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

Mysterio10000 said:
No, I didn't know that file was part of your mod, since it's not mentioned in your installation instructions. Rather than copying the entire folder, as you instruct, I prefer to copy the individual files, since some of my mods use the same files as your mod. So, I rely on the specific files you mention in the readme to know which files to copy, and the XML file isn't mentioned.

It's odd, though, because I never copied that XML file over to my CustomAssests folder while running 0.91, and the button text was just fine. I also don't have that file in my Assets folder, which means it's not part of the default install.

Ah.... Oops. Forgot to add that to the Readme.... Darn it.

The reason you didn't copy over the XML file in 0.91 is because it's new. I realized that Civ 4 will read (I believe) all XML files put into certain directories (or at least look for them) and when I tested it out, it was there!

That's how I added multi-language support.

Heh, well it's good to know there weren't any REAL problems with the install (at least I hope). Just the darn readme.... I'll fix that up now.

Req
 
very nice job, the original dom advisor is just not good at all, but urs is almost perfect.But i think i found a minor bug- if u view a newly captured city that is still revolting through ur dom advisor and then exit the city screen, it asks u what u want to build in that city- no biggie though. And a small suggestion- could u do that it shows ur state religion first at the religion column?
 
Muki said:
very nice job, the original dom advisor is just not good at all, but urs is almost perfect.But i think i found a minor bug- if u view a newly captured city that is still revolting through ur dom advisor and then exit the city screen, it asks u what u want to build in that city- no biggie though. And a small suggestion- could u do that it shows ur state religion first at the religion column?

I think the revolting city does that anyway if you click into it. However, the city doesn't actually PRODUCE anything toward that build until AFTER it stops revolting. At least, that's what I remember from when I did it :crazyeye:.

I could do the state religion first, that's not a bad idea.

Req
 
Can you post a screenshot of what it should look like this is what mine looks like.
 
Dusty4prez said:
Can you post a screenshot of what it should look like this is what mine looks like.

If you have both the Domestic Advisor and the Foreign Advisor, just delete the CvScreensInterface.py, and rename CvReqScreensInterface.py to CvScreensInterface.py (IOW, replace it).

Req
 
Hi,

I have downloaded this mod and found it very helpful. However I would like to foray into the world of Multiplayer to see what it is like? Do I have to delete this mod if i want to play against other players out there or will it still be compatible. I also have the upgraded time clock mod by Homegrown. If they are not compatible, is there some way I can turn of the mods for a short time rather than uninstalling them? Thanks for all the work you're doing to improve the game for all of us.


Patricius
 
Patricius said:
Hi,

I have downloaded this mod and found it very helpful. However I would like to foray into the world of Multiplayer to see what it is like? Do I have to delete this mod if i want to play against other players out there or will it still be compatible. I also have the upgraded time clock mod by Homegrown. If they are not compatible, is there some way I can turn of the mods for a short time rather than uninstalling them? Thanks for all the work you're doing to improve the game for all of us.


Patricius

The mods will be present in multiplayer games, as well, and won't affect your ability to host or join them.
 
When I try to sort my city by production it ends up being randomly. Did I install something wrong, or is there there a way I can fix this? Thanks!
 
alerum68 said:
When I try to sort my city by production it ends up being randomly. Did I install something wrong, or is there there a way I can fix this? Thanks!

Do you mean production as in hammers? Or Production as in what the city is producing?

Hammers works fine for me. Producing will return a CHARACTER based sorting [e.g., (10) Barracks will be before (2) Infantry] as it is text. (Hmmmm, I thought that was obvious, but perhaps not. Maybe something to add in the Known Problems section.) I didn't think that many people would be sorting by Producing as it's just a list of what you're producing. I guess that maybe people might want to sort by Time left to produce something, but I didn't think it would be a major deal breaker and if you want to know which cities will be producing something next turn, it should still do that pretty well....

If it IS hammers, could you please provide a savegame where it does it? Or at least a screenshot?

Thanks

Req
 
The reason that I would like to be able to sort on the items that I'm producing is to see how many of my cities are producing infantry, how many tanks, how many bombers and how many buildings. This helps to adjust the production in some cities to get the right number of units in your future army.

That would be my only reason to sort on production. If such information can be acquired in a simpler way, then please educate me.
 
Stone-D said:
Haven't tried this mod yet (going to though) and I haven't read this thread yet, so forgive me if this has been suggested already. Regarding the int sorting, why don't you just convert the int to a string?

i = 534653634
s = str(i)

:confused:

I'm not sure I understand. I believe the poster had issues because it WASN'T sorted via integers (IOW, it was sorting by character).

Anyways, I'm using cIV's built in sort for tables (which doesn't have integer sorting on strings - you have to enter it as an int). Any coding of sorting is not currently slated for v1.0 (though, it may be included in future versions).

Req
 
Roland Johansen said:
The reason that I would like to be able to sort on the items that I'm producing is to see how many of my cities are producing infantry, how many tanks, how many bombers and how many buildings. This helps to adjust the production in some cities to get the right number of units in your future army.

That would be my only reason to sort on production. If such information can be acquired in a simpler way, then please educate me.

Hmmmm, even there you'd still have to add up all the stuff in your head to figure that out....

I HAVE been thinking of modding the military advisor lately.

But that'll have to wait until the Domestic and Foreign Advisors are v1.0 released.

Req
 
I use the Sort Production feature usually later in the game, or after a war, when I'm trying to get cities that were acquired later to be caught up by hurrying the production. Let's say I have 10 cities that are producing Barracks, (i'm big on having barracks in every city), and i want to hurry them, but only hurry cities that producing barracks. It just makes it easier. The vin civ4 domestic advisor, as well as another one I've seen sorts by Production.
 
alerum68 said:
I use the Sort Production feature usually later in the game, or after a war, when I'm trying to get cities that were acquired later to be caught up by hurrying the production. Let's say I have 10 cities that are producing Barracks, (i'm big on having barracks in every city), and i want to hurry them, but only hurry cities that producing barracks. It just makes it easier. The vin civ4 domestic advisor, as well as another one I've seen sorts by Production.

Well, that's true, but that's because they don't have that number in the front :lol:.

Ok, so just in an informal survey.

Would you guys rather have:

1) The # of turns to produce the current production at the end (a la 1.09 cIV Domestic Advisor). The advantage is you can sort again by what it produces. The disadvantages are (1) if the name is long enough, you won't see the # of turns left for the item and (2) you won't be able to sort at all by the # of turns left.

2) Leave it the way it is. The advantages and disadvantages are the opposite of #1.

3) Create another column for turns left to produce the item (a la homegrown's original version)? It has the advantages of 1 and 2, but the disadvantage that you have to cut out space for something else on BOTH screens. This might not be a problem for the Specialist screen, but I'm really not sure what you can cut out from the Default screen.... For any of the columns, if you shrink them more, you're going to get some ugly ... stuff. (I know I've tried :p).

Req
 
Requies said:
Hmmmm, even there you'd still have to add up all the stuff in your head to figure that out....

Hmm, the moments that I would use this wouldn't require large calculations. Example: I look at my invading army and determine that I need 3 more bombers, 3 more infantry and 5 more tanks before I start my war against my vile enemy. Now I enter the domestic adviser and sort on producing items (civ4 vanilla style). I can see a column of 5 bombers, 4 infantry and 3 tanks. So I change the production of 2 cities from bombers to tanks and the production from 1 city from infantry to tanks.

Requies said:
I HAVE been thinking of modding the military adviser lately.

But that'll have to wait until the Domestic and Foreign Advisors are v1.0 released.

Req

Yes, I read that in this or another thread. I'm eager to see what you will be able to improve.

Requies said:
Ok, so just in an informal survey.

Would you guys rather have:

1) The # of turns to produce the current production at the end (a la 1.09 cIV Domestic Advisor). The advantage is you can sort again by what it produces. The disadvantages are (1) if the name is long enough, you won't see the # of turns left for the item and (2) you won't be able to sort at all by the # of turns left.

2) Leave it the way it is. The advantages and disadvantages are the opposite of #1.

3) Create another column for turns left to produce the item (a la homegrown's original version)? It has the advantages of 1 and 2, but the disadvantage that you have to cut out space for something else on BOTH screens. This might not be a problem for the Specialist screen, but I'm really not sure what you can cut out from the Default screen.... For any of the columns, if you shrink them more, you're going to get some ugly ... stuff. (I know I've tried ).

I'm in favour of 3. I can see that the present double screen can present some problems with space. But you're repeating a lot of information in both screens. You might want to use screen one for:
Automation, Name, Buildings, Population, number of units, happiness, health, time until growth, growth rate, production level, commerce, gold, science, the item that you're producing, the time left on the item that you're producing. (no maintenance, trade, culture, tot culture, great people points produced and total)
This screen is used for determining what you want to produce, rushing production, changing production, for sorting on production speed, gold produced and science produced to determine where small wonders should be placed. Also you can look in this screen to see how fast your cities are growing and if problems with health and/or happiness will arise. You can also use this screen to see how many times you're producing certain items by sorting on produced item. You can use this screen to sort on the time it takes to produce stuff to see if you want to rush stuff that takes too long.
And you can then use screen two for:
Founded, Name, Religion, Specialists, happiness, growth rate, trade, maintenance, culture growth, total culture, great people point growth, great people points total and maybe the item that is being produced. (no time until growth, production, science and gold production levels)
This screen is for looking at info that is typically needed less often. In this screen you can manage the great people and see how many more great people can be maintained by your main 'great people production centers'. Also this screen can be used to see how much time it takes to gain a cultural victory. You can see which of your cities trade the most in this screen and which cost the most maintenance.

This is my suggestion. I think that some information is typically combined by players and should be in one screen and some information will never (or very seldom) be combined and thus is only needed in one of the two screens. I might miss something that makes this proposal very bad for some people's playing style. You have a lot of experience with designing this screen and I'm sure that you can divide the information in a smart and useful way over both screens.
 
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