Current turn at-a-glance mod

Goombaz

Warlord
Joined
Sep 11, 2005
Messages
297


If you like the looks of that, this (very) small and simple modification is for you! I made it for myself because I found the games silly "year" far less important than the actual turn.

Special thanks to homegrown for showing me the appropriate functions. Additional thanks to dlordmagic for further refinements, and to Requies for cleaning it up a bit more.

It is a simple modification, and I think this should have been on the main screen from the get-go. I would not presume to ask for any credit whatsoever for a mod this simple. In fact, far from asking credit, I would rather this become completely standard for Civ 4.

As a small other change I made, this mod removes(well, sets to 99) the 6 citizens restriction from the city screen. The downside to this is it will flood over to the main screen, but as you will rarely have more than 10 or so specialists, this isn't a real problem. What it is primarily for is for that annoying 7th or 8th special citizen, which causes no real problems with the city screen. This change is easy to undo if you do not like it, as it is near the top of the file. Neither of these changes result in any type of concrete gameplay change, and therefore does not affect balance or constitute cheating.

Just unzip it into your mods directory, load it and go.

UPDATE: Fellow fanatic dlordmagic has improved this mod. Out of the blue he swooped down and found a workaround fixing a rounding problem I was having, and greatly increasing the utility of the % function. It now shows two decimal places of accuracy (like 1.25%). I am posting the new version of it. Only the zero-started version is going to be posted unless someone requests the +1's from now on, as I decided the +1 was probably silly to begin with on my part.

UPDATE: With Requies help I have pretty much finalized the mod. I may attempt to add more and refine it in the future, but as it stands my original goal is achieved.
 

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Goombaz said:


If you like the looks of that, this (very) small and simple modification is for you! I made it for myself because I found the games silly "year" far less important than the actual turn.

Special thanks to homegrown for showing me the appropriate functions.

It is a simple modification, and I think this should have been on the main screen from the get-go. I would not presume to ask for any credit whatsoever for a mod this simple, the only thing I really want is an answer to this http://forums.civfanatics.com/showthread.php?t=143818 In fact, far from asking credit, I would rather this become completely standard for Civ 4.

As a small other change I made, this mod removes(well, sets to 99) the 6 citizens restriction from the city screen. The downside to this is it will flood over to the main screen, but as you will rarely have more than 10 or so specialists, this isn't a real problem. What it is primarily for is for that annoying 7th or 8th special citizen, which causes no real problems with the city screen. This change is easy to undo if you do not like it, as it is near the top of the file. Neither of these changes result in any type of concrete gameplay change, and therefore does not affect balance or constitute cheating.

EDIT: I added 1 to the turn in all cases, so that it would start at turn 1. If anyone wants to have it start at turn 0 and can't find the change themselves, I will post it with a 0 start.

Just unzip it into your mods directory, load it and go.

Interesting mod.

I also have a question. So, are you actually limited to 6 of each type of specialist at the max? I looked through that code and wasn't sure if it was doing that.

I could just run through it myself and try it, but I haven't got to a point to try it.

Req
 
No this is wrong. There is no max 6 limit. You cant see them after 6 but you gain the extra. If you don't beleave me, cheat and add 10 great merchants and you will see that you gain +10 food (without this mod).
 
fwiw, in my sig is a mod developed from homegrown's original time mod.

It has the current real life time, current turn, and game date. not meaning to threadjack but there already was a mod that has this.
 
Well that is ok. I wasn't aware of your mod, I will have to try your mod as it is probably more polished than mine. If you feel my mod is a copycat, go ahead and have a mod delete this thread and I won't object.
 
I didn't mean it like that. I used homegrown's initial time mod and since I play SG's I wanted to know the turn too. So I added it in there.

You have the percentage of turns completed and also the total number of turns in the game. That could be useful for another reason, but I was just throwing out another option. I personally like the RL time dislayed all of the time. the mod in my sig also doesn't have the citizen thing in there.

Ripoff all you want. Since this game is pretty open source, I don't think that ANYONE can claim intellectual rights over a mod. keep up the good work :thumbsup:
 
Thats cool then. Right now I am trying to sort out a minor rounding problem in Python (in the other thread I linked to.) Once I sort it out it will display 1.25% etc, which should be even more useful.

EDIT: I also think that perhaps my +1 was silly, even though starting at turn 0 seems odd to me, it probably is how the game works internally and should be shown as-such.
 
Zuul said:
No this is wrong. There is no max 6 limit. You cant see them after 6 but you gain the extra. If you don't beleave me, cheat and add 10 great merchants and you will see that you gain +10 food (without this mod).

You are absolutely right. Gameplay wise they are always there. All I did was increase the number it would *SHOW* from 6 to 99. I didn't change jack or sh*t gameplay wise.
 
Here is the zero based version. I have since decided this is probably more accurate and recommend it over the previous version.

Thanks for the upload JamieCiv4Files, if you don't mind toss this version up too. After I can figure out the stupid little decimal issue I will upload a further version with the x.xx% format.

EDIT: If a mod wouldn't mind, could I get the first double post deleted and get both zip files condensed into the OP?
 
You can put both the files in the first post yourself (same way you asked for it :p).
 
snarko said:
You can put both the files in the first post yourself (same way you asked for it :p).

Ah ok, fixed it. Apparently I can't delete my replies though. If a mod happens to find this thread sloppy they can feel free to use their mod mojo to clean it up.
 
Downloaded your mod like it alot. Anyhow Fixed your problem Look in your other thread for dlordmagic Its the third post with my name. 2nd page I believe.
 
dlordmagic said:
Downloaded your mod like it alot. Anyhow Fixed your problem Look in your other thread for dlordmagic Its the third post with my name. 2nd page I believe.

I put your changes into the mod update. Thanks again for your time and effort :)
 
Hey...:) what a quaint little modlet. That is nice to see, especially when I am modding myself. ;P

Will it show propper for Epic turn numbers?
 
Xerxes_Pi said:
Hey...:) what a quaint little modlet. That is nice to see, especially when I am modding myself. ;P

Will it show propper for Epic turn numbers?

Yes. It pulls the raw number from a python function, so it will work with any max number of turns. And thanks.... I think ;)
 
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