Platy's Peculiar Pleasant Posh Python

OK, thanks, I got it fixed in the meantime.

What happened is that I first took the file from Just Another Religion Mod (with, by the way, what vincentz was talking about Religions and Corporations only shown when actually in the city - screen from Johny Smith).

It always bothered me that this file was dated 2007 when the last one from BtS was from 2009.

Now, I did a complete review of the 2 files, updated my file and the bug is gone! :)

Sorry for the intrusion...
 
ReligionsandCorporations_zpsde1fd245.jpg


Piece of Cake :D
Handles unlimited numbers of religions and corporations naturally.
The space between them gets smaller and smaller as more religions/corporations added.
> 15, the icons may merge together
 
Done the auto adjustment of Bonus Pane Height, but why does the scroll panel look so weird lol

Will probably redo the whole bonus pane system...
 

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Which is why I didn't bother to upload that. Will probably redo whole system, but thinking whether they should still be separated into those 3 columns, since the 3rd one is excessively long
 
Specialist Count 2.0

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1) Free Specialists now displayed with a count just like the others.
They start from left to right instead, although you can change the direction.

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2) When there are too many free specialist types, the standard specialist space gets pushed upwards automatically.

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3) When the specialist row per column gets adjusted, the bonus pane space gets adjusted accordingly.

P.S.
Should be pretty obvious, the whole bonus pane gets modified, should be clearer although they are no longer in the standard BTS arrangement.
Currently only available in Ultrapack, lazy to extract.

Edit:
After taking the screenshots, I decided it looks weird some bonus have a number while some don't, so I decided even for those with just 1 copy, a "1" is indicated.
 
This is how it looks with just few resources if you are wondering.
 

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Looks nice, but why don't all the resource lines have the same height?
 
They do, it is just a trick on the eyes due to the different colors of rows
 
hey man,

something in your python causes an sdk error:

Assert Failed

File: CvGlobals.cpp
Line: 1756
Expression: eGraphicOptionNum < NUM_GRAPHICOPTION_TYPES
Message:


its gotta be the added graphic options.

i get an eror during game that has to do with the attitude, it says cannot call this function on our selfs, something like that.

:)
 
Just installed(updated) it, and it looks pretty sweet.

I tried to think about a better way than vanilla how the resources are shown in cityscreen, and I havent really come up with anything yet. The great part about vanilla is the different types have a row each, so its easy to spot f.ex. how many happiness resources there are. Or finding out quickly if a specific strategic resource is present. The new system doesn't really do this.
I think the 1 behind resources with only 1 is redundant. Imho it looks better without.

Maybe a switch like the specialists have (yellow/red) to switch between separate columns and mixed columns? The separate would be great for quick overview, while the mixed would be great for low resolutions. Another idea was a switch for sorting between amount or "standard layout", though that feature would probably be better in diplomatic trade proposal screen ;)

-------------------
And a little bug:
The large scoreboard area to the left, that earlier extended and was clickable, is now a "deadzone".
Clicking a unit in that area wont select it. Mousewheel zooming while hovering there wont do anything and leftclicking/both left+right holding, wont allow to move screen around.

and a couple of tracker suggestions :D

Instead of showing all the specialists in Specialist Tracker, then hide the ones with 0 amount

If its possible, then when clicking on name of city, then go to coordinates of city (not like cityadvisor where it will actually go into the screen). While some of the trackers this feature is not that important, I think for Specialist tracker and especially Airtracker it would be an amazing feature.

And a little suggestion :
Instead of using the build-icons on GP bar, then use the icons you use in specialist tracker as they seem to be able to show all specialists (even mod added).

and... wow... when I first went through the files with winmerge, I thought that I had taken another file than CvMainInterface.py. There was ALOT of changes :lol:. I ended up just overwriting. Pretty much all of the changes I have made to python are now in Ultimate Unique Unbelievable UltraPack.
Thanks :D

Sorry for my English, just got a new job and start on Monday, and have a son that absolutely dont want to sleep at night, so my mind is drifting and my vocabulary is lacking. :crazyeye:
 
@keldath
Screenshot

@vincent
1) bleh, more codes required...

Civ4ScreenShot0002_zpscd449134.jpg


2) Specialist Tracker done

3) Zoom to City, not possible, no widget available to use.

4) GP Bar
It doesn't matter what icon is used.
It is hard coded list only because ANY unit can be a GP, it has nothing to do with specialist.
I can have a building that generates 10 GP points towards a Lion if I want.

Although, it is assumed that a unit is a GP only when there is a specialist that generates points towards that unit, it is not true.
 
Hi, Platy :) I'm now going through your work and I noticed the part you 've shown marked in red. I have in my mod more resources and I really like your transparent work with columnssnd slidebar . Can you for me, please, separate this part , or is in Count Specialist marked so, that I could take it ? Thank you for your response.
Hroch
 
Nowadays I simply work on Ultrapack alone.
It is simply double work to work on both standalones and pack, though 1 day, I might bother to update the standalones.
 
An off topic question:
when adding both your tech by conquest and immigrating gp's, which one should be first, or does it even matter. I'm thinking about adding the partisans (a couple of lines up) for city captures as well as razes with emancipation. Does it require a specific order?
 
Tech by conquest and migrating gp have no conflict, does not matter.
As for partisans, if you are shifting it to city acquired, you better make sure it only triggers on conquest.
Also, it still sounds exploitable where 2 players can keep exchanging 1 dumb city to generate lots of partisans.
Make sure to remove raze part as well else trigger twice
 
World Builder
Done Free Specialist + Great People Progress Edit Page for WB

Great People Bar
Reworked the list of Great People
It now takes in all GP Unit Class generated from Specialists, + an empty list for users to add exception cases.

Only for Ultrapack
 

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Regicide

Features:

KingPedia_zps325fa054.jpg

Each player starts with a King Unit

King_zpsbdfbbb0b.jpg

The King starts with various promotions based on traits.
The King base strength increases with more cities and advanced era
Base Strength = Number of Cities * (Era + 1) (Ancient = 0, Future = 6)
Thus, a king of a stronger empire is much stronger than a king of a small empire.
When the king dies, it causes anarchy same length as Golden Age, modified by Gamespeed.

KingAI_zps0ec7651f.jpg

A.I. also starts with King.
Generally, A.I. treats it like a defensive unit, parked at city.

Regicide Victory

Killing off Kings of all rival teams trigger Regicide Victory.
(Your own vassals excluded)

You may actually trigger Regicide Victory for others instead if your own King is already slain and you kill off the 2nd last king, which means the last King won without doing anything.

Thus, protect your own King.

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