A "Special" Domestic Advisor (Please try out!)

Tubby Rower said:
Just curious... why couldn't the "praying hands" be the religious specialist symbol. Also what happens when a GP is added as a super-specialist. Does he show up?

Hmmmm, didn't think about it, but my guess is that "praying hands" is NOT a font but a texture..... I could be wrong, but I'll check up on that. If it IS included in the fonts I'll use that instead ;).

Super-specialists are NOT included as you can't remove or add them after they've been added to a city.... Hmmm, another thing to add to the readme.

Oh yeah, sorry Tubby, but it looks like the mouseovers are going to have to wait until Firaxis gives us access to them (I searched all around for the mouseover code and came up with zilch :mad:.)

Req
 
Requies said:
Hmmmm, didn't think about it, but my guess is that "praying hands" is NOT a font but a texture..... I could be wrong, but I'll check up on that. If it IS included in the fonts I'll use that instead ;).

Super-specialists are NOT included as you can't remove or add them after they've been added to a city.... Hmmm, another thing to add to the readme.

Oh yeah, sorry Tubby, but it looks like the mouseovers are going to have to wait until Firaxis gives us access to them (I searched all around for the mouseover code and came up with zilch :mad:.)

Req

Ok. Just looked at the code again and yes, the praying hands aren't part of the font.... They're not even a Texture but a Style which you put onto buttons. Still, it was a good question and idea. If only we weren't limited to these fonts.... Grrrrr :mad:

Req
 
Nice work, Requies.

One suggestion: add a Center button to center the main view on the selected city. It's useful for me to know where my city is located when deciding what to have it build. :)
 
Wow, this looks like a great mod. I'll give it some time for the features to stabalize and then I'll probably annex this mod into my own. That is, if you don't mind. :)

Maybe I can recruit your help for a couple tasks. In my mod the interface is reporting incorrect values for food, production and culture. I'd change how commerce is assigned too, but the UI has been rather intimidating. I need to update the UI to reflect some of the changes of my mod.
 
Mylon said:
Wow, this looks like a great mod. I'll give it some time for the features to stabalize and then I'll probably annex this mod into my own. That is, if you don't mind. :)

Maybe I can recruit your help for a couple tasks. In my mod the interface is reporting incorrect values for food, production and culture. I'd change how commerce is assigned too, but the UI has been rather intimidating. I need to update the UI to reflect some of the changes of my mod.

No problem. A large reason for my re-work was to make it easy to integrate into other mods.

I'm open to helping out other mods, but I'm not sure how much time will be available for me to do things other than my pet projects. Still a lot of the functions you want will likely be available in the DomPyHelpers.py file I set up. The question is knowing which one you need :crazyeye:.

Req
 
Requies said:
Press "C" :mischief:

Doh! I never thought to use that hotkey with the F1 screen open. :lol: Thanks!

In order to effectively manipulate the distribution of specialists on the F1 screen, the automation and emphasis buttons will need to be included. I'm looking forward to seeing those included in a future version. :)
 
Even though you can't remove them it might be useful to know that they are there since that might influence what specialists you create/change.
 
Also, if space is an issue, to me "no growth" is the most important governor button to add to the DomAdvisor. This may be unique to me because of the way I use the DomAdvisor to monitor growth with respect to happiness/healthiness limits. But even if I'm the only one using it this way, "no growth" is the most important governor button to monitor because:
1. As far as I know it works regardless of if automation is off (because it not only re-arranges worked tiles to try achieve stagnant food intake but also disallows a city from growing if the food threshhold is exceeded).
2. People are likely to either use the governors to manage worked tiles or MM, not both. Ditto for production automation. So no need to see if some are on automation and some aren't because they'll likely all be the same.
3. Accidentally leaving "no growth" on longer than you mean to is much more painful that accidentally leaving any of the emphasis buttons set.
4. "No growth" is the one most likely to be switched on and off the most often as circumstances change. A high commerce city will probably be left on emphasize commerce for almost the whole game, etc.
 
I haven't had a chance to download this yet, but I will when I get home. As a quick question, can you switch back and forth in game between the "basic" view and "specialist" view (by pushing the "view" button I'd guess) or do you need to install one or the other and only get that 1 type of view all the time?
 
jello1717 said:
I haven't had a chance to download this yet, but I will when I get home. As a quick question, can you switch back and forth in game between the "basic" view and "specialist" view (by pushing the "view" button I'd guess) or do you need to install one or the other and only get that 1 type of view all the time?

The button in the lower left corner switches between the two views to which you refer.
 
Tubby Rower said:
Even though you can't remove them it might be useful to know that they are there since that might influence what specialists you create/change.

True. There were 3 main reasons I chose not to include the Great Specialists:

1) The thing is I thought that that would be well represented through how much Net Food/Production/Gold/Science/Culture/GP etc. you are making for each city (after all the way I judge when to use my specialists is if there's a deficiency in one of THOSE categories NOT whethere I already have a great specialist there).

2) Also, I would have to find more symbols to represent those great specialists in the table.

and

3) Space constraints, part of looking ahead was so that I could cut out part of the Religion and Specialist space for the feature that eotinb requested. If I added great specialist, that space would shrink substantially.

Of course, if there's a significant clamor for it, I would reconsider putting them in.

Req
 
eotinb said:
Might save some space by replacing (using current priest icon since it looks like the forum smiley):
:) :) :)
with
:) (3)

Hmmmm, I think you're right. Originally, I avoided that because I was concerned that all the characters would be fixed size, but looking at it the (3) would take up less room.

I'll try that out.

Req
 
I am really, really impressed. You have thrown basically all the stats possible and have done so in a professional manor.

Very nice work! :)
 
vbraun said:
I am really, really impressed. You have thrown basically all the stats possible and have done so in a professional manor.

Very nice work! :)

Thanks!

:bump: for the screenshot of x2 for the Specialist.

Civ4ScreenShot0007.jpg














Hmmmm, what do you guys think about this layout?

1) Does the Religion column need more room (I put it the same size as FOUNDED so that the Name column stays in the same place)?

2) What do you guys think about the x3 and x4, etc. in the Specialists' column? Personally, I think I like a symbol for each one, but what do you guys think? I used the x instead of () because it takes up less space.

3) What should be the column header for the Automated Stuff column? I just put in AUTOMATION, but it's hard-coded and I can't find anything right now for it.

Req
 
That's just awesome. Maybe next you can work on improving the build menu. Add things like the ability to collapse groups (so I don't have to scroll past military all of the time) and/or add a sequence: ie, forge, factory, lighthouse, granary, harbor, barracks, so I could leave a new city alone for a while.
 
Mylon said:
That's just awesome. Maybe next you can work on improving the build menu. Add things like the ability to collapse groups (so I don't have to scroll past military all of the time) and/or add a sequence: ie, forge, factory, lighthouse, granary, harbor, barracks, so I could leave a new city alone for a while.

Hmmm, that might be beyond the scope of the Domestic Advisor. Has anyone been able to get the save queue and load queue to work? That might be able to duplicate your second part.

As for the first part, those three buttons on the side of the production choosing (BOTTOM CENTER) window are your friend :mischief:.

Req
 
Requies said:
What do you guys think about the x3 and x4, etc. in the Specialists' column?

I prefer the x# to individual icons for each specialist. Not having to count the icons or glance at the bottom of the window is a good thing. :)
 
Well, I didn't intend those ideas to apply to the domestic advisor, but since you seem to have a good handle on the interface... :)

As for the bottom center, I'm not sure if that's accessible when the city prompts me on what to build (so I could ignore the popup). That could save me time.

Also, there was another mod I saw a while back (at least, I'm pretty sure it was a mod). It added commerce/yield icons next to the religion icons to identify a city as a top producer. So a beaker would tell you that city is your best research city. Do you think you could reproduce this?
 
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