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#1 |
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King
Join Date: Sep 2010
Location: UK
Posts: 759
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Getting rid of Great Person and Great General bars
Hi there!
Playing this mod for the first time....enjoying it thus far. Is there any way, however, for me to get rid of the Great Person and Great General bars or at least relocate them? They really clutter up the screen, for me. Thanks for your help and thanks for a great mod! |
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#2 | |
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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Wewt, people are finally starting new threads all on their own! The subforum is coming to life!!!
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No, there's no configurable way to change them at the moment. Actkqk just requested smaller ones in his list of comments a few days ago since he runs the game at the minimum res, 1024x768. I have always thought the bars are great the way they are personally, but I run the game at 1920x1200 so they don't get in the way at all for me. (They are the exact same size as the vanilla research progress bar in the top center of the screen and I like that symmetry, and I do fill the bars with useful info, but I never really tested them at lower resolutions.) I was going to shrink them for low resolutions based on Actkqk's request, but I hadn't decided yet when to shrink them or by how much. Can you tell me what res you're running that you're having trouble with them at?
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MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author |
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#3 |
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King
Join Date: Sep 2010
Location: UK
Posts: 759
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I'm running them at res unknown.... :wink:
(I'm not tech-savvy). It's their placement more than anything, for me. If they were immediately under the science bar they'd be far less intrusive. Otherwise, I'm enjoying the mod quite a lot. I love having to pay for improvements...it's a great touch. War Dogs? Not so much. I really didn't like that they could roam on their own and, inexplicably, ignore enemy borders. Then again, I'm a historian so I'm probably not gonna like a lot of the 'not historically accurate' stuff. Of course, it's such a small thing to quibble about considering how much I enjoy the rest of the mod tus far. |
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#4 | |||
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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Quote:
)You can also tell directly by opening the in-game Options dialog (part of the plain vanilla Civ4 game, nothing to do with my mod), switching to the Graphics tab, and it will tell you in the upper left, along with a pulldown menu to change it. I do need to know what res you're working in to judge if the bars need to be shrunk for you or not. Quote:
The BUG mod shrinks the research bar significantly to MAKE room for them in the whole top middle area, but I do not like how that looks or feels at all. Quote:
And as I say in my intro in the Download thread, historical accuracy is an important goal with me, yes, but unlike with some other mods, here it is secondary to gameplay. I do my best to balance the two, but when they're in conflict I always defer to what makes a better game, not a better historical simulation. (Then there's the fantasy and scifi flavor stuff, which is just something I add for fun, because it fits really well, and because I personally love that sort of thing. I'm trying not to overdo it hehe.) That they roam on their own is more a result of how the unit model was that I had available to me from whoever made it originally: it was/is just a reskinned Wolf unit. I know how to add a handler human of some sort now, but in lieu of that I just sort of went with the idea that these were highly trained, highly intelligent dogs that could be sent out on missions on their own. And if they COULD do that, I figured they could also ignore borders, since they're dogs and the other civilizations would have no way of knowing by looking at them who they belonged to. I do sort-of apologize for the unrealistic nature of the unit, but I'm not sure how I could do the same thing any other way, and I like the gameplay that results from having War Dogs the way they are. (Besides, this is already a "more extreme, less boring version of reality" world where giant sandworms and sea monsters can exist, and giant dragons can be genetically engineered; are super-intelligent dogs really that much of a stretch? )
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author Last edited by LunarMongoose; Jan 10, 2011 at 11:47 PM. |
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#5 |
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King
Join Date: Sep 2010
Location: UK
Posts: 759
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I have no problems with the dogs, really...it's just that it means you get the map and little 'spies' REALLY early on (it's abusable, essentially).
Maybe cap how far they can go into enemy territory? THAT might be cool. Maybe give'em one square, for instance, to simulate the loose 'borders' of early human settlements? |
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#6 |
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King
Join Date: Sep 2010
Location: UK
Posts: 759
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Oh, and the res is 1024x768....I'm running it in a window.
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#7 |
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King
Join Date: Sep 2010
Location: UK
Posts: 759
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Another thing (really sorry to be piling all this on but I'm trying to note things as I'm playing so I don't forget):
You may want to revisit how the date advances. According to the game it's 1530AD and no one has really entered the Middle Ages yet (tech-wise). I'm on turn 186 and it feels like it should be more like 800-900AD....I don't know if there's anything you can do about that. EDIT: To say something nice for a change...I think the paved roads look REALY cool. :grin: |
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#8 | |||||
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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Quote:
Quote:
Okay, yeah. Try looking at the Civics and StatsMod screenshots in the second set of pictures in the Download thread btw; they really fit just fine at 1920x1200, and look great being the exact same size as the research progress bar. But yes I was already planning to shrink them, or something, for low resolutions like 1024.Quote:
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It is VERY hard, in an annoying 8th-grade-algebra sort of way, to select a progression rate and sequence that starts on the designated start year, ends on the designated end year (2300 AD for all gamespeeds), AND uses round/even year and month increments in every bracket. I think I probably got the sequence about right on the Eternal gamespeed, but I haven't playtested the others so I was just making intelligent guesses, really. That being said, even though it may seem like a lot, 1500 AD vs 900 AD is actually not hugely far off given how hard the sequences are to fine-tune. If I tried to make it any more accurate, for example, you would probably not have year increments that were consistently divisible by 2, 5 and 10, so you would have years like 939 and 1441 coming up instead of 950 and 1400. So it's a tradeoff. It's also different for every gamespeed as I said, so if you want me to look at it you'll need to tell me which speed you are playing on. ![]() Quote:
The other custom route type, the Maglev, is from Final Frontier, but was modified a little, maybe had the color changed I'm not sure, for use in one of the other big mods. Still mostly a Firaxis asset though.
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MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author Last edited by LunarMongoose; Jan 11, 2011 at 12:27 AM. |
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#9 |
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King
Join Date: Sep 2010
Location: UK
Posts: 759
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I'm playing on 'Normal' speed.
Of course, you could just go in and assign EVERY tun it's own date manually...shouldn't take too long, right?
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#10 |
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King
Join Date: Sep 2010
Location: UK
Posts: 759
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Playing now and...in addition to the dogs the marauders have the exact same problem (i.e. taking the job of spies, etc.).
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#11 |
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King
Join Date: Sep 2010
Location: UK
Posts: 759
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Also, units get -5% health when built in cities that have been sited on deserts....this does not seem to be what was intended with the admittedly very cool "tile-does-damge" system.
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#12 | |
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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Quote:
Alright fine, you're right. I may even have to remove it from the Ranger. This will definitely motivate me to add the "limited incursion" type thing you mentioned though, so these units would still have some form of special ability. Makes sense too that they could cross into hostile "frontier areas" but not the hearts of other empires. Gonna be a pain to implement though. (And I'm not sure if the AIs would use it properly, so I'll have to look into that too. Blarg. I don't think one tile would be very useful though; I was thinking more like 5 tiles.)No, it was/is intended. It's still desert, and you still get the heal rate of being in a city... no reason it shouldn't be slightly lower for a city on desert (+20%) than a city on grassland (+25%) given the base terrain is more hostile.
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author Last edited by LunarMongoose; Jan 11, 2011 at 07:55 PM. |
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#13 |
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King
Join Date: Sep 2010
Location: UK
Posts: 759
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The limited incursion thing would be the best possible solution....who knows if it will work though.
The problem with the health thing, from my perspective, is that units are BUILT with -5%, which seems strange. Heck, LA was built in a desert and peopel here aren't any less...wait....well.....that's pollution problems. :wink: |
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#14 | ||
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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Quote:
Quote:
I can definitely change it so new units always start at full health, but I'm not sure I should; full protection from the elements for daily human life, as well as for military training, is more a result of modern buildings and services, and is still definitely not the case everywhere in the world today.
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author Last edited by LunarMongoose; Jan 11, 2011 at 08:30 PM. |
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#15 | |
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King
Join Date: Sep 2010
Location: UK
Posts: 759
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Quote:
Oooooooh.... Now that I think about it that'd be AWESOME! Plus, you don't have to worry about limited incursion at all....give'em free reign. |
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#16 | |
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King
Join Date: Jan 2006
Location: Boston, MA, USA
Posts: 611
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Quote:
I do refuse to give human players anything in MM that the AIs have no idea how to use, b/c that gives savvy humans unfair advantages. (Other examples of things in this category would be the popular RevolutionDCM mod, and TheLopez's mod for hiring mercenary units throughout the course of a game; mods like these do not generally support multiplayer very well either.) Things that the AIs aren't specifically trained to use but that they can "stumble into using semi-effectively with their existing code" are fine with me, and I've had to do that in a few places, but unfortunately land privateers are not currently an option. I might be able to write the necessary code myself at this point, but AI programming is the hardest stuff there is in the DLL by far, so I don't want to make any promises yet heh.
__________________
MongooseMod 4.1 is nearing completion... If you check it out there's a good chance you'll fall in love! ![]() <-- BBAI/UP Contributor, Original BTS Sevopedia and PW3 Civ4 Port Author Last edited by LunarMongoose; Jan 11, 2011 at 09:22 PM. |
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