Platy World Builder

I tried colours and icons like
Code:
<TEXT>
	<Tag>TXT_KEY_WB_NO_TRAITS</Tag>
	<English>[COLOR_RED]No Traits[COLOR_REVERT]</English>
	<French>Pas de Traits</French>
</TEXT>
<TEXT>
	<Tag>TXT_KEY_WB_STATE_RELIGION_UNIT</Tag>
	<English>[ICON_RELIGION]Unit Production Mod:</English>
	<French>Modifier les unités religieuses</French>
</TEXT>

And I ended up with a pile of garbage for colours and just a space for icon :crazyeye:
May try your method later to see how it goes :D
Ah, interesting, that means getText actually did the replacements (as [COLOR_RED] is replaced by the <color=...> stuff) but the widget does not actually interpret that. Neither does it seem to use the normal game fonts (which have the different icons merged in from the TGAs) which is why you only see a space instead of the actual icon.
My method won't work either then as it only replaces the first step which getText does seem to do fine.

I guess the special widgets used only in WB are kind of legacy code that did not get the same improvements as the widgets of the main UI.
That means either use the normal widgets instead where possible or work around not having that functionality like you do now.
 
@isenchine

So for the era it will be
Code:
<French>ère %s1</French>
?

What do I replace the Production Modifiers with? :D

@AIAndy
Haha now you know my style.
When faced with a problem:
1) Fix it
2) Avoid it
3) Ignore it

2 is usually my favourite when I cannot figure out why.

I guess more or less the functions are all done.
Was just playing around with the Change All Plots functions from PlotType to include TerrainType as well. Not very fun, so ignore it for now.

Edit:
Added "6 spaces" behind each of those misaligned buttons.
 
Yes for era in French.

Replace "Modifier les" at the beginning by "Production" (same word as in English) for both tags.

I would even go as far as making it "% production ..." but I'm not sure if % is allowed as such in a text (and there might be several other places where it could be useful to have that in front, also in English of course, for the sake of clarity).
 
Yeah % works.
There is a Damage % in Unit Data.
Will see what words to change when bored.

Presenting to you the new function.



The first 4 do the same old thing.
They change the plot type itself.

The rest convert the terrain type.
Codes have been set such that, if a selected terrain type is Land, it affect land tiles only, same for water ones.

See Pics for details

Initial => Plains => Ice
 
Beautiful! but all plots? I know, it was like that before...


Is there any way to know about Tech research, which ones Civs actually research, progress status?

Tell me if you have new texts to translate because I already downloaded your stuff 10 times by now! :D
 
Quite easy, can easily add into Team Data Screen.

Didn't bother because didn't find that info useful, and both columns have 14 lines, look just nice :D

But since you want that feature, can easily add it in, just need to rearrange the panels to look nice again lol.

New Texts:

Current Research:
Research Progress:

or simply
Research:
Progress:
 
Ah, you tricked me... I downloaded it one more time and couldn't find the tags!

Yes, I always wanted to have that feature!

Current Research: Recherche actuelle
Research Progress: Statut de la recherche

or simply
Research: Recherche
Progress: Statut
 
Ah I never said it was done lol.
Posted at 1am...
Added into Player Data rather than Team Data, since it was actually a player feature...
Different members of a team can be researching different techs...


As a bonus, you get commerce sliders as well.

New feature:
When you cannot do a certain thing, they are hidden :D

When you do not have State Religion, those 2 are redundant.
When you cannot change Commerce X, no need to see the sliders
No Current Research, no research progress.

Tags to be translated :D
None, Progress out of, Espionage
 
Tags to be translated :D
None, Progress out of, Espionage

Thank you, Sir! :king:

None: you have it already (in Diplomacy Screen)
Progress out of: Progrès sur (è = special code 232)
Espionage: Espionnage (with 2 n)

By the way, for the Unit/Building Production Modifier, please drop the last word "religieuses/religieux" (religious) because it is simply incorrect. It helps to have a good night sleep, I woke up thinking about that!

Can I have another request?

In World Builder, it is a bit difficult to eliminate one specific unit when it is in the middle of a stack. When looking at your Unit screen where you can select any unit in a group, I thought it would be good if there was a button to kill the unit!

Just a thought! :satan:
 
It is there in a sense.
There is already a damage %.
100% means dead
 
Right, good. That's enough for me! :trouble:
 
Added a couple of new functions, standardise all the text tags, modifications to religion and corporation screen space calculations to work for all number of R&C without adjustments needed.

Minor New Functions:
City Screen:
Culture Level
A 2nd method to adjust culture by simply choosing the culture level.
Might be easier than guessing what number to input.

Buildings:
1) Add All
Adds all buildings the city can build, based on tech, obsolete, civilization, location, religion.
In short, whatever can be built in the city at that point of time.
Includes Great People buildings like Academy.
Wonders excluded.
2) Clear All
Straightforward

Religions:
Clear All

Corporations:
Clear All
Notes: Doesn't make sense to have a spread all for corporations since they will just replace each other for conflicting ones.

Diplomacy:
Added "All" functions to Meet, War, Open Borders, Defensive Borders.
Barbarians excluded.
War on All will exclude Masters/Vassals.
For you guys who like 50 Civs...

Slightly more fun functions:
Units:
Move Unit
(aka Teleport. Shift to new location)

Team:
Merge Team
When powers combine...
Use with care. You can merge, but cannot split.

Add New Player:


What a lonely world...
Available only when the world is not filled up.
 
Fantastic work again :goodjob:

I love the new teletransportation of units!

"A 2nd method to adjust culture by simply choosing the culture level": excellent!

Add all possible Buildings: very convenient!

Add new player: great!

My (small) contribution is attached :D.
 
Thanks again :D

Whats new again:
Sorting has finally been implemented :D



Added tags to separate National Wonders and World Wonders clearer

Added team Wonders to list of wonders, though I have never seen them in any mods.

Free Specialists are sorted firstly by whether they are "Great" or not, followed by alphabetic order



Beside sorting techs by era and alphabetic order,
Add Techs by Era shifted over here.
Added Add All Techs command
Added Remove Techs by Era and Remove All Techs command.

Corporations, Religions and Free Bonus also sorted by alphabetic order.
Projects sorted simply by alphabetic order, can't be bothered to sort by Team or World when there are so few projects...

New tags :
National Wonders, Team Wonders, World Wonders
Add by Era, Remove by Era, All Techs :D
 
Sorting not so much my cup of tea because
1) I sorted already all Techs and Buildings in my mod to my liking
2) sorting is based on English.

But who cares as long as people are happy: 2nd edition of the day attached! :)

PS: do you plan to stop one day?... :mischief:
 
More or less done.
It is in working conditions anyway.

Sneak Preview: (Abit hard to code...)
For mods with 204893038 different units and god knows where to find a particular type from the buttons...

P.S.
Whatever do you call those units with no unit combat class?
"Others"? :D
 
Done :D

Alternative method of Adding Units
Have 10000 different units in your mod?
Damn hard to find where is a particular unit to place on the map since the buttons all look the same to you?

2 easy steps to add units!

Step 1: Choose the Unit Combat Class


Step 2: Choose the Unit Type


And you are done.
Just click all over the map as usual to add this unit.
The button default method is still there. This is an alternative. :mischief:

New tags:
Add Units by Categories
Non-Combat Units

***
I guess there is nothing much left to do.
All the necessary functions are in already.
 
I assume Nuclear Missiles are Non-combat units then?... :nuke:

In French, I rather use Units by/without Combat Type. Up to you.

Thank you for the new toy!
 
Ok, updated the French texts.

Thats it, I guess no need for further functions.
There are some functions left which I don't see as necessary to add:

City:
Base GP rate
Base Yield
Current Production
Draft/Hurry Anger Timer
Espionage Happy/Health Timer
Improvement Free Specialists
No Bonus Count
Building Happy/Health/Yield/Commerce Change
Food
Force Specialists

Unit:
Direction
Leader Type

Player:
Coastal Trade Routes
Global Happiness
Feat Accomplished
Personality Type
Playability
Stop Trading
Espionage Spending Weight

Team:
Tech Share Count
Master Power
Vassal Power
Enemy War Weariness

Game:
Start Year
Current Turn
Max Turns
No Nukes
Nukes Exploded
Free Trade
Trade Routes
Nukes/Special Building/Unit Valid
Target Score
A.P. Religion
Plot Extra Yield

These are all doable although they don't interest me enough to make
 
Game: Current Turn

Interesting when you want to hurry up a game to finish it. I like to at least finish a game at the time limit, however sometimes it is a bit boring... Also, to reset the turn to the year. I like it when it corresponds but it is not always easy.

Game: Max Turns

Same idea actually - maybe even better to finish a not so interesting game anymore.

Not very important stuff though. My top priority is to have World Builder available in Hotseat. It's my favourite type of game: Hotseat alone! :cool:
 
Top Bottom