Requests for new components (and features)

An additional +/- for every kind of specs in city view that removes all specs of a certain kind and puts them into the citizen category/puts as many specs as possible in a certain category.

I looked briefly into this one, but it's not performed by Python. In fact, it doesn't seem to be performed by the DLL either, but it's a little unclear. All Python does is create the buttons with keys that tell the DLL to tell the game to add/subtract a specialist.

That being said, it's possible new buttons could be added (I would prefer ctrl-click the existing buttons, but oh well) that would try to do the same thing in Python as you described. I'll have to check the API for CyCity more, but it doesn't look very promising.
 
I would be totally satisfied with Ctrl+click, in fact that's the better solution- the city view is cluttered enough as it is. *keeps fingers crossed* I do SO hope that you find a solution to this one!

EDIT: A Killer Feature for your mod if I've ever seen one.
 
Request Feature addition: Alert when the AI has new resources for trade. This can be handy in the time period when the AI has researched a technology like calendar and is placing plantations on the map but you don't want to check each turn whether one of the AI's has connected a resource for trading.

Is it possible to filter out gold for trade notifications ??? It's great having an alert for when a civ has a new resource to trade, but the alert "xxx has 50gold to trade" comes up too often.
 
Is it possible to filter out gold for trade notifications ??? It's great having an alert for when a civ has a new resource to trade, but the alert "xxx has 50gold to trade" comes up too often.

Control-Alt-o (the letter 'o')
 
i love it - users have started answering questions!! way to go OneBinary!
 
And in the next phase CFC becomes subforum of BUG website? Then it'll be just a small step before cIV becomes a mod of BUG :)
 
@Elandal - :lol: That made my night! Thatnks for helping alleviate much of the frustration cIV dealt me the past weekend. :goodjob:
 
I looked briefly into this one, but it's not performed by Python. In fact, it doesn't seem to be performed by the DLL either, but it's a little unclear. All Python does is create the buttons with keys that tell the DLL to tell the game to add/subtract a specialist.

That being said, it's possible new buttons could be added (I would prefer ctrl-click the existing buttons, but oh well) that would try to do the same thing in Python as you described. I'll have to check the API for CyCity more, but it doesn't look very promising.
I saw a mod that displayed transparent GPs (max GPs per type) and solid GPs (ones selected). If you want 4 scientists, click on the 4th transparent GS and there you go. Found it here.
 
@Ruff - That's precisely the Spec Stacker I want to put into BUG, but I haven't gotten to it yet. I also think the elongated and lowered GP/Nationality/Culture bars are a good idea. Both of these are in Nevermind's MainScreenMod I think, but I don't know if he updated to 3.13 (I forget if 3.13 had changes to CvMainInterface.py).
 
Ruff, tell me you're using some extension to link to famous sayings on forums, and didn't actually take the time to do that.:p Anyway, I thought this was already put in, or I would have said something LONG ago.:p
 
You know, just fors hits and giggles, we should add an option to Sevopedia to have Leaderhead Zoom. Have 3 or 4 levels, and each level gets further away, showing more of the background.

Also EF you were suggesting making an option to put the Research and GP bar side by side for wide screen views... I agree completely. I thinkit would look very clean.
 
d'oh after reading the forums, I forgot what I wanted to suggest!

Oh yeah, WFYABTA limits ~ any way that can be displayed somehow? either a notification when someone goes WFYABTA, but also displaying how many techs left available to trade at the AIs current happiness limit? This is a stretch, and I think might be difficult to pull off into the mod, but teh WFYABTA, iirc, is calculated for your civ counting ALL trades w/ALL civs, and then that is weighed against each individual AI's relationship w/you and their own cut-off.

Perhaps the tech trade screen could show total techs traded for, and an overlay there could say when they hit the limit at their current relationship?

example, screen says: 25 trades made.

[roll-over Mansa, who is at Pleased]Limit: 50 (just a guess, i don't know the actual number)
[roll-over Alex, who is at Cautious]Limit: 24 WFYABTA!

just more in my continuing quest to annoy you
 
WFYABTA is on our list of Civ4lerts to add. That won't be a problem. However, the rest is either impossible to get via Python or spoiler information you can't get through the game.

Here's how I understand it from memory of reading a strategy article about it:

  • When you get a tech from an AI (trade or gift or peace), every AI that knows both you and the AI in the deal increases their "you got a tech" counter.
  • Every turn, each AI has a 5% chance or so of decreasing its counter.
  • If the counter is higher than the AI's individual threshold, no techs for you!
That counter is the spoiler information, and without revealing it, no other information makes sense except telling you when you hit the threshold and when it decays away past the threshold.
 
Perhaps the tech trade screen could show total techs traded for, and an overlay there could say when they hit the limit at their current relationship?

example, screen says: 25 trades made.
This part of your suggestion I like and is def not spoilish. It is just a counter showing how many techs you have acquired via trade. It will not be 100% accurate re WFYABTA as it will be total techs and not techs that affect an AIs counter.

That said, how do you increment this counter? I don't think there is an event re 'tech acquired thru trade'. DUH!
 
This part of your suggestion I like and is def not spoilish. It is just a counter showing how many techs you have acquired via trade. It will not be 100% accurate re WFYABTA as it will be total techs and not techs that affect an AIs counter.

That said, how do you increment this counter? I don't think there is an event re 'tech acquired thru trade'. DUH!

While it isn't spoiler information, it might be pretty confusing for those that don't exactly know how the counter works. Many players don't even know what the WFYABTA message means. It's pretty weird that the counter for traded technologies can be higher than the maximum level and you can still trade.

For instance: We have a civilisation that has a maximum WFYABTA counter of 10 at the difficulty level that we're playing at (the maximum value at which players are willing to trade is difficulty level dependent).

So we start trading technologies with several players and the WFYABTA counter goes up: 1,2,3,4,5,6 (after trading for 6 technologies) and at that point it goes down one time unknown to the player to 5. It starts going up again: 6,7,8 (after trading for another 3 technologies) and then again it goes down one time unknown to the player to 7. Then it goes up again to 8 after another trade. However, the counter that was programmed to count the number of traded technologies should now be at 10, since it should not show the 2 downward shifts. But we can still trade, so the actual counter is below 10 and the player knows this and he can record this on a piece of paper if he's willing to do so. He doesn't know, it is actually 8, but he knows it is below 10. After trading for another technology, the counter programmed to count the number of traded technologies will be at 11, but we can still trade, so we know the actual counter is below 10. It's actually at 9, but the player doesn't know this.

You could improve the counter that simply counts the number of traded technologies to do the following:
If counter >= max level counter and we can still trade, then set counter at max level -1.
But you need a counter for each civilisation, because each civilisation has a random chance that its counter will go down by 1 (if I understood the mechanism correctly).

In this case, the counter would show the possible maximum level of the WFYABTA counter as far as the player knows. The actual level of the counter could be lower than the shown number, but it can't be higher.
 
iirc WFYABTA is counted for all civs separatelly so that they have counter for tech trades they know you have done and their own memory setting which causes them to decrement their counters.

So assume I know civs A and B and do three trades. Now A and B both have counters at maximum of three (I can't know if they've forgotten some already).
Now I meet civ C - it has counter at zero, because it does not know of the trades I've done with A and B before I met it. Assume C has met A but not B yet.
I do trade with C, which increments counters of C and A, but B who doesn't know C doesn't know of the trade and thus counter isn't incremented, even if I know B.

So while counters would be nice, have to remember that they are incremented when a civ knows of a trade, and I don't have information about their memory. Still this could be good information to have.
 
I assume all of this will be toggleable?

a notification when someone goes WFYABTA
I don't consider this spoilerish and I would like to see this.

displaying how many techs left available to trade at the AIs current happiness limit
I consider this spoilerish and I would not enable it in my games. It tells you who you should trade for cheaper techs and who you should wait and trade more expensive techs. I think EF touched on this:
That counter is the spoiler information, and without revealing it, no other information makes sense except telling you when you hit the threshold and when it decays away past the threshold.

So I would be in favor of an alert to let us know when a Civ WFYABTA, but I'm not in favor of any further information, such as counter. $0.02 :goodjob:
 
Putting aside the counter idea and just looking at the alert for now...

I've started to code this and have a question: What is the difference between WFYABTA and "We don't want to trade away this tech just yet" and all the other reasons for declining a tech?

You already get an alert when an AI will trade at least one tech with you this turn but wouldn't last turn. And they have to have at least one tech you don't to figure out WFYABTA.

You'll get this alert whenever:

  • They just learned a tech that they will trade you.
  • They had a tech that they wouldn't trade last turn for reason X, but now they will trade it to you.
Why does it matter what reason X is?

That wasn't very clear. What I mean is that when an AI has a tech that you don't and their counter drops below the threshold, you're going to see this

New Techs to Trade: Saladin

Does a second alert

Saladin no longer feels you are too advanced

add any value? Obviously you are now under his threshold, otherwise he wouldn't be willing to trade techs.

I can see the use of an alert when you go over the threshold. An AI has two techs on you, you trade one of them, and suddenly hit WFYABTA. The alert will tell you that you hit the limit without you having to try trading the second tech. Of course, you won't see the alert until you close the diplomacy window.
 
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