Inefficient code or a bug or my crappy computer?

Whenever you click on the "-" to reduce the number of specialists in a type, that now spare population needs to be placed somewhere. The Ai is deciding on the best plot for it to go on or if it should become the citizen specialist. This is not done in the python but somewhere in the dll and or the exe.

Given that specialists almost always are taken from citizens specialists or returned to citizen specialist in this mod the easy solution would be to always use them and only try to figure out stuff if there are no citizen specialists to draw from. And as a sidenote, I've accidentally clicked on the citysquare in these transactions and the game has the same lag (or lack of lag if I'm lucky) while resetting everything to default.
 
I'm also getting specialist lag as the game grows bigger. Automate pillage was also terribly slow last time I tried it, don't remember which version it was.
 
What is the point of using Automate Pillage? Don't understand the need for it.

JosEPh
 
What is the point of using Automate Pillage? Don't understand the need for it.

JosEPh
I don't use it. Just tried it out in a game I was winning anyway. I was thinking that maybe AI was using it or something similar that would be bad for the performance.
 
Ah, okay. And as for the AI using it I'm not sure they do unless you are. Then again I'm just not sure how and on whom it works. I leave the Automated stuff alone. Bad long time ago past experiences with it. Turned me off to even trying them at all.

JosEPh
 
As gui for specialist locking, could you use ctrl-click on the specialist icon (and overlay a 'forbidden' sign over it when toggled)?
 
As gui for specialist locking, could you use ctrl-click on the specialist icon (and overlay a 'forbidden' sign over it when toggled)?
1) Not sure that ctrl-click isn't already used for something.
2) We usually need to work with methods that have already been partially forged by previous programmers between exe-dll-python interfaces since it can get pretty complex.
3) I did create some structures in the dll to prepare for specialist locking. When DH and I finally decide this is the project, we can complete it together at some time soon. I'm pretty sure he wants a more clear grasp on the front end side before we just shove some buttons in there, and he's considering dramatic changes to the city screen as well.
 
The problem is finding the time and currently, air conditioning.:lol:

I think I have finally decided on a good implementation for that part of the City Screen. One that will work fairly similar yo the default BtS with the volume and extra functionality we need. The problem with the current all boils down to the idea that the screen object is the same as the game object which is the XML object. It does not need to be. Splitting it will allow flexibility.

The core currently loops through the list of specialists many times as it draws each bit. If we loop through and split them into available, not available and banned, for example, we can treat them on the screen better. We do need some better buttons including a "ban" button about the same sise as the + and - buttons plus the specialists with the banned symbol on them.

I give up! I need the letter that comes after "y" far too much!
 
I got the z-key working then blew up the power box thingy. Luckily my brother had a spare, but maybe I should not be using it. lol
 
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