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#1 |
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Deity
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Promotions Displayed with Unit Icon
Not sure what the standard style will be for mod distribution, since Modbuddy lets us put them out in the world unannounced and undiscussed, but I figure a thread for feedback is always better
![]() In User Interface-Other you will find my Mod "FlagPromotions" This is a fairly simple little modcomp which lets the promotions on a unit be seen along with the unit model on the map itself. I personally found it annoying in a large battle to have to remember which units were my veterans and which were the cannon fodder, or which Archer could shoot over a mountain and which had to walk around. Seeing the promotions on enemies was even MORE annoying since I had to mouse over them and then remember what the promotion on that unit actually DOES. Since I referred to Kael's guide to set this up in Modbuddy (originally I just modified the base files directly, fortunately that happened to be basically needed anyway) and I saw he had an example which is nearly EXACTLY what I was doing (code point of view, not game effect), I have included his little modcomp to disable the unit icons along with this. Note that disabling the icons also disables the promotions though. In addition to using Kael's mod to disable the icons completely, you also have an option to disable only the added promotion display piece (might be nice if things start to get cluttered). You can select the unit by clicking on any of their promotions, and you can do a mouseover of the promotions to see a description if you desire. Limitations: Only 9 promotions are displayed per unit. So the first 8 by SQL table order, and then the last one after that (if more than 9 on the unit) will show up. Eventually I'll look at changing that (make it variable on-the-fly, or at least make it so the user can easily select the max number themselves), and also allowing an XML tag to define a promotion as "not worth showing" since there are many which you honestly don't care about seeing (like "Can Embark"). The Promotions won't "move" with the Unit Icon for special cases like stacking a Military and Civilian unit on a tile, or setting up Garrison in a city. This is also something I can clean up, but I am going to try and make the mod into a completely new file so it isn't prone to conflicting with other people's work (like Kael's small mod) so setting up adjustments will come after that sometime.
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Fall from Heaven: - Random Stories and Fragments - Trivia Thread - The Complete FfH Manual - Lore Compendium - The Erebus Project - #erebus - The Mega Story General Information: Mod Details, World Information Resource, Easter Eggs, Quick-Guide, Empyrean/Esus & Guilds Information, The Other Religions, Mana Chart, Religous ThemesSpecific Details: FfH Wikia, FfH Wiki, FF Wiki, World Spells, FoL Guide, Council of Esus Guide, Magic Comparison, Potential Fix for MAF issues |
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#2 |
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Mod lister!
Join Date: Nov 2005
Location: Sweden
Posts: 1,117
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Nice, but maybe they could be displayed in half size if possible?
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#3 |
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Deity
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I'll have to check if resizing DDS images is as easy in C5 as it was in C4. Would be a decent move, and allow more promotions to fit in there later.
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Fall from Heaven: - Random Stories and Fragments - Trivia Thread - The Complete FfH Manual - Lore Compendium - The Erebus Project - #erebus - The Mega Story General Information: Mod Details, World Information Resource, Easter Eggs, Quick-Guide, Empyrean/Esus & Guilds Information, The Other Religions, Mana Chart, Religous ThemesSpecific Details: FfH Wikia, FfH Wiki, FF Wiki, World Spells, FoL Guide, Council of Esus Guide, Magic Comparison, Potential Fix for MAF issues |
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#4 |
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Warlord
Join Date: Jan 2006
Posts: 126
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It's a great concept but I agree it probably needs shrinking. Perhaps only user-selected promotions should be displayed?
A variation might be to have a tiny rank symbol to indicate a unit's level as it gains experience. |
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#5 |
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Chieftain
Join Date: May 2010
Posts: 10
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Nice mod. Would it be possible to make it so you could turn it on/off with a hotkey rather than having to open and click the panel?
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#6 |
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Chieftain
Join Date: May 2010
Posts: 75
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Very nice.
Would it be possible to hide the "demotions" or are they indistinguishable from promotions to the games's code? It would save space if the game wasn't reminding us that archers can not melee attack, horsemen don't get defensive terrain bonuses, etc. |
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#7 |
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King of Ungulates
Join Date: Aug 2006
Posts: 2,161
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They are all handled with the same code. I actually dislike how they used the same icons for all of them anyways, it means you can't tell what's what at a glance anymore.
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#8 |
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Emperor
Join Date: Jul 2003
Location: Missouri USA
Posts: 1,021
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I was hoping there would be mods that changed the graphics of the promotion icon from the triangles to something that could be visually recognized. This game smacks of "I ran out of budget". Some promotion icons are complete, some are triangles; some battles you can see the odds, some battles you can't...
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Check out my Steam ID: http://steamcommunity.com/profiles/7...615/stats/CivV
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#9 | |
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Chieftain
Join Date: Oct 2005
Posts: 59
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Quote:
add this code after line 49: Code:
--[[ End Modify ]]
--[[ Modified by Erendir ]]
--[[ Filter Promotions by Type ]]
local ignoredPromotionType = {
PROMOTION_OCEAN_IMPASSABLE = true,
PROMOTION_GREAT_GENERAL = true,
-- feel free to adjust this list
}
--[[ End Modify ]]
local g_UnitFlagClass =
Now find the code (line 329) Code:
if (unit:IsHasPromotion(unitPromotionID)) then Code:
if not ignoredPromotionType[unitPromotion.Type] and (unit:IsHasPromotion(unitPromotionID)) then --[[ Modified by Erendir ]] Code:
PROMOTION_EMBARKATION = true, The list of all promotion types here: Spoiler:
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#10 | |
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Deity
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Quote:
Erendir has quite a nice solution for you. I just wanted to pipe in that personally I would hide any promotion which you don't acquire via spending XP when you level up. Some aren't "demotions" but are still quite useless to see since ALL of those units have it. And others (embarkation comes to mind) are absolutely nothing but annoying clutter.
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Fall from Heaven: - Random Stories and Fragments - Trivia Thread - The Complete FfH Manual - Lore Compendium - The Erebus Project - #erebus - The Mega Story General Information: Mod Details, World Information Resource, Easter Eggs, Quick-Guide, Empyrean/Esus & Guilds Information, The Other Religions, Mana Chart, Religous ThemesSpecific Details: FfH Wikia, FfH Wiki, FF Wiki, World Spells, FoL Guide, Council of Esus Guide, Magic Comparison, Potential Fix for MAF issues |
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#11 |
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Chieftain
Join Date: Oct 2005
Posts: 59
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I made a new improved version of this mod.
Player-view features:
Spoiler:
Modder-view features:
This is alpha, because it's was not enough tested. To install, simply place the FlagPromotions__v_2_.civ5mod file in your \My Games\Sid Meier's Civilization 5\MODS\ directory. This version of the mod is currently NOT available anywhere else. Last edited by Erendir; Jan 26, 2011 at 04:00 AM. |
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#12 |
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Brooklyn Bum
Join Date: Oct 2010
Location: NYC
Posts: 1,876
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Where is the options menu opened from?
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#13 |
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Prince
Join Date: Sep 2010
Posts: 334
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I also think that showing only the additionally earned combat-relevant promotions is enough.
This easier distinguishes between new built units and experienced ones. I guess it would be too much to ask if the tooltip info of e.g. Shock III icon would also include the cumulative bonus of I and II too. Doesn't matter, saving some icons is already nice enough! PS: Ehm, call me a newb but I can't install Erendir's civ5mod file somehow. Last edited by Mentos; Jan 26, 2011 at 10:37 AM. |
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#14 | |||
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Chieftain
Join Date: Oct 2005
Posts: 59
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oh, i indeed forget to mention this: right click on "Unit Promotions", the last item in minimaps sidemenu.
Quote:
Quote:
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#15 |
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Brooklyn Bum
Join Date: Oct 2010
Location: NYC
Posts: 1,876
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Instead of the Right Click options menu, which is hardly intuitive, I suggest adding a button to the DiploCorner using alpaca's diplocorner addin tool. It will still be 100% workable with other mods this way.
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#16 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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I really like this!
It's worthwhile to make accessing the options more clear, though I'm not sure compatibility would be improved much - it still wouldn't work with other mods altering unit flags. I've attached an updated ModUserData.lua with a loop that automatically default-hides any promotion that is unit attribute and not a special UU attribute. Attributes are things like ranged units "cannot attack in melee" that are obvious by looking at the unit, and there's dozens of them so it takes a while to disable them all with manual clicks. I also added a "resetToDefaults" parameter to the updateIgnoredPromotions() function, and cleaned up the code a bit in this file (it's possible to use "for promotion in GameInfo.UnitPromotions()" to loop them instead of a sql query).
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Jan 26, 2011 at 09:08 PM. |
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#17 | ||
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Chieftain
Join Date: Oct 2005
Posts: 59
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Nice someone finds it useful
![]() Quote:
Here's corrected version: Spoiler:
Quote:
Code:
GameInfo.UnitPromotions = function ()
return DB.Query"select * from UnitPromotions"
end
Code:
for promotionType in GameInfo.UnitPromotions() do
if promotionType.PediaType == "PEDIA_ATTRIBUTES" then
default_ignoredPromotion[promotionType.Type] = true
end
end
Code:
for promotionType in DB.Query"select * from UnitPromotions where PediaType='PEDIA_ATTRIBUTES'" do
default_ignoredPromotion[promotionType.Type] = true
end
request If someone makes icons for PROMOTION_MEDIC and PROMOTION_FASTER_HEAL (enchanced medic), i'll (try to) add them to the game. !!! there's a bug in UnitFlagManager_addin: line 232 is now Code:
if unit Code:
if not unit Last edited by Erendir; Jan 27, 2011 at 05:22 AM. Reason: discovered bug |
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#18 | |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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Quote:
I really like the concept of this mod so I put a few hours of work in to get it to match the unit panel. I think it only refreshed the icons when the option was toggled? Now there's just the matter of icon size... working on it.
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Jan 24, 2012 at 04:18 AM. |
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#19 |
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Chieftain
Join Date: Oct 2005
Posts: 59
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I would really like to see this mod as part of Your package, as i'm using it
![]() Your improvements/fixes are good, also if i disagree with disabling my performance tweaks... As of shared promotions: i find it useful to see if an enemy has something like Oligarchy. I would say a checkbox is needed to turn shared promotions on/off at once. Another improvement i'm thinking of is to show "ignores terrain cost" promotion on all units except scout -- just to know, this archer/crossbowman/... is really fast. |
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#20 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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I think creating a new UI element for each mod when it's a simple on/off map display toggle like this one could quickly clutter the screen. Adding it the built-in minimap panel makes sense for something like this. I adjusted the tooltip slightly so the right-click option is prominently featured in green, capitalized text.
Since there's a small number of 'shared' promotions they could be default-hidden or default-shown, either way would be alright for those. I'm not disagreeing with the performance adjustments either, they're a good idea. A good place to do so would probably be the UpdatePromotions main loop since it's run often, accessing the options screen and storing retrieving user data is more rare. ![]() FlagPromotions (v 3) I've created a new 16px size for the icons. It's a choice of 32px or 16px because texture processing in games usually goes in powers of 2, I suspect CiV has the same restriction. One challenge is Civ4's 0-1-2 icon style scaled better than CiV's 1-2-3 style. It's hard to distinguish CiV's ranks at smaller sizes. There's still a few icons using Civ4's method like Interception, but most don't. These are the 256px (civilopedia) and 16px (unit flags) below. For me at least, on the 16px size top row I can tell one rank from the next , but the bottom row icons all look the same. I've done some editing today on the graphics side of things to improve the presentation of the icons. My goal is to make them visually unobtrusive, yet clear to recognize when looking at. They're sharper ingame than the screenshot below because vBulletin automatically compresses images when viewed. I also found and fixed a minor bug opening the options menu, where it added everything to the list each time it's opened. RefreshFlagPromotionsOptions() only needed to be called once. ![]()
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Jan 29, 2011 at 08:10 PM. |
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