kris159
Kris P Bacon
When will the x-axis tooltips be under developement? I just can't wait, to be honest...
When will the x-axis tooltips be under developement? I just can't wait, to be honest...
Anyway, feature request: On the diplomacy chart, is there any case you could display city states as well? Say, allied city states appear "orbiting" their ally?
Not my idea, I'm just repeating it here.
there's no way to actually draw lines so I have to use images and ended up writing external programs to generate the 100+ images and the XML that puts them in the correct place
Could you not make a like 1-pixle-height image and tell the game to duplicate it? 'Might sound a little nooby since I have no experience with Civ 5 modding.
My initial feeling is that doing that is going to be pretty tough. It would look fine in a 4-6 player game but trying to place those icons in a 18-22 player game would be really hard without making it look like a mess. I'll have to give it some thought ...
M InfoAddict/InfoAddictReadMe.txt
M InfoAddict/XML/InfoAddictHistoricalData.xml
M InfoAddict/XML/DiscussionDialog.xml
M InfoAddict/XML/InfoAddictScreen.xml
M InfoAddict/XML/DiploTrade.xml
M InfoAddict/XML/InfoAddictCivRelations.xml
A InfoAddict/XML/InfoAddictText.xml
M InfoAddict/XML/DiscussLeader.xml
M InfoAddict/XML/InfoAddictFactBook.xml
M InfoAddict/Lua/DiploCorner.lua
M InfoAddict/Lua/InfoAddictHistoricalData.lua
A InfoAddict/Lua/InfoAddictLogger.lua
A InfoAddict/Lua/InfoAddictSaveUtils.lua
M InfoAddict/Lua/InfoAddictScreen.lua
M InfoAddict/Lua/InfoAddictCivRelations.lua
M InfoAddict/Lua/InfoAddictCollector.lua
M InfoAddict/Lua/InfoAddictLib.lua
M InfoAddict/Lua/InfoAddictFactBook.lua
robk, could I ask you to migrate to the newest version of SaveUtils? At the moment InfoAddict is incompatible with my own mod
Of course! I just got back from vacation today so I'll take a look at that in the next day or two. Did the serialize format change? I briefly read through all the changes and it sounded more like global variable sharing was going on in the background for performance improvements; I figured that wouldn't interfere with an older version of saveutils.
How is culture calculated on your graphs? I played one game where I managed to build every single wonder except chichen itza and all the culture buildings and always had artist slots filled (was trying to own the whole landmass my constantly culture bombing. The AI's culture was always just a fraction lower than mine (sometimes it would even go over according to the graph. I then noticed that the majority of my games are like this.
Good work and yet, i'd have a quick comment if you don't mind.
Why is it that some mods battle out for prime space on the UI?
The latest DK's Advanced Civ Rankings popup nullifies YOUR slot. TopPanel.lua is exploited by a few more, thus creating conflicts down the path.
Somebody has got to find a way to coordinate such stuff and assure compatibility for the long-term. If not, we're all gonna endup with a problem bigger than what Vanilla does all by itself already!
PS3; And DO check this thread to read about a possible solution to this somehow messy encoding of DiploCorner.lua(s).
<GameData>
<DiploCorner MenuItem>
<Row>
<MenuText>TXT_KEY_INFOADDICT_MAIN_TITLE</MenuText>
<PopType>ButtonPopupTypes.BUTTONPOPUP_NOTIFICATION_LOG</PopType>
<PopData>817</PopData>
</Row>
</DiploCorner MenuItem>
</GameData>
PS2; What if i don't really need Thal's Logger & Why's SaveUtils within *your* InfoAddict component?
One thing that breaks compatibility is that when you call load() the return value if no data is present is now nil instead of an empty class table. It's no biggie, I just would like to add InfoAddict to the recommended mods list
Funny thing is I unintentionally anticipated that change so my code checks for both the empty table and nil when load() is called.
I just tried the latest version of saveutils but it's not playing very well with the current incarnation of this mod (Info Addict also kicks in before the LoadScreenClose event). I did notice that serialize and deserialize haven't changed so, unless I'm wrong, the version I have embedded in Info Addict should work with other mods using later version of saveutils, the only interaction point being the data saved in Plot 1 (which is where I save that one thing I'm saving).
If I have to, I'll move the first call to load() to a LoadScreenClose event but I want to avoid that if I can because the first thing Info Addict does can get pretty lengthy ... well, a few seconds ... when reloading a game that's well into the 500+ turns range. It would be weird for someone to hit the "Begin Your Journey" button and then have a few seconds pause again (although ... it might just happen in parallel with everything else so it might not be that bad. I'll have to play with that when I try divorcing the mod from InGame.xml).