Platy's Peculiar Pleasant Posh Python

Hi, Platy,

I have 2 things to say:

1). When choosing mastery victory, the game Setting, UN resolution button at the bottom of the Victory Conditions disappear. Shouldn't they be there?:confused:

2). Any thoughts or plan about remaking a brand new cultural victory? :king:
 
Already fixed in latest version, nope at the moment.

Pedia Update
Building Page
1) Displays Coastal City Requirement
2) Displays River City Requirement

Note that it is NOT "Can ONLY be Built" because Dike can be built in either one.
 

Attachments

  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    106.9 KB · Views: 84
Some more requests for ultrapack

1-ability to adjust science, culture, espionage cultures all the way up or all the way down with one button push rather than just 10% at a time.

2-in the city screen, a whipping/purchasing calculator (show how many pop/gold and what overflow to expect)

3-score board-show how many cities each AI has

4-tech chooser screen show what a great person can bulb next based on where you are at in the tech tree.

5-great general progress towards tracker

A note about AI declare war threshhold. The is a greater than sign in the xml not a greater than or equal to. For example Alexander can be bribed in at cautious (or above) where your mod shows annoyed.

Thanks in advance.
 
1) I bothered to do it for Field of View and Espionage Screen because it takes 99 times to adjust Espionage Weight from 0 to 99 and vice versa.
On the other hand, it only takes 10 times to do that for those commerce, unless you modified the XML values.
Furthermore, nobody is going to adjust commerce from 100% Science to 100% Culture every few turns.
Thus, it is totally unnecessary to add 6 buttons to cover my screen, when it (A) does not make it that much convenient anyway, (B) is not frequently used.

2) Isn't the pop/gold already shown when you hover over them.
Purchasing never had overflow, only whipping does.

3) To me, it is a bug that when you enter diplomacy screen, you get to see full city list even though some of them are not revealed to you, which was why K-Mod also removed that ability.
As such, I disagree to display knowledge that you do not know for a U.I. mod.

4) Yeah, I know about that in BUG but never found it useful so lazy to code it in.

5) Keldath requested that before too. It will probably just take 1 minute to code, but it takes 5 sec to press F5 to open Military Advisor to get the exact details.
One day I might bother though.

6) The Declare War threshold details are exactly the same data as what you see in the XML file.
Alexander will display as Annoyed/Pleased just like the XML values.
How you interpret the data is same as how you interpret the XML data.
 
Because those are not Great Specialists
 
1) I bothered to do it for Field of View and Espionage Screen because it takes 99 times to adjust Espionage Weight from 0 to 99 and vice versa.
On the other hand, it only takes 10 times to do that for those commerce, unless you modified the XML values.
Furthermore, nobody is going to adjust commerce from 100% Science to 100% Culture every few turns.
Thus, it is totally unnecessary to add 6 buttons to cover my screen, when it (A) does not make it that much convenient anyway, (B) is not frequently used.

A lot of players play with the slider at 100% or 0% binary research and switch back and forth every few turns. Saves a bit of science. I guess no need to all of them but the science slider.

2) Isn't the pop/gold already shown when you hover over them.
Purchasing never had overflow, only whipping does.

It tells how much pop but it does not tell overflow, which can tell you how close you are to getting max overflow which is very handy. I never understood why such a complex game kept info away or forced you to play with spreadsheets

3) To me, it is a bug that when you enter diplomacy screen, you get to see full city list even though some of them are not revealed to you, which was why K-Mod also removed that ability.
As such, I disagree to display knowledge that you do not know for a U.I. mod.

I can see that logic

4) Yeah, I know about that in BUG but never found it useful so lazy to code it in.

another instance of keeping info away from player and having to look at a chart, annoying to go searching for that stuff

5) Keldath requested that before too. It will probably just take 1 minute to code, but it takes 5 sec to press F5 to open Military Advisor to get the exact details.
One day I might bother though.

6) The Declare War threshold details are exactly the same data as what you see in the XML file.
Alexander will display as Annoyed/Pleased just like the XML values.
How you interpret the data is same as how you interpret the XML data.

Here is an example of what I am talking about. Test between Mansa and Alexander both can be bribed in at annoyed(or higher) according to XML. I set Mansa to annoyed and Alexander at cautious. Note that Alexander can be bribed to declare but Mansa doesn't like me enough. I don't want players getting confused
Spoiler :

Spoiler :


Comments in Navy
 
Ultrapack

1) Added ability to adjust Commerce Rates by Max/Min
2) Combat XP

@Leader Threshold
I know about that.
As I mentioned, the info stated is exactly what you see in the LeaderHeadInfo.xml.
There may be players who are used to looking up the info in that file directly rather than using spreadsheets.
Changing it to display 1 level higher will confuse them.
What is displayed is what is stored in that file, so how you interpret the displayed data is how you interpret the data stored in that file.

@Overflow
Lazy to figure out the full formula atm.

@Infection
Can't find the Gods of Old in my computer anymore, so no idea how it is supposed to function :D
 

Attachments

  • Civ4ScreenShot0002.JPG
    Civ4ScreenShot0002.JPG
    132.9 KB · Views: 75
Don't really find it useful, but whatever...
New Tech Screen
 

Attachments

  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    110.4 KB · Views: 157
Did someone merge the Ressource Tracker with BUG?
I've tried it but I get some errors. Could someone upload or send me the merged files? That would be really great. Thanks.
antriot
 
There, it now tracks both specialists and great specialists.
Added a new tracker, Culture Tracker for those going for Culture Victory.
No new button for it.
 

Attachments

  • Civ4ScreenShot0004.JPG
    Civ4ScreenShot0004.JPG
    79.7 KB · Views: 82
  • Civ4ScreenShot0005.JPG
    Civ4ScreenShot0005.JPG
    82.4 KB · Views: 145
Thanks alot :D
Glad to see you are still active.

1) Updated Culture Tracker Icon
2) Enabled sorting in Specialist Tracker
3) Resource Tracker now shows Route as well
 
Some good mod components here, keep up the good work. I do however have some questions:

1) Regarding the Mercenaries component, is it possible to make it so a technology unlocks the ability to hire mercenary units? (Rather then allowing it straight away)

2) Would an Espionage Victory be possible? Maybe the criteria could be something like Have # Great Spies Born', 'Build Intelligence Agencies in all Cities' and perhaps amass a certain number of espionage points?
 
In a sense, it is already unlockable via tech, based on whichever tech allows you to trade gold.
Of course, if your mod allows gold trading straight from the start, then you have to do modifications if you don't want it available directly.

Any Victory condition is possible.
I just don't like to do multiple works which are too similar or direct C&P with slight modifications.
 
I like this idea very much! Is it possible to have random occasional destruction, like with buildings?
 
Not sure what you mean.
There is only a 20% chance to capture, (which is adjustable) which means 80% are destroyed.
 
Top Bottom