ruff_hi
Live 4ever! Or die trying
New Green GG indicator looks crap. We need a graphic guy (hint hint) to redo the dot move injured etc indicators as stars and then replace the dot with those stars if the unit is a GG.
I've done it for the custom colours added by PLE, I just need to do it for the default ones.New Green GG indicator looks crap. We need a graphic guy (hint hint) to redo the dot move injured etc indicators as stars and then replace the dot with those stars if the unit is a GG.
Who the hell is Boobica?·Imhotep·;6991711 said:Clearly number #4. If only I could play better to match the BUG Mod in it's ever increasing perfection... It's sad to get steamrolled by Boobica of the Celts with a 50 Cavalry stack...
1) in Standard Mode, the group type should appear in the hover text (something like "Standard Mode (grouped by Unit Type)" and "Standard Mode (grouped by Selection group)" , while now the 2 hover texts for the two option are the same).
2) some other unit-related text appear in the left pannel on the back of our hover text if the user keep the left button pressed over a button (all of them) for more than a second: can it be removed?
3) while all the hover text panels resize properly, the white foot one doesn't: it gets a vertical scrolling bar (you ca't realize this with the short English text)
Unfortunately, that's Civ showing the hover text for the plot which your mouse is over. It doesn't seem to send an event for when the mouse button is pressed (for me to hide the hover) -- only after it is released.
I figure that once you start to actually click the button, you're past the point of reading the hover text. You either know what you're doing, or you don't care.
In all seriousness, I could do that, but it would then look different from the game. I'd prefer to find a way to make our hover disappear when the mouse gets pressed but not released. I'll keep looking . . .
I've committed a fix for the scrollbar. I simply shrunk the text size to that used for the unit info hover and the built-in help text for other icons.
The right two switch the whole plot list into completely different operational modes, showing all units that can be promoted or upgraded depending on which button you push along with icons showing how they can be promoted or upgraded. Clicking the icons should do that thing, but it didn't work for me. Also, unless I'm mistaken, all the normal filters lose their effect temporarily.
One option is to remove these two modes entirely and turn them into regular filters. They would each be a single button only, as I don't see the point of "show me all units that cannot be promoted". Same for upgrade.
BTW, the "domain" buttons should be reordered according the Civ4 order (so it acts as a reminder of the order in which the units or groups of units are displayed): sea, air, land
Yes, the promotion and upgrade buttons are working for me, too. It must have been pilot error.
Hmm, I put them into the order they are in in the build list, and I think people will more likely want to see just land units, thus it's on the left. Anyone else want them ordered as they are in the plot list? I'm open to it.
One thing I just noticed is that PLE doesn't show air or land units that are loaded on ships. I'm thinking of changing this so that both the ship and its matching units will be shown if it has any units that match the filters. The ship would be shown just so you know why the units are shown and that they are indeed on a ship. How does that sound?
Are you sure that they are not shown? The readme says they are shown in the same pack.
you haven't got another little snazzy icon that says this unit is on a transport?
btw - nice avatar.
screen.addSpecificUnitGraphicGFC( "InterfaceUnitModel", CyInterface().getHeadSelectedUnit(), 175, yResolution - 138, 123, 132, WidgetTypes.WIDGET_UNIT_MODEL, CyInterface().getHeadSelectedUnit().getUnitType(), -1, -20, 30, 1, False )
screen.addUnitGraphicGFC( "InterfaceUnitModel", CyInterface().getHeadSelectedUnit().getUnitType(), 175, yResolution - 138, 123, 132, WidgetTypes.WIDGET_UNIT_MODEL, CyInterface().getHeadSelectedUnit().getUnitType(), -1, -20, 30, 1, False )