Platy's Peculiar Pleasant Posh Python

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Blame photobucket.
Somehow the "exceed bandwidth" crap is supposed to refresh yesterday but instead it extended for another 31 days without refreshing...
 
Religion Screen

1) Founded Info now shows Tech Required if Religion Not Founded Yet

2) The rest self explanatory, look at screenshot

Ultrapack changes:
1) Transparent Panels turned off by default instead of on
2) Tech Advisor Screen: Great People Bulking Techs no longer show up in Advanced Start mode
 

Attachments

  • Religion Screen.JPG
    Religion Screen.JPG
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Only upload as ultrapack
I no longer upload them in standalones.
Waste of my time.
 
Platy,

I'm trying to merge the avoid growth in RI, I tried several ways but failed. I believe the only codes that can interfere with the operation are the BUG mod. I'm attaching the files, if you can take a look I appreciate, because I do not know what else to try.
 

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  • avoid growth RI.7z
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Easiest way is to remove BUG.
I am quite tired of people asking why xxx does not work with bug or rev.

When there are 2 mods A and B:
A works in BTS and can be merged with mods compatible with BTS
B works in BTS but changed some functions such that other mods cannot be merged in without alterations.

Is it A's or B's duty to figure out how to merge both :D

Anyway, for the last time, BUG replaced functions with their own.
Widget section is one of them.
Without them, codes won't work
 
Corporation Screen

1) Founded Info now shows Date Founded or GP required if not founded

2) Resource Panel that shows the relevant data

3) Corporation Panel scales automatically with number of Corporations

Ultrapack Changes
1) City Screen adjustments:
Buildings and Trade Routes List Height adjusted such that you will not see "truncated part" of a building or trade route. (Last Row)
 

Attachments

  • Corporation Screen.JPG
    Corporation Screen.JPG
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Military Screen



1) A bigger Map Size Area

2) Leader listed with Civilization Icon as well as Leader Name, plus hover text with Civilization Name as well.
For those who cannot recognize the leaders just simply with a button, especially in 50 Civ DLLs

3) Because it is in table form, you can be sure it will fit no matter how many players are in the game.

4) Color Coded:
Blue means selected directly (You clicked it)
Green means selected indirectly (Example, because you selected Melee Combat Class, all melee units are indirectly selected

5) A total Unit Combat Class count is displayed as well as All Unit Count

6) Unit Buttons obviously for better display

7) Combat XP Bar:
Added Numbers to show directly without hovering over it.



8) In Individual Mode:
Hover Text will display the text shown in BTS Military Screen

Everything else works like BTS.
Clicking the unit type will select, shift clicking will add.
Clicking on the map will zoom blah blah blah.
 
Easiest way is to remove BUG.
I am quite tired of people asking why xxx does not work with bug or rev.

When there are 2 mods A and B:
A works in BTS and can be merged with mods compatible with BTS
B works in BTS but changed some functions such that other mods cannot be merged in without alterations.

Is it A's or B's duty to figure out how to merge both :D

Anyway, for the last time, BUG replaced functions with their own.
Widget section is one of them.
Without them, codes won't work

BUG mod is so useful. You will get these requests as long as there are features in BUG not in your mod.

Features in BUG not in yours that keep me personally from making the switch totally
1) whip assistant and whip/draft anger counter in city screen
2)WHEOOHRN mode indicator
3)worker prechops(this requires BULL to work with BUG)

There are others but nothing I use really. The above are huge for emperor and above level play though.

Just minor additions really. Your mod is superior in every other way. Your screens are magnificently done and your world builder is just plain wicked awesome.
 
Every feature wanted comes at a cost of performance issue.
Just because you turn it off does not mean it is not taking a hit on performance.
Every now and then, it is asking you, is this option turned on or off?

Whoever wants to merge with BUG, ask BUG how to do the merge not me.
They are the ones which make merging incompatible
 
1) Added "Total Trade Yields" into Trade List Table Header

2) Added all sorts of Timer

@Hurry Overflow
That one is troublesome.
Because still have to figure out the various modifiers.
 

Attachments

  • Civ4ScreenShot0001.JPG
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1) Great People Bar
Clicking on it will now zoom to the city.

2) Hurry Overflow
Not activated, because it is not taking into account Kremlin yet.

If you know the calculations behind it, then I can code it.

A) Temple of Artemis
Current: 78/350 (272 Needed)
Hurry Cost Modifier: 100%
Population Required: 13
After Hurry: 369/350 => 19 Overflow

B) Granary
Current: 15/60 (45 Needed)
Hurry Cost Modifier: 0%
Population Required: 2
After Hurry: 104/60 => 44 Overflow

C) Oracle
Current: 17/150 (133 Needed)
Hurry Cost Modifier: 100%
Population Required: 6
After Hurry: 151/60 => 1 Overflow

So far I can understand that (272 * (100 - Kremilin 33) %) / (30 * 100 / (100 + Hurry Cost Modifier)) will give 13 Population when rounded up.
But why is the end result 369/350 I cannot figure out...
 
Upgrade Path Fix

Can't really say whether it is fixed or not.
Problem was that when upgrade paths are too complicated for the file to handle, the file gives up, resulting in those key errors :D

Since I don't have a more complicated upgrade path to do testing, I can only use the most complicated one available... TechTree

So for now, it does manage to display the whole tech upgrade path, but looking at that spiderweb, I highly doubt it is of any use to anyone.

Again, changes in my mod made both the units upgrade paths and the promotions tree come with errors. So I applied your fix and I can confirm two things:

1) in both cases the Platypedia can now show the trees: :goodjob:

2) not your fault but the resulting graphs are so complicated that they are unreadable! :lol:

Thanks anyway!
 
What is the point if they are unreadable :D
Might as well remove the trees.

The temporary tech tree I did was one example, totally useless since you cannot extract any useful information from it...
 
1) Great People Bar
Clicking on it will now zoom to the city.

2) Hurry Overflow
Not activated, because it is not taking into account Kremlin yet.

If you know the calculations behind it, then I can code it.

A) Temple of Artemis
Current: 78/350 (272 Needed)
Hurry Cost Modifier: 100%
Population Required: 13
After Hurry: 369/350 => 19 Overflow

B) Granary
Current: 15/60 (45 Needed)
Hurry Cost Modifier: 0%
Population Required: 2
After Hurry: 104/60 => 44 Overflow

C) Oracle
Current: 17/150 (133 Needed)
Hurry Cost Modifier: 100%
Population Required: 6
After Hurry: 151/60 => 1 Overflow

So far I can understand that (272 * (100 - Kremilin 33) %) / (30 * 100 / (100 + Hurry Cost Modifier)) will give 13 Population when rounded up.
But why is the end result 369/350 I cannot figure out...

I think overflow is calculated based on the amount of base hammers without any modifiers. I cannot find any link to the actual calculation or even looking in the BUG mod I cannot find their calculation.

not sure if CyCity.hurryPopulation (HurryType iHurry) or CyCity.hurryProduction (HurryType iHurry) can help you.
 
Managed to solve Kremlin's formula :D

P.S.
Hurry Overflow works so long as Total Global Hurry Cost Modifier < 100.
When >= 100 (By granting 4 Kremlins via WB for instance), it is 100% CTD even in vanilla BTS, which sounds logical.

As for prechopping
1) It is definitely a SDK work.
2) It is a new function, not a U.I. enhancement.
3) It allows users to exploit the A.I. further, since A.I. already has no idea to make use of chopping to rush wonders.
With this function, A.I. will be worse off.

I don't see why it should be included at all.
 

Attachments

  • Civ4ScreenShot0002.JPG
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  • Civ4ScreenShot0003.JPG
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Managed to solve Kremlin's formula :D

P.S.
Hurry Overflow works so long as Total Global Hurry Cost Modifier < 100.
When >= 100 (By granting 4 Kremlins via WB for instance), it is 100% CTD even in vanilla BTS, which sounds logical.

As for prechopping
1) It is definitely a SDK work.
2) It is a new function, not a U.I. enhancement.
3) It allows users to exploit the A.I. further, since A.I. already has no idea to make use of chopping to rush wonders.
With this function, A.I. will be worse off.

I don't see why it should be included at all.

I see prechopping as a UI thing because all a player has to do is stop the worker 1 turn before chop completes. This just makes that easier. Not really a new function. Just a micro pain in the arse. But regardless can't be done in Python. The AI is on it's own. :D

Great work by the way. :bowdown:
 
Well, I see U.I. pack as just a different way of displaying things that users can access by default.
Adding a function to allow easy exploitation of A.I. is definitely something I won't add even if it is doable by pure python.
 
It just gets better :D



New additions:
1) Counter Espionage Turns are now shown as (xxx) directly showing the number of turns left whereas in BTS it is simply a "+" or "*" where nobody knows what they mean.
Green represents CE Turns left against them.
Red represents CE Turns left against us.
Now it is pretty obvious (refer to Charlemange and Asoka)

2) Changed XXX Per Turn to simply (XXX/Turn) just like Main Interface, in a sense more numbers can be shown.

3) Total EPs Per Turn wordings simplified as well, and it now even shows the Espionage Slider %

4) Added a Zoom to City Button, when you have sufficient EP to view that city.

5) Added a Weight Command dropdown to change Weight against all teams at one go.

6) Panels resized, now mission list can show all missions without the need of a scrollbar, unless new missions added of course.

Financial Advisor Screen:
1) Sliders in that screen can also +/- by 100 just like Main Interface

Civic Advisor Screen:
1) Hover Text now shows Civics Name as well
 
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