Requests for new components (and features)

EmperorFool,
You might like to consider including the interface mod I just finished in one of the next versions of BUG/BAT.

It's called Advanced Combat Odds (link) and it gives a bit more detail on combat odds in the mouseover plot help.

Check it out if you want. The source files are in the download - only one body of code needed to be inserted in each of the files (search for "PieceOfMind" comments). Some people might enjoy trying it out if you include it as a option you can enable/disable (shouldn't be too hard to do I guess).

Of course, the extra info provided in the mouseover is nothing you can't calculate by hand anyway, from the information available to the player.
 
@PieceOfMind - This looks good for the DLL. I added DanF's Combat XP Info which has some of this information, but not as complete as yours. Maybe I'll swap it out.

I've got two questions:

  • Your install docs say to put it in CustomAssets, but it was my understanding that DLLs don't work from the CA folder. Did you find otherwise?
  • Do you take First Strikes into account with your probabilities?
 
@PieceOfMind - This looks good for the DLL. I added DanF's Combat XP Info which has some of this information, but not as complete as yours. Maybe I'll swap it out.
I worked from DanF's code as a basis, so a few of his original calculations are still there exactly as before. It goes further though obviously, and the code in CgGameTextMgr goes in exactly the same spot as where DanF's code was.
Your install docs say to put it in CustomAssets, but it was my understanding that DLLs don't work from the CA folder. Did you find otherwise?
No. Actually I forgot about how it didn't work in CustomAssets. I'll fix that in the other thread and the readme.
Do you take First Strikes into account with your probabilities?
Absolutely! First strikes are easily the most difficult thing to factor in and I took great care with them. :) Try it and see how first strikes affect the numbers - especially the Attacker Unharmed odds with Drill IV units. ;)
 
Very nice. When a unit has a First Strike Chance--is the probability of getting it always 50%? I know I can just read the code, but heck, I'm a coder which means I'm lazy . . . :D
 
Very nice. When a unit has a First Strike Chance--is the probability of getting it always 50%? I know I can just read the code, but heck, I'm a coder which means I'm lazy . . . :D

It is when there is one first strike chance. And in general, on average each first strike chance has a 50% chance of becoming a first strike. But technically the probability of each first strike chance is not 50% - it depends on how many first strike chances are available.

Specifically, the number of first strikes you get with x-y first strikes is rand(x,y).

Because I'm lazy too, if you want more detail check the link in my sig. :D

By the way, the post of Dan's you linked just before.. you'll notice the very next post after that is where I started talking about making this little mod.
 
I'll read that FS article when I have some more free time, but thanks for the summary that it's uniformly distributed in (x,y). I'll adjust my valuation of FS promos accordingly.

I'm doing code cleanup in preparation for the release (which will not include the DLL), so I may post some suggestions/ideas to your thread. Off the top of my head, it may be a good idea to think of a better way to say "E[HP attacker]" that non-math-heads will find intuitive. ;)

Edit: Moved idea to your thread as I said I would do. Heh. :)
 
Didn't read the whole thread so don't know if this has been suggested:

Would it be possible to modify civics screen so that instead of showing effects of individual civics below each category, it would show summary of the effects of all chosen civics in one huge text box below all the categories? And perhaps option in BUG options to swap between those screens?
 
Hi again ;)
I was just looking into the AP-in-hibernation problem and thought it might be useful to have the F8-Members screen display the values of getVoteTimer and getSecretaryGeneralTimer (added 2 more rows with hard coded text to the members table):
Spoiler :
Code:
[SIZE="3"]iRow = screen.appendTableRow(szTable)
iVoteTimer = gc.getGame().getVoteTimer(iActiveVote)		
sString = u"<font=3b>" + "Turns until next Vote: %i" % iVoteTimer + "</font> "
screen.setTableText(szTable, 0, iRow, sString, "", WidgetTypes.WIDGET_GENERAL, -1, -1, CvUtil.FONT_LEFT_JUSTIFY)

iRow = screen.appendTableRow(szTable)
iSecGenTimer = gc.getGame().getSecretaryGeneralTimer(iActiveVote)
sString = u"<font=3b>" + "Votes until next Election: %i" % iSecGenTimer + "</font> "
screen.setTableText(szTable, 0, iRow, sString, "", WidgetTypes.WIDGET_GENERAL, -1, -1, CvUtil.FONT_LEFT_JUSTIFY)	

iRow = screen.appendTableRow(szTable)[/SIZE]
Done. Added in revision 1684
 
two random 'minor' aspects that may or may not be under Bug's charter...

1. possible to fix that 'desert on a river' bug when the game creates city specific rivers?

2. Add in Era Changes on the Tech screen (e.g. mouse over would show steel as entering the Industrial Age even in 4000BC) not to mention in the sevlopedia itself?

Loving the bug!

Cheers!
-Liq
 
I have a request for the BUG mod's city advisor--basically, to restore some of the information from the default city advisor.

Specifically, the game's default city list/advisor displays both the religions and corporations present in the city, by including their icons next to the city name (which doesn't take up much room). For some reason, the BUG city screen removes this information and you have to dig through the many alternate screens to find it.

With corporations in particular (especially Mining, Inc.) I like to rank my cities by production, then I alternate sending my execs to my most and least productive cities. And if I'm running free religion, I like to rank them by happiness and send missionaries to those that are lowest. But with the current BUG city screen, I can't tell at a glance if the corporation or religion is already there. :sad: Nor can I both rank cities and tell which corps or religions are present in the same screen. :mad:
 
I could probably add a new name + corps + religions column, but I'm wondering if you'd rather just set up the screen how you use it? The CDA is totally customizable (to an extent).

You can create a single page that does all that there or alter the existing religion and corporation screens by adding those columns you need to each. To modify a page, click the little scroll button next to the page's name. Yes, the buttons are hard to discern and have no hover text yet. I'll be adding that in a future version when I have some time.

After clicking the scroll, a bunch of new buttons show up and the table at the top splits into the visible columns on the left and all possible columns on the right. You use the + and - buttons below those tables to add/remove columns. There is more complete documentation on how to use the screen in the help file.

You can also delete and reorder (IIRC) the pages if you find some to be useless and others you use more frequently.

Does this suit your needs?
 
Any chance of getting hover/mouseover listings of buildings in rival cities?

If you know what the graphics are, you can zoom in and pan the camera around to pick them out anyway, so it wouldn't be adding any information.
 
AFAIK this won't be possible. I can and do alter the hover text for the city bar, but I don't think I can add a hover to a city bar for which you don't normally get one. This is controlled by whether or not you can perform the passive espionage mission Investigate City.

Actually, now that I have said that, perhaps there is a function that tells the game engine whether or not the player gets a hover for a city bar. I'll take a look. It will need to be a DLL feature, of course.

Edit: Never mind, making the city selectable also makes the city bar show all the details: what the city is producing, turns until growth, etc. The code that draws the city bar is in the EXE, so I see now way to fix it.
 
I could probably add a new name + corps + religions column, but I'm wondering if you'd rather just set up the screen how you use it? The CDA is totally customizable (to an extent).

You can create a single page that does all that there or alter the existing religion and corporation screens by adding those columns you need to each. To modify a page, click the little scroll button next to the page's name. Yes, the buttons are hard to discern and have no hover text yet. I'll be adding that in a future version when I have some time.

After clicking the scroll, a bunch of new buttons show up and the table at the top splits into the visible columns on the left and all possible columns on the right. You use the + and - buttons below those tables to add/remove columns. There is more complete documentation on how to use the screen in the help file.

You can also delete and reorder (IIRC) the pages if you find some to be useless and others you use more frequently.

Does this suit your needs?
That's a little more like it, but how do you change the column widths and/or the size of the advisor screen?
 
That's a little more like it, but how do you change the column widths and/or the size of the advisor screen?

In edit mode for the page, select the column you want to resize and use the < and > buttons to change it's width. Yes, that's not clear at all from the screen. :(

An option to change the size of the screen itself is being released in BUG 3.6 today.
 
It would be nice if the CDA could be set to show how many super specialists are settled in the various cities. I was specifically hoping to have a column for how many GGs were settled as instructors.

Just a quick shout-out. :goodjob:

I see this was done in the latest release as well as the ability to have certain components of the PLE without using the whole system. Well done & thanks!

I didn't want to post this as a bug since this may be intended. I used the PLE way back when 12 monkeys came out with it. Back then the vanilla game didn't allow more than one row of units, so this mode was a godsend. Now vanilla BTS has this built in, but there were still problems with it.

One such problems was selecting all the units (ALT+click) in a stack. I noticed and read that this was addressed in the PLE this time around :goodjob:. Now when you ALT+click on land units they select properly. HOWEVER, I also noticed that while the other domains of units don't select, their current orders are cleared (they "wake up"). This is a nightmare in the modern era with planes on intercept. Every time I select all ground units, all the intercept/heal commands are reset on the planes. Very annoying.

The vanilla version did allow selecting units of one domain. You had to click on one ground unit first and then ALT+SHIFT+click on another. This selected all ground units and didn't touch anything else. IMHO, this is better than the behavior in the PLE.

Is there anyway to easily add the promotions-available blue outline component of the PLE and nothing else? More appropriately, I'd really like to use BUG minus the PLE (except for the blue outline). Is that possible? I love everything else about BUG except this behavior.
 
I have finally the link where the mechanics of begging are explained:

http://forums.civfanatics.com/showthread.php?p=6224468#post6224468

EF, you said you could implement that somehow if you knew how it worked. I think there's all you need. oedali isn't 100% sure on everything but you might understand that... And now go to work :whipped:! :D I am really looking foreward to that feature ;)

(I am thinking of adding the info to the F4 -> Info tab, where you have a clomun with the percentage that the AI forgot it gave you help/tribute and a column where you calculate how big gifts you can expect to recieve.
 
Love the new dot mapping function officially added in 3.6, been lurking it's development for a while now :goodjob:

So then the request for tweaks hehe:)

On the Civ playing field the grays and black dot map colors are very very hard to see and as such, I just don't use them.

I understand the limits on colors are coded in civ4 but well is it possible to change those three greys for other colors? Izzy's pinkish whatever color would be nice!

Cheers!
-Liq
 
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