Advanced Great People

Mostly to keep it in a balance similar to the way the standard GPs are done.

For example, the next chance at a Great Scientist is equally delayed despite the fact that you only recently birthed a Prophet.
 
How about 1 bar with a small filter button/switch so you can toggle which one you are looking at?
 
How about 1 bar with a small filter button/switch so you can toggle which one you are looking at?

Wouldn't it be better to, without further hoverover data, only see the one that would be next to be generated whenever you're looking at it? The button concept is cool yes but it sounds like it could lead to being a bit confusing for a newer player sitting there waiting for a GG to pop out and wonders how, when he had 50 more xp to go for that, he just birthed a Great Admiral?
 
Another idea: How about one bar with 2 (3?) vertical lines with a small icon at the top/bottom/top (with the two tops slightly offset so they won't ever overlap) indicating the fill point for that gp? Then provide the hover over information for the particular type-gp over the small icon. For further niftiness you could have a drop down button that expands the single bar into multiple bars with all the info displayed in each bar (Like the way the opponent CIV scores are collapsible). That way those with bigger screens can keep all the bars visible if desired.
 
hmmm... I'm really not familiar with bar coding enough to even approach that sort of complexity... as it is its already difficult and beyond me to provide the actual display. All I can do is plan for providing what information is needed for it. So I can't comment - and even struggle to visualize - on that particular suggestion.
 
It is hard enough to add a new bar. Having one with all that extra functionality would be difficult. Since I have come to the realisation that the python code for the interface is not providing the interface but describing it to the game engine to provide the interface I have started to understand why things are the way they are. For example, the bar (fuel gauge) is actually 5 bars; most are just drawn on the canvas while some provide the hover over link etc.
 
would love more GP :P

how you would get great farmers/hunters/admirals besides wonders?
and yeah GP points for citizen seems nice :P

I suggest great farmer joined to the city to give 2 or more food (to be more agrarian than great merchant), and of course ability to instead of joining buildings too. I sugest GF wonders just to require resource in city vincinity, and be lot of them (one for each plant, and some for those lucky to have combined resources).
 
Wow... a lot of those are really cool, yes. And by python, all I can really say is I'd support them being included.

There's 2 there in the 'All GP' list that would suit the Great Doctor better, Universal Health Care and Longevity. Diplomat and World Peace sound like good potential for a new GP type entirely but for now would suit the All category.

Otherwise, yeah, all of those are just really cool - but there's a few in there that could benefit from a tech prereq so I'm hoping there's some ease of ability to establish one on some of those.
 
@platyping

Can you consider adding missions for great statesman and great doctor
Ex diplomat fits to great statesman.

I asking because I would love to see it implemented into c2c mod.

Actually... those "All" missions are exactly meant for the doc and statesman.
Since there isn't either of them in BTS, I made them available for all.
Adding tech requisitic is a peace of cake, since there are one or two there with it.
 
Actually... those "All" missions are exactly meant for the doc and statesman.
Since there isn't either of them in BTS, I made them available for all.
Adding tech requisitic is a peace of cake, since there are one or two there with it.

Awesome! Sometimes I wish you'd just give in and join us in full PT!
 
Nah, happy freelancer.
I do take requests but whether I wanna fulfill them is dependent on whether I am bored or not :D
So I will not be a good team mate anyway.
Anyway my dinosaur modding computer is Win XP and won't be able to boot C2C and cant be bothered to upgrade it.
 
Yet... I am still missing in the credit list :mischief:
 
Not that I really care lol
DH or whoever familiar with python will understand and adjust them to suit your needs.
And I disagree with handling python in separate modules, so I only bothered to look through the main part and ignore all other files. The rest I cannot be bothered.
 
Not that I really care lol
DH or whoever familiar with python will understand and adjust them to suit your needs.
And I disagree with handling python in separate modules, so I only bothered to look through the main part and ignore all other files. The rest I cannot be bothered.

Oh ya, i forgot to mention he wont be back for over another week, he had more UNexpected problems with his family then figured on.:blush: Maybe even longer:dunno:
And why is that with the bold mentioned above? Something i should be Leary of??
 
And personally I never liked the idea of separating python into modules.
Although it makes merging and deletion easier, it clouds your overall vision of what is going on.

If you have 10 chunks of codes being activated onUnitBuilt for instance, when they are all in the same CvEventManager file, you can tell exactly what is going on and the end result.

1) Separating them into 10 modules, you cannot tell what is gonna happen unless you open all the module folder one by one and look at 10 CvEventManager to try and figure out what is going on.
2) And worse, when you want to change something in onCityBuilt for instance, there is nothing to inform you whether those 10 modules made a change to it, unless you open them again, whereas if I only have 1 CvEventManager, I can tell straightaway there is no code there, while there are 10 codes onUnitBuilt.
3) Ordering of codes is important as it is usually top down basic. Good luck when they are in 10 modules.

That is my opinion of python modules.
It is a way of saying, you do your stuff, I do my stuff.
Then lets place both of them in the same place and all works well.
All works well if and only if they do not interfere with each other.

Simple example:
Function 1:
If City is built:
If Leader is Alexander, set Name as Bomb

Function 2:
If City is built:
If Civilization is Greece, set Name as Toy

It is obvious these 2 are gonna interfere with each other.

Placing them in the same file:
Code:
If City is built:
If Civilization is Greece, set Name as Toy
If Leader is Alexander, set Name as Bomb

1) I can tell straight away this is screwed when Alexander of Greece built the City.

2)
Code:
If City is built:
If Civilization is Greece, set Name as Toy
If Leader is Alexander, set Name as Bomb
and
Code:
If City is built:
If Leader is Alexander, set Name as Bomb
If Civilization is Greece, set Name as Toy
will give totally different results.
Have fun figuring out the order of codes to be triggered when placed in different modules.

3) When I wanna add new codes to onCityBuilt, I can tell straightaway there are already 2 codes there and can figure out if my intended new addition is gonna affect any of them.
If it is done in modules, there is nothing to indicate if there are any codes affecting onCityBuilt in the main CvEventManager file.
Unless you keep a record somewhere, the only way is open up every CvEventManager file and see if they affect.
 
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