[MODCOMP] Not Just Another Game Clock Mod

TheLopez

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Not Just Another Game Clock Mod
By: TheLopez

Version: 0.4w
Patch Compatibility: Warlords v2.0.8.0
MP Compatible: ?
Download Mod v0.4w

Version: 0.3.3
Patch Compatibility: v1.61
MP Compatible: ?
Download Mod v0.3.3

Version: 0.2
Patch Compatibility: v1.52
MP Compatible: ?
Download Mod v0.2

Description:
Just as the mod title says, this is not just another game clock mod. It is
much, much more. This mod provides you the flexibility to most if not all of
its different features. There are 12 main variables and one additional variable
per era that can be used to configure the Not Just Another Game Clock Mod
display information and are well documented in the "Not Just Another Game Clock Mod Config.ini"



Installation Instructions:

1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Not Just Another Game Clock Mod
4) Load the game.
5) Then play as normal.


-----Notes to Modmakers-----

I have modified the CvMainInterface.py and Dr Elmer Jiggle's CvConfigParser.py
file. I have added #< NJAGCM Start > and #< NJAGCM End > in all of
the places that I have made changes to the files.

There are 12 main variables and one additional variable per era that can be
used to configure the Not Just Another Game Clock Mod display information and
are well documented in the INI file. Make sure that you put a copy of the "Not
Just Another Game Clock Mod Config.ini" in your directory and you update the
modName variable in the CvModName.py file with your mod's name.

I highly recommend that you use Dr Elmer Jiggle's INI parser if you want to
allow players to configure your mod through INI files.

If you use this mod, all I ask is that you give me credit.


-----Version Information-----

-----V0.3.x------

- Updated all code to be compatible with the v1.61 patch!

- Fixed a bug preventing the alternate options from being read into the mod.

Spoiler :

-----v0.2------

- Added code to display the player's current era next to the players gold amount
on the left side of the screen

- Added a variable to allow turning the era information on and off

- Added a variable to allow turning the era reflection in game turn color feature
on and off

- Added functionality to dynamically read in the EraType/ColorType value pairs from
the INI file

-----v0.1------

- Setup Not Just Another Game Clock Mod infrastructure

- Added a variable to turn alternate time text on and off

- Added a variable to allow specifying the switching time between the primary
and alternate time text

- Added a variable to allow turning the game clock on and off

- Added a variable to allow turning the game turns on and off

- Added a variable to allow turning the game completed turns on and off

- Added a variable to allow turning the game completed percentage on and off

- Added a variable to allow turning the alternate game clock on and off

- Added a variable to allow turning the alternate game turns on and off

- Added a variable to allow turning the alternate game completed turns on and
off

- Added a variable to allow turning the game alternate completed percentage on
and off


-----===Credits & Thanks===-----

- Exavier
[TAB]Composite Mod - readme.txt format

- Homegrown
[TAB]For his Simple Game Clock mod

- Tubby Rower
[TAB]For his version of the game clock


- Goombaz
[TAB]For his Current turn at-a-glance mod

- Dr Elmer Jiggle
[TAB]For providing the INI file parser code allowing for players to
[TAB]customize this mod without having to touch the python code!!!
 
So, if I'm reading this correctly, you can only add one extra detail to your clock per era?
 
Drakonik said:
So, if I'm reading this correctly, you can only add one extra detail to your clock per era?

No. Basically lets say you add a new era into the vanilla game with the type ERA_FOOBAR. In the INI file you can specify that during ERA_FOOBAR you want the turns text to be set to blue. If you look at the image you will see that the current era is Ancient. By default I have set the color for the turns to be red. Basically if you don't want the era text displayed you can still tell which era you are in if you have the turns reflecting the era in color feature turned on.

Have I confused you enough yet? Take a look at the config INI file, the colors for each era are defined at the bottom of the file.
 
Oh. That makes more sense. More sense, but not enough sense. ;)
 
TheLopez said:
Not Just Another Game Clock Mod

1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Not Just Another Game Clock Mod
4) Load the game.
5) Then play as normal.

Now, what if I've already got a mod in that directory? Could I insert multiple mods in that spot with commas or soemthing?
 
Drakonik said:
Now, what if I've already got a mod in that directory? Could I insert multiple mods in that spot with commas or soemthing?

Well, this isn't a stand alone mod, it is a mod component. You need to combine it with an existing mod. Or you can put a ; in front of the existing line and put in the line indicated in the instructions.
 
TheLopez said:
Well, this isn't a stand alone mod, it is a mod component. You need to combine it with an existing mod. Or you can put a ; in front of the existing line and put in the line indicated in the instructions.

Now this last sentence makes no sense for me. It would come down to:

; newline oldline

Please give a small example how to combine two mods! (I know it´s somewhere in the FAQ or stickies, but I have little time and I´m sure others are curious for this, too)

Thanks :)
 
Micha said:
Now this last sentence makes no sense for me. It would come down to:

; newline oldline

Please give a small example how to combine two mods! (I know it´s somewhere in the FAQ or stickies, but I have little time and I´m sure others are curious for this, too)

Thanks :)

Micha,

Please read this thread about mod creation:
http://forums.civfanatics.com/showthread.php?t=132476

it should help you figure things out. Also, if you know that the answer is in the FAQ or stickies don't be lazy and go there to find out the information yourself.
 
[to_xp]Gekko said:
Great Job Lopez! :)

Thanks [to_xp]Gekko.

To all: ideas for improving this mod component are welcome.
 
Could you please release this so we can just put the files in customassets?
I'm not sure where the ini-parser dir has to go at all...
 
JDexter said:
Could you please release this so we can just put the files in customassets?
I'm not sure where the ini-parser dir has to go at all...

JDexter,

This mod component modifies the CvMainInterface.py file and there are many other mods that touch the same file, this is one of the reasons why it has been released as a mod component. The other reason being that I have provided the ability to customize the settings through an INI file.
 
TheLopez said:
JDexter,

This mod component modifies the CvMainInterface.py file and there are many other mods that touch the same file, this is one of the reasons why it has been released as a mod component. The other reason being that I have provided the ability to customize the settings through an INI file.

At the moment this mod really messes up your saves by making them require this mod to load. This means that you can't easily send them to other people. I see your point with INI file parsing. Couldn't you release one version as a mod component and another one for copying into custom assets?
 
Pixelz said:
At the moment this mod really messes up your saves by making them require this mod to load. This means that you can't easily send them to other people. I see your point with INI file parsing. Couldn't you release one version as a mod component and another one for copying into custom assets?

The only way I will do that is if people understand that they will need to update the actual python file if they want to change the settings for the mod.

Is that a problem?
 
TheLopez said:
The only way I will do that is if people understand that they will need to update the actual python file if they want to change the settings for the mod.

Is that a problem?

Sounds good to me!
 
Pixelz said:
Sounds good to me!

Ok, I'll do it after I release the mercenaries mod.
 
Updated all code to be compatible with the v1.61 patch!
 
Hey there TheLopez, I just cut this mod's code from CvMainInterface.py to that in GP Trickle mod and when I start my game the turn text in the upper right corner flashes, not the normal change from main text to alternate text(which I have at 5 seconds), the primary text flashes about every half second.

when I was c/p pasting it into GP Trickle nothing jumped out that looked out of place. I commented out a few thing of the normal code where your parts seemed to replace it.

I tryed looking through it, but I just don't know enough about the Civ4 python code. Any ideas why it would be doing this or how I could fix it?
 
Let me know which mods you would liked merged and I'll upload them tomorrow... well later this morning.
 
Ok, that would be awesome. If you could put the Not Just Another Game Clock Mod together with the GP Trickle Plus Mod that would help me out. But if you wouldn't mine, I'm really dreaming of NJAGC, GP Trickle Plus, Mercenaries, and Military Bases Mods all together as one mod, no hurry, but this would be da bombest of da bomb. ;)
 
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