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#401 | |
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Warlord
Join Date: Sep 2006
Location: Santa Monica, CA
Posts: 203
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Quote:
To quote from my v13 release notes: The way I view it, and indeed, the position I usually take with the mod, is that the information you can see is what your diplomatic corps is collecting hanging out in the other civ's capitals or what's just generally known throughout the world.While just looking at production, culture, etc. output kind of skirts the edge of the strategic/tactical divide, I don't think that's something I would be interested including. Thanks for asking though. I appreciate ideas and suggestions even if I end up rejecting them. By the way, after saying all that, CivWillard is the mod you're looking for. In default mode, it lets you look at your own cities in the way you're asking. There's a "cheat" mode that allows you to look at every civ's cities. Although I don't use cheat mode, I refuse to play the game without that mod active. I would feel blind without it (and InfoAddict too!).
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Info Addict: Guaranteed to mitigate withdrawal symptoms from lack of data. Last edited by robk; Sep 08, 2011 at 12:28 AM. Reason: Proper punctuation |
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#402 | ||
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Warlord
Join Date: Sep 2006
Location: Santa Monica, CA
Posts: 203
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Quote:
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I believe that the default economic screen only allows you to look at your own trades. I don't think it lets you look at trades between other civs. In fact, the function used to look at the number of trades is a little buggy when looking at trades between civs other than the current player. I had to do some funky stuff to get the information extracted for all trades across the entire globe.
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Info Addict: Guaranteed to mitigate withdrawal symptoms from lack of data. |
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#403 | |
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Warlord
Join Date: Sep 2006
Location: Santa Monica, CA
Posts: 203
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Quote:
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Info Addict: Guaranteed to mitigate withdrawal symptoms from lack of data. |
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#404 |
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King
Join Date: Feb 2007
Location: Just north of Boston
Posts: 893
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When I am looking at the graphs. Typically I'm not looking at the trends as much as I am looking at the current total. Specifically who is ahead of me and if a specific Civ is in front of me.
So perhaps ticking the check gives a label that has what the current total is. Or perhaps hovering over the graph line for a particular Civ does the same. Another idea may be to have a much heavier line for the check marked Civs.
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Duncan Waiting Patiently for the Expansion!
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#405 | |
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Warlord
Join Date: Jan 2011
Posts: 226
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Quote:
in addition to the "hover list" option, this could provide the exact kind of quick visual you're looking (which i look for as well) |
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#406 |
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Kris159
Join Date: Oct 2009
Location: England
Posts: 94
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@ the line alpha slider: You could link the two together, kind of like what some programs do with sound, where there's a slider and a checkbox. The only decision you'd have to make would be which one overrides which (id est whether the "mute" (disappear) button is a shortcut for putting the slider to the bottom or the slider just gets ignored).
As another, kind of related suggestion, maybe it would he appropriate for unhighlighted civs to not show up in the X-axis tooltips, or maybe moreso for this to be an option. -Kris |
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#407 | |
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King
Join Date: Jan 2009
Posts: 617
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#408 |
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King
Join Date: Jun 2011
Posts: 689
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Thanks so much for this mod! It's turned the game from needlessly confusing to clear and enjoyable for me.
One quick suggestion: could you order "stock" and "flow" stats together by group? For example, Culture per turn should come just before Social Standing, Net Gold just before Treasury, etc. |
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#409 |
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Chieftain
Join Date: Jul 2011
Posts: 43
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Heya, first of all: great mod!
I noticed however that when loading a save in which cities have expanded their tiles into areas they cannot use (more than 3 tiles from the city) all the tile expansion notifications (which say something like, X city has claimed a tile but cannot work it) pop up, right after loading the saved game. Which means that in a game which has gone into turns 300+ I end up rightclicking tile notifications away for like a minute. If you could somehow prevent this from happening that would be great! |
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#410 | |
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King
Join Date: Jun 2011
Posts: 689
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Quote:
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#411 |
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Chieftain
Join Date: Jul 2011
Posts: 43
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Oh wow you're right, my bad sorry
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#412 |
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Warlord
Join Date: Nov 2003
Location: St. Louis
Posts: 135
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Great mod! I can't believe most of this isn't in the vanilla game.
Perhaps this has been mentioned before, but this doesn't seem to work with Custom Notifications.. it would be great if these two mods could be integrated. |
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#413 | |
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Deity
Join Date: Aug 2010
Posts: 2,153
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Quote:
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Communitas Unofficial Expansion Pack Working every day to make Civ5 a better game. City-State Diplomacy Mod Tired of having to bribe your way to a diplomatic victory? Look no further. Tectonics, PerfectWorld3 Mapscripts: Never get a boring map again!
Common Checklist Having trouble with Mods? Try these suggestions. |
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#414 |
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Brooklyn Bum
Join Date: Oct 2010
Location: NYC
Posts: 1,876
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Custom Notifications and IA have zero overlapping files, other than identical DiploCorner Luas that simply overwrite eachother.
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#415 |
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Warlord
Join Date: Nov 2003
Location: St. Louis
Posts: 135
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I have a game where I'm already using IA; I tried adding Custom Notifications but it doesn't show up. It does seem to work with a new game, though, so I guess I'll wait until I start a new game to use it.
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#416 |
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Chieftain
Join Date: Mar 2006
Posts: 58
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Thanks for this mod, I restarted a game just to use it. As has been said multiple times, it is simply shocking that this feature is not present in vanilla.
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#417 |
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Chieftain
Join Date: Jan 2007
Location: france
Posts: 2
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Hi,
Firstable, it's really a great job. I play with your mod v16. My problem is after several turns, civ5 crash. When I load the last save, you mod is not loaded Is there a way to continue my game with you mod loaded? Thanks in advance Eric |
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#418 |
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Ahuizotl
Join Date: Jun 2011
Location: Sawaiki
Posts: 1,422
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If this mod is still supported, is it possible to include CSs in the data, under a new tab?
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In Progress: Pasifika - Dev Thread. Current Topic: The Unification of Hawai'i. Part of Terra Novus Core [REBOOT] -Sign-ups/Questions/OOC - Wiki - Original CityIOT Redux - Come join the world's messiest comedy (?) IOT! |
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#419 | |
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Warlord
Join Date: Sep 2006
Location: Santa Monica, CA
Posts: 203
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Quote:
If you're looking for comprehensive city state data for the current turn, I highly recommend looking at civwillard. It's got that & a whole bunch more.
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Info Addict: Guaranteed to mitigate withdrawal symptoms from lack of data. |
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#420 |
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Warlord
Join Date: Jul 2007
Location: usa..changes with employment
Posts: 192
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i just recently discovered this mod and well it does some things that i've been wishing for, my only problem is its not compatible with the food economy mod which i have been using for a while now and i figured i'd leave notes for both of you so maybe somehow this could be fixed, in the meantime i have found some other mods that sorta kinda do some of the stuff the food economy mod does, except for the food trading, so my next game(starting as soon as i'm done typing this) will have yours in it
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