Requests for new components (and features)

I was wondering, has the BUG team already included johny's spy specialist button fix?

Yes, I added it two minutes ago. ;) Thanks for the suggestion!
 
We've included everything from the Main Screen mod except the attitude text (rather than icons) thing AFAICT.

The percentage graph is interesting, but with 18 views it's fairly low priority. If you want to merge it in with the ability to switch between the two (e.g. a checkbox on the screen), I'd be happy to consider it. Note: I have downloaded it but not run it yet. The screenshot only shows the graph itself, so perhaps there is a checkbox already.

Ruff or someone pointed the Wonders List out, and it's a great idea.

BTW, anything that goes into the Feature Request tracker is much easier to track and work on. It also won't get lost among all the other posts. :)
 
Sorry, linked the wrong part of Neverminds Thread ;)
Here are the correct links for the mod parts I'm asking for, these are the parts by dimon157:
View Single Post - [PY] Main Screen Mod and View Single Post - [PY] Main Screen Mod.

It includes:
1) GP Bar (Impaler)
2) Main City Scroll (SimCutiie)
3) Shows if AI is willing to trade tech, big amount of gold, big amount of gold/turn
4) Attitude icons
5) Replaced Great General icon
6) Two parameters for Domination Victory

1 to 5 already are in BUG
 
I don't read Greek, but from the various screenshots I see a few things I think people would like to see in BUG:

On-Screen Victory Condition Tracking

Shows domination land/pop % and cultural levels of 3 highest cities. I assume they appear at a configurable "closeness", e.g. within x% of the target.

Domination


(similar view in case above image doesn't show up)


Cultural


More Detailed Civ4lert-Like Info

I think this image is a summary view of some of the information available in Civ4lerts called MoreInfo mod.


Civs with Techs or Gold to Trade

I have also considered adding icons to the scoreboard when another player has techs or gold available for trade (with a configurable minimum). I suppose the tech icon could disappear once you've opened the Tech Trade view so that you'll notice when they have a new tech to trade. However, Civ4lerts does take care of all of these, so it hasn't been a high priority yet.


What stuff am I missing?

That site only let me look at the first screenshot, and I cannot register since Babelfish can't seem to translate any of it. If you want to see this stuff in BUG, please provide screenshots and descriptions in English here.
 
Their forum's language is russian ;)

That would explain why no one commented on my "It's all Greek to me" joke. :) I didn't even think about it. Did someone else say Greek at some point?
 
So I've been playing with the BUG Mod for a year or so now, and I absolutely love it! Over that time I've written down some notes on the ways I would improve the BUG Mod. I decided to sit down this morning, take a break from the game I'm currently losing (curse you Peter and your damnable Frigates!), and list the things I'd absolutely love to see in a future version of the BUG Mod:

Auto-Specialists: The AI favors Spy specialists whenever it assigns a citizen to a vacant specialist slot, inevitably polluting my GP pool. How about the ability to right-click on a specialist icon to prioritize it: the specialist would be outlined in yellow, and the AI would prioritize filling that specialist whenever it had to assign a spare citizen in your absence.

Diplomacy Advisor: I find the Diplomacy Advisor hard to read, and think my (and others) diplomacy game could improve greatly if the information it contained were made a bit more intuitively accessible. Here are some examples of what I mean:
  • Glance: I can never remember which "direction" the attitudes go; whether the vertical column feels the listed attitude towards the top column, or the other way around. The same is true of that little red man icon — that means worst enemy, yes? — I always have to poke around and logically deduce whether top is the worst enemy of left, or left the worst enemy of top. Perhaps a simple system of arrows or the like could be added as a reminder? Or, even better, perhaps the "Relations" and "Glance" tabs could be combined, adapting the Relations graphical representation to also contain the information in the Glance tab. Of course, I play with seven opponents, and I don't know how well this will work for some of those monster 25 opponent games I've seen screenshots of. That said, I can't imagine how the current Glance tab would look in such a game :eek:
  • Techs: Okay, this one is a pipe dream because I can imagine how difficult it would be to program (and I don't want to make too many ridiculous suggestions!) When I'm in a dire tech situation, I often print out an outline of the tech tree and use the "Can Research," "Wants" and "Will/Won't Trade" columns to work out where each of my opponents are in the tech tree. This helps me plan techs to research that other Civs will want. It would be incredible if it were somehow possible to reproduce the tech tree on-screen, in miniature (using only the icons for each tech), with each AI's little character icon next to the techs they know. A color-coded background or outline around each character icon would provide additional information: a red outline for "won't trade," green for "will trade," purple for "currently researching" (if revealed by espionage) and cyan for "wants," maybe? Yes, big project. But, some people like big projects :)
  • Resources: For some reason, I find the words "Import" and "Export" to be intuitively unclear, much like the columns vs. rows in the Glance screen. ("Does 'Import' mean he wants to import these from me, or that I can import these from him?") Something as simple as "Will Trade" vs. "Wants" would clear this up.
ALT-M Reminders: I love this feature. Love it. It may be my favorite feature in all of BUG Mod, but every time I use it I can only think of how it could be greatly improved with comparatively little complexity, at least by my intuitive understanding of the programming. I actually tried learning Python myself just to make these little tweaks to it (such is the depth of my need for them), but realized I'd have to learn all about Civ IV's event triggering what-nots. Anyway, my suggestions are:
  • A Repeat Feature: A second incremental counter next to the current one, set by default to zero (no repeat), could be set to recur the same message every few turns. This is particularly helpful with regard to slavery reminders ("Rush Istanbul!!"), and also for the oh-so-helpful "take a breath, get a drink, review your game-plan" reminder I set up every twenty turns for myself.
  • Minimize Reminder Pop-Up: I play the game with all notifications minimized to the right side of my screen, where they stay until the end of my turn. The Reminders mod doesn't let you do this, so I often forget to do what the reminder says by the time I'm finished other things. Maybe a reminder could be set to appear at the end of your turn by checking a little box on the Alt-M screen, and the box would remember what it was previously set to so you wouldn't have to re-check it every time. Or a setting in Options could govern this behavior, if that would be easier?
I also have a few bug reports that I'll put up in the next little bit. Thanks a ton for all the work you guys put into this, it has absolutely redefined my Civ IV experience! I hope you find my suggestions helpful!
 
So I've been playing with the BUG Mod for a year or so now, and I absolutely love it!
Thanks - glad you like it.
Auto-Specialists
I'm pretty sure this is a DLL issue and not open to modification by BUG. We specifically steer away from any DLL issues so that we can maintain our 'unaltered' status.
Diplomacy Advisor - Glance
Who v who - I have the same issue and answer that by hovering over the numbers and working from that. Any graphical suggestions on how to answer this question?
Diplomacy Advisor - Techs
That is a great idea. Super. Absolutely fab. Top notch. Let me think about this and I'll come back with some suggestions and options. Would love your input in that. I will start I've started a new thread to discuss.
Diplomacy Advisor - Resources
Someone else mentioned this. I'm sure it is a feature request in our sourcesave listing (somewhere).
ALT-M Reminders - A Repeat Feature
Ditto here - someone mentioend that too.
ALT-M Reminders - Minimize Reminder Pop-Up
I too play with minimized pop-ups. Ideally, we would should have an icon that shows on the right for reminders. I'll let EF take a look at that one. BTW: I don't think we can do a 'dialog box at the end of the turn' because we cannot tell when that is (I think).
 
A small request about reminders: a option to set a reminder-like for when another civ(s) gets a certain tech . Useful for a high tech lib chase or for a spy eco theft ;)
 
Auto-Specialists: The AI favors Spy specialists whenever it assigns a citizen to a vacant specialist slot, inevitably polluting my GP pool. How about the ability to right-click on a specialist icon to prioritize it: the specialist would be outlined in yellow, and the AI would prioritize filling that specialist whenever it had to assign a spare citizen in your absence.
This is actually in the stock game at least since BTS release (maybe even earlier...)
 
@Eunomiac - Wow, you're hired! ;)

I decided to sit down this morning, take a break from the game.

And here I was the past two days taking a short break from coding to actually play the game. Before Tuesday, I think I had played two full moves in the previous two weeks.

</woe-is-me>

How about the ability to right-click on a specialist icon to prioritize it.

While I have very little experience looking through the SDK, I have read most all of the Python code. AFAIK, CvCity_AI or CvPlayer_AI in the SDK take care of assigning specialists. There are no Python events to even be told about it.

Looking at the Python API for CyCity, there are plenty of methods for examining the currently assigned specialists, but there are only two methods for setting specialists: setForceSpecialistCount() and setFreeSpecialistCount(). They both take a specialist type and count, but I'm not entirely sure what a forced specialists is.

So this may be possible.

This is actually in the stock game at least since BTS release (maybe even earlier...)

Can you please explain further? I know you can arrange the specialists, but when your population increases, there's no way to control ahead of time how that new citizen will be put to work.

Techs: . . .

A most awesome idea, and totally doable using the existing tech screen code. I wonder if all those different faces would get confusing. We could have all the faces in a line (think MA deployment tab) that you can select to limit the view to that one (or multiple) AI.

I would also remove/gray-out techs that everyone knows since they offer no trade possibilities; the same for techs that no one knows nor can research yet. This would trim down the tree to just the techs that you can do something with at that time.

Also, if both you and an AI know tech A, there's no point in showing your pics on it since you can't trade either way for it. In fact, I'd color the tech cards based on whether or not you knew it, or if there was a trade possibility, or something similar, instead of showing your pic anywhere. Anything to reduce the number of leader pics and trim down the information. Colors are a great visual indicator (as you suggested with the outlines), more so than icons. The icons will be small and tough to discern if there are too many.

Further, I'd expect only the techs that appear somewhere on the Tech Trade tab to have information in this list. If there's no trade possibility, it should be gray/empty. You pointed out the desire to plan future research, so maybe there's a way to call out techs . . .

Ah, how about this:

  • Techs you know - Show the AIs that don't know it. Outline color for: researching (espionage), can research, and can't research (you can't trade it to them yet b/c they don't have the prereqs).
  • Techs you don't know - Show the AIs that know it. Outline color for: will trade, won't trade, can't trade.
As long as the tech card backgrounds are different colors, the difference should be clear. Normally I wouldn't want icons to have different meanings on the same page, but actually the icon always means "possible trade opportunity", so I think it works.

Did I say how much I like this idea?

Something as simple as "Will Trade" vs. "Wants" would clear this up.

Yes, I agree. I keep it straight by memorizing the columns, but after a few weeks off from playing, I have to think about it again.

A Repeat Feature: A second incremental counter next to the current one, set by default to zero (no repeat), could be set to recur the same message every few turns.

I proposed something similar, but this is great. What I suggested was more of a SG player support tool: when you start your turnset, it automatically sets a reminder for X turns ahead to stop playing. I think a combination of these would be great.

Minimize Reminder Pop-Up: I play the game with all notifications minimized to the right side of my screen, where they stay until the end of my turn.

I started playing with this a few weeks back, but I'm having a heck of a time working it out. There are two types of popups in Civ, and I need the features of both. :( One can be minimized, and the other is functional. I may have to turn these into Python screens.

I may start a thread on this, but I had been hoping to spring it on the players as I think it would be very, very cool. Alerum and I worked out some cool ideas for Civ4lerts especially . . . :D

The Reminders mod doesn't let you do this, so I often forget to do what the reminder says by the time I'm finished other things.

Do you use the SVN version of BUG or the 3.0 (or BAT 1.0) release? IIRC, I made some alterations after the release that help here. Instead of the "show next turn" option when a reminder pops up, it asks "show again at end of turn?" and if you say yes, it appears again and then you can have it show next turn too.

Even if you tell it not to show the reminder again, all reminders that fired this turn are shown instead of "Hit Enter to end turn" at the bottom of the screen.

However, minimized popups would be vastly superior to all this gobbledygook, so I'll focus my efforts there after 3.1 comes out.

I also have a few bug reports that I'll put up in the next little bit. Thanks a ton for all the work you guys put into this, it has absolutely redefined my Civ IV experience! I hope you find my suggestions helpful!

Glad to have bug reports as well as new features, so thanks! And it feels great to hear from users that like the mod so much. So thanks again! :goodjob:

I don't think we can do a 'dialog box at the end of the turn' because we cannot tell when that is (I think).

I got this to work, and it should be in the SVN version. When I added the new "BeginActivePlayerTurn" event, I also added code to call the existing -- but not called by the SDK -- "EndTurnReady" event.
 
Looking at the Python API for CyCity, there are plenty of methods for examining the currently assigned specialists, but there are only two methods for setting specialists: setForceSpecialistCount() and setFreeSpecialistCount(). They both take a specialist type and count, but I'm not entirely sure what a forced specialists is.
If you use citizen automation there is a concept called "forced specialists" where you click the + for a specialist while the governor is still active and one is created with a yellow box around him. The governor then considers this your preference and so if it decides to add more specialists, it will keep adding this type until it can't add any more, then it will add other types as it sees fit. You can even force multiple specialists (e.g. 2 forced scientists and 1 forced merchant) and the governor will attempt to maintain that ratio as it adds new specialists.

I believe this is what Refar was referring to since it is quite similar to what Eunomiac was proposing, but I don't know if it's exactly the same because it only applies when the governor is active; once the governor is shut off, the forced specialists are forgotten. If you are MMing your city and it grows, the default specialist-picking behavior is used.

---

I'm also a big fan of the idea to rename the resource trade columns. Renaming the export subheadings to "Will Accept/Won't Accept" and the Import subheadings to "Will Supply/Won't Supply" has been on my massive to-do list for my local BUGenstein for awhile but I just never get around to it...
 
If you use citizen automation there is a concept called "forced specialists" where you click the + for a specialist while the governor is still active and one is created with a yellow box around him.

Ah, I so rarely have the governor on, but I have seen that yellow outline on a specialist after adding one before, but I didn't connect the two.

I also suspect Eunomiac wants this feature to work without the governor. Options I'd like to see include

  • "Don't assign any new freakin' specialists!"
    a.k.a. "All new citizens must work tiles"
  • "Never assign specialist X," per city (city screen) and empire-wide (options screen).
  • Ordered list of specialist preferences, useful for SE empires.
    This is essentially the current feature working when governor is off.
The tricky part is that we'd have to store the current state of all citizens (not just specialists I think) for all your cities and check this against the current state whenever the city changes these: population changes (growth, starvation, whipping), improvement changes (build and pillage), city tile reassignments (manual by you between your cities or tile swaps due to cultural ownership).

Some of these changes have associated events, but it only takes one not having an event (manual and culture for example) to require a brute force sweep of every city at the start of your turn and whenever the events that exist occur.

There's no way to catch the manual tile swapping, however. We have to reassign citizens at the end of your turn, too. This means that you may go a turn with assignments you don't want, but that happens all the time now since it's easy to miss when they get changed.
 
I really wish someone would add Event Signs to BUG. Anyone up for this? It would be really easy to add it to the new BUG core and would provide a guinea pig valuable modder feedback on the new process. ;)
 
Unfortunately the initial release of Event Signs supplies spoiler information. I hadn't noticed it at first because you can't see all that far away until the map is centered, but I've since confirmed that both team signs and landmarks can be visible even if the underlying tile isn't. :cry: And it was such a neat and simple idea too...

That's why it hasn't been suggested for BUG previously. I have ideas on how to fix, but it'll be much more complex since I'd have to save off the information using sdtoolkit and then hook onPlotRevealed to create the sign with the stored information once you can actually see it. It's on the todo list but other things have overtaken its priority.

EDIT: :lol: And now I see you made the same suggestion in that topic. It all makes sense now.
 
:lol: And now I see you made the same suggestion in that topic. It all makes sense now.

Great minds think alike. :D

I saw that note about the spoiler issue after suggesting it for BUG. I had wondered why you hadn't pimped out your own mod to BUG yet. I really like the idea, and I'd love to see it in BUG.

It would be icing on the cake to get some feedback from a test case using the new core. I'd be glad to help out because I'll need to write up docs eventually, and this would help find (and fix) any quirks or bad design choices I've made before releasing 3.1.
 
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