Wow, I'm glad my suggestions were so well received! Now you've given me the confidence to dump more on you:
Revamped Strategy Layer: The Holy Grail of BUG Mod features, so shrouded in distilled awesome that I had resigned myself to its impossibility. The strategy layer as-is sucks. No, that's being generous: it's the crowning embarrassment of the Civ franchise. The most sophisticated strategy game in computer history offers a strategy layer that can't be viewed in combination with resource flagging, can't be viewed zoomed-in, has a cloud layer obscuring everything by default and provides a single crayon for your planning. Here is what I would step over my own mother to see:
- a city BFC shape that you can plop down in the strategy layer, for in-game dot-mapping. That hashed BFC overlay that appears when you select a Settler would be perfect.
- little tokens you can drop on tiles to identify things like which forests you want to save for lumbermills, or farms you want to switch to watermills, or blockade points for military invasion, etc. These tokens could be as simple as circles with the letters of the alphabet in them, leaving remembering what means what to the player.
- the ability to hide the strategy layer when you don't need it
- the ability to flag resources (Ctrl-R) while in the strategy layer
- the ability to zoom in with the strategy layer active
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? [re: Diplomacy Advisor Glance tab]
Comparing the Glance and Relations tabs, the only things the Glance tab has that the Relations tab doesn't are the attitude numbers. These numbers hardly take up much real estate, so I can't help but think there must be some way of incorporating those numbers into the Relations tab and removing the Glance tab altogether. I have little experience with those monster 25 opponent games, though, during which the Relations tab gets rather cluttered already.
Alternatively, a title line could be added to each of the pop-ups that appear when you hover over the attitude totals: "Suleiman is Annoyed with Montezuma," followed by all of the attitude modifiers explaining why. A simple reminder across the top of the Glance tab could read: "The listed attitudes run FROM top TO left" or something.
Someone else mentioned this. I'm sure it is a feature request in our sourcesave listing (somewhere).
Hmm... sourcesave listing? Where is this? It would save me from repeating suggestions in the future.
A small request about reminders: a option to set a reminder-like for when another civ(s) gets a certain tech.
There must be a set of formulaic text entries that go into the log whenever certain things happen, so perhaps a trigger system could be constructed off of these text entries? That would allow all sorts of fun triggers, of the following form: "whenever X would be entered into the log, alert me with message pop-up Y". Holy moly, that would be sweetness incarnate.
re: Tech Diplomacy Advisor Definitely not skipping this, but I see the discussion has been moved to
another thread, where I will head next!
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.
I just started using the SVN version, and just noticed this change. VERY helpful! It's already saved me from leaving a 1-pop city stagnating for a hundred years with the Artist specialist I used for an early border pop...
Honestly, though, this solves the minimized-at-end-of-turn problem as far as I'm concerned. If it's really that complex to go all the way to icon-at-right, I'd consider this a low priority. The repetition thing, though, that would be huge!
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!
I kind of told a lie when I said I'd post a few bugs. I'm not entirely sure if they've been fixed in more current builds, or if they're BAT Mod vs. BUG Mod vs. Civ IV core stuff, so I was going to hold off until I saw them again. While I'm here, I'll just list them very briefly and perhaps you can indicate which ones I should report in full:
- circling intercepting fighters remain circling in the air after the carrier moved away (just the graphic; the carrier still contains three usable jets)
- while playing germany, the maceman icon appeared as an archer icon (though a very pretty germanic knight appears when I finally train the maceman)
- python callback errors when I try to hover over fighters, airships or (IIRC) guided missiles, though the game didn't last long enough to test it on later air units
- the contact-by-leader screen is too small to contain some of the longer diplomacy text in BAT
- Civ4lerts regularly informs me that the civ I'm at war with is willing to trade techs with me
- inaccurate "worst enemy of..." lines appearing in the hover pop-ups in the Diplomacy Glance screen
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.
The specific idea for a yellow outline just popped into my head, image and all. I suspect I too have seen this before, and my subconscious diligently retrieved it for this suggestion. Interesting how the mind works
I also suspect Eunomiac wants this feature to work without the governor.
Yeah, definitely, though later posts in this thread have convinced me to give the governor another try.
When the governor is turned off, I think specialists are simply assigned in order, starting at the top with the infuriatingly useless Spy specialist. If code limitations prevent changing this general behavior, maybe an interim fix could be as simple as changing the order of specialists to something more reflective of general play? Perhaps Engineer could come first (if you have a Forge in your city, it's a good chance you want the extra hammers), followed by Merchants. I'm sure everyone has differing opinions on which specialists are most important, but I'm equally sure that (almost) everyone would agree that Engineer --> Merchant --> Merchant is superior to Spy --> Spy --> Spy
Or maybe an alert could be added to Civ4lerts for whenever the computer automatically assigns a specialist on its own in one of your cities. Maybe the alert could even be limited to auto-assignments of Spy Specialists (which is rarely intended by the player, I assume):
Berlin grew to size 12.
Berlin hired a SPY SPECIALIST.
Okay, I'm going to take a break from posting to play a bit of Civ IV. Then I'll head over to the tech tree thread.