Requests for new components (and features)

This is something I'd like to see, though I don't know if it's possible. When selecting a city's bar on the main map I would like to have all of the tiles currently being worked by that city highlighted.
 
I have a suggestion with regards to unit naming:
Experience-driven Unit Naming

I envisage a system where the game offers to rename a unit once it reaches a certain experience level. When a unit gets to this level, the rename pop-up comes up and the player can manually rename the unit, or hit cancel.

Ideally, the threshold for this rename should be user-definable in the BUG options screen. This it to maintain suitability with a variety of mods. For example, level 6 would be suitable for otherwise-vanilla Civ, but would be too low for Rise of Mankind (where various civic, building and great general bonuses mean that a unit can start out at level 6).

This would help the player to keep track of their most experienced units, and introduce an almost 'rpg' feel to units.

I've added this to the SourceForge tracker as well.

Also, may I take this opportunity to remind your good selves about another suggestion for unit naming that I had a while back - Pulling a unique name from a defined list?
 
This is something I'd like to see, though I don't know if it's possible. When selecting a city's bar on the main map I would like to have all of the tiles currently being worked by that city highlighted.

Yes, I've been thinking about this lately, too. I'd kill to be able to change the worked tiles from the main screen as well, but that's probably more trouble than it's worth. It would be awesome to be able to drag a citizen from one tile to another. :drool:
 
A good addition I'm sure. Personally I am able to tell what tiles are being worked by looking at the map.
 
A good addition I'm sure. Personally I am able to tell what tiles are being worked by looking at the map.

For the most part I am able to tell this, too, by using Show Yields (CTRL + Y). However, it is impossible to see which city controls a tile that can be worked by multiple cities without opening the city screen.
 
EF is on to my train of thought with this one, as my goal is to ease city management by seeing at a glance which city is working which tile. However, being able to reassign that from the main map screen would be even better!
 
One major impetus for BULL is to minimize the need to open the city screen, and this would go a long way toward that.
 
For the most part I am able to tell this, too, by using Show Yields (CTRL + Y). However, it is impossible to see which city controls a tile that can be worked by multiple cities without opening the city screen.

CTRL-Y never works for me. I mean the difference between worked and non-worked is too subtle for my aging eyes. If the worked ones would have a circle around them that would be great.

I know pop-ups are generally frowned upon but would it be possible to have one for each of the Red events, like Barbarian appears, etc... Or is this in already?

On a related note, I saw that someone made some graphics for all the events. Are those good - maybe something to add to BUG?
 
If the worked ones would have a circle around them that would be great.

If I can get it to work, this is what I planned.

I know pop-ups are generally frowned upon but would it be possible to have one for each of the Red events, like Barbarian appears, etc... Or is this in already?

A couple years ago I played around with having the ability to set some Civ4lerts to be popups, but I couldn't get them to respect the Minimize Popups game setting. If I can figure out how to make that work, this would be an option.

On a related note, I saw that someone made some graphics for all the events. Are those good - maybe something to add to BUG?

This is a candidate for BAT because the images are rather large (200MB compared to BUG's 2MB).
 
Is there a screen in BUG that shows the _potential_ food, hammers, commerce of each city? By potential, I just mean the total that can be produced if every square in the BFC is being worked on with the current improvements? The first F1 screen only shows the current actual production. If not in, this would be a useful feature for me.
 
Is there a screen in BUG that shows the _potential_ food, hammers, commerce of each city? By potential, I just mean the total that can be produced if every square in the BFC is being worked on with the current improvements?

The Raw Yields feature shows this in the City Screen about the Buildings List on the top-left, but there's no screen that shows it for all cities. The values could be added to the Customizable Domestic Advisor as new columns with a bit of work.

Actually, given that the data for Raw Yields is calculated for all yields at once, it would probably be better to just recode the same things into the CDA due to how that screen works. It's something a beginning Python modder could add using the code in BUG/RawYields.py as an example.

That just gave me another idea, however. The Raw Yields display should have an option to count only improved tiles as well.

I'm trying to think about what data would really be useful on the CDA. If you did total :food: or even average :food:, it isn't that useful if you could unimproved tiles. A Plains Flatland will have the same values as a Grassland Hill, yet the latter is far more productive until the late game.
 
1) Put two arrows in the City Buildings Que so you could move a particular building up or down in the que? That way, if you change your mind on the place of a building, you don't have to delete everything above or under it.

2) Have the resources on the map automatically show up when you select a worker, like what happens when you select a settler? The resources would disappear again when you give the worker an improvement order.
Alorente in the RoM fourms had these ideas. Could it be done?
 
The first one would be pretty tough since clicking a building removes it from the queue. There is no concept of a "selected" building in the interface. It may be possible to add one, and I would love a feature like this as well.

The second one might be possible. I like the idea, and I'm pretty sure I can control options like Show Tiles and Resource Flags from Python. I'll take a look.

Edit: This would have to be done in the DLL (BULL) because you cannot set the options from Python. You can get their values but not set them. :(

Edit2: And even that may be dicey. CyUserProfile isn't in the DLL at all, so I cannot set the option normally. I can toggle the visibility of the resource flags at best. This will make the button's highlight be out of sync with the view. It would normalize once a non-Worker was selected, hopefully.
 
In peacetime I like to whip when there is no more anger left from previous whips.

Is it out of the question to add "pending no whip anger left" and "no whip anger left" notifications? What I usually do is check the Custom Domestic Advisor and optimize for whipping when there is 1 turn left of the anger from the previous whipping (so that I get most bang for buck).
 
City screen button that resets all specialists/tiles to citizen.
... allows reassigning citizen pool from scratch
... eliminates repeated clicking of minus and/or tiles when reassigning specialists/tiles
... makes "free specialist" reassignment less tricky? maybe? hopefully?
 
When selecting a unit it would be nice to highlight the area it can reach within one move.

I once started to implement such a feature in the vanilla by implementing the A* pathfinding algorithm in python. Unfortunatly the results of my algorithm were different to the results of the game in some special map situations, so it was not really usefull. I never got that fixed. But nowadays, it might be possible by using some DLL functions.

So if someone would like to pick that up again ... ?
 
cripp7 said:
You can click the Auto-Gov twice and it will reset everything.

No, that is not the feature I am requesting.
You still have to fight yield-priority.
When you return them to their lowest yield (citizen specialist), you no longer fight the city screen's desire to only reassign the lowest yield specialist/tile.
 
When selecting a unit it would be nice to highlight the area it can reach within one move.

Wow, hi 12monkeys! Glad to see you're still around. That feature is in BUG with your Plot List Enhancements mod: hold down ALT while hovering over a unit icon when you have PLE draw style enabled. You have to hold ALT and then move your mouse over the icon.

I do remember seeing an incorrect tile highlighted once before but hadn't looked into it. The A* algorithm is in the EXE, but I was thinking I could search all the tiles in a ring around the unit, and for each that return 1 search their outward neighbors.

You can click the Auto-Gov twice and it will reset everything.

By reset I mean what RD-BH is asking for: to have those citizens assigned as generic 2:hammers: Citizen specialists--not reassigned by the governor.
 
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