smellymummy
King
- Joined
- Jul 31, 2002
- Messages
- 705
Description:
this little script will 1) let you see all sorts of information about the current state of your game in the tuner's console 2) provide a few shortcuts to do stuff to the AI that the tuner only provides for the player and 3) pick up various game events and print out the relevant information to the console as the events occur
extremely useful for testing out immediate and long term changes to your game. all data printing works without having an active human player so you can set up those '1000 turn autoplay return as observer' huge map marathon tests, and come back the next day to see what went wrong with your mod
Installation:
set 'EnableTuner' to 1 in your config.ini
download and extract to your civ5 MODS directory
activate in the civ5 mod menu
once a civ5 game is loaded, select the aiinfodump lua state in the tuner
Usage:
commands you can type in the console
sev()
turn on and off automatic information on game changes. can display diplomacy, policy, war, technology, city captures, combat reports, new cities, population change and new units (all off by default)
turntimer()
turns on a timer that reports how many seconds a turn took to process
dodow()
force a player declare war on another player
giveculture()
culture to a specific player
givegold()
gold to a specific player
givetech()
give a specified tech to a player
listcity
extra information on a city (city type, population, defense, gold, science, production, buildings built)
fast()
a shorter version of info(), this will show shortened information from every major civ
info()
prints out information for the specified major civ, all of them or the minor civs:
research, science, golden age, culture, gold, income, happiness
resource data, usage, export, imports
city list showing the city size, growth, production, science, income
adopted social policies of the player
diplomatic deals
Thanks:
ArgentumStudios and his AgS - Resource Info Panel which is where the civ resource code originates from and for its insight it gave me into the civ5 lua api
robk and his Info Addict mod: since i started this project, i kept on pushing back listing diplo deals and the task of diving into tradelogic, but his mod did an awesome job of clearing it all up for me right away
version history:
v1.35 (11/26/2010)
fixed tracking so there's no skipping of any players (IsTurnActive() is false in autoplay for the first player after the human)
cleaned up diplomacy tracking and added comments as to what's happening there
turntimerplayer was using turntimer() on the first calc, stupid bug squashed
added more known/unknown events their passed values and triggers
v1.34 (11/23/2010)
turntimerplayer() and whosactive() added to debug game freezes (not crashes). shows how long each player takes, and who's currently active
policytracker shows anarchy, blocked, not blocked policies and updates at every player instead of every turn
cleaned up the diplomacy printouts for better readability
diplomacy table indexing (key=value) changed a bit to help avoid dupes
started to document/comment functions with more clarity, we'll see how long that lasts
v1.33 (11/22/2010)
diplomacy finally added
info now has minor, also a fast info for toppanelish data at a glance
event prints for diplomacy, policy, combat, etc
added giveculture and givegold
turntimer doesnt need an activeplayer anymore
specific city info
streamlined the code a bit
v1.3 (11/08/2010)
cleaned up some messy parts of the script
added listing of techs and civs
added give specific tech to AI
added make AI declare war
added a turn timer
v1.2 (10/29/2010)
policies get displayed
warnings/prints on certain events
basic unit tracking coded in, doesn't do much
lots of other code from playing around left in
v1.1 (10/22/2010)
now prints out city information. base hammer production shown and build progress is rounded down (from citylist.lua and cityview.lua)
cleaned up the script, more condensed now
formatting is a bit more neat.
v1
prints out civ toppanel info (gold, science, happiness, etc), current research, and resource information (bonus resources included)
todo/wishlist:
building tracking
how to print stuff in color!?!
neater formating
have all the info available in a UI panel in game (pipe dream)
map out more events
more timer functions
this little script will 1) let you see all sorts of information about the current state of your game in the tuner's console 2) provide a few shortcuts to do stuff to the AI that the tuner only provides for the player and 3) pick up various game events and print out the relevant information to the console as the events occur
extremely useful for testing out immediate and long term changes to your game. all data printing works without having an active human player so you can set up those '1000 turn autoplay return as observer' huge map marathon tests, and come back the next day to see what went wrong with your mod
Installation:
set 'EnableTuner' to 1 in your config.ini
download and extract to your civ5 MODS directory
activate in the civ5 mod menu
once a civ5 game is loaded, select the aiinfodump lua state in the tuner
Usage:
commands you can type in the console
sev()
turn on and off automatic information on game changes. can display diplomacy, policy, war, technology, city captures, combat reports, new cities, population change and new units (all off by default)
turntimer()
turns on a timer that reports how many seconds a turn took to process
dodow()
force a player declare war on another player
giveculture()
culture to a specific player
givegold()
gold to a specific player
givetech()
give a specified tech to a player
listcity
extra information on a city (city type, population, defense, gold, science, production, buildings built)
fast()
a shorter version of info(), this will show shortened information from every major civ
info()
prints out information for the specified major civ, all of them or the minor civs:
research, science, golden age, culture, gold, income, happiness
resource data, usage, export, imports
city list showing the city size, growth, production, science, income
adopted social policies of the player
diplomatic deals
Thanks:
ArgentumStudios and his AgS - Resource Info Panel which is where the civ resource code originates from and for its insight it gave me into the civ5 lua api
robk and his Info Addict mod: since i started this project, i kept on pushing back listing diplo deals and the task of diving into tradelogic, but his mod did an awesome job of clearing it all up for me right away
version history:
Spoiler :
v1.35 (11/26/2010)
fixed tracking so there's no skipping of any players (IsTurnActive() is false in autoplay for the first player after the human)
cleaned up diplomacy tracking and added comments as to what's happening there
turntimerplayer was using turntimer() on the first calc, stupid bug squashed
added more known/unknown events their passed values and triggers
v1.34 (11/23/2010)
turntimerplayer() and whosactive() added to debug game freezes (not crashes). shows how long each player takes, and who's currently active
policytracker shows anarchy, blocked, not blocked policies and updates at every player instead of every turn
cleaned up the diplomacy printouts for better readability
diplomacy table indexing (key=value) changed a bit to help avoid dupes
started to document/comment functions with more clarity, we'll see how long that lasts
v1.33 (11/22/2010)
diplomacy finally added
info now has minor, also a fast info for toppanelish data at a glance
event prints for diplomacy, policy, combat, etc
added giveculture and givegold
turntimer doesnt need an activeplayer anymore
specific city info
streamlined the code a bit
v1.3 (11/08/2010)
cleaned up some messy parts of the script
added listing of techs and civs
added give specific tech to AI
added make AI declare war
added a turn timer
v1.2 (10/29/2010)
policies get displayed
warnings/prints on certain events
basic unit tracking coded in, doesn't do much
lots of other code from playing around left in
v1.1 (10/22/2010)
now prints out city information. base hammer production shown and build progress is rounded down (from citylist.lua and cityview.lua)
cleaned up the script, more condensed now
formatting is a bit more neat.
v1
prints out civ toppanel info (gold, science, happiness, etc), current research, and resource information (bonus resources included)
todo/wishlist:
Spoiler :
building tracking
how to print stuff in color!?!
neater formating
have all the info available in a UI panel in game (pipe dream)
map out more events
more timer functions