Thalassicus
Bytes and Nibblers
That would be easy and makes sense.
I really dont understand that change. Is the UP not supposed to simply improve the game and balance, not remove visual features? Why not remove unit graphics next and completely replace them with strategic icons too?
Imo such a change should be the "alternative", needing an underscore manual edit. It should Not be the default.
Like the buffy and bug mods in Civ 4, CiVUP is a combination of work from 11 mod authors focused on fixing bugs, adding missing information to the user interface, and providing libraries of useful functions for modding. This is done with minimal impact on gameplay, to avoid interfering with any gameplay changes made in other mods.
There's been numerous requests to improve the speed of gameplay... The only way I've discovered to successfully disable combat animations without game core access is to change the name of combat classes.
When faced with a mutually exclusive decision between gameplay or graphics, I favor good gameplay...
@Txurce - I was concerned about the change being implemented by default within the Unofficial Patch, not necessarily about the change per se.
"Gameplay" is something which affects the outcome of the game.
A) If we do not want animations, the worst mistake a mod-user can make (using quick combat or strategic view) breaks mods, which messes up gameplay. "Gameplay" is something which affects the outcome of the game.
A) If we want animations, the worst case scenario is no animations play, without a negative impact on gameplay.
This is why I default animations to disabled, since mistakes in scenario A can have an impact on gameplay. The worst that can happen with scenario B is we accidentally find ourselves in scenario A. Does this make sense?
A) If we do not want animations, the worst mistake a mod-user can make (using quick combat or strategic view) breaks mods, which messes up gameplay. "Gameplay" is something which affects the outcome of the game.
A) If we want animations, the worst case scenario is no animations play, without a negative impact on gameplay.
This is why I default animations to disabled, since mistakes in scenario A can have an impact on gameplay. The worst that can happen with scenario B is we accidentally find ourselves in scenario A. Does this make sense?
I have yet to play with this change, but was a bit apprehensive when I read about it. I also think isolating what's "gameplay" and what's "graphics" in a graphics-based game is definitely open to interpretation. To me it seemed like potential overkill, even though I may well be one of those who prefer the change.
I know several people complained about game speed. The three posters above complained about the solution. I wonder what others think about this change... and whether manually changing the default should be the burden of those who want quicker turns, or full graphics.
What would still happen though if the mod user wants to use Strategic view..? I know that in the later game it has helped to use that view to speed up times between turns on very large maps where a lot of scrolling occurs.
I do suggest (unless it already has been done) that the ingame mod description has the first line mentioning how to re-enable combat anims, for those people who do not frequent forums or changelogs
Due to technical limitations of our current modding tools, it's not possible to do more complicated controls over combat without game core access. It's an all or nothing thing... globally enabled or disabled pregame.Animations can be re-enabled by placing an "_" underscore at the front of this file name:
\CiVUP - Civ V Unofficial Patch\Core\CiVUP - Quick Combat.sql
When modders get game core access, or when Firaxis fixes the CombatSimEnded event, we can use quick combat and strategic view again instead of database edits.