Will see if I find documentation what exatly to change or not to change so i don´t mess soemthing up over theweekend
Latest SVN now has this change (to a bitmask), and so will support display of defenses without Wonders if you want.
Will see if I find documentation what exatly to change or not to change so i don´t mess soemthing up over theweekend
Latest SVN now has this change (to a bitmask), and so will support display of defenses without Wonders if you want.
While not quite what you are asking for, you can put an emphasis on a particular specialist type by clicking on it on the city screen.We're fairly desperate over here for an option to set a particular citizen specialist type as the default priority (fill these first button). Nothing is more annoying than having to deal with a disagreement with the mayors on these matters. You pretty much have to check every round to get the city to keep your specialists going where they should be and that's very important when you're trying to get a city to birth a particular type, such as merchants when Corporations are coming up.
While not quite what you are asking for, you can put an emphasis on a particular specialist type by clicking on it on the city screen.
Ok, we have a BIG issue with the help popup lengths. I'd LOVE to adjust some things about this but I really have no idea where to find the controls. We need to:
A) make the list width a bit wider so that it reduces the amount of lines where lines are wrapping.
and
B) establish a maximum number of lines in a column, upon exceeding which, the list wraps to a new column.
We simply have too much critical information on some units and that's about to get a bit worse. Already, you hover over some units in the build help and you can't even see the name of the unit as its pushed off the screen or is up hidden under the sliders. This is just unworkable and requires an immediate solution. Does anyone know how to manipulate the settings for this or at least could guide me to where the controls are located?
Also... I'm having a nasty little time trying to find where the civopedia unit pages are pulling up the unitclass. I've begun to wonder if its in the dll at all or if its somehow controlled in python somewhere. This is just a 'rounding out a mod' issue and isn't so absolutely critical.
I may need you to go into more detail on these thoughts so I can follow your drift.(collapsing promotion sequences to just the last one and generating cumulative text etc.)
Instead of showing combat I through VI on a unit just show combat VI. Similarly for any of the numbered promotions. Hover over of the button/icon would need to show the sum of the changes I-VI not just the combat VI change.
I have noticed that some people have put pedia style text in some of the strategy text areas and this is also causing over flow of the hover text when building stuff.
IRT the first issue, if someone else hasn't gotten to it first, I was planning on taking a moment to look over the manner in which FFH2 handles this in their code and seeing if it would be easily adopted here as well.
I like the part of removing the pseudo-buildings from the buildings list. Similarly, I'd like to have the "lesser" resources in a separate resources list. "Lesser" in this case could be resources that don't grant anything like extra , or but instead enable other buildings (e.g. charcoal, etc.)Suggestion: split the pseudo-buildings that are actually 'effects' into their own list. Thus all the 'crime(XXX)' 'buildings' would appear in a separate 'effects' list (maybe the cultures too??).
The new list could appear in one of several ways:
- As a separate tab on the panel that currently contaisn the building list
- As a third tab on the right hand panel that currently already has tabs for 'properties' and 'resources' [this is my preference because it's a minimal chnage to the layout)
- By splitting the current panel that contains the buildings into two vertically
The benefit would be lack of 'huh' reactions to seeing obvious not-really-buildings in the buildings list, as well as having the effcts in on place, making it easier to se at a glance what effects are currently present.
Yes, although I don't use that screen very much, I've noticed it doesn't display the techs' tooltip nor the number of each tech costs. I find this last matter important because I tend to use the strategy of bulb the most expensive tech almost always (unless there is a cheaper tech I really need at that moment).If I select the "choose tech" option on a great person, I don´t get the techs tooltips in the list where i can choose. It is not the biggest problem ever, since i mostly choose important key techs, but it would be nice to have, in order not to choose something that suddenly oboletes soemthing important.
Yes! I need this tooI have a suggestion for making the F1 (City Status) screen more useful, at least in my opinion: Stop the list from re-sorting every time you make a change. For example, if you sort your cities by most productive, then change one city's production, the list gets re-sorted by how long you've had the city.
Likewise, if you have a city status screen that is long enough to scroll, and you change a production, the list re-sorts so that the city you changed is at the bottom of the visible list. This leads to a really annoying pause between changing multiple cities. I play with "Minimize Pop-Ups" on, so with F1, I can easily cities that need new production assigned, but it's slower with the pause between cities while the list re-sorts each time.
ExactlyWhen I have a stack of units and im attacking a city or something (anything) I can never tell which unit is actually attacking. Like as I go through my units attack, attack, attack etc I have no idea which units are selected each time unless i un-group them and attack that way which isn't practical.
Is this about the popup that shows up when hovering over a unit stack? If so, yes, I find it a problem too, one we've been suffering since vanilla Civ4. When there are a lot of units in a stack, especially when the top one is a GG or has a lot of promotions, the tooltip fills the entire screen vertically and you can see it continues up but cannot scroll to see the rest. There is the grouping of "lesser" units of the same type displayed as the name of the unit class followed by the number of instances of that unit in the stack, but somehow this is not enough (you still need to scroll to see the rest but there is no way to scroll).Ok, we have a BIG issue with the help popup lengths. I'd LOVE to adjust some things about this but I really have no idea where to find the controls. We need to:
A) make the list width a bit wider so that it reduces the amount of lines where lines are wrapping.
and
B) establish a maximum number of lines in a column, upon exceeding which, the list wraps to a new column.
This would be great too.Instead of showing combat I through VI on a unit just show combat VI. Similarly for any of the numbered promotions. Hover over of the button/icon would need to show the sum of the changes I-VI not just the combat VI change.
I am not sure I get what you mean. The units/building filters are split in the first place and you switch between them with the buttons to the right of the building list.Regarding the filters for the city build list:
Could the filters for available units/buildings be split? Since right now I can filter out unavailable buildings on the map, and units in the city screen.. so i need to always hop inbetween map and city screen to set up my cities. And like lunfa_reo pointed out: I need to do it evry time I load a savegame.
Could we give ambushers an option- (attack city -OR- move into city to infiltrate) Rather than having to try to move through the city and cancel movement while its in the city so you can infiltrate. Also this could be used for rogues etc, but instead of 'infiltrate' it'd just give you a 'attack?' option.
If this is too hard just remove these units ability to attack cities altogether since they already have a -% to city attacks.