Platy's Peculiar Pleasant Posh Python



1) Added "All Groups" and "Non Combat Units" to Unit Categories
2) Rearranged the Category List

@Cruel
Should be able to, just never play around with scenarios before :D
Where are the data kept so I can do some testings :D
 
@Cruel
Should be able to, just never play around with scenarios before :D
Where are the data kept so I can do some testings :D

In Public maps/ Inside the scenario file I think. Open with notepad.
 

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1) Further sort Buildings according to Eras just like Civ V Pedia.
Religious ones still parked at the back
No Era ones simply classified as Ancient Era, since theoretically, you can build Academy in Ancient Era.

2) Fixed bug where last few buildings may not show up for certain number of buildings.
Vincent's one
 
Unique DOM Update
Both Civ and Leader versions now vary with map chosen.
If there isn't a specific map version of that leader, the generic leader/civ text is used.
If there isn't a specific leader/civ text, the generic DOM text is used.
 

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  • Civ4ScreenShot0002.JPG
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  • Civ4ScreenShot0003.JPG
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Well, too bad, can't test with any of the BTS ones since they all came with "_" instead of " "

Try the new one, see if it works.
If map name is "I am happy"
Text file should be TXT_DOM_ALEXANDER_I_am_happy
 
Do a simple test.

Code:
				bodyString = sDOM
		[COLOR="Red"]bodyString = sMap[/COLOR]
## Leader Unique DOM Map Specific ##

Add this line in to check what is sMap supposed to be.
Then use that to set up the TXT file.
 
Thanks. Done and tested with Africa Scenario.
 

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  • Civ4ScreenShot0000.JPG
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Great Works



Great Works Updated with Platypedia

Platypedia

1) Codes Standarised for most sections.
2) Columns auto adjusted based on how many items you have in that category, up to max of 4 columns.
 
Loving this pedia upgrade :goodjob:. Used the last update (which fixes the missing buildings), and have a couple of suggestions, and a few bug reports :D

Bugs first :

Getting Python error in Unit Categories :
Spoiler :


Road and Railroad works (is clickable), but Path, Paved Road and Highway doesnt.
Spoiler :


and then suggestions :

Would it be possible to "push" Headlines to next row when they stand alone?

Spoiler :


Spoiler :


Last picture shows part of another thing.
While it is great with the Limited Units page, I think every unit should be on the units page, incl limited units. People might not know that it is limited when they look for it, so they will look in vain at units page.

And last is a question : Is it coincidence that almost all of the traits are used on exactly 11 leaders, or are there someone "hiding" to the right?

Spoiler :


Keep up the good work :D

edit :
and a couple of other suggestions :

I love the way buildings and techs are sorted by era. would it be possible to sort units by era too (an extra button or drop down panel with Era, Category and Alphabetical)?
and would it be possible to categorize Limited units by : Religious, Corporate and Limited?
Just if you get bored ;)
 
1) Unit Chart
Temporarily disabled both All Groups and Non Combat Units from showing up (Back to Default BTS)


2) Traits
Coincidence, refer to screenshot.
You get a scrollbar

3) Routes
You need to define new concepts in XML file for new ones.
Refer to the XML file in module folder, same for new traits
(Because those are "hacked" in) :D

4) Headlines
Possible, but tedious calculations...

5) Limited Units
Well, since Limited buildings get their own page, I guess Limited Units deserve their own page, although most mods do not have World Units, there are some which do have them.
And since Limited Units page is just below Units, shouldn't be hard to miss

6) Sorting Units by Era is easy as pie, since I can do it with buildings, I can do it with units.
Making it as a choice is troublesome though, since I have to code... 3 times :D
Plus making the choice scrolldown button.

7) Updating Pedia for all the relevant mod comps, since Unit Chart is a bug.
Just take it that I am updating all the ones, lazy to post 5 or 6 times in respective threads.
 

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  • Civ4ScreenShot0000.JPG
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Cool. The roads are now working... except :
Spoiler :



they dont show movement. It might be because I changed the
Code:
	<Define>
		<DefineName>MOVE_DENOMINATOR</DefineName>
		<iDefineIntVal>60</iDefineIntVal>
	</Define>
so maybe make it somehow calculate that into the equation? ;)

Railroad (10/1) and Highway (1/1) works correctly though :confused:
 
Isn't the move denominator 60 by default bts?
What did you change it to?
Are the yields correct for it?
So only roads got problems while all 4 others don't?
 
Value and yields works as intended. Donno if denominator is 60 (thought it was 120?)
Path
Code:
			<iMovement>240</iMovement>
			<iFlatMovement>240</iFlatMovement>

Road
Code:
			<iMovement>180</iMovement>
			<iFlatMovement>180</iFlatMovement>

and Paved
Code:
			<iMovement>120</iMovement>
			<iFlatMovement>120</iFlatMovement>

have problems, while
Highway
Code:
			<iMovement>60</iMovement>
			<iFlatMovement>60</iFlatMovement>

and Railroad
Code:
			<iMovement>60</iMovement>
			<iFlatMovement>6</iFlatMovement>
works fine.
 
The way bts calculates movement is like this.
Default move denominator is 60, means it takes 60 movement points to walk a tile.
A unit with 1 move has 60 mp while 2 moves will have 120 mp.

Roads provide 30 mp, so a unit with 1 move can move 2 tiles on roads because 60/30 = 2
Engineering reduces it by 10, making it 20, so now units can move 60/20 = 3 tiles.

Railroads are different because flat movement lower than movement.

Thus in theory, using move denominator of 60 divide by any of the first 3 roads will show 0

Edit:
Looking at the values, does it mean it takes 4 moves to walk a tile on path, 3 to walk on road?
Else I guess there is another global define to look into
 
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