Platy's Peculiar Pleasant Posh Python

New Foreign Info Screen

InfoScreen_zps5ae66637.jpg


Well, the downside is that is the max size of buttons to be used in tables because I have not figured out how to increase row height.

The good things:
1) Can handle as many Civic Option Groups as you like (Main fault of original)
2) Can sort (Very nice if you have 50 Civs and you wanna know who gives you most trade commerce for instance)

Stole something for Civ V for Zulu...
 

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Code:
	def doGrowth(self,argsList):
		pCity = argsList[0]
		return False

This will be your good friend in CvGameUtils.
Didn't bother to try, but I guess if you do a check on happiness/health and return True if unhappy/unhealthy that is it.
 
Ok, this component then it would be better if it was all redone in SDK...

Another component:

Stop Unhealthiness & unhappiness:
originally made by Jean Elcard and adjusted by Affortress

The real name of this component is avoid Unhealthiness & unhappiness but the function is do not let the city grow with the growth there unhealthiness or/and unhappiness.

PS: I don't found the standalone link but is present mods like Romand.

It is a pain because it does not stop growth it just tries to avoid growth unlike the button that comes with BtS which does stop growth. If it did auto turn on stop growth before the city became unhealthy or unhappy an then turned growth back on when growing would not cause problems it would have been useful.
 
The question is...
Do you want to stop growth when
A) It will become unhealthy/unhappy after growth which means it is saturated?
B) It is already unhealthy/unhappy currently
 
It is a pain because it does not stop growth it just tries to avoid growth unlike the button that comes with BtS which does stop growth. If it did auto turn on stop growth before the city became unhealthy or unhappy an then turned growth back on when growing would not cause problems it would have been useful.

I was careful to test a few minutes ago the component in question in Romand 2.0. It works by stopping the growth when there is no more happiness faces and to grow back when is available for some building or resource with this feature.

In the BTS works as you describe: it avoids but still growing. Perhaps at some point this feature was lost in C2C or inverted.

The question is...
Do you want to stop growth when
A) It will become unhealthy/unhappy after growth which means it is saturated?
B) It is already unhealthy/unhappy currently

Stop grow when happiness = unhappiness before growth.
 
Stops growing when
1) Happy < Unhappy
2) Health < Unhealthy
3) Happy == Unhappy or Health == Unhealthy and Growth in Next Turn

Globally On for All Human Players till I find suitable buttons to
1) Stop for Happy
2) Stop for Health
to make it for individual cities
 
Stops growing when
1) Happy < Unhappy
2) Health < Unhealthy
3) Happy == Unhappy or Health == Unhealthy and Growth in Next Turn

Globally On for All Human Players till I find suitable buttons to
1) Stop for Happy
2) Stop for Health
to make it for individual cities

Edit:
Pink looks bad in Screenshots, dont ask me why.
Just take it that it is 5 happy and 5 unhappy already.

Cool.
attachment.php


Attached: Stop.dds

I don't know where you go put but if close this icon serves.
 

Attachments

Avoid Growth

Features
1) Avoid Growth when Unhappy or going to be Unhappy next turn
2) Avoid Growth when Unhealthy or going to be Unhealthy next turn

Avoid1_zps64fe072e.jpg

Click to Activate obviously

Avoid2_zps05a772f9.jpg

Avoid Health is activated but Avoid Happy is not, so city will still grow next turn

Avoid3_zpsa9a38649.jpg

City continues to grow until it reaches the point where next turn it will become unhealthy

Avoid4_zpsf6231fa9.jpg

If Avoid Health is deactivated, it continues to grow just like normal

Notes:
Not included in Ultrapack, because this is NOT U.I. enhancement.
It is a new feature.
Uses City Script Data

Don't comment about the buttons :D
 
Ultimately, Ultrapack should allow in game python test changes without unnecessary python exception popups, which are present both in vanilla BTS and BUG

Could you extract this as a standalone please? :D
 
Nope, because there are changes in many places, not just main interface
 
Carthage's screen done.

Unique Backgrounds updated.

Foreign Advisor's Tech Trade Screen (Ultrapack):
Removed own team members (What's the point of showing them)
 

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Civics Screen

1) Civics Column lists all Civics in their respective Civic Option Types

2) Changes Column lists all Civics Changes you intend to do (Those you clicked)

Red = Cannot Change to this Civic
White = Can Change to this Civic
Green = Current Civic
Blue = Intend to change to this Civic

2) Hovering over the civics will show the effects of the Civics in Hover Text

4) Clicking a Civic in the Change Column will remove that particular change from the list of changes.
This is an advantage over the default screen whereby you can only choose to Cancel all.

5) Direct Comparison between Current Civic and Selected Civic

P.S.
I have no idea wassup with PhotoBucket :D
 

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If we have more than 5 civics for every civic option, all civics will be shown orderly or buttons will be one over the other? Or some civics from Government will enter over Legal civics?
 
I know.
Blame photobucket.
Somehow the "exceed bandwidth" crap is supposed to refresh yesterday but instead it extended for another 31 days without refreshing...
 
Religion Screen

1) Founded Info now shows Tech Required if Religion Not Founded Yet

2) The rest self explanatory, look at screenshot

Ultrapack changes:
1) Transparent Panels turned off by default instead of on
2) Tech Advisor Screen: Great People Bulking Techs no longer show up in Advanced Start mode
 

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