UI modifications (suggestions and discussion)

The units/building filters are split in the first place and you switch between them with the buttons to the right of the building list.
And yes, they are not saved in the savegame currently though that is definitely something I can add.
The game does not remember if I switched from showing the units to showing the buildings (by clicking on one of the buttons to the right). So every time I re-enter a city screen I see the unit list again (not only if I load from a savegame). As I usually build buildings in 95% of my cities and units only in a few specialized ones this means a lot of unnecessary clicking.
I worked around this by choosing the "show only hero units" button. As there usually are no heroes to build I immediately see the buildings list (but still the selection buttons for units). And this is lost when I load a saved game.

It would be much easier IMHO if the unit/building filters (including what you clicked on the right buttons) would be remembered, in game as well as from savegames.
 
With the new civics the Trade Route yields in the City Screen are way too long to see properly. I can see the hammers and the food, but not the commerce, I get from any Trade Route in a city.

A or a few modifications might be in order, for instance rounding down to full number for display only and possibly adding a mouse-over tip box for more information.

Cheers
 
Thank You Hydro :)

What about second part of my post. Adding filters to this productian pop up window that shows up when city just finish build something. There is no filter options i think.
Unfortunately the popups are too limited in what you can add to properly have filter buttons and the like there.
What I do is to activate the minimize popups option (from the normal Civ4 option screen) and then also activate the BUG option I have added that instead of opening the popup directly opens the city screen so you can select your builds there.
 
The game does not remember if I switched from showing the units to showing the buildings (by clicking on one of the buttons to the right). So every time I re-enter a city screen I see the unit list again (not only if I load from a savegame). As I usually build buildings in 95% of my cities and units only in a few specialized ones this means a lot of unnecessary clicking.
I worked around this by choosing the "show only hero units" button. As there usually are no heroes to build I immediately see the buildings list (but still the selection buttons for units). And this is lost when I load a saved game.

It would be much easier IMHO if the unit/building filters (including what you clicked on the right buttons) would be remembered, in game as well as from savegames.
I agree that that would be useful but as I am currently on holidays I will not get around to it until in 4 weeks or so.
 
I think this is the best place short of opening a new thread to thank calvitix for his huge translation work!
I won´t ever play in french, because my grasp of that language is scarce at best. But I nevertheless feel the need to thank him for that huge amount of work he put into translating for those who will.
 
I think this is the best place short of opening a new thread to thank calvitix for his huge translation work!
I won´t ever play in french, because my grasp of that language is scarce at best. But I nevertheless feel the need to thank him for that huge amount of work he put into translating for those who will.

Thanks a lot, I hope others will keep translating in other langages (German and Italian are already started, ,...)
 
I think this is the best place short of opening a new thread to thank calvitix for his huge translation work!
I won´t ever play in french, because my grasp of that language is scarce at best. But I nevertheless feel the need to thank him for that huge amount of work he put into translating for those who will.

I agree, thank you calvitix.

I once stared to do it for German..but it IS one hell of a workoad.. I lacked the discipline.

The trick is to do a bit and get it on the SVN so it does not get lost and anytime any one wants to do a bit they can and not repeat what others have done. That is the approach I am taking with the civics pedia entries which have line breaks allover the place making them hard to read.
 
The trick is to do a bit and get it on the SVN so it does not get lost and anytime any one wants to do a bit they can and not repeat what others have done. That is the approach I am taking with the civics pedia entries which have line breaks allover the place making them hard to read.

Will start again and send the changed files to you bit by bit.
 
The very first start..
These files already had german texts, so it was mainly replacing special characters with their code and correcting to current orthography ( meaning a lot of "ß" became "ss" ).
Actually more tiresome then writing the german text from the ground, but faster.
All of the files in the 7z belong in Assets\XML\Text

@clativix : I noticed, that in A_New_Dawn_Settings_Civ4GameText.xml, the last entry (No Production Popup) is still in english within the french language tags.

EDIT: used wong encoding table for special charakters.. will correc that tomorrow
 

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  • german_part_1.7z
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Ok, we have a BIG issue with the help popup lengths. I'd LOVE to adjust some things about this but I really have no idea where to find the controls. We need to:
A) make the list width a bit wider so that it reduces the amount of lines where lines are wrapping.
and
B) establish a maximum number of lines in a column, upon exceeding which, the list wraps to a new column.

As French Text often need more place than english, I have tried to find out where that width is defined, but didn't found anything in Python nor in the DLL.

The only Info I get is the way that is used in the PLE to show helptext on the small buttons (they have enlarge the width at maximum : here an example of 2 Versions).


I think w'll have to override the whole hover method (if it's possible). I'll work on it if no-one does for the moment.
 
Air and Water Pollution. it's on each tile, and you can have an overview of the new parameters in the city screen, on the right, Properties.

Thank you. I haven't played cIV in about 2 years. There's alot of additions in C2C that I'll need to learn. I've been following the mod's development since v17, but just dl'd v26 and started my first game.

So far, I love all the new terrain, terrain features, and all the animals. Nicely done! I'm only 150 turns into an Eternity game on a Gigantic map (Perfect Mongoose ), the map is just beautiful!
I love how there's a graphic for indigenous people where the goody huts were.

I hope to provide the C2C team with some feedback once I get further into the game & some suggestions. But so far, I'm very impressed.
 
Appologies if this has been requested before:

I would like to options (preferably: Custom Game screen; or optionally: BUG) to turn off the punk tech/building/units along with the megafuana stuff.
 
Since we have huge cities is diffcult to find out how many specialist you have.
Can we do somethhing like this:



Benefits
- exact number of specialist is shown above their icon
- after rollover you see what bonus gives 1 specialist and how much you have from all of them
- the same for great people joined in city
- now we can have 3 columns of specialists so we have place to add more of them :)
 

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  • city_screen.gif
    city_screen.gif
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Since we have huge cities is diffcult to find out how many specialist you have.
Can we do somethhing like this:



Benefits
- exact number of specialist is shown above their icon
- after rollover you see what bonus gives 1 specialist and how much you have from all of them
- the same for great people joined in city
- now we can have 3 columns of specialists so we have place to add more of them :)

So where is the code? What happens when you reach 10 or 100 of them? What is he second number?
 
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