Platy's Peculiar Pleasant Posh Python

API is your good friend, although it isn't complete and there are minor errors in some of them.
But overall, it is good enough, and those wrong ones are seldom used.

Depends on what you like to mod.
For instance, creating things with new abilities like wonders, traits, promotions, civics etc
Or some screens just look terrible to you, then go ahead and play around with U.I. codes.

Generally, if you have never modded python in civ iv before, the easiest way is to take an existing "simple" work and study how to modify it.

For instance, if there is a wonder that grants +1 XP to all new units for every Great Specialist in the city, learn how to
1) Grant 2 XP instead
2) Grant to specific units instead of all units, such as only melee units
3) Grant only for Great Priest

blah blah blah
 
Cannot (easily) be merged with any mod that uses the ScriptData functions, but not the SdToolKit (or SdToolKitAdvanced). This includes most of Firaxis own scenarios.

Even if doable, it is not something fun.
All those data are most likely stored and updated in the unit script data, because there is no python function to retrieve most of them.

In other words, for every single thing that this unit is doing, like fighting a battle, the unit script data is updated for those.

Conclusion:
1) Waste of time to update for every single thing = Poor Performance
2) Makes your mod harder to merge with another mod using script data
 
Ok, this component then it would be better if it was all redone in SDK...

Another component:

Stop Unhealthiness & unhappiness:
originally made by Jean Elcard and adjusted by Affortress

The real name of this component is avoid Unhealthiness & unhappiness but the function is do not let the city grow with the growth there unhealthiness or/and unhappiness.

PS: I don't found the standalone link but is present mods like Romand.
 
New Foreign Info Screen



Well, the downside is that is the max size of buttons to be used in tables because I have not figured out how to increase row height.

The good things:
1) Can handle as many Civic Option Groups as you like (Main fault of original)
2) Can sort (Very nice if you have 50 Civs and you wanna know who gives you most trade commerce for instance)

Stole something for Civ V for Zulu...
 

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Code:
	def doGrowth(self,argsList):
		pCity = argsList[0]
		return False

This will be your good friend in CvGameUtils.
Didn't bother to try, but I guess if you do a check on happiness/health and return True if unhappy/unhealthy that is it.
 
Ok, this component then it would be better if it was all redone in SDK...

Another component:

Stop Unhealthiness & unhappiness:
originally made by Jean Elcard and adjusted by Affortress

The real name of this component is avoid Unhealthiness & unhappiness but the function is do not let the city grow with the growth there unhealthiness or/and unhappiness.

PS: I don't found the standalone link but is present mods like Romand.

It is a pain because it does not stop growth it just tries to avoid growth unlike the button that comes with BtS which does stop growth. If it did auto turn on stop growth before the city became unhealthy or unhappy an then turned growth back on when growing would not cause problems it would have been useful.
 
The question is...
Do you want to stop growth when
A) It will become unhealthy/unhappy after growth which means it is saturated?
B) It is already unhealthy/unhappy currently
 
It is a pain because it does not stop growth it just tries to avoid growth unlike the button that comes with BtS which does stop growth. If it did auto turn on stop growth before the city became unhealthy or unhappy an then turned growth back on when growing would not cause problems it would have been useful.

I was careful to test a few minutes ago the component in question in Romand 2.0. It works by stopping the growth when there is no more happiness faces and to grow back when is available for some building or resource with this feature.

In the BTS works as you describe: it avoids but still growing. Perhaps at some point this feature was lost in C2C or inverted.

The question is...
Do you want to stop growth when
A) It will become unhealthy/unhappy after growth which means it is saturated?
B) It is already unhealthy/unhappy currently

Stop grow when happiness = unhappiness before growth.
 
Stops growing when
1) Happy < Unhappy
2) Health < Unhealthy
3) Happy == Unhappy or Health == Unhealthy and Growth in Next Turn

Globally On for All Human Players till I find suitable buttons to
1) Stop for Happy
2) Stop for Health
to make it for individual cities
 
Stops growing when
1) Happy < Unhappy
2) Health < Unhealthy
3) Happy == Unhappy or Health == Unhealthy and Growth in Next Turn

Globally On for All Human Players till I find suitable buttons to
1) Stop for Happy
2) Stop for Health
to make it for individual cities

Edit:
Pink looks bad in Screenshots, dont ask me why.
Just take it that it is 5 happy and 5 unhappy already.

Cool.

Attached: Stop.dds

I don't know where you go put but if close this icon serves.
 

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Avoid Growth

Features
1) Avoid Growth when Unhappy or going to be Unhappy next turn
2) Avoid Growth when Unhealthy or going to be Unhealthy next turn


Click to Activate obviously


Avoid Health is activated but Avoid Happy is not, so city will still grow next turn


City continues to grow until it reaches the point where next turn it will become unhealthy


If Avoid Health is deactivated, it continues to grow just like normal

Notes:
Not included in Ultrapack, because this is NOT U.I. enhancement.
It is a new feature.
Uses City Script Data

Don't comment about the buttons :D
 
Ultimately, Ultrapack should allow in game python test changes without unnecessary python exception popups, which are present both in vanilla BTS and BUG

Could you extract this as a standalone please? :D
 
Nope, because there are changes in many places, not just main interface
 
Carthage's screen done.

Unique Backgrounds updated.

Foreign Advisor's Tech Trade Screen (Ultrapack):
Removed own team members (What's the point of showing them)
 

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Civics Screen

1) Civics Column lists all Civics in their respective Civic Option Types

2) Changes Column lists all Civics Changes you intend to do (Those you clicked)

Red = Cannot Change to this Civic
White = Can Change to this Civic
Green = Current Civic
Blue = Intend to change to this Civic

2) Hovering over the civics will show the effects of the Civics in Hover Text

4) Clicking a Civic in the Change Column will remove that particular change from the list of changes.
This is an advantage over the default screen whereby you can only choose to Cancel all.

5) Direct Comparison between Current Civic and Selected Civic

P.S.
I have no idea wassup with PhotoBucket :D
 

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If we have more than 5 civics for every civic option, all civics will be shown orderly or buttons will be one over the other? Or some civics from Government will enter over Legal civics?
 
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