Requests for new components (and features)

Yes please don't go down that route. Even the most minor of gameplay changes can introduce an imbalance which would take hours and hours of play testing to figure out the advantages and disadvantages. I think there are plenty of ideas on the sourceforge page to go from yet.
 
That's a great idea Ekmek, but it'll altered the gameplay, by giving the user a feature they have no way to access without it. I'm sorry.

thanks, it was worth a shot ;)

One thing I'd like is to have the corporation screen show how much money the corporation hq is generating and just a number of how many franchises (cities with the corporation) are out there. the bottom city list has zero value.

I think I found the code in the mainscreen for gettin the hq gold but I haven't messed with python before so I'm not sure where to add it or do the loop for the number of cities
 
how about this for unaltered gameplay. Splitting the traits to one bonus per xml entry. you'll still have the leaders have all the traits you have but modders adding stuff to BUG could mix and match trait. i.e. separating imperialist into imperialist I (100& GG appearance) & II (2x settler production). Or you could just rename the trait to what it does. This would open the door to several new traits for modders without altering or adding to the current traits.
 
why is everything assigned to me??

items that I will look at ...
Star next to GG Unit Icon
GP Bar: Show %s for selected city
Specialist Buttons
Specialist Stacker
Keep GG name with UnitRename
Alter display of \"Turns to Growth\" when \"No Grow\" is set

items that I will NOT look at ...
'Enhanced Reminder'
Resource Alerts
Allow player to assign attitudes to AIs
Add more icons to Glance tab
Reminder Buttons
Apostolic Palace notification
More PLE stuff
More alerts
Popup dialog for new naming format
Logging of Spaceship parts
Whip Assitant in City Screen
 
I took a look at this mod last night. The good news is that it is all python so we could add it to BUG if we wanted to. The bad news is that it does reveal hidden data (worst enemy!) and doesn't actually add anything that is not in the alert system or the foreign advisor. Here is a screenshot of what it does generate ...



Now, if we were to fold this into BUG, I would totally change the display method but I am actually thinking that is isn't really worth it. Oh - and it caused a crash to desktop when I tried to bring up the in-game log (and that was with Civ4 in error logging mode!).

If you want this in BUG - tell me now (and why it should be included).
 
@ruff:

I'd be interested in just one alert: The techs that are available for trade from a specific AI. Right know the situation is that you get the alert the Civ XX has a new tech to trade, but you don't know which one. Therefore you have to check it in the Advisor Screen. If the alert said at once which tech it is you could decide whether to check the screen for further investigation or leave it alone. Would minimize MMing this way I'd think.

Imhotep
 
Just a small tweak, would hopefully be simple.

- My city's borders are about to expand. BUG helpfully warns me, in nice easy-to-spot purple.
- Next turn, my city's borders actually expand. I get the standard Civ message, in easy-to-miss white.

Is it possible to change things so that both messages are in purple?
 
Is it possible to change things so that both messages are in purple?

If it's possible, it'll be easy to do. I've been thinking a bit about the other Civ4lert messages as well. For example, when a city is about to become unhappy, the whole message is orange.

Amsterdam will become unhappy next turn.

The problem for me (I have poor vision) is that with several orange messages, the only way to know which message it is and to which city it applies, I have to read the whole message.

I like the standard Civ messages that mix colors, using green for technologies and blue for cities, IIRC. This makes the important part of the message stand out, improving scannability.

So I'd change the above message to this:

Amsterdam will become unhappy next turn.

Similarly for "has become":

Amsterdam has become unhappy.

This would extend to the other messages.

Mansa Musa will trade Horseback Riding.
Catherine will trade 240 :gold:.

What do you all think?

BTW, I think I have the color for leader names wrong, and city names may actually be white, but I'm not at my home PC. Obviously, I'd try to match these up to the existing messages where possible.

If city names are white, what color would you recommend to use instead?
 
I like that idea... would make it much easier to scan, like you said...

EF you're going to kill me, literally, for suggesting this... But how about a second Options tab that has Advisor Colors, with drop downs for the alerts where you can select the color you want.
 
hmmn ... killing alerum68 - should I run a poll? :D:D
 
pole - what are you talking about? (don't you just love the power of edit :D)
 
Does this mod change how city building works any? I would love to see a mod that allows one to collapse the list of military units and collapse the list of missionaries down to make going through the list in late-game much easier.
 
If it's possible, it'll be easy to do. I've been thinking a bit about the other Civ4lert messages as well. For example, when a city is about to become unhappy, the whole message is orange.

Amsterdam will become unhappy next turn.

The problem for me (I have poor vision) is that with several orange messages, the only way to know which message it is and to which city it applies, I have to read the whole message.

I like the standard Civ messages that mix colors, using green for technologies and blue for cities, IIRC. This makes the important part of the message stand out, improving scannability.

So I'd change the above message to this:

Amsterdam will become unhappy next turn.

Similarly for "has become":

Amsterdam has become unhappy.

This would extend to the other messages.

Mansa Musa will trade Horseback Riding.
Catherine will trade 240 :gold:.

What do you all think?

BTW, I think I have the color for leader names wrong, and city names may actually be white, but I'm not at my home PC. Obviously, I'd try to match these up to the existing messages where possible.

If city names are white, what color would you recommend to use instead?

I personally never read the messages at the start of the turn. I first start moving my units (workers when at peace, lots of units when at war). After that part of the turn, I enter the message log and just click the messages to go to the spot on the map where the event occurred. In the message log, things are usually very easy to read because the background is darker than the main screen. I don't think I'd personally like it when the messages start becoming a mix of 5-7 colours. That would be a bit ugly to read to be honest. It might stand out more on the main screen for quick scans, but that's just not important to me. I would even disable the main screen messages and just have the message log if that option were possible.

The reason that I play that way is because I play on huge maps and in the late game the list of messages becomes so large that you've already forgotten the first message halfway through the list of messages. And if you have more than 30-40 cities, it is also not that informative if something happened in city no. 27 because sometimes I can't even remember the exact location of city 27. I just click the message in the message log and the game screen moves to the relevant location.

So I would rather have fewer colours than more colours...

Yes, we customers are hard to please... (which is why this is the mod with a very detailed and extensive options screen).
 
RJ, you can pick and choose, or completely turn off the alerts. You may even want to do that without the color changes, if your play style doesn't use them and you find them to be a burden. Personally I reduce the alerts I get as I go through the game.
 
RJ, you can pick and choose, or completely turn off the alerts. You may even want to do that without the color changes, if your play style doesn't use them and you find them to be a burden. Personally I reduce the alerts I get as I go through the game.

I do use quite a lot of the alerts (not all of them, some are disabled), but I only use them in the message log (the one opened with CTRL TAB). The ingame alerts which appear on the main screen are directly linked to the ones in the message log. You can't disable the messages on the main screen without disabling the ones in the message log.
 
@RJ - Point taken, and I'll consider that. Keep in mind that at most a message would contain 3 colors: white for the normal text and 1 or 2 colors based on the message. Civ4 does this already.

You have found a deposit of Iron.
You have discovered Archery.​

Of course, the game isn't entirely consistent.

You have completed The Great Library.

It shouldn't be too hard to make it configurable (single- versus multi-color messages).

@Alerum - Yes, I was already thinking that, but I'm not quite sure how to configure it. Should you choose colors for "good", "bad", "gold", "techs" or choose a color for each message?

In the game messages, colors are specified like "COLOR_TECH", and then Civ defines those elsewhere. This makes it easier for the game designers to remain consistent. I'd prefer to follow those so BUG looks like an extension to Civ4 without clashing.
 
It shouldn't be too hard to make it configurable (single- versus multi-color messages).

Heh, the options screen of this mod is maybe its biggest miracle. Although, I can imagine that the number of options that need to be configurable to satisfy all of our (the customers of this mod) needs must become quite a nuisance to program.

Since the rest of the mod is high quality, I trust that I'll be satisfied with at least one of the options. In the message log, it might be nice to have a single colour per type of message as it would allow you to check the messages by type each turn.
 
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