Platy's Peculiar Pleasant Posh Python

3 suggestions :D

1) When using the red/yellow buttons to change the rows/columns of specialists, it would be really nice if the resource columns followed/extended. So if there was only 2 rows (3 column) of specialists then there could be shown more resources vs if there were 8 rows (1 column).
I modify it personally in my mod (extend the resource space a bit), but I really wished I wouldn't have to merge for every update, but could just copy/overwrite, so I guess its part laziness from my part too ;)

2) which brings me to #2. Lots of mods offer new religions and corporations. Instead of showing the 7 vanilla ones and highlighting them if they are present in the city, I think show only the ones present in city, which would solve the issue (unless there is more than 7 religions or 7 corporations in a city, though I find that scenario highly unlikely). I have it done for corporations in my mod. Cant remember who did it for me (maybe it was even you ;)). Again, it kinda already works in my mod, but its a nice feature, and implementing into platy's would save me for the merging :D I guess its also a part OCD on my behalf as I would prefer the files being 100% platy. It just feels cleaner somehow. cant explain.

3) I havent merged the latest yet, so cant tell if its already in, but with the new stackfeatures it would be cool to have min. - max. movement points for the stack written somewhere. Maybe on top.

Keep up the good work :goodjob:

ps I'll attach the file with the #2.
 
@isenchine
I dont see what is wrong with it.
I can scroll as much as I like

@vincent
Since the show religion/corp present stuff is already present in BUG or other mods, it is not in my top priority list since it is simply port, adjust and see if anything to modify.

Having a headache modifying other screens of WB.

This is Religion + Corporation screen.
There is a reason why they must occupy the whole screen...
 

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@isenchine
I dont see what is wrong with it.
I can scroll as much as I like

Strange, I can't. Since a very long time. Maybe somebody else messed it up or I did a wrong merge!...

Could you please tell me in which section I should look exactly (I guess we are talking about the CvMainInterface.py file in the Screens folder)?
 
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...
 


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



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.



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



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...



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?
 
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