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#61 |
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Chieftain
Join Date: Oct 2005
Posts: 23
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This looks great! Installing now, feedback coming soon.
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#62 |
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Prince
Join Date: Oct 2005
Posts: 314
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Which one should I use
Why are there 2 files?
Which one should I use? Thx jonpfl |
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#63 | |
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Prince
Join Date: Nov 2005
Posts: 381
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I kept v0.9 up since there were initially problems with v0.91 I'll remove that one now. Req |
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#64 |
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Warlord
Join Date: Oct 2005
Posts: 235
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from line 654 of CvSpecialDomesticAdvisor.py
Code:
elif (szKey == "FOOD"):
# Replace Food/Food Used with Net Food AND Turns until Growth...
# If this is a food production (i.e., worker or settler)
if (pCity.isFoodProduction()):
nFood = pCity.getCurrentProductionDifference (False, False) \
- pCity.getCurrentProductionDifference (True, False)
else:
nFood = pCity.foodDifference (True)
szReturn = unicode(nFood)
1) Is pCity.foodDifference (True) same thing as (pCity.getFoodRate() - pCity.foodConsumption(False, 0) ? 2) What is the meaning of pCity.getCurrentProductionDifference (False, False) - pCity.getCurrentProductionDifference (True, False) What does this number means? difference of difference? Is this diffrent from "pCity.foodDifference()"? Would you explain the code to us more kindly? Where can I find more infos anout them? Last edited by zx1111; Dec 05, 2005 at 08:45 PM. |
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#65 | |||||||
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Prince
Join Date: Nov 2005
Posts: 381
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Just a warning, though. It is NOT complete or completely up-to-date as it's the API of the last update to the BETA TESTERS. Since the release and the 1.09 patch some of the API has changed. The best way to get CURRENT information is to use in-language 'help' function of Python. Unfortunately, it seems that this is NOT available if you only install Civ 4. It seems you also have to have Python installed, in addition (or at least that's what SEEMED to happen when some players reported that one of my version gagged because it couldn't find the "help" symbol). Still the aforementioned website is a great jumping off point for trying to see what different functions are available in the Civ 4 code. Req |
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#66 |
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Warlord
Join Date: Oct 2005
Posts: 235
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Thanks a lot, Requires.. For your kind explanation, I can understand the logics behind the displayed food number.
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#67 |
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Warlord
Join Date: Nov 2003
Posts: 107
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Requies,
This is a really nice set of work. It's much closer to the Civ3 version and offers much more detailed and useful information than the Civ4 vanilla. Very nicely done. I was wondering if there are any python calls that could be made so that you return to the Domestic Advisor after you "View" a city? It's probably not a big deal, because you display most of the information in the advisor, still there's a limit to what you can show and this could be a helpful behavior. Food for thought... -cc |
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#68 | |
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Prince
Join Date: Nov 2005
Posts: 381
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Quote:
.Req |
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#69 |
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Warlord
Join Date: Nov 2003
Posts: 107
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heh heh heh... Ok, you got me. Laziness...
-cc |
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#70 |
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Chieftain
Join Date: Nov 2005
Location: San Diego, CA, USA
Posts: 15
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Suggestion:
I was reading about Great People generation rate and was wondering if you could add code to color the GP point/turn column red if they're producing at so low of a rate that they will never produce one, and yellow if it's less than double that rate. And yes I realize the amount of math this would require (which is would be why it would be so much easier for the comp to do it than me )And, a simpler one: could you set the food/turn column to turn yellow when production is 0 instead of red? Some cities I do want to be stagnant. Also, could you you make it yellow or green if food/turn is >=8 ? After getting Biology I often have to hunt down my towns with insane food production and make it more manageable compared to my health/happiness rates. Edit: one more food condition: if the (food/turn) /2 > Min (net health, net happiness), turn it red - meaning the city is going to go over it's max size even if the new citizens don't produce any food. This is the same idea as turning it green for >=8, but I figured I'd leave both ideas in so you can do just one or both. And lastly, under the Buildings column, could you show National Wonders too? And one suggestion, for the Specialists, it might be more compact to in the column list the type and number than have an icon for each one. Other than that, this is the best mod I've seen yet! Thanks for this, can't wait to get home and get this installed!
Last edited by kurdt; Dec 06, 2005 at 01:34 PM. |
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#71 | ||||||
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Prince
Join Date: Nov 2005
Posts: 381
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. If you mean SPECIFIC National Wonders, what icons would you use? I'm limited to a very low number. I guess I could use letters, but it seems so inelegant.Quote:
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Req |
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#72 |
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Prince
Join Date: Nov 2005
Posts: 381
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for v 0.92.-Added more color coding (Yellow for neutral - 0, Green for great) -Added in foreign language support (I'm not sure if the translations are correct, so please let me know if they're wrong!) -Added a LOT more documentation and some handy info if you want to try changing it.... It's getting close to being finished. I think I have one more idea I might put in for v 1.0. If you guys have any other great ideas, let me know! Req |
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#73 |
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Prince
Join Date: Nov 2005
Location: Wesley Chapel, FL
Posts: 309
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With 0.92, my screen looks like this. The REDRAW and VIEW buttons aren't shown correctly, and the first column's text is wrong.
Last edited by Mysterio10000; Dec 08, 2005 at 12:12 PM. |
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#74 |
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Chieftain
Join Date: Nov 2005
Location: San Diego, CA, USA
Posts: 15
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One more minor problem I noticed in v0.91:
When adjusting specialists via this Advisor, it goes off the original city in the list, not how you currently have it sorted. I assume it's the same problem as #1 and #2. (and sorry about not noticing my suggestions were already proposed, I started skimming when I saw the install problems, and guess I skimmed right over them) P.S. This mod rocks! Makes my need for MM so much easier! |
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#75 | |
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Prince
Join Date: Nov 2005
Posts: 381
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Req |
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#76 | |
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Prince
Join Date: Nov 2005
Posts: 381
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Req |
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#77 | |
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Prince
Join Date: Nov 2005
Location: Wesley Chapel, FL
Posts: 309
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#78 | |
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Prince
Join Date: Nov 2005
Posts: 381
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Anyone else running into this problem? Req |
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#79 | |
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Prince
Join Date: Nov 2005
Posts: 381
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Quote:
I just did that and it worked immediately.... Either that or maybe my setups different. Req |
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#80 | |
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Prince
Join Date: Nov 2005
Location: Wesley Chapel, FL
Posts: 309
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Quote:
It's odd, though, because I never copied that XML file over to my CustomAssets folder while running 0.91, and the button text was just fine. I also don't have that file in my Assets folder, which means it's not part of the default install. Copying your Civ4AdviserInfo.xml file to my CustomAssets/xml/text folder corrected the problem. EDIT: Proper file name is CIV4AdvisorInfo.xml, not CIV4AdviserInfo.xml. Last edited by Mysterio10000; Dec 08, 2005 at 02:10 PM. |
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