. Woodsman, etc. are all compacted in a single promotion. A lot less clutter!

This has come up before I have made a suggestion on how we might go about compaction them but it would still eventually not be "good enough".

A. Icons on the unit picture.
Suggestion 1: only show the highest level promotion in a promotion line. IE only show Combat IV not I-III. Main problem her is that the hover over for that promotion on that unit would be wrong.

Suggestion 2: Promotions that are no longer valid or obsolete should be removed or just not displayed. Currently there is no obsolete tag on promotions.

Suggestion 4: If there are more than two columns of promotions replace all promotion icons with a special icon. Hover over text would be a problem.


B. Hover over list of promotions on the unit. perhaps show an actual summary of the promotions rather than each individually.

Koshling
Apr 18, 2012, 03:00 PM
This has come up before I have made a suggestion on how we might go about compaction them but it would still eventually not be "good enough".

A. Icons on the unit picture.
[INDENT]Suggestion 1: only show the highest level promotion in a promotion line. IE only show Combat IV not I-III. Main problem her is that the hover over for that promotion on that unit would be wrong.

Well, the contruction of hover text is under our control, so if we know that only th highest in a line is displayed the hover text can adjust accordingly by aggregating the effects from the line up to that point. This would require tags in the promotions XML to act as a 'line id' and 'line index' however (so that we know Combat 2 is in the same line as combat 1 and comes after it)

Il Principe
Apr 19, 2012, 06:24 AM
I like the building filter and "effects" ideas, because it would make finding out a cities setup ( and problems) much easier. Especially if diseases are implemented.

Another thing: If I select the "choose tech" option on a great person, I donīt get the techs tooltips in the list where i can choose. It is not the biggest problem ever, since i mostly choose important key techs, but it would be nice to have, in order not to choose something that suddenly oboletes soemthing important.

Edit: Just remembered: the religious advisor could use a size reduction for the symbols and spaces, to reduce scrolling.

Vokarya
Apr 19, 2012, 07:25 AM
I have a couple thoughts on keyboard shortcuts.

<C> is used for both "Center camera on unit" and "Automate City Defense". Could "Automate City Defense" be changed to something else? I hate when I accidentally hit C on a centered unit.

Keyboard shortcuts for mines and roads are also strange. Some mines are <M>, some are <Shift-M>, and roads are mixed between <R> and <Shift-R>. Could these all be unified and use <M> for "best mine available" and <R> for "best road available"?

BlueGenie
Apr 19, 2012, 07:32 AM
That last I'm not agreeing on as I use R to place the lesser roads, and Alt-R "go to" command for the best available road. Come to think of it I don't actually use Shift-R and thinking about it Shift-R could be for building the best available road without needing to use the Alt-R build-to command on single plots. I still want R to be lesser road (except Trail, which for some reason goes after, perfectly).

I would like to see F shortcut removed from building Tree Nursery though. Don't know how many times I've pressed F to sentry/fortify my Workers just to notice later that they pop up after having built a Tree Nursery. Growl.

Cheers

Sgtslick
Apr 19, 2012, 10:19 AM
I have a couple thoughts on keyboard shortcuts.

<C> is used for both "Center camera on unit" and "Automate City Defense". Could "Automate City Defense" be changed to something else? I hate when I accidentally hit C on a centered unit.

Keyboard shortcuts for mines and roads are also strange. Some mines are <M>, some are <Shift-M>, and roads are mixed between <R> and <Shift-R>. Could these all be unified and use <M> for "best mine available" and <R> for "best road available"?

I like this suggestion alot, and also I for farms :confused:

Perhaps keys could be customizable?

Il Principe
Apr 19, 2012, 10:28 AM
I agree with the above two three posts: the amount of double key binding should be reduced. It is the main reason for me to use the mouse and click the buttons instead of using convinient keyboard commands. kind of defies the reason for having them.

Azurian
Apr 21, 2012, 06:12 PM
wrong thread. deleted

Vokarya
Apr 22, 2012, 03:24 PM
I have a suggestion for making the F1 (City Status) screen more useful, at least in my opinion: Stop the list from re-sorting every time you make a change. For example, if you sort your cities by most productive, then change one city's production, the list gets re-sorted by how long you've had the city.

Likewise, if you have a city status screen that is long enough to scroll, and you change a production, the list re-sorts so that the city you changed is at the bottom of the visible list. This leads to a really annoying pause between changing multiple cities. I play with "Minimize Pop-Ups" on, so with F1, I can easily cities that need new production assigned, but it's slower with the pause between cities while the list re-sorts each time.

Vokarya
Apr 22, 2012, 03:28 PM
Two things regarding advisors:

Is there a way to have more than two advisors display on the city production pop-up? I like the advisors, because it makes it easy to see practical things to build, but one of them is always military, and I skip that because I prefer to have units come out of one city with every military instructor I can manage. I'd like to see more than 2 choices at the top.

Also, I think we could use a setting for "Don't advise building this EVER." The AI likes to recommend certain buildings when I have very specific plans for them. My biggest example here is the Forbidden Palace. Since I'm usually going for worldwide conquest, I want to plant the FP on another continent. This makes it really annoying when the recommendation on just about every city is build the Forbidden Palace. I'd also like to be able to turn off recommendations for any building that might cause a meltdown and a few others (Customs Office, Desalination Plant).

Il Principe
May 04, 2012, 01:49 PM
<!-- Use the following to determine what building art
is displayed on cities:
0 = none
1 = Wonders only
2 = Wonders and city defences only
3 = all -->

Is it possible to make another option in this showing city defenses only, but no wonders?
With the huge amount of wonders acumulated over a game I suspect that turning them off graphicaly would reduce my MAF. But i would like to see if and which wall an enemy city has nevertheless.

Koshling
May 04, 2012, 02:31 PM
<!-- Use the following to determine what building art
is displayed on cities:
0 = none
1 = Wonders only
2 = Wonders and city defences only
3 = all -->

Is it possible to make another option in this showing city defenses only, but no wonders?
With the huge amount of wonders acumulated over a game I suspect that turning them off graphicaly would reduce my MAF. But i would like to see if and which wall an enemy city has nevertheless.

Could change this value to be a bitmask??
1 = wonders
2 = defences
128 = other

4,8,16,32,64 reserved for future use.

That way wonders only is 1 (same as now), wonders+defences is 3, defences only is 2. That is trivial to do - work for you?

Il Principe
May 04, 2012, 11:38 PM
Will see if I find documentation what exatly to change or not to change so i donīt mess soemthing up over theweekend :)

Il Principe
May 05, 2012, 09:54 AM
Ok, I seem to have understood the basic working of a bitmask: Assign what ever you want as single options ( in this case display of a certain building type) to a power of 2 so that reading it in binary gives a 1 for that option and 0 for all others. This way you get a 1 for several options at once if you enter something tha t is not a power of 2.
But where is this actually defined? the xml defines a variable to be read somewhere, but the meining of that number is only mentioned there, within the comment, not defined ?

Koshling
May 05, 2012, 10:29 AM
Ok, I seem to have understood the basic working of a bitmask: Assign what ever you want as single options ( in this case display of a certain building type) to a power of 2 so that reading it in binary gives a 1 for that option and 0 for all others. This way you get a 1 for several options at once if you enter something tha t is not a power of 2.
But where is this actually defined? the xml defines a variable to be read somewhere, but the meining of that number is only mentioned there, within the comment, not defined ?

The meaning depends on how the DLL interprets it. I need to change the code to make it interpret it as a bitmask. When I do I'll update the comment in the XML where the value is defined.

Koshling
May 06, 2012, 04:46 PM
Will see if I find documentation what exatly to change or not to change so i donīt mess soemthing up over theweekend :)

Latest SVN now has this change (to a bitmask), and so will support display of defenses without Wonders if you want.

Sgtslick
May 07, 2012, 09:19 AM
Could we give ambushers an option- (attack city -OR- move into city to infiltrate) Rather than having to try to move through the city and cancel movement while its in the city so you can infiltrate. Also this could be used for rogues etc, but instead of 'infiltrate' it'd just give you a 'attack?' option.

If this is too hard just remove these units ability to attack cities altogether since they already have a -% to city attacks.

Il Principe
May 07, 2012, 11:16 AM
Latest SVN now has this change (to a bitmask), and so will support display of defenses without Wonders if you want.

Thanks already saw it. But as I posted in the bugs thread: If i set it to 2 i get all buildings. Setting it to 0 still disables all buildings.

Thunderbrd
May 07, 2012, 08:20 PM
We're fairly desperate over here for an option to set a particular citizen specialist type as the default priority (fill these first button). Nothing is more annoying than having to deal with a disagreement with the mayors on these matters. You pretty much have to check every round to get the city to keep your specialists going where they should be and that's very important when you're trying to get a city to birth a particular type, such as merchants when Corporations are coming up.

AIAndy
May 08, 2012, 01:30 AM
We're fairly desperate over here for an option to set a particular citizen specialist type as the default priority (fill these first button). Nothing is more annoying than having to deal with a disagreement with the mayors on these matters. You pretty much have to check every round to get the city to keep your specialists going where they should be and that's very important when you're trying to get a city to birth a particular type, such as merchants when Corporations are coming up.
While not quite what you are asking for, you can put an emphasis on a particular specialist type by clicking on it on the city screen.

Il Principe
May 13, 2012, 02:02 PM
Could the event log , that is also displayed under the research bar be made to display a civs name instead of the leader? I tend to remember the nations far faster then the leaders (especially those with "foreign" names I wouldnīt dare to pronounce because I would probably fail), and with some 20 ore more other civs on the map it would realy help me to keep track of war and peace more easily.

Sgtslick
May 13, 2012, 06:52 PM
When I have a stack of units and im attacking a city or something (anything) I can never tell which unit is actually attacking. Like as I go through my units attack, attack, attack etc I have no idea which units are selected each time unless i un-group them and attack that way which isn't practical.

Thunderbrd
May 13, 2012, 07:32 PM
While not quite what you are asking for, you can put an emphasis on a particular specialist type by clicking on it on the city screen.

Doesn't seem to work. Maybe I'm doing it wrong... but it does depress the specialist as if hitting a button... just doesn't do anything outside of that.

Thunderbrd
Jun 21, 2012, 09:43 PM
Ok, we have a BIG issue with the help popup lengths. I'd LOVE to adjust some things about this but I really have no idea where to find the controls. We need to:
A) make the list width a bit wider so that it reduces the amount of lines where lines are wrapping.
and
B) establish a maximum number of lines in a column, upon exceeding which, the list wraps to a new column.

We simply have too much critical information on some units and that's about to get a bit worse. Already, you hover over some units in the build help and you can't even see the name of the unit as its pushed off the screen or is up hidden under the sliders. This is just unworkable and requires an immediate solution. Does anyone know how to manipulate the settings for this or at least could guide me to where the controls are located?

Also... I'm having a nasty little time trying to find where the civopedia unit pages are pulling up the unitclass. I've begun to wonder if its in the dll at all or if its somehow controlled in python somewhere. This is just a 'rounding out a mod' issue and isn't so absolutely critical.

Koshling
Jun 22, 2012, 06:34 AM
Ok, we have a BIG issue with the help popup lengths. I'd LOVE to adjust some things about this but I really have no idea where to find the controls. We need to:
A) make the list width a bit wider so that it reduces the amount of lines where lines are wrapping.
and
B) establish a maximum number of lines in a column, upon exceeding which, the list wraps to a new column.

We simply have too much critical information on some units and that's about to get a bit worse. Already, you hover over some units in the build help and you can't even see the name of the unit as its pushed off the screen or is up hidden under the sliders. This is just unworkable and requires an immediate solution. Does anyone know how to manipulate the settings for this or at least could guide me to where the controls are located?

Also... I'm having a nasty little time trying to find where the civopedia unit pages are pulling up the unitclass. I've begun to wonder if its in the dll at all or if its somehow controlled in python somewhere. This is just a 'rounding out a mod' issue and isn't so absolutely critical.

The routines you want are in CvGameTextMgr.cpp - setUnitHelp() etc. I am unaware of any mechanism to control the width of popups (I **think** the game engine decides that on its own and just scales the height for the text we return to be displayed, so it may well be out of our control). Bext approach is almost certainly to precis the text (collapsing promotion sequences to just the last one and generating cumulative text etc.)

Thunderbrd
Jun 22, 2012, 10:01 AM
I had begun to suspect its established in the exe as in the text manager file, I couldn't find anything to suggest we had power there (though I thought there might be somewhere else that all such kinds of popups were being defined.)

(collapsing promotion sequences to just the last one and generating cumulative text etc.) I may need you to go into more detail on these thoughts so I can follow your drift.
Is there a way to set up a new message panel of our own and override the original help pops? hmm... There IS a way to get it to show a second help popup page when you hit shift... Perhaps I can raid that kind of thinking for more use.

Dancing Hoskuld
Jun 23, 2012, 06:41 PM
Instead of showing combat I through VI on a unit just show combat VI. Similarly for any of the numbered promotions. Hover over of the button/icon would need to show the sum of the changes I-VI not just the combat VI change.

I have noticed that some people have put pedia style text in some of the strategy text areas and this is also causing over flow of the hover text when building stuff.

Thunderbrd
Jun 24, 2012, 02:39 AM
Instead of showing combat I through VI on a unit just show combat VI. Similarly for any of the numbered promotions. Hover over of the button/icon would need to show the sum of the changes I-VI not just the combat VI change.

I have noticed that some people have put pedia style text in some of the strategy text areas and this is also causing over flow of the hover text when building stuff.

IRT the first issue, if someone else hasn't gotten to it first, I was planning on taking a moment to look over the manner in which FFH2 handles this in their code and seeing if it would be easily adopted here as well. Otherwise I've theorized on a few ways of doing this too. I may be able to get this fit into my next update... I agree it's getting to be pretty important to address.

The latter issue/suggestion could be a good audit project but its certainly not going to be a full solution. I'm still considering ways to condense this somehow if we're truly limited here.

strategyonly
Jun 24, 2012, 04:41 PM
IRT the first issue, if someone else hasn't gotten to it first, I was planning on taking a moment to look over the manner in which FFH2 handles this in their code and seeing if it would be easily adopted here as well.

Yeah i agree, the last and most current promotion would probably work better in the interface miniscreen because if you put alot of units in a stack, PLUS the GG if fills out the screen and cant handle them all, so good intentions, what do you'll think?

makotech222
Jun 24, 2012, 09:38 PM
Would love for a way to remove certain units/buildings from the available list in a city. Never need to build spies, missionaries, or advanced defenses in my city.

lunfa_reo
Jun 26, 2012, 10:33 AM
Lots of useful suggestions here!

Suggestion: split the pseudo-buildings that are actually 'effects' into their own list. Thus all the 'crime(XXX)' 'buildings' would appear in a separate 'effects' list (maybe the cultures too??).

The new list could appear in one of several ways:

As a separate tab on the panel that currently contaisn the building list
As a third tab on the right hand panel that currently already has tabs for 'properties' and 'resources' [this is my preference because it's a minimal chnage to the layout)
By splitting the current panel that contains the buildings into two vertically


The benefit would be lack of 'huh' reactions to seeing obvious not-really-buildings in the buildings list, as well as having the effcts in on place, making it easier to se at a glance what effects are currently present.
I like the part of removing the pseudo-buildings from the buildings list. Similarly, I'd like to have the "lesser" resources in a separate resources list. "Lesser" in this case could be resources that don't grant anything like extra :), :health: or :yuck: but instead enable other buildings (e.g. charcoal, etc.)

If I select the "choose tech" option on a great person, I donīt get the techs tooltips in the list where i can choose. It is not the biggest problem ever, since i mostly choose important key techs, but it would be nice to have, in order not to choose something that suddenly oboletes soemthing important.
Yes, although I don't use that screen very much, I've noticed it doesn't display the techs' tooltip nor the number of :science: each tech costs. I find this last matter important because I tend to use the strategy of bulb the most expensive tech almost always (unless there is a cheaper tech I really need at that moment).

I have a suggestion for making the F1 (City Status) screen more useful, at least in my opinion: Stop the list from re-sorting every time you make a change. For example, if you sort your cities by most productive, then change one city's production, the list gets re-sorted by how long you've had the city.

Likewise, if you have a city status screen that is long enough to scroll, and you change a production, the list re-sorts so that the city you changed is at the bottom of the visible list. This leads to a really annoying pause between changing multiple cities. I play with "Minimize Pop-Ups" on, so with F1, I can easily cities that need new production assigned, but it's slower with the pause between cities while the list re-sorts each time.
Yes! I need this too :D

When I have a stack of units and im attacking a city or something (anything) I can never tell which unit is actually attacking. Like as I go through my units attack, attack, attack etc I have no idea which units are selected each time unless i un-group them and attack that way which isn't practical.
Exactly ;)

Ok, we have a BIG issue with the help popup lengths. I'd LOVE to adjust some things about this but I really have no idea where to find the controls. We need to:
A) make the list width a bit wider so that it reduces the amount of lines where lines are wrapping.
and
B) establish a maximum number of lines in a column, upon exceeding which, the list wraps to a new column.
Is this about the popup that shows up when hovering over a unit stack? If so, yes, I find it a problem too, one we've been suffering since vanilla Civ4. When there are a lot of units in a stack, especially when the top one is a GG or has a lot of promotions, the tooltip fills the entire screen vertically and you can see it continues up but cannot scroll to see the rest. There is the grouping of "lesser" units of the same type displayed as the name of the unit class followed by the number of instances of that unit in the stack, but somehow this is not enough (you still need to scroll to see the rest but there is no way to scroll).

Instead of showing combat I through VI on a unit just show combat VI. Similarly for any of the numbered promotions. Hover over of the button/icon would need to show the sum of the changes I-VI not just the combat VI change.
This would be great too.

Also:

- There are several lists in the UI which contents are too long to display and you can't see all content. One that comes to mind right now is the trade routes list: if you have trade routes providing you with two types of bonuses (e.g. :food: and :commerce:) each line is too long and you don't get to see the full data.

- It would be great if the options I chose for the units/buildings filter in each city screen were saved with the game.

I'm not sure if these are bugs, suggestions or little improvements, if these don't belong in this thread forgive me :blush:

Il Principe
Jun 27, 2012, 09:55 AM
Regarding the filters for the city build list:
Could the filters for available units/buildings be split? Since right now I can filter out unavailable buildings on the map, and units in the city screen.. so i need to always hop inbetween map and city screen to set up my cities. And like lunfa_reo pointed out: I need to do it evry time I load a savegame.

AIAndy
Jun 27, 2012, 10:08 AM
Regarding the filters for the city build list:
Could the filters for available units/buildings be split? Since right now I can filter out unavailable buildings on the map, and units in the city screen.. so i need to always hop inbetween map and city screen to set up my cities. And like lunfa_reo pointed out: I need to do it evry time I load a savegame.
I am not sure I get what you mean. The units/building filters are split in the first place and you switch between them with the buttons to the right of the building list.
And yes, they are not saved in the savegame currently though that is definitely something I can add.

GiuseppeIII
Jun 28, 2012, 09:55 PM
Could we give ambushers an option- (attack city -OR- move into city to infiltrate) Rather than having to try to move through the city and cancel movement while its in the city so you can infiltrate. Also this could be used for rogues etc, but instead of 'infiltrate' it'd just give you a 'attack?' option.

If this is too hard just remove these units ability to attack cities altogether since they already have a -% to city attacks.

I second this

Sgtslick
Jun 29, 2012, 12:24 AM
Was thinking in the BUG menu, maybe a few 'default' settings should be considered.

Such as on automated workers - burn forest/burn jungle/burn bamboo/ burn sword grass all off by default.
Maybe all the hide unconstructable building and unavailable worker actions etc.
The off to declare war when u move on same tile should be off i think.
Automate-hunt should have a higher minimum, 65-70 I think, hate when they suicide into Neanderthals.
Do you guys like PLE Draw Method and PLE filter behaviour options?
Bunch of others that the team might like to look at.

Koshling
Jul 03, 2012, 06:59 PM
Time to display the tech tree is getting rather long (and will only get worse as we add more techs). Should be fairly easy (??? anyone know this code well ???) to add a checkbox to the research screen 'hide distant eras' which would default to 'on' and not bother building the tree for any era more than 2 removed (in either direction) from your current era...?

AIAndy
Jul 04, 2012, 01:15 AM
Time to display the tech tree is getting rather long (and will only get worse as we add more techs). Should be fairly easy (??? anyone know this code well ???) to add a checkbox to the research screen 'hide distant eras' which would default to 'on' and not bother building the tree for any era more than 2 removed (in either direction) from your current era...?
The problem with the code that generates the tech tree is that it is doing its job in a very inefficient way (a lot of looping through all kind of long lists like unit types). There is a LOT of potential to make that faster without cutting off a part of the tech.

AIAndy
Jul 04, 2012, 04:27 AM
The problem with the code that generates the tech tree is that it is doing its job in a very inefficient way (a lot of looping through all kind of long lists like unit types). There is a LOT of potential to make that faster without cutting off a part of the tech.
To give more details, the code suffers from the same problem that a lot of other code parts suffer: A lot of information can only be accessed efficiently from one side, not both sides of the connection. Many info XMLs have a tech requirement defined, but to find out what a specific tech enables, you have to loop through all units, buildings and the like. That is expensive.
The tech chooser loops through all techs and then for each of them loops through a lot of other objects to find out which pictures it should display below the tech.
The worst culprits were the unit types and building types but I have already improved them some time ago by looping through them once to fill a cache for efficient inverse lookup of the information that the tech displays need.
Now there are a lot of loops in there still and the same caching strategy could be applied which should improve the runtime a lot (there are over 40 types of the information that the tech chooser gathers but luckily a lot of them are not loops).

civhelp121
Jul 12, 2012, 11:39 AM
@AIAndy- This is just a thought, I'm not obviously not familiar with the code so there may be a reason this isn't done. For techs, couldn't you make each tech an instance of a tech class and make the unit images building images and so forth part of that object? That way when the tech is initialized you have all the info you need, and from there just access the information on the object.
I imagine caches would basically do the same thing but I'd like your opinion to learn better what is going on in the background.

AIAndy
Jul 12, 2012, 12:22 PM
@AIAndy- This is just a thought, I'm not obviously not familiar with the code so there may be a reason this isn't done. For techs, couldn't you make each tech an instance of a tech class and make the unit images building images and so forth part of that object? That way when the tech is initialized you have all the info you need, and from there just access the information on the object.
I imagine caches would basically do the same thing but I'd like your opinion to learn better what is going on in the background.
Each tech is an instance of CvTechInfo and each building is an instance of CvBuildingInfo. If I want to know, which tech prereq a building has, I look that up in the CvBuildingInfo instance of that building. Unfortunately, that information is not doubled into CvTechInfo, so if I want to know which buildings have a certain tech as prereq, I cannot look that up in CvTechInfo, I have to check all instances of CvBuildingInfo (and that are over 1800).
Currently I collect that for a cache before rendering the tech screen and delete it afterwards. But if you want to add all the reverse lookup information to the info classes themselves, be my guest, it is well worth the memory and will make quite some code considerably faster.

Dancing Hoskuld
Jul 12, 2012, 04:02 PM
This is the problem with having the internal data model the same as the storage data model. In Civ's case the need to edit means that the storage is in XML. I wondered what the data model was like internally but from looking at the coding it is the same. I suppose it does make it easier for modders since they only have to content with one data model.

Il Principe
Jul 18, 2012, 04:40 AM
I am not sure I get what you mean. The units/building filters are split in the first place and you switch between them with the buttons to the right of the building list.
And yes, they are not saved in the savegame currently though that is definitely something I can add.

I mean the leftmost button in the filter list on top of the units/buildings. If I acces a city from the map that button hides unavailable buildings. In the city screen it does so for units.
Sometimes after I load a game it is only hiding unavialable units , no matter if I am on the map or in the city screen. Then after using it on a few cities it works like I said above again.
And while it is managable for buildings mostly, the unfiltered list of units tends to become realy long as you advance in techs.

AIAndy
Jul 18, 2012, 05:20 AM
I mean the leftmost button in the filter list on top of the units/buildings. If I acces a city from the map that button hides unavailable buildings. In the city screen it does so for units.
Sometimes after I load a game it is only hiding unavialable units , no matter if I am on the map or in the city screen. Then after using it on a few cities it works like I said above again.
And while it is managable for buildings mostly, the unfiltered list of units tends to become realy long as you advance in techs.
Have you tried the three buttons to the right of the units/buildings?
They should allow you to switch between units and buildings.
You can also set the default for the hiding of unavailable buildings/units in BUG (the setting there is only applied when you reload though).

Il Principe
Jul 23, 2012, 12:08 PM
I did find out that the right side buttons that jump the list between buildings and units also changes the function of the hide unavailable X button.

So the UI is fine in the end. But maybe someone should make a guide in the long run, because like that many things are not obvious. Most of them you can deduct by lookign carefully ( like crime rating display when hovering over a tile, or the wonder counter in the city screen), but looking at my own experience and some forum questions Iīve seen of others a little help fo new players might be nice.

Koshling
Jul 28, 2012, 04:54 PM
While fixing an abandon building bug I stumbled upon why the city UI get very slow when you make certain changes. Basically whenever anything changes in a city (AI or human) that could effect the optimal placement of worked plots, then that city will recalculate and if necessary change what is being worked (this is why it happens automatically for the human player). In the later game, when many factors are involved, this becomes a time consuming process.

What I am thinking of doing is limitting this auto-setting of worked plots to happen only at the start of each turn, so changes within a turn (apart from a few that make a previosuly worked plot unworkable) don't cause recaclualtion for each such change (after all there could be many such in one turn). For the AI this is just efficiency, and wouldn't have any functional impact. For the human player it would mean that you would need to adjust your worked plots manually if you wanted to change them in response to something you have adjusted mid-turn (leaving them unadjusted would cause the auto-adjustment to kick in at the start of the following turn).

Opinions...?

Dancing Hoskuld
Jul 28, 2012, 05:34 PM
Excellent idea:goodjob:

AIAndy
Jul 28, 2012, 05:50 PM
The human player can still trigger a recalculation by deactivating and then activating the citizen manager I assume.

Vokarya
Jul 28, 2012, 08:02 PM
Is it possible to change the color of researched technologies in the F6 display? I'd like to change researched techs to black so it is very easy to pick them out.

Vokarya
Jul 28, 2012, 08:05 PM
One more suggestion: if you have a Wonder that is civic-linked (like I have with Alamut and Field of the Cloth of Gold, and also Statue of Liberty) and you switch away from the civic that allows the Wonder, the Wonder disappears from the city screen and the F8 Wonders screen. Would it be possible to show them even if their effects are disabled? Even if it's only the F8 screen, that would be really nice.

Cyrusfan
Aug 11, 2012, 12:34 AM
Would it be possible to cut back the volume on the promotion selection when used on a stack? I know there's a volume control for all effects, but if I turn it down far enough to save my eardrums from the promotion drums, combat is nigh silent.

Nimek
Aug 11, 2012, 03:05 AM
1 Sort units and buildings alphabet order like they are in screen that shows after city finish to build something kpop up city screen)

2 add filters options to pop up city screen. Maybe only the most comon used :food: :production: :commerce:

Is it possible. This will make city managment more easy

Hydromancerx
Aug 11, 2012, 05:15 AM
1 Sort units and buildings alphabet order like they are in screen that shows after city finish to build something kpop up city screen)

2 add filters options to pop up city screen. Maybe only the most comon used :food: :production: :commerce:

Is it possible. This will make city managment more easy

http://forums.civfanatics.com/attachment.php?attachmentid=328622&stc=1&d=1344683547

You can already do that. The filters are right above the unit/building choices at the bottom. The 2nd toggle menu can be set to different settings such as Cost, Name, Strength, etc. On the far left show a range of icons that do different filters. My favorite is the NO symbol that shows only trainable units/buildings.

draz
Aug 11, 2012, 07:40 AM
Would it be possible to cut back the volume on the promotion selection when used on a stack? I know there's a volume control for all effects, but if I turn it down far enough to save my eardrums from the promotion drums, combat is nigh silent.

Hah yeah, promoting a large stack can be... an earful. :lol:

I play with maximized windowed mode (so it's like fullscreen, no window edges, except alt-tab is instant, great for browsing sites etc. when I'm waiting for AI to complete its turn) and I've resorted to just lowering the system volume momentarily those few times I have to promote a stack.

Nimek
Aug 11, 2012, 07:48 AM
Thank You Hydro :)

What about second part of my post. Adding filters to this productian pop up window that shows up when city just finish build something. There is no filter options i think.

Hydromancerx
Aug 11, 2012, 01:55 PM
Thank You Hydro :)

What about second part of my post. Adding filters to this productian pop up window that shows up when city just finish build something. There is no filter options i think.

True, but if you keep adding to your queue then you will hardly see that menu. And with multiple production setting on its within your interest to have a bunch of buildings/units lined up to build.

You also can pick something at random on the popup and then go to the city and use the filters to pick what you really wanted.

draz
Aug 11, 2012, 03:28 PM
Edit: doh, wrong thread.

Snofru1
Aug 14, 2012, 01:36 AM
The units/building filters are split in the first place and you switch between them with the buttons to the right of the building list.
And yes, they are not saved in the savegame currently though that is definitely something I can add.
The game does not remember if I switched from showing the units to showing the buildings (by clicking on one of the buttons to the right). So every time I re-enter a city screen I see the unit list again (not only if I load from a savegame). As I usually build buildings in 95% of my cities and units only in a few specialized ones this means a lot of unnecessary clicking.
I worked around this by choosing the "show only hero units" button. As there usually are no heroes to build I immediately see the buildings list (but still the selection buttons for units). And this is lost when I load a saved game.

It would be much easier IMHO if the unit/building filters (including what you clicked on the right buttons) would be remembered, in game as well as from savegames.

BlueGenie
Aug 14, 2012, 08:56 AM
With the new civics the Trade Route yields in the City Screen are way too long to see properly. I can see the hammers and the food, but not the commerce, I get from any Trade Route in a city.

A or a few modifications might be in order, for instance rounding down to full number for display only and possibly adding a mouse-over tip box for more information.

Cheers

AIAndy
Aug 15, 2012, 06:31 AM
Thank You Hydro :)

What about second part of my post. Adding filters to this productian pop up window that shows up when city just finish build something. There is no filter options i think.
Unfortunately the popups are too limited in what you can add to properly have filter buttons and the like there.
What I do is to activate the minimize popups option (from the normal Civ4 option screen) and then also activate the BUG option I have added that instead of opening the popup directly opens the city screen so you can select your builds there.

AIAndy
Aug 15, 2012, 06:33 AM
The game does not remember if I switched from showing the units to showing the buildings (by clicking on one of the buttons to the right). So every time I re-enter a city screen I see the unit list again (not only if I load from a savegame). As I usually build buildings in 95% of my cities and units only in a few specialized ones this means a lot of unnecessary clicking.
I worked around this by choosing the "show only hero units" button. As there usually are no heroes to build I immediately see the buildings list (but still the selection buttons for units). And this is lost when I load a saved game.

It would be much easier IMHO if the unit/building filters (including what you clicked on the right buttons) would be remembered, in game as well as from savegames.
I agree that that would be useful but as I am currently on holidays I will not get around to it until in 4 weeks or so.

Il Principe
Aug 17, 2012, 11:34 AM
I think this is the best place short of opening a new thread to thank calvitix for his huge translation work!
I wonīt ever play in french, because my grasp of that language is scarce at best. But I nevertheless feel the need to thank him for that huge amount of work he put into translating for those who will.

calvitix
Aug 17, 2012, 02:27 PM
I think this is the best place short of opening a new thread to thank calvitix for his huge translation work!
I wonīt ever play in french, because my grasp of that language is scarce at best. But I nevertheless feel the need to thank him for that huge amount of work he put into translating for those who will.

Thanks a lot, I hope others will keep translating in other langages (German and Italian are already started, ,...)

Il Principe
Aug 17, 2012, 03:26 PM
I once stared to do it for German..but it IS one hell of a workoad.. I lacked the discipline.

Dancing Hoskuld
Aug 17, 2012, 05:43 PM
I think this is the best place short of opening a new thread to thank calvitix for his huge translation work!
I wonīt ever play in french, because my grasp of that language is scarce at best. But I nevertheless feel the need to thank him for that huge amount of work he put into translating for those who will.

I agree, thank you calvitix.

I once stared to do it for German..but it IS one hell of a workoad.. I lacked the discipline.

The trick is to do a bit and get it on the SVN so it does not get lost and anytime any one wants to do a bit they can and not repeat what others have done. That is the approach I am taking with the civics pedia entries which have line breaks allover the place making them hard to read.

Il Principe
Aug 17, 2012, 11:51 PM
The trick is to do a bit and get it on the SVN so it does not get lost and anytime any one wants to do a bit they can and not repeat what others have done. That is the approach I am taking with the civics pedia entries which have line breaks allover the place making them hard to read.

Will start again and send the changed files to you bit by bit.

Il Principe
Aug 18, 2012, 03:19 AM
The very first start..
These files already had german texts, so it was mainly replacing special characters with their code and correcting to current orthography ( meaning a lot of "ß" became "ss" ).
Actually more tiresome then writing the german text from the ground, but faster.
All of the files in the 7z belong in Assets\XML\Text

@clativix : I noticed, that in A_New_Dawn_Settings_Civ4GameText.xml, the last entry (No Production Popup) is still in english within the french language tags.

EDIT: used wong encoding table for special charakters.. will correc that tomorrow

calvitix
Sep 09, 2012, 10:12 AM
Ok, we have a BIG issue with the help popup lengths. I'd LOVE to adjust some things about this but I really have no idea where to find the controls. We need to:
A) make the list width a bit wider so that it reduces the amount of lines where lines are wrapping.
and
B) establish a maximum number of lines in a column, upon exceeding which, the list wraps to a new column.



As French Text often need more place than english, I have tried to find out where that width is defined, but didn't found anything in Python nor in the DLL.

The only Info I get is the way that is used in the PLE to show helptext on the small buttons (they have enlarge the width at maximum : here an example of 2 Versions).
http://img201.imageshack.us/img201/3517/hovertext.jpg

I think w'll have to override the whole hover method (if it's possible). I'll work on it if no-one does for the moment.

Thunderbrd
Sep 09, 2012, 10:17 AM
Simply being able to widen like that would be amazingly helpful!

RPG
Sep 09, 2012, 01:54 PM
I'm new to C2C. What are the two stats (2 posts above ) -255 & -47?

calvitix
Sep 09, 2012, 02:04 PM
I'm new to C2C. What are the two stats (2 posts above ) -255 & -47?

Air and Water Pollution. it's on each tile, and you can have an overview of the new parameters in the city screen, on the right, Properties.

RPG
Sep 09, 2012, 02:24 PM
Air and Water Pollution. it's on each tile, and you can have an overview of the new parameters in the city screen, on the right, Properties.

Thank you. I haven't played cIV in about 2 years. There's alot of additions in C2C that I'll need to learn. I've been following the mod's development since v17, but just dl'd v26 and started my first game.

So far, I love all the new terrain, terrain features, and all the animals. Nicely done! I'm only 150 turns into an Eternity game on a Gigantic map (Perfect Mongoose ), the map is just beautiful!
I love how there's a graphic for indigenous people where the goody huts were.

I hope to provide the C2C team with some feedback once I get further into the game & some suggestions. But so far, I'm very impressed.

Hydromancerx
Sep 09, 2012, 05:12 PM
@RPG

Glad you like it. I commend you for taking on an eternity game. Its a bit too long for me (i prefer snail). Hope you have lots of fun with this game. :goodjob:

Taxman66
Sep 10, 2012, 08:52 AM
Appologies if this has been requested before:

I would like to options (preferably: Custom Game screen; or optionally: BUG) to turn off the punk tech/building/units along with the megafuana stuff.

Nimek
Sep 11, 2012, 08:10 AM
Since we have huge cities is diffcult to find out how many specialist you have.
Can we do somethhing like this:

http://forums.civfanatics.com/attachment.php?attachmentid=330962&stc=1&d=1347372393

Benefits
- exact number of specialist is shown above their icon
- after rollover you see what bonus gives 1 specialist and how much you have from all of them
- the same for great people joined in city
- now we can have 3 columns of specialists so we have place to add more of them :)

Dancing Hoskuld
Sep 11, 2012, 03:17 PM
Since we have huge cities is diffcult to find out how many specialist you have.
Can we do somethhing like this:

http://forums.civfanatics.com/attachment.php?attachmentid=330962&stc=1&d=1347372393

Benefits
- exact number of specialist is shown above their icon
- after rollover you see what bonus gives 1 specialist and how much you have from all of them
- the same for great people joined in city
- now we can have 3 columns of specialists so we have place to add more of them :)

So where is the code? What happens when you reach 10 or 100 of them? What is he second number?

Nimek
Sep 11, 2012, 03:25 PM
This is suggestion thread. So this is my suggestion to make specialist view more clear.
I am not a coder. But if you want you can teah me :)

Dancing Hoskuld
Sep 11, 2012, 03:26 PM
Rats, I had hoped you had seen it in another mod so we could recycle it. ;)

Nimek
Sep 11, 2012, 03:28 PM
This is only a suggestion to make specialist view more clear.
@DH
I am not a coder but you can teach me if you want. :)

Now i am php coder.

Nimek
Sep 13, 2012, 01:03 AM
Can we tweak production filters to show buildings that actual effects gives thing that we want.

Example
When i choose to see only buildings that gives production filter will show me all buildings that gives hammers as it base effect but dont show me ex factory or other buildings that provide production only with access to power.

Is it difficult to do?

Thunderbrd
Sep 13, 2012, 01:15 AM
I made a few adjustments in there and its not really hard no... Andy has a very easily understood setup in that file. I just requires a little thought and time consumption and it really requires that adjustments like that are listed quite specifically. So if you had other things to point out on the subject, by all means list them.

I'd also like to make the 'Food' building filter include health buildings if the city is unhealthy. Also... does it currently utilize the food storage under this filter? As I recall it didn't but recent memory on playtests tells me its been updated to include that.

Nimek
Sep 13, 2012, 01:22 AM
Just use filter by actual effects variables not by base effects variable.

That will include all my ideas like showing also buildings that provides some bonuses only with tech or wonders or provide free specialists/trade routes etc.

With that case will be no need to add health buildings under food filter category because actual efects variables shows that effects already.

Thunderbrd
Sep 13, 2012, 01:23 AM
Ah... I get what you're saying then... well... hmmm... AIAndy may have more insight on how to do that than I. THAT would be a bit more difficult for me.

AIAndy
Sep 13, 2012, 02:14 AM
Just use filter by actual effects variables not by base effects variable.

That will include all my ideas like showing also buildings that provides some bonuses only with tech or wonders or provide free specialists/trade routes etc.

With that case will be no need to add health buildings under food filter category because actual efects variables shows that effects already.
You are right, there is a set of methods named getAdditional X ByBuilding in CvCity which are already used for the sorting. I don't quite remember why I did not use them for the filtering but they should cover a lot more cases at the cost of being more expensive (maybe they could use some caching if it turns out to be too expensive).

Nimek
Sep 13, 2012, 02:20 AM
maybe they could use some caching if it turns out to be too expensive

+1 for this. If it will be turn time expensive Koshling will fix this performanse issue ;)
This will be very usefull improvement.

Thunderbrd
Sep 13, 2012, 02:51 AM
I wouldn't underestimate AIAndy's ability to address performance either Nimek! They are both true masters of the programming craft!

TowerWizard
Sep 22, 2012, 04:51 AM
With CombatMod III in the works, I realized that the unit box as well as any unit on-mouse-over will probably get very cluttered, esp on low-rez screens. By adding a scroller (not sure this is the word) you could have these spaces n early infinite in size. Not everything will show up on the screen at the same time, but all you need to do is scroll up or down or sideways to see the rest of the info. Could not this be implemented?

Koshling
Sep 22, 2012, 07:25 AM
With CombatMod III in the works, I realized that the unit box as well as any unit on-mouse-over will probably get very cluttered, esp on low-rez screens. By adding a scroller (not sure this is the word) you could have these spaces n early infinite in size. Not everything will show up on the screen at the same time, but all you need to do is scroll up or down or sideways to see the rest of the info. Could not this be implemented?

The combat mod stuff is intended to counteract this by only showing the highest element for promotions that are part of lines (current SVN does this already for those that have been retagged as lines, like the combat line). It is not possible to add scroll bars to hover messages.

Il Principe
Oct 15, 2012, 12:33 AM
[..]
One thing that bothers me about the additional sliders is the problem of having too much screen clutter. When I have new civs pop up and play on large maps, my scoreboard is massive, there are 30,000 events firing every turn, there is too much going on at one time to add too much more clutter, much as I like the idea of more options.

After reading this I started the game without the external monitor connected, and ran it on my laptop screen. ... 1200x something ( 16:10..too lazy to calculate :D ).
And it realy IS cluttered. The scoreboard nearly takes up a third of the screen ( espcially if you tend to dsiplay leader and civ names ). Unlike on a big screen the GP bar does not fit beside the research bar, so it is placed under it, further obscuring the screen. The city build list is very, very scroll intensive. Especially in young cities with tons of buildign choices.
I think one big prolems is that the font scales inverseley with resolution. It seemed much larger on the small screen ( absolute. Relative as well of course ).
Maybe soemthing can be done about this? A scaling of the font and the build buttons, allowing for a little space on lower resolutions.
Currently the smaller resolutions only fit one row of buttons into the building selection, and due to the size of the buttons, that row contains not that many items. Where I can see most if not all unit choices, depending on tech progress, on 1920x1080, I gotta scroll 4 times on the small screen.

ls612
Nov 03, 2012, 10:02 AM
I have two requests for UI improvements in V28.

1. City Screen:

I would like to see options in the Building and Wonder filters to show only things that make gold/science/culture/espionage. Currently we only have the culture one, and the only other option is to filter by yield, which is not very good. Could this please be done?

2. Domestic Advisor:

It would be nice to be able to check Crime, Pollution, and Disease (but especially Crime) from the Domestic Advisor. Could someone please add columns in the advisor for the Properties?

Koshling
Nov 03, 2012, 10:27 AM
I have two requests for UI improvements in V28.

1. City Screen:

I would like to see options in the Building and Wonder filters to show only things that make gold/science/culture/espionage. Currently we only have the culture one, and the only other option is to filter by yield, which is not very good. Could this please be done?

2. Domestic Advisor:

It would be nice to be able to check Crime, Pollution, and Disease (but especially Crime) from the Domestic Advisor. Could someone please add columns in the advisor for the Properties?

If you've been watching the Padams let's play, you'll realize that the filters don't really work very reliably anyway (I think it's the distinction between 'actual' values and base stats that I doesn't pick up), so for example - it appears to b blind to all things produced via trade route modifiers. I'd say we need to fix that before adding further use of the filters.

Also you CAN add columns for crime etc. (I do in my games) by hitting the 'edit' button in the domestic advisor and adding it.

AIAndy
Nov 03, 2012, 11:43 AM
I have two requests for UI improvements in V28.

1. City Screen:

I would like to see options in the Building and Wonder filters to show only things that make gold/science/culture/espionage. Currently we only have the culture one, and the only other option is to filter by yield, which is not very good. Could this please be done?
There are filters for all commerces, not only culture.
But Koshling is right of course that it is time to rely on the 'actual' value functions instead of the simple considerations that are used now and ignore a lot.

JosEPh_II
Nov 03, 2012, 12:27 PM
Also you CAN add columns for crime etc. (I do in my games) by hitting the 'edit' button in the domestic advisor and adding it.

Has this been added to the FAQ thread? Would be valuable to new and old players alike. I find I can't keep up with the changes like I used too. :old: I know. :p

JosEPh ;)

ls612
Nov 03, 2012, 12:29 PM
There are filters for all commerces, not only culture.
But Koshling is right of course that it is time to rely on the 'actual' value functions instead of the simple considerations that are used now and ignore a lot.

Oh, the science commerce filter has a trade route icon, that should be changed. :rolleyes: Sorry.

@JosEPh:

If I can figure out ingame how to add those columns it will go in the FAQs thread.

Koshling
Nov 03, 2012, 12:32 PM
Has this been added to the FAQ thread? Would be valuable to new and old players alike. I find I can't keep up with the changes like I used too. :old: I know. :p

JosEPh ;)

It's a BUG feature that AND had! It's not in any way new. Go into the domestic advisor and there is a button near the bottom (below the cities list) called something like 'edit'. Pressing it changes you to a column editing view where you can select things to form new columns. This can be more or less anything (I have columns for all the properties, plus columns for certain key buildings (like garrisons, so I can see at a glance where I can perform certain unit upgrades). When you come out of editing mode the original view will now include the newly added columns.

Hydromancerx
Nov 03, 2012, 04:55 PM
Could it be possible on the Unit Upgrade tree to have a "hide all culture units" button so you can only see the general units and not the special units that require culture resources?

Dancing Hoskuld
Nov 03, 2012, 05:16 PM
Could it be possible on the Unit Upgrade tree to have a "hide all culture units" button so you can only see the general units and not the special units that require culture resources?

I don't think we can do options on pedia at the moment. That is not to say we should not be able to add it.

Toffer90
Nov 04, 2012, 06:34 AM
Expand the width of corner UI boxes, income and era overlaps each other, can be overlapping in the top right corner as well. There is more than enough space for expansion on wide-screen res. hope there's some for 4:3 aspect as well.

Il Principe
Nov 04, 2012, 03:30 PM
While besieging a city with lotīs of archers, in a circle around it for the surround and destroy bonus I wondered:
Is it possible to make a function that gets all bombarding units available for a target to fire at once, with one single button?

Dancing Hoskuld
Nov 04, 2012, 04:36 PM
Expand the width of corner UI boxes, income and era overlaps each other, can be overlapping in the top right corner as well. There is more than enough space for expansion on wide-screen res. hope there's some for 4:3 aspect as well.

A picture of what you are talking about would be useful. Note The grey lines can't be changed - they are hard coded somewhere in the exe or graphics engine.

Yudishtira
Jan 23, 2013, 12:29 AM
It would be rooly rooly nice to have selection buttons and/or sort options for disease and air/water pollution. The only way currently - until you know them off by heart - is trawling through the whole 70-100 or more buildings (including unconstructable ones as they may be just a storage pit or civic change away).

Thunderbrd
Jan 23, 2013, 01:25 AM
I could manipulate the filters but I can't add any... that'll have to wait for AI Andy to help there. Are you sure there isn't already a filter for that though? There's a down button that takes you to another line of filter buttons somewhere along the top row that might take you to that...

Yudishtira
Jan 23, 2013, 02:46 AM
I could manipulate the filters but I can't add any... that'll have to wait for AI Andy to help there. Are you sure there isn't already a filter for that though? There's a down button that takes you to another line of filter buttons somewhere along the top row that might take you to that...

Yes there's three or maybe even four rows of buttons for buildings, so crime and flammability are there, but pollution and disease are not. And the same two (three?) are missing from the sort options.

(Btw there is I think an 'exclude unhealthiness' button - I can't see myself ever using that)

Nimek
Feb 07, 2013, 04:46 PM
I would love to see one thing in UI

When mouseover building name/icon it will be good to see what others building this one unlocks. It is important to know that since we have a lot of building dependencies due project hades changes.

Snofru1
Feb 08, 2013, 02:11 AM
I would love to see one thing in UI

When mouseover building name/icon it will be good to see what others building this one unlocks. It is important to know that since we have a lot of building dependencies due project hades changes.
I agree, this would be very helpful!

Lexotan_sedlex
Feb 08, 2013, 05:20 AM
Why canoes and early boats are so big? the graphics are passing through the graphics of coast. Very ugly.

code99
Feb 08, 2013, 10:16 AM
Why canoes and early boats are so big? the graphics are passing through the graphics of coast. Very ugly.

Yes i was wondering that too, they are just huge!

ls612
Feb 08, 2013, 03:59 PM
Why canoes and early boats are so big? the graphics are passing through the graphics of coast. Very ugly.

It is an engine thing, occasionally wacky graphical stuff will happen, and there isn't much to do besides ignore it. I could try making it smaller, but I haven't noticed much issue with the graphics as they are currently.

Dancing Hoskuld
Feb 08, 2013, 04:05 PM
It is an engine thing, occasionally wacky graphical stuff will happen, and there isn't much to do besides ignore it. I could try making it smaller, but I haven't noticed much issue with the graphics as they are currently.

They are 2-3 times bigger than they should be. I was so annoyed by it I dropped the fScale in the art define file by half.:p

ls612
Feb 08, 2013, 04:08 PM
They are 2-3 times bigger than they should be. I was so annoyed by it I dropped the fScale in the art define file by half.:p

Just the canoes? I can go and change that really easily.

Dancing Hoskuld
Feb 08, 2013, 05:26 PM
The canoes and the war canoes.

ls612
Feb 08, 2013, 06:56 PM
The canoes and the war canoes.

Done.

BlueGenie
Feb 09, 2013, 03:43 AM
I still get annoyed about not being able to see how much commerce I get from my trade routes in the City Screen. All I see is :food: and :hammers: as per the screenshot supplied.

And this is with using a really high resolution.

Cheers

Koshling
Feb 09, 2013, 06:09 AM
I still get annoyed about not being able to see how much commerce I get from my trade routes in the City Screen. All I see is :food: and :hammers: as per the screenshot supplied.

And this is with using a really high resolution.

Cheers

Perhaps we could add hover text so you could at least see it by mousing over it? (I presume it doesn't do hat now?)

strategyonly
Feb 09, 2013, 06:33 AM
Cheers

(Change subject): What the heck is your speed set at, you have 1800ish turns and STILL in Ancient Era, BUT with ALL those resources, You must be playing on higher than Snail?

JJOne
Feb 09, 2013, 07:46 AM
It would be rooly rooly nice to have selection buttons and/or sort options for disease and air/water pollution. The only way currently - until you know them off by heart - is trawling through the whole 70-100 or more buildings (including unconstructable ones as they may be just a storage pit or civic change away).
1. I second that, especially for pollution, since you can't build units to erase pollution. And for disease, I end up with way too many surgeons, when I could have built much less expensive mausoleums.
2. Could you make the default sorting option in building / unit lists "by name"? If you want a specific building out of a list with 70 buildings, you can search it easier by name than by cost.
3. A sticky topic here with possible interface customizations would be great - I played 50 hours before finding out I can edit the city lists.
4. Gold advisor is not usable, especially after having the founding wonders of some religions.

ls612
Feb 09, 2013, 10:11 AM
(Change subject): What the heck is your speed set at, you have 1800ish turns and STILL in Ancient Era, BUT with ALL those resources, You must be playing on higher than Snail?

He's playing Eternity (it has more than 14000 turns).

BlueGenie
Feb 09, 2013, 12:10 PM
ls612 is correct, and as I'm still way before the end of BC I don't see a problem with my current Era. *smile*

There is a hover but it only breaks down to total commerce with which +%, not what your actual Commerce gain is (as you have reduced and increased from Civics now that do not show up in said hover).

Cheers

Dancing Hoskuld
Feb 09, 2013, 12:52 PM
1. I second that, especially for pollution, since you can't build units to erase pollution. And for disease, I end up with way too many surgeons, when I could have built much less expensive mausoleums.
2. Could you make the default sorting option in building / unit lists "by name"? If you want a specific building out of a list with 70 buildings, you can search it easier by name than by cost.
3. A sticky topic here with possible interface customizations would be great - I played 50 hours before finding out I can edit the city lists.
4. Gold advisor is not usable, especially after having the founding wonders of some religions.

2. can be set by you in the options - somewhere, or maybe it is just save game twice. I know we set it up to be pat of your preferred options I just can't where at the moment.

Yudishtira
Feb 09, 2013, 06:22 PM
2. can be set by you in the options - somewhere, or maybe it is just save game twice. I know we set it up to be pat of your preferred options I just can't where at the moment.

Yeah I think 'Cost' (in hammers as at present) is a better default than 'Name'. I think I can safely generalize that people in general will be looking for the buildings cheap enough to build (or build next) far more often than they are looking for a particular building.

If you know by name exactly what you want to build, what would be nice (but far from necessary/priority) is to be able to search by name - or just type in the name, rather than trawling through searching for the button.

Hydromancerx
Feb 10, 2013, 03:39 AM
1. I second that, especially for pollution, since you can't build units to erase pollution. And for disease, I end up with way too many surgeons, when I could have built much less expensive mausoleums.


Yes you can with the Park Ranger and Environmentalist later in the game.

JJOne
Feb 10, 2013, 04:56 PM
Yes you can with the Park Ranger and Environmentalist later in the game.
Didn't get so late in the game. :) I'd still like the building filter though.

timschuett
Feb 20, 2013, 08:31 AM
Small suggestion, and this may be fixed on the most recent version: Is it possible to place the promotion buttons in a more logical fashion as a unit upgrades? For example, More than once have I built an axeman in a city with a GG and barracks (lvl 2 start) and tried to promote to combat II by clicking twice in rapid succession (old habits). However, the location of the combat promotion drops to the second line of the promotion buttons after you upgrade to combat I. So, I have a number of units that start at combat I, Fieldsman I (or some such) when I'm surrounded by tundra.

Yes, its mostly user error, but it might be a good idea to maintain a promotion's location relative to the other command buttons.

This mod makes me wish I knew xml and didn't have a 60+/week job. Kudos to the authors and contributors.

Il Principe
Feb 26, 2013, 08:09 AM
Yes, its mostly user error, but it might be a good idea to maintain a promotion's location relative to the other command buttons.

Now that you mention it, I had that problem a fewtimes myself.

JJOne
Feb 27, 2013, 03:07 PM
Small suggestion, and this may be fixed on the most recent version: Is it possible to place the promotion buttons in a more logical fashion as a unit upgrades? For example, More than once have I built an axeman in a city with a GG and barracks (lvl 2 start) and tried to promote to combat II by clicking twice in rapid succession (old habits). However, the location of the combat promotion drops to the second line of the promotion buttons after you upgrade to combat I. So, I have a number of units that start at combat I, Fieldsman I (or some such) when I'm surrounded by tundra.
I vote also for this.

Thunderbrd
Feb 27, 2013, 09:03 PM
Small suggestion, and this may be fixed on the most recent version: Is it possible to place the promotion buttons in a more logical fashion as a unit upgrades? For example, More than once have I built an axeman in a city with a GG and barracks (lvl 2 start) and tried to promote to combat II by clicking twice in rapid succession (old habits). However, the location of the combat promotion drops to the second line of the promotion buttons after you upgrade to combat I. So, I have a number of units that start at combat I, Fieldsman I (or some such) when I'm surrounded by tundra.

Yes, its mostly user error, but it might be a good idea to maintain a promotion's location relative to the other command buttons.

This mod makes me wish I knew xml and didn't have a 60+/week job. Kudos to the authors and contributors.

It's not very feasible to change this unfortunately. Some of what would be necessary to manipulate to create 'tracks' that don't alter the positioning of the promotions after a selection was made would be in the untouchable portions of the code (the core exe file that we can't manipulate.) I've given this some thought and honestly can't think of any way this could be avoided, frustrating as it may be. We could potentially manipulate some things along these lines to be a little less likely for this kind of thing to happen if we carefully placed the promotions in a particular order in the xml file, but that's an almost ridiculous restructuring job to be honest, and wouldn't always help. Modular inclusions would never be organized well this way either. So the short answer here is... this COULD be smoothed a little with a hell of a lot of effort but no real solution potential exists.

Il Principe
Feb 27, 2013, 11:23 PM
Ok. that seems to be quite some trouble for a minor inconvinience :D

Nimek
Mar 24, 2013, 04:10 PM
Specialist in two columns in city http://forums.civfanatics.com/downloads.php?do=file&id=9332

We definitely need it. Please add doctor and stateman specialist

Dancing Hoskuld
Mar 24, 2013, 05:41 PM
Specialist in two columns in city http://forums.civfanatics.com/downloads.php?do=file&id=9332

We definitely need it. Please add doctor and stateman specialist

We actually have that mod in C2C it was partly merged into RoM. I have twice tried to get it working. In both cases it worked up until you tried to actually assign someone as a doctor or statesman at which point it drew the heads off the top of screen.

Taxman66
Mar 24, 2013, 09:39 PM
With some of the recent talk about the game option screen issues, I wonder/suggest if it is possible to create game sub options. i.e. Some way to make clearer that certain options are only valid if the parent option is on (or off). Maybe indent the selection bubble/explanation and make it non-selectable if the parent option isn't set accordingly?

Thunderbrd
Mar 24, 2013, 10:08 PM
Yeah, sorta. We not only now have the ability to establish incompatibility but the ability to establish prerequisite options as well. I noticed the other day that this should be setup for ls612's City Limits scaling option in relation to the City Limits option we have.

ls612
Mar 25, 2013, 03:45 PM
Yeah, sorta. We not only now have the ability to establish incompatibility but the ability to establish prerequisite options as well. I noticed the other day that this should be setup for ls612's City Limits scaling option in relation to the City Limits option we have.

I have no idea if the engine allows this, but the custom game UI should if possible be able to have collapsable tabs for options, so that they can be grouped nicely and not be so overwhelming for new players.

AIAndy
Mar 25, 2013, 04:08 PM
I have no idea if the engine allows this, but the custom game UI should if possible be able to have collapsable tabs for options, so that they can be grouped nicely and not be so overwhelming for new players.
The thing that makes it slightly harder is that the custom game screen UI is not actually Python but some exe code.
So you need to intercept some call into the DLL or Python and display some Python UI on top.

Thunderbrd
Mar 25, 2013, 10:56 PM
I still like the concept AIAndy and I had discussed about blanking out most gameoptions at the game setup screen then popping up a custom gameoption selection screen as the game initializes (pausing for the gameoptions to be selected, then turning options on/off based on the responses there as the game proceeds into further initialization.)

It just takes screen design skills I have no ability in is all.

There is at least one gameoption that would need to be remaining on the main and that's the one that makes it possible to select leaders that aren't attached to the selected civilization. I'm not sure if there would be any more that would need to be there. The rest then get set to non-visible and the game starts with default settings but before the game has begun, the aforementioned screen enables resetting all other options.

Then option sets could be saved and loaded. And Options could be organized by categories.

ls612
Mar 26, 2013, 04:34 PM
I still like the concept AIAndy and I had discussed about blanking out most gameoptions at the game setup screen then popping up a custom gameoption selection screen as the game initializes (pausing for the gameoptions to be selected, then turning options on/off based on the responses there as the game proceeds into further initialization.)

It just takes screen design skills I have no ability in is all.

There is at least one gameoption that would need to be remaining on the main and that's the one that makes it possible to select leaders that aren't attached to the selected civilization. I'm not sure if there would be any more that would need to be there. The rest then get set to non-visible and the game starts with default settings but before the game has begun, the aforementioned screen enables resetting all other options.

Then option sets could be saved and loaded. And Options could be organized by categories.

Either way sounds good to me. The only thing I want from this is to have options organized nicely for the new player and not be overwhelming and disorderly (like they are now). The save/load is something I hadn't even considered, you could transfer options sets between machines or post them even to the Settings thread.

Thunderbrd
Mar 27, 2013, 12:09 AM
It's up to AIAndy to prioritize though. He's got a lot he wants to do I'm sure. And we've all got a lot we want from him, particularly since he's the only one who can do a lot of things the rest of us can't, including the screen and python for this project! I could name a number of things I'd ask him to prioritize above everything else... to the point that I wouldn't be able to decide what would be more important myself! Seriously, we really need another good python screen modder on the team! So much to do in that dept!

Hydromancerx
Mar 27, 2013, 02:20 AM
Seriously, we really need another good python screen modder on the team! So much to do in that dept!

Have you asked Civ Fuehrer for help?

Snofru1
Mar 27, 2013, 03:02 AM
I have a request that I already posted a while ago and AIAndy replied he might do this later:

Concerning the list of units/buildings/wonders that are available to build in the city screen: If I select buildings (button to the right of the list) could that be remembered by the game? It always comes back to units, even if I just close and open again the city screen. I need the buildings list about 100x as often as the units list and always have to roll down the list to the buildings again. This could really save me a lot of time!

Other options that would lead to the same goal:

Have the buildings and not the units on top of the list (building list is the default).
I help myself by clicking the "heroes" symbol which usually shows only the buildings as there are no heroes to build most of the time. This setting is remembered when closing and opening the city view but is lost when saving and reloading a game. Having this setting saved with the game would also solve my issue.

pzm52v
Mar 27, 2013, 03:26 AM
Sorry if this have been treated in other place.

When you hover over the city label in he map, in the left side, you can see information about the city (what is been constructed, benefits of new building, production, specialist, and other information).

If you have a large amount of specialist, the information reach the research, culture and espionage sliders, and then you canīt see, for example , health information.

The only way to come around this is using CTRL-I, in order to take out part of the UI.

I think a way to manage that is to show, specialist information, in another way, so, showing a number besides the icon. This is a way to control how up, the city information, is shown.

Dancing Hoskuld
Mar 27, 2013, 04:03 AM
I have a request that I already posted a while ago and AIAndy replied he might do this later:

Concerning the list of units/buildings/wonders that are available to build in the city screen: If I select buildings (button to the right of the list) could that be remembered by the game? It always comes back to units, even if I just close and open again the city screen. I need the buildings list about 100x as often as the units list and always have to roll down the list to the buildings again. This could really save me a lot of time!
Much of that is hardcoded in the graphics engine/exe and we can't change.

Other options that would lead to the same goal:

Have the buildings and not the units on top of the list (building list is the default).
I help myself by clicking the "heroes" symbol which usually shows only the buildings as there are no heroes to build most of the time. This setting is remembered when closing and opening the city view but is lost when saving and reloading a game. Having this setting saved with the game would also solve my issue.


The first is possible we just switch the building and units list and the filters also. It would still say units for the first button and buildings for the second as that is part of the exe.

Snofru1
Mar 27, 2013, 05:06 AM
Other options that would lead to the same goal:

Have the buildings and not the units on top of the list (building list is the default).
I help myself by clicking the "heroes" symbol which usually shows only the buildings as there are no heroes to build most of the time. This setting is remembered when closing and opening the city view but is lost when saving and reloading a game. Having this setting saved with the game would also solve my issue.


The first is possible we just switch the building and units list and the filters also. It would still say units for the first button and buildings for the second as that is part of the exe.

Then Iīd love to see this as an option. To have it as default probably would be too much for a change especially for first-time C2Cers.

Dancing Hoskuld
Apr 06, 2013, 04:11 AM
I am looking into removing Cultures from Great Wonders and Resources and combining them into one new page probably called Cultures.

This will require a bit of XML work as well. I think that if we make all Culture resources have BonusClassType of BONUSCLASS_GRAIN and all culture buildings have SpecialBuildingType of SPECIALBUILDING_CULTURE that I can build a new page based/indexed on the culture buildings but displaying bits from both the current Great Wonder and the Bonus pages.

Attached are images of the current two pages and a mockup (very rough) of the new. The second requires was supposed to say "Requires in city vicinity:".

I have to check that the use of those classes above wont break stuff and it would need a way of getting the vicinity requirements into Python from the dll. We probably should change the building page(s) for vicinity also at some stage.

Dancing Hoskuld
Apr 14, 2013, 05:26 PM
Next on my list of screens to work on is the city screen in particular1) Extra Specialists from population, Doctors and Lawyers for a start. Also city specialist priorities.

2) Fuel gauge on main screen for the properties

3) an old request - a marker on the granary bar indicating how much food will be held over after population growth.

My 3am idea on the specialists was to make the box containing the specialists a scrollable box and just continue with the single column. I have no idea how to do that yet or even if it will work.

For specialist priorities I was thinking of allowing one specialist to be prioritised in the city and one (or more) being banned in that city. This will require dll work, I think to remember these settings.

For the fuel gauges for the properties I was thinking that they would be similar in nature to the revolution fuel gauge showing the expected change (red for getting worse and green for getting better) plus the current value with some text saying good/bad and a hover over with more detail maybe with eventually clicking on gauge bringing up detailed information on the property and what is affecting it in the city.

Having said all this I am wondering if I should not give the C2C options screen a higher priority. What I would want from the options screen is an all in one place type thing that
shows all the options in related groups
has defaults for them
explains what they do
suggests which should be on when 9eg no need for neanderthal spawn or subdue animals if you start in the galactic era
has a sets of defaults that can be set by one click on the type of game you want.


So for example the part labeled Barbarians would have all the options relating to barbarian units
No Barbarians (= no barbarians, no animals and no Neanderthals)
Barbarian Civs
Raging Barbarians
Barbarian Generals
spawn rates for animals, neanderthals etc.
No Animals and No Neanderthals would set the spawn rate to zero for those for example.

Thunderbrd
Apr 14, 2013, 05:58 PM
For specialist priorities I was thinking of allowing one specialist to be prioritised in the city and one (or more) being banned in that city. This will require dll work, I think to remember these settings.
Ok. Not a problem. I'll put it on the high priority work list. Will be within weeks I should be able to provide this for you then. It's an easy job if its just reporting to python the on/off switches and the status.

Adding an Options category class and a tag on the Options is something I had planned too so I'll try to work that in at the same time.

GiuseppeIII
Apr 17, 2013, 10:18 PM
Im really liking the culture civlopedia page idea. It always annonyed me how cultures were under great wonders and resources.

Thunderbrd
Apr 18, 2013, 12:22 AM
@DH: I was thinking about the specialist prioritization and began to wonder... how possible would it be to make this a function much like the espionage assignment against other leaders, a weighting method?

Nimek
Jun 05, 2013, 08:14 PM
Thanks to Platyping we have specialist stacker that I designed few months ago

1 handles 3 columns of specialists types
2 show number of each specialist directly
http://forums.civfanatics.com/showthread.php?t=497337&page=2

Now we Can have up to 21 specialist types.

Dancing Hoskuld
Jun 05, 2013, 08:35 PM
Thanks to Platyping we have specialist stacker that I designed few months ago

1 handles 3 columns of specialists types
2 show number of each specialist directly
http://forums.civfanatics.com/showthread.php?t=497337&page=2

Now we Can have up to 21 specialist types.

At first glance this may mean a complete throw out of what we have and a merge of the various bits back in again :sigh: I have a more through look at it later. It may solve the problem that the screen was letting you move free specialists when you could not which may have been the cause of the problem people were having of their specialists being moved around. We would at last need an indication on that screen as to how many are free and thus can't be moved.

platyping
Jun 05, 2013, 09:37 PM
Thanks to Platyping we have specialist stacker that I designed few months ago

1 handles 3 columns of specialists types
2 show number of each specialist directly
http://forums.civfanatics.com/showthread.php?t=497337&page=2

Now we Can have up to 21 specialist types.

Wrong, who said you can only have 7 specialist per column.

Dancing Hoskuld
Jun 06, 2013, 12:11 AM
Wrong, who said you can only have 7 specialist per column.

There is only room for seven in C2C due to the number of resources and the fact that that the resources area has tabs so you can look at the city properties like crime.

Thunderbrd
Jun 06, 2013, 02:22 AM
Why is it so difficult to give the specialists a panel of their own that can scroll? (I'm no python modder so I'm just honestly asking here.)

Dancing Hoskuld
Jun 06, 2013, 06:22 AM
Why is it so difficult to give the specialists a panel of their own that can scroll? (I'm no python modder so I'm just honestly asking here.)

That is what I wanted to do, but we aren't writing an interface we are telling the interface writer what we want and that is more difficult. Just look at the problems with the resources in the Foreign Adviser screen, it is easy to get the resources to scroll but not the numbers which tell you how many of the resource you have free.

Dancing Hoskuld
Jun 06, 2013, 07:22 PM
Thanks to Platyping we have specialist stacker that I designed few months ago

1 handles 3 columns of specialists types
2 show number of each specialist directly
http://forums.civfanatics.com/showthread.php?t=497337&page=2

Now we Can have up to 21 specialist types.

Merging it in is beyond my skill level. The problem is that the bit of code being changed was also changed by the BUG mod, RoM and RoM:AND so I am not sure which bits are good and which not. I can figure out all but the last bit. :(

platyping
Jun 06, 2013, 07:48 PM
This is how the BUG one looks in HR mod, not sure if it still the same as C2C.

Since both are modifying how Specialists will show up in City Screen, obviously they will use the same bits of code.

Thus, if you prefer my version, you can pretty much replace the whole chunk there.
Since my version has a number directly, you no longer need
1) disabled/enabled icon
2) stacker icon
3) highlight borders

which is why I get rid of them all.

Dancing Hoskuld
Jun 07, 2013, 01:44 AM
Now that I have fixed the BUG Automations tab </link> problem I realise that many of those things being automated are not for workers but for captives.

This means that they should not be there at all or maybe there needs to be a new area on the screen for the captives. I think I should remove them from this screen. Agreed?

Also there are some improvements that are limited to specialist workers in particular
Place Machu Picchu - wonder unit (needs some work)
Inscribe Geoglyph - wonder unit (needs some work)
Build Moai (not implemented yet) culture unit Maori Worker only

Do these need to be highlighted in some way?

Nimek
Jun 07, 2013, 02:24 AM
@DH

So we have 3 columns specialist stacker already implemented?
If not. what else must be solved to make it happen?

Dancing Hoskuld
Jun 07, 2013, 02:35 AM
@DH

So we have 3 columns specialist stacker already implemented?
If not. what else must be solved to make it happen?


No. I can't figure out the code changes! Maybe I'll be able to tomorrow.

Nimek
Jun 08, 2013, 07:17 AM
Płaty posted BUG version of specialist stacker maybe this will helps you.

Dancing Hoskuld
Jun 16, 2013, 07:22 PM
Płaty posted BUG version of specialist stacker maybe this will helps you.

Yes, but it is a different version of BUG to what was merged into the code which we have plus there are 2 documented sets of changes from RoM and RoM:AND in that bit of code plus AIAndy's stuff plus other stuff. I just tried again and failed miserably:sad:. I'll give it one more go but not today.

Dancing Hoskuld
Jun 23, 2013, 05:35 PM
As far as I can see there needs to be 8 things done to the City Screen. See attached. Not sure when or if they should be done.

Remember there is no way to change the bits of the screen that are in silver grey, they are hard coded down in the graphics engine where we cant get at them.
1. The buttons that move between cities.Normally these would be split so that one was at each end of the city title bar just like a scroll bar
2. The Abandon City and Sell Building buttons need to be added here.

3. The new defense mechanisms - zone of control, can't attach until defense is down to etc need to be added here.

4. These buttons are next to useless. They avoid growth is city is about to become unhealthy or unhappy making them a poor substitute for the bottom right button in the city automation area which stops all growth. If they stopped all growth I would have then on all the time to avoid having to enter the city every turn to turn on/off the stop growth button.

In fact making stop growth if the city is about to become unhealthy/unhealthy and restart growth when one or both is fine would be better served as an option rather than as these buttons.

5. Need more specialists. Platyping has come up with a solution but I have not been able to merge it yet. NB I prefer one of his solutions along the way rather than his current solution.

6. Platyping has come up with a way of displaying all the effects of a building. Just remove the + and , leaving the -, buttons and numbers

7. Display of Great, Free and Settled Specialists. This currently goes outside the box bounds because it is not scaled properly to screen resolution.

8. If I can get them working would fuel gauges for the properties crime etc be good here?

Thunderbrd
Jun 23, 2013, 10:12 PM
3. The new defense mechanisms - zone of control, can't attach until defense is down to etc need to be added here.
I haven't added Zone of Control and Unable to Attack until less than x% values there but it would be a very appropriate place to do so and would save us on real estate. In fact, I'm currently working on that section so I'll add those two as well...

@ Your question on #8:
Yes, but we'd need to set the field of view further out still considering that it could then crowd the 3rd ring on the north end.


It's also nice to finally see where it is you'd like to put our sell and demolish buttons. Cool :)

Dancing Hoskuld
Jun 24, 2013, 12:08 AM
@ Your question on #8:
Yes, but we'd need to set the field of view further out still considering that it could then crowd the 3rd ring on the north end.

Not necessary, it currently shows the third and half of the forth tile out so plenty of space.

Dancing Hoskuld
Jun 27, 2013, 12:55 AM
UI change number 6 "improved" building list in the city screen. This one is easy to do. Do we want to change over to this one? The main difference is that all the existing buildings now show all their effects without having some being too long and requiring you to hover over to get the information.

Moved into a poll - we haven't had one of those in a long time.:D

strategyonly
Jun 27, 2013, 02:46 AM
UI change number 6 "improved" building list in the city screen. This one is easy to do. Do we want to change over to this one? The main difference is that all the existing buildings now show all their effects without having some being too long and requiring you to hover over to get the information.

I personally like the ones with the + in them . . . SO

Didnt know about the - stuff before i wrote.

ls612
Jun 27, 2013, 10:13 AM
I personally like the ones with the + in them . . . SO

I have seen Platyping's new stuff and it is much better IMO, it makes it far clearer what is happening at a quick glance as opposed to a 10 second look to see all of the +/-.

Dancing Hoskuld
Jun 27, 2013, 05:01 PM
It is not actually Platyping's code as merging that is next to impossible with all the stuff added over the years by RoM, RoM:AND and C2C in that file. It is his idea though.

platyping
Jun 27, 2013, 05:55 PM
An idea that is just a thought and not implemented is just an idea.
An idea that has been accomplished and is in tangible form becomes literacy works.

Technically, it is considered as IP

Intellectual Property (IP) commonly refers to creations of the human mind. Examples are a piece of creative work (e.g. a painting), or a technical solution to a problem that is documented. Types of IP include patents, trade marks, industrial designs, trade secrets and confidential information, plant varieties, layout-designs of integrated circuits, geographical indications and copyright.


So... it is my code :D

Dancing Hoskuld
Jun 27, 2013, 06:05 PM
An idea that is just a thought and not implemented is just an idea.
An idea that has been accomplished and is in tangible form becomes literacy works.

Technically, it is considered as IP


So... it is my code :D

I am not sure it can be because in this case it is accomplished by the removal of code only. If you remove a paragraph from a literary work does it make it your writing or are you "just" an editor.:mischief: Or does it make it your "not code". It is still your idea and design, it is just that there is nothing (no code) where there used to be something (some code).

platyping
Jun 27, 2013, 06:14 PM
Hmm good question :D
Anyway that is just a temporarily solution.

The main issue I dislike about the building list is that it is split into 2 columns, the name and the effects.

When the name is long, the name is truncated off, although the effects may be short, leaving big gap in between which could have been used to show the rest of the name.

Nimek
Jul 10, 2013, 02:34 PM
7. Display of Great, Free and Settled Specialists. This currently goes outside the box bounds because it is not scaled properly to screen resolution.

@DH

Now this is resolved by specialist count 2.0
http://forums.civfanatics.com/showpost.php?p=12573912&postcount=310

Nimek
Jul 16, 2013, 07:06 AM
Another perfect solution from Platyping

City resource display filter
http://forums.civfanatics.com/showpost.php?p=12611388&postcount=439

Now resource display in city screen is useless because we hava a lot of resources.
Adding filter to it will make things more clear

Dancing Hoskuld
Jul 16, 2013, 02:14 PM
Another perfect solution from Platyping

City resource display filter
http://forums.civfanatics.com/showpost.php?p=12611388&postcount=439

Now resource display in city screen is useless because we hava a lot of resources.
Adding filter to it will make things more clear

Big problem - we don't have unique icons for all our resources. Minor problem - we display export and import numbers also. Biggest problem is that our code base is not the same as platyping's code base so merging is not straight forward. This is the case with any of the changes to that bit of code.

strategyonly
Jul 16, 2013, 02:31 PM
Biggest problem is that our code base is not the same as platyping's code base so merging is not straight forward. This is the case with any of the changes to that bit of code.

that is definitely the truth, it is alot more work to get it to work with OUR BUG and regular python for C2C. Infact i am waiting for DH to get done with the Tutorial on outcomes or whatever makes alot of other mod stuff into ours work.??

Dancing Hoskuld
Jul 16, 2013, 04:31 PM
that is definitely the truth, it is alot more work to get it to work with OUR BUG and regular python for C2C. Infact i am waiting for DH to get done with the Tutorial on outcomes or whatever makes alot of other mod stuff into ours work.??

Until someone fixes the problem with the story teller line and now whale combat class there is no point. In both cases no XML has changed but the missions are no longer in game :(. This means something in the dll has changed.

The problem with the code base is that it is not the latest BUG but a much earlier one with a lot of changes made. Some of those changes have since been incorporated into BUG or BULL but in a different way. Ages ago I tried to update RoM to the latest BUG but I did not know what I was doing. Basically I am old and this whole screen graphics stuff eludes me.:sad:

strategyonly
Jul 16, 2013, 04:52 PM
Until someone fixes the problem with the story teller line and now whale combat class there is no point. In both cases no XML has changed but the missions are no longer in game :(. This means something in the dll has changed.

The problem with the code base is that it is not the latest BUG but a much earlier one with a lot of changes made. Some of those changes have since been incorporated into BUG or BULL but in a different way. Ages ago I tried to update RoM to the latest BUG but I did not know what I was doing. Basically I am old and this whole screen graphics stuff eludes me.:sad:

I am afraid we will have to wait till AIANdy gets back?? Otherwise you'll have to personally contact Koshling and do a quick reference what and info is going on, and wrong??

platyping
Jul 16, 2013, 06:09 PM
Big problem - we don't have unique icons for all our resources. Minor problem - we display export and import numbers also. Biggest problem is that our code base is not the same as platyping's code base so merging is not straight forward. This is the case with any of the changes to that bit of code.

Big and minor problems are not problems at all.
Because the filter has nothing to do with the display.
It just removes the unwanted resources from the list of resources to be displayed.
How they are displayed is still according to the rest of the codes.

Hydromancerx
Jul 16, 2013, 07:25 PM
@platyping

Why's your avatar keep changing?

http://i43.tinypic.com/2vxj94y.jpg

platyping
Jul 16, 2013, 07:38 PM
Boring to use the same avatar for more than 1 month.
I only use the first 2 though, 2nd one looks nicer so I replaced it :D

Hydromancerx
Jul 17, 2013, 03:15 AM
Boring to use the same avatar for more than 1 month.
I only use the first 2 though, 2nd one looks nicer so I replaced it :D

The 3rd one is the one you will use in the future. ;)

Il Principe
Aug 30, 2013, 02:07 AM
Two things:

Could the event log openable with ctrl+tab be made to recenter viewports when you click on an item in the list that would normaly center your view on the event location, and said event is outside the current viewport?
In my current game I am in classical era so far and my empire includes just 2 viewports, so manually switching is not yet too much a bother, but with continent spanning empires it can be tiresome.

Also, just out of curiosity: Is there a way to display trade routes? Not really important for gameplay so far, but I would find it interesting to see.

DRJ
Aug 30, 2013, 05:25 AM
Have the "espionage" and "revolution" button to the upper right disappeared?

Also, I recon that the "victory conditions" and the "demographic" button have moved from left side to right side?

Is it a bug or purpose?

Where are the contents of "espionage" and "revolution" to be seen now?

strategyonly
Aug 30, 2013, 06:22 AM
@platyping

Why's your avatar keep changing?

http://i43.tinypic.com/2vxj94y.jpg

He's at it again, but at least this time its a good looking one, not like the other ones:yuck: I really dont understand a "Guy" putting a female avatar in his spot??:crazyeye: Unless its a Fantasy pic.

platyping
Aug 30, 2013, 07:11 AM
Sometimes I use animals or cartoons too.
I use Shrek for facebook :D

strategyonly
Aug 30, 2013, 07:25 AM
Sometimes I use animals or cartoons too.
I use Shrek for facebook :D

[offtopic]Sorry i dont use Facebook or any IM stuff at all. And i am not into cartoon stuff either.

Sgtslick
Aug 30, 2013, 09:43 AM
Have the "espionage" and "revolution" button to the upper right disappeared?

Also, I recon that the "victory conditions" and the "demographic" button have moved from left side to right side?

Is it a bug or purpose?

Where are the contents of "espionage" and "revolution" to be seen now?

indeed :confused:

Koshling
Aug 30, 2013, 10:28 AM
Two things:

Could the event log openable with ctrl+tab be made to recenter viewports when you click on an item in the list that would normaly center your view on the event location, and said event is outside the current viewport?
In my current game I am in classical era so far and my empire includes just 2 viewports, so manually switching is not yet too much a bother, but with continent spanning empires it can be tiresome.

Should be easy enough, but no promises on when...

Il Principe
Aug 30, 2013, 12:25 PM
Should be easy enough, but no promises on when...

Of course not. Like I said, not a gamebreaking issue, just a minor loss in comfort.

Dancing Hoskuld
Aug 30, 2013, 03:00 PM
Have the "espionage" and "revolution" button to the upper right disappeared?

Also, I recon that the "victory conditions" and the "demographic" button have moved from left side to right side?

Is it a bug or purpose?

Where are the contents of "espionage" and "revolution" to be seen now?

indeed :confused:

Should have been fixed when SO reversed my changes to the main screen python.

strategyonly
Aug 30, 2013, 04:39 PM
Should have been fixed when SO reversed my changes to the main screen python.

It is fixed, thx.

Il Principe
Sep 04, 2013, 12:09 PM
Could the buttons for reducing/increasing to 0/100% research/culture/espionage funding be made different from the regular 5% increment ones?
I like those additional buttons for comfort, but sometimes I forget if the outer or inner one is the one I need. And even when not, it would be nice for the eye to have them not look the same.

DRJ
Oct 09, 2013, 09:53 AM
Since I am using the autoend-turns option, and gatherers are rare in the longlasting first hundreds of turns in eternity games, I have to call attention to the situation that I have to watch after my guys so they don't actually build the improvements final if I just want to pre-build them, for example, so once I unlock new worker actions, like paths with tracking, I can have the gatherer build a road to the improvement and then built it and "die" for it...

However, right now, all we have is a "pre-chop and stop 1 turn before finishing" button.
I liked a "stop 1 turn before finishing any worker action" button, which would be very useful for the combination of eternity prehistoric start and autoend turn. Gee, I really had plans for dozens of gatherers just realizing they finished the stuff before I could stop the autoend turn in time, to stop them in time of being spent...

In ancient/classical I then will deactivate the option for quicker flow but in the beginning its much needed, I think

Dancing Hoskuld
Dec 22, 2013, 02:47 PM
@Thunderbrd did you try changing CvMainInterface.py?

Line 241 defines HELP_TEXT_MINIMUM_WIDTH and 520-521 sets up the area of the screen to contain the help text. Also line 4004, 5246-5250, 6388-6395.

Mind you I can't quickly identify where it is used.

Thunderbrd
Dec 22, 2013, 03:51 PM
I did try adjusting that - set it out to 1000 and didn't see any difference at all. That's a LOT more than double the amount there, what is it now, like 200? No effect. So I really must be missing something. That variable sure shouted like it might have been the one to work with - was rather disappointed it didn't work.

Dancing Hoskuld
Dec 22, 2013, 04:01 PM
It may be one of the things hard coded in the engine. I know others have tried to change the width but I have not heard of any successes. Of course it may be that we just need to call it something other than HelpText and write our own object.

Azurian
Dec 29, 2013, 12:07 PM
I found the reference to POPUPS_BACKGROUND_TRANSPARENT

screen.setHelpTextArea( 390, FontTypes.SMALL_FONT, 0, 0, -2.2, True, ArtFileMgr.getInterfaceArtInfo("POPUPS_BACKGROUND_TRANSPARENT").getPath(), True, True, CvUtil.FONT_LEFT_JUSTIFY, 0 )




Assets/ XML/ Art/ CIV4ArtDefines_Interface.xml


<InterfaceArtInfo>
<Type>POPUPS_BACKGROUND</Type>
<Path>Art/Interface/Popups/PopUpBackground.nif</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>POPUPS_BACKGROUND_DDS</Type>
<Path>Art/Interface/Popups/PopUpBackground.dds</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>POPUPS_BACKGROUND_TRANSPARENT</Type>
<Path>Art/Interface/Popups/PopUpBackgroundTRANS.nif</Path>
</InterfaceArtInfo>


They are in \Sid Meier's Civilization 4\Assets\Assets0.fpk

In Assets0.fpk:

\art\interface\popups

I uploaded the files below for convenience.

Azurian
Dec 29, 2013, 12:18 PM
http://civ4bug.sourceforge.net/PythonAPI/Classes/CyGInterfaceScreen.html

CyGInterfaceScreen isn't in the SDK. It's not a method either, it's an object!

VOID setHelpTextArea (FLOAT fWidth, FontType eFont, FLOAT fX, FLOAT fY, FLOAT fZ, BOOL bFloating, STRING szArtFile, BOOL bExpandRight, BOOL bExpandDown, INT uiFlags, INT iMinWidth)
void ( float fWidth, FontTypes eFont, float fX, float fY, float fZ, bool bFloating, string szArtFile, bool bExpandRight, bool bExpandDown, uint uiFlags, int iMinWidth

Thunderbrd
Dec 30, 2013, 12:49 PM
I found the reference to POPUPS_BACKGROUND_TRANSPARENT

screen.setHelpTextArea( 390, FontTypes.SMALL_FONT, 0, 0, -2.2, True, ArtFileMgr.getInterfaceArtInfo("POPUPS_BACKGROUND_TRANSPARENT").getPath(), True, True, CvUtil.FONT_LEFT_JUSTIFY, 0 )




Assets/ XML/ Art/ CIV4ArtDefines_Interface.xml


<InterfaceArtInfo>
<Type>POPUPS_BACKGROUND</Type>
<Path>Art/Interface/Popups/PopUpBackground.nif</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>POPUPS_BACKGROUND_DDS</Type>
<Path>Art/Interface/Popups/PopUpBackground.dds</Path>
</InterfaceArtInfo>
<InterfaceArtInfo>
<Type>POPUPS_BACKGROUND_TRANSPARENT</Type>
<Path>Art/Interface/Popups/PopUpBackgroundTRANS.nif</Path>
</InterfaceArtInfo>


They are in \Sid Meier's Civilization 4\Assets\Assets0.fpk

In Assets0.fpk:

\art\interface\popups

I uploaded the files below for convenience.

http://civ4bug.sourceforge.net/PythonAPI/Classes/CyGInterfaceScreen.html

CyGInterfaceScreen isn't in the SDK. It's not a method either, it's an object!

VOID setHelpTextArea (FLOAT fWidth, FontType eFont, FLOAT fX, FLOAT fY, FLOAT fZ, BOOL bFloating, STRING szArtFile, BOOL bExpandRight, BOOL bExpandDown, INT uiFlags, INT iMinWidth)
void ( float fWidth, FontTypes eFont, float fX, float fY, float fZ, bool bFloating, string szArtFile, bool bExpandRight, bool bExpandDown, uint uiFlags, int iMinWidth

Sooooo... what exactly are you saying we need to do to widen the help hovers?

Draakon
Jan 02, 2014, 04:27 AM
Is there a way to have a better window/info tool to look at whats in a stack? Currently on SVN 6760 and already having 4 soldier stacks means I can't even look at the top most stack info thingy on the left side when you hover over a flag/stack and see what is in the stack. And the more troops you have in a stack, the harder it is to read what is and what is not in a stack.

Thunderbrd
Jan 02, 2014, 11:35 PM
Is there a way to have a better window/info tool to look at whats in a stack? Currently on SVN 6760 and already having 4 soldier stacks means I can't even look at the top most stack info thingy on the left side when you hover over a flag/stack and see what is in the stack. And the more troops you have in a stack, the harder it is to read what is and what is not in a stack.

Yeah, this is certainly an important task on the list to rework this. I'll hopefully have this resolved during the next version cycle.

Rodnok
Jan 04, 2014, 04:14 AM
IMO, when that option is not used, these extra info about combat classes, hands, axes and claw sizes shouldnt be shown...

Thunderbrd
Jan 04, 2014, 09:02 AM
The CCs you see are subject to potential further optionalized isolation. However, there were some concepts I had in mind that gave cause to letting those show for now. Many more are already hidden behind options.

timschuett
Jan 23, 2014, 01:05 PM
Could you add a scroll feature to unit promotions? I have a rogue that, even with the earlier change, has amassed so many tiles in its profile window that I can't see its health, moves or XP

Thunderbrd
Jan 23, 2014, 02:11 PM
Could you add a scroll feature to unit promotions? I have a rogue that, even with the earlier change, has amassed so many tiles in its profile window that I can't see its health, moves or XP

No we can't but there are a few ways to sort these out to make these displays more valuable that I'll be working on this weekend in fact.

Yudishtira
Jan 23, 2014, 04:05 PM
I think there needs to be a combat odds 'in reverse' mouseover: ie. one that tells you what the (mouseovered) enemy stack's top attacker's odds would be if they attacked your (selected) stack/tile.

Most of the time these are the odds that are important to you, and you're trying to estimate them without UI help.

Or perhaps there already is a way....(if so do tell...)

platyping
Jan 23, 2014, 04:11 PM
No we can't but there are a few ways to sort these out to make these displays more valuable that I'll be working on this weekend in fact.

Both displaying valuable promotions and with scrollbar are done

Thunderbrd
Jan 23, 2014, 04:50 PM
Both displaying valuable promotions and with scrollbar are done

If you can pull this off or guide me (or DH) to where and how this has been done, by all means light the way bud! I agree with him that we could really use this!

platyping
Jan 23, 2014, 05:14 PM
Naturally, it is in the dreaded file of course.

Valuable promotions are done, by hiding lower grade promotions when you have a higher one of same type, such as hide Combat I and II when you have III.

Scrollbar is easy by scrapping the whole BTS promotion format and replace with a table.

You should know where to find my codes :D

Thunderbrd
Jan 23, 2014, 05:41 PM
The first part we have done (in our C2C way).

The scrollbar would be interesting to setup... would the way you've done this work with BUG?

@DH: is this something you'd be able to implement?

platyping
Jan 23, 2014, 05:50 PM
There is nothing which is done in default BTS, which cannot be ported to BUG.

Lemon ported my specialists.
AIAndy ported my WB.
Azure ported my civics screen.
Xyth ported bits here and there.
Cruel ported bits as well.
Even Horatius who just started python recently ported scroreboard and made modifications.

Depend on whether modder wants to do it or not :D

Dancing Hoskuld
Jan 23, 2014, 06:11 PM
Currently every time I touch any python I break the lot. So I am ignoring it all until March. I'll be away for a few weeks in Feb as my Mum is having a significant birthday.

JosEPh_II
Jan 23, 2014, 06:37 PM
@DH,
Enjoy the celebration DH with your mum :queen:. :)

Mine had her 80th this last September. As much of the family as could gathered in Oklahoma to be with her. (Dad also had his 86th the same month).

Sometimes I wonder if my kids will ever consider mine.... times and old ways they do change.

JosEPh

Dancing Hoskuld
Jan 23, 2014, 06:52 PM
Yes, it is Mum's 80th or as she likes to say 60th time she has turned 21 since women only ever get to 21 then repeat it every year.:D

JosEPh_II
Jan 23, 2014, 07:02 PM
+1 :D

JosEPh

Thunderbrd
Jan 23, 2014, 08:18 PM
There is nothing which is done in default BTS, which cannot be ported to BUG.

Lemon ported my specialists.
AIAndy ported my WB.
Azure ported my civics screen.
Xyth ported bits here and there.
Cruel ported bits as well.
Even Horatius who just started python recently ported scroreboard and made modifications.

Depend on whether modder wants to do it or not :D

Sigh... maybe I should try it so as to attempt to get over some of my revulsion with python.

platyping
Jan 23, 2014, 08:36 PM
You will be easily pissed off by my codes. Whatever is redundant in bts codes, I simply removed rather than commented away :D

And generally there aren't much comments except a header, so good luck

DRJ
Jan 26, 2014, 05:08 AM
Sorry bringing this up again but since noone answered:

is there a way to replicate the "pre-chop" autoworker action for ALL improvements - aka a new "pre-work" gameoption?

Or in another way: in which file could I find the "pre-chop" code that I would have to use to enable all other improvements to be "pre-choppeable" as well?


Since I am using the autoend-turns option, and gatherers are rare in the longlasting first hundreds of turns in eternity games, I have to call attention to the situation that I have to watch after my guys so they don't actually build the improvements final if I just want to pre-build them, for example, so once I unlock new worker actions, like paths with tracking, I can have the gatherer build a road to the improvement and then built it and "die" for it...

However, right now, all we have is a "pre-chop and stop 1 turn before finishing" button.
I liked a "stop 1 turn before finishing any worker action" button, which would be very useful for the combination of eternity prehistoric start and autoend turn. Gee, I really had plans for dozens of gatherers just realizing they finished the stuff before I could stop the autoend turn in time, to stop them in time of being spent...

In ancient/classical I then will deactivate the option for quicker flow but in the beginning its much needed, I think

Thunderbrd
Jan 26, 2014, 08:37 AM
Sorry bringing this up again but since noone answered:

is there a way to replicate the "pre-chop" autoworker action for ALL improvements - aka a new "pre-work" gameoption?

Or in another way: in which file could I find the "pre-chop" code that I would have to use to enable all other improvements to be "pre-choppeable" as well?

I don't know if this is handled in the dll or python. I've never seen any coding for it.

Faustmouse
Jan 26, 2014, 02:24 PM
Isn't there a "prechop Improvements" Option, simply in the Game options from vanilla bts?

Harrier
Jan 28, 2014, 05:15 PM
Just started playing this mod - great work guys.

Previously been playing Realism Invistus mod. A feature that mod has that I really am missing, concerns the city screens production queue.

If you have say 6 items in the queue, but now you want the 3rd item to be built first. In RI you can hover over the item, press either shift or ctrl key and click on the item. It is then moved up or down one place. So 2 clicks would move it from 3rd to 1st place.

Much neater IMO, than deleting it and then looking for the item in the build menu to add it back to the top of the queue.

Dancing Hoskuld
Jan 28, 2014, 05:24 PM
Just started playing this mod - great work guys.

Previously been playing Realism Invistus mod. A feature that mod has that I really am missing, concerns the city screens production queue.

If you have say 6 items in the queue, but now you want the 3rd item to be built first. In RI you can hover over the item, press either shift or ctrl key and click on the item. It is then moved up or down one place. So 2 clicks would move it from 3rd to 1st place.

Much neater IMO, than deleting it and then looking for the item in the build menu to add it back to the top of the queue.

Bound to be done in the dreadful cvMainInterface.py Python code. Need to keep it in mind for the next time we look at changing that file. We have quite a list of things to do in there.

Harrier
Jan 29, 2014, 11:21 AM
City build menu.

When sorting buildings to show all of a type at the front of the list i.e. Gold. It would be useful if those items could be displayed in cost order also.

e.g. Gold 1 turn, Gold 2 turns etc. followed by the rest of the items as is.

Dancing Hoskuld
Jan 29, 2014, 12:50 PM
That is the way I do it. The buttons say what kind of building you want and the drop down menu lets you select the order eg cost.

GiuseppeIII
Feb 03, 2014, 08:37 PM
2 things that I would love to see improved upon.

1st if you could drag new buildings in to your queue so you wouldn't have to rebuild your queue everytime you wanted to place a new building in.

2nd If you could type in how many of a certain unit you want to build. This would especially help in the later eras where you can build more than one unit at a time.

Raven Destroyer
Feb 04, 2014, 02:08 AM
Having more then two bars of build options would also be nice,

Harrier
Feb 04, 2014, 05:39 AM
EDIT: In the city screen - city build menu. The two new buttons not in regular civ4.

Additions to the sort button for buildings.

Military.

Displays the buildings that give: experience points, free promotions and allow the training of new units.

Defence.

Displays the buidings that add to the city defence and damage enemy units.

Question. What does the first button do?

None, Wonder, Domain. What is each trying to show.

Dancing Hoskuld
Feb 04, 2014, 05:53 AM
Additions to the sort button for buildings.

Military.

Displays the buildings that give: experience points, free promotions and allow the training of new units.

Defence.

Displays the buidings that add to the city defence and damage enemy units.

Question. What does the first button do?

None, Wonder, Domain. What is each trying to show.

A screen with some arrows may help us understand what you mean here.

If you are referring to the three buttons (units, buildings and wonders) on the right then they can't be changed as they are hard coded in the exe. They set which set of filters etc you get to use and display icons at the beginning of the set.

There are already filter buttons on buildings just to show military buildings once you have clicked on the buildings button on the right.

Harrier
Feb 05, 2014, 07:26 AM
A screen with some arrows may help us understand what you mean here.

Altered the previous post and added a screenshot.

Dancing Hoskuld
Feb 05, 2014, 02:20 PM
Click on the building button on the right ie the middle one. This will bring up the building filter icons on the line beneath the units in the city. Hover over and scroll there are filters for military buildings there.

The order is based on cost, yields and commerces of the buildings. Not sure what the none/wonder in the middle does.

Snofru1
Feb 05, 2014, 02:31 PM
EDIT: In the city screen - city build menu. The two new buttons not in regular civ4.

Additions to the sort button for buildings.

Military.

Displays the buildings that give: experience points, free promotions and allow the training of new units.

Defence.

Displays the buidings that add to the city defence and damage enemy units.

Question. What does the first button do?

None, Wonder, Domain. What is each trying to show.
They show how the building list is grouped. "None" means all buildings including wonders are sorted by name or cost etc. (whatever is chosen in the other list). "Wonders" means that buildings and wonders are sorted seperately. Not sure about "Domain", it is somehow similar to "Wonders".

Dancing Hoskuld
Feb 05, 2014, 02:34 PM
Domain is usually about sea, land or air.

AIAndy
Feb 05, 2014, 03:41 PM
Domain grouping for buildings is something like Military, City Defense and rest.

Liquidated
Feb 08, 2014, 04:20 PM
First time playing though release, love this project.

I would love for the ui to stay where it was when I select a unit or building instead of going back up to the beginning of the list. Barring that, I guess I would like a screen that pops up in the city screen proper that shows more than two lines at a time of stuff to build, all while keeping the ability to add stuff to the queue and filter the info like normal.

Also, I would like a way to sort by pollution, more about buildings that help the situation, not cause it.

Cheers!
-Liq

Faustmouse
Feb 08, 2014, 04:29 PM
That remind me, some wonders have an effect like: "+2:hammers: form all Building X". Guilds for example. But you can't see this ingame. This needs to be fixed soon-

Dancing Hoskuld
Feb 08, 2014, 04:29 PM
First time playing though release, love this project.

I would love for the ui to stay where it was when I select a unit or building instead of going back up to the beginning of the list. Barring that, I guess I would like a screen that pops up in the city screen proper that shows more than two lines at a time of stuff to build, all while keeping the ability to add stuff to the queue and filter the info like normal.

Also, I would like a way to sort by pollution, more about buildings that help the situation, not cause it.

Cheers!
-Liq

Unfortunately we are stuck with the going back to the beginning of the list. Unless we can replace that whole screen with something that does not use the Civ exe.

AIAndy
Feb 08, 2014, 05:11 PM
Unfortunately we are stuck with the going back to the beginning of the list. Unless we can replace that whole screen with something that does not use the Civ exe.
It does not really do that any more than other UI elements. The problem is that you can only order those kinds of lists to move to a certain group and currently that kind of grouping means all normal buildings or something similar.
Nonetheless it would be possible to calculate the amount fitting in a row and group it by that number separately. Then selecting something to be built would not move you back to the beginning of the group.

Dancing Hoskuld
Feb 08, 2014, 06:02 PM
I have been wondering if we could put a maximise button on that part of the screen and when pressed bring up a much larger screen which we can do all this on. You know- show all the filters better
- show many more than two lines of icons
- have a special don't show these buildings in this city ever again
- have cultures and heroes appear right at the top rather than in the units and wonders section

platyping
Feb 08, 2014, 06:19 PM
I have been wondering if we could put a maximise button on that part of the screen and when pressed bring up a much larger screen which we can do all this on. You know- show all the filters better
- show many more than two lines of icons
- have a special don't show these buildings in this city ever again
- have cultures and heroes appear right at the top rather than in the units and wonders section

You know, how cultures and heroes appear are all defined by what is coded in the python...
If you want to separate them from standard units or buildings it is of course doable.

P.S.
Page done :D

Snofru1
Feb 09, 2014, 01:16 AM
Barring that, I guess I would like a screen that pops up in the city screen proper that shows more than two lines at a time of stuff to build, all while keeping the ability to add stuff to the queue and filter the info like normal.
You can already choose small icons in the BUG settings so you get 3 lines instead of 2 (BUG Mod Options => General => Build/Action Icon Size => Small). I use this all the time.

AIAndy
Feb 09, 2014, 07:02 AM
I have been wondering if we could put a maximise button on that part of the screen and when pressed bring up a much larger screen which we can do all this on. You know- show all the filters better
- show many more than two lines of icons
- have a special don't show these buildings in this city ever again
- have cultures and heroes appear right at the top rather than in the units and wonders section
Of course, that is possible.
Separating cultures and heroes would best be done by a separate grouping added to the DLL code that does that.
The build list screen shows how a large such screen can be done.

Nevets_
Feb 13, 2014, 10:46 AM
What I would kill for is for the city screen to save the scroll bar position after you click on a building / unit. Right now it remembers if you last clicked on a unit / building / wonder and jumps to the top of that category automatically, so I'm guessing some code must already be there. I play with disabled buildings showing up so I've usually got 2 rows of units and 6-12 rows of buildings by the medieval age, and I like to queue up 10-20 buildings at once to save time, which means for the last 10 or so I have to scroll down twice each time before I can click. Probably not a huge issue with the vanilla game or other mods, but with C2C's ridiculously huge catalog of buildings it would be a big time saver.

Nevermind, just noticed this exact request was posted last week.

0100010
Feb 13, 2014, 05:24 PM
Was a "sell this building in all cities" button ever made for the abandon city/sell building pop-up? Or better was any automated selling of obsolete buildings ever implemented?

Dancing Hoskuld
Feb 13, 2014, 05:32 PM
Was a "sell this building in all cities" button ever made for the abandon city/sell building pop-up? Or better was any automated selling of obsolete buildings ever implemented?

No to both.

Dancing Hoskuld
Feb 15, 2014, 03:19 PM
@AIAndy are you intending to update te c2c worldbuilder to the latest Platyping worldbuilder? Now is probably not the time as he is still making changes. I did notice that his only supports one feature on a plot. (No I have not yet added the shipwreck which is the reason I wanted multiple features on a plot.)

AIAndy
Feb 15, 2014, 03:40 PM
@AIAndy are you intending to update te c2c worldbuilder to the latest Platyping worldbuilder? Now is probably not the time as he is still making changes. I did notice that his only supports one feature on a plot. (No I have not yet added the shipwreck which is the reason I wanted multiple features on a plot.)
Probably at some point, but not yet.

Mamamia
Mar 01, 2014, 01:26 PM
No to both.

But is it possible to abandon a city?
If so, how do you do it?
I could not find any button in the UI.

Thunderbrd
Mar 01, 2014, 01:56 PM
But is it possible to abandon a city?
If so, how do you do it?
I could not find any button in the UI.

CTRL-A in the city. We do intend to provide a button on the city screen to do the same thing. We have the button(s) designed for this but we don't have the UI completed for it.