UI modifications (suggestions and discussion)

left ctrl+number for save queue and number for load queue

Honestly, is the right control button used for anything?


It would be nice to save the filter settings you have for towns through saves, but lord knows it prolly would be like pulling teeth to get done.


Just checked, you can use the right control key as well to save build queues.





Cheers!
-Liq
 
@modders I am updating the CvMainInterface.pf file at the moment and would appreciate it if no one else did anything to that file if at all possible.

I am having more success this time around;). For starters I have managed to get those specialists (doctors and statesmen) back on the screen. Although at the moment they are under the resources. Currently I am separating out the code for the specialist box so that I can do some changes like they have done for AND2. Eventually I would like to get the code in a different file (and object) just to simplify the main interface code.

edit there has been progress. I just need to add the numbers to show how many you have set. Now if only I could make head or tail of Platyping's code:mischief: or if RoM:AND had released its code for this yet.
 
Hi all,

A small modification, that can be very helpful if (like me) you don't know by heart all the buildings icons : the building filters.




I extended the feature to all new properties - and fixed the first icons. It works already quite well, but as there are now 23 buttons (instead of 18), there is a risk that the bar don't fit on low res.

My question before I commit the work : is there any buttons that are useless ?
(I never use the button in the middle for example).

or can I upload it as is ? as an option (I don't know exactly how to add an option for that un BUG menu).

@DH, theses are small modification in cvmainInteface.py, but I think it will merge quite well.
 
... there is a risk that the bar don't fit on low res.

The current ones already don't, so you scroll down through them. Adding more should not cause any problems. I will soon find out as I only play at the lower resolution.

There aren't any that are not useless but some (unit filters) could do with better icons.

@DH, theses are small modification in cvmainInteface.py, but I think it will merge quite well.

I am not getting the time I need to make the modifications I want but I am keeping them isolated.
 
@DH: Sounds like you're making great headway there though! Well done!

@Calvitix: Awesome! Will be very helpful! And yeah, I'm used to having to scroll down for full access since I play on lower res.
 
As you can see I am getting there. The alignment and placing needs some work.

The stats on the (population) Lawyer and Doctor need some work.

Then I need to do something about the fact that we have too many settled specialists - a scrolling box will work I think.

Then I need to add some buttons and do the user priority for the city governor assignment of specialists panel.
 

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As you can see I am getting there. The alignment and placing needs some work.

The stats on the (population) Lawyer and Doctor need some work.

Then I need to do something about the fact that we have too many settled specialists - a scrolling box will work I think.

Then I need to add some buttons and do the user priority for the city governor assignment of specialists panel.

:goodjob: Looks already much better as it was before!
 
Hi guys,

I love the mode you have been working on. But as the number of cities increase, it becomes time consuming to handle your civilization. I have couple of ideas which I am not really sure if they are related to UI or not.

1- When the population of a city rises, it is assigned as a slave to the city. It would be nice if there was a way to lock the number of specialists in the city screen. This way, when there is an increase in the population of a city, we do not need to care where this additional specialist is assigned. It would be also nice to see the city screen in case all specialist counts are locked and there is an increase in the population. (I have just realised in domestic advisor screen also allows to see and control specialists which partially can be an answer to this issue)

2- Domestic advisor does not contain information about crime, disease, education, air and water pollution, flammability and tourism. It would be nice if we can see current values and their increments. (Woww you have already done this. Just forget it.)

3- Domestic advisor does not show religions spreaded to each city. The tab is there so probably there is a bug or something. (Or I am again missing something)

4- It would be good to be able to open city screens when a city is double clicked from the list.

5- When all cities are selected with alt+left click, we only see the units, buildings and wonders that the capital can produce. It would be nice if the production list contains all possible buildings any city can produce.
 
1. We have plans to allow you to set the priority that specialists are assigned in any given city. That way in one city you can say Spies, Engineers and Scientists only in that order whereas in another city you can say Priests only. That way the governor will only assign specialists in the way you specify. You will also be able to say never assign X specialists. I am thinking you will be able to copy the current priority set to all cities or just to all new cities.

None of this will stop you going in and setting the specialists to what you want and once you leave the governor will assign new specialists again using the priority you have specified.

4) I thought that already happened. That is what I do from most of the screens eg Domestic and Religious Advisors.
 
4) I thought that already happened. That is what I do from most of the screens eg Domestic and Religious Advisors.

4) You are right. It is already opening the build queue of the city (one more thing I have realised today). But I would prefer to have the city screen in front of the domestic or religious advisor screen.
 
5) You can deselect the capital if you don't want it's building list. It will then go to the next city on the numeric list (the order in which they were founded). Deselect a city by holding shift and clicking on the city bar.
 
4) You are right. It is already opening the build queue of the city (one more thing I have realised today). But I would prefer to have the city screen in front of the domestic or religious advisor screen.

Can't be done. The city screen is the background for the game on to which the advisor screens are drawn. You have to close the advisors.
 
1. We have plans to allow you to set the priority that specialists are assigned in any given city. That way in one city you can say Spies, Engineers and Scientists only in that order whereas in another city you can say Priests only. That way the governor will only assign specialists in the way you specify. You will also be able to say never assign X specialists. I am thinking you will be able to copy the current priority set to all cities or just to all new cities.
There is a bit of priority setting you can do already per city (unless someone removed that code) by clicking on the specialist icon (instead of the plus or minus icon). That increases the value the governor assigns to that specialist so he should set more of them.
 
Very useful info AIAndy. Thanks.

JosEPh
 
5) You can deselect the capital if you don't want it's building list. It will then go to the next city on the numeric list (the order in which they were founded). Deselect a city by holding shift and clicking on the city bar.

I didn't know that. Thanks...

Is there a way to make groups of cities? I mean, I don't want to select all cities but subset of them. In my game there are some old (and big) and new (and small) cities. I want to add some buildings only to the building queues of old cities. If I can make goups of cities, I can assign the same product to all cities in this set. If it doesn't exist, it would be nice to have...
 
I think that Shift-<number> and Ctrl-<number> allow you to save and load building lists in games. Try that out.
 
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