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gedemon how i make autoplay not from first turn
I'll try to add an option

Any chance we can add a pause button? Turning AutoPlay on/off hides the Fog Of War and thus keeps me from seeing all the civs.

I would also like to see all the civs by name on the victory board... and have access, at the least, to the science/civics windows of the main civ that is being AutoPlayed. The opportunity to select units and see their info as if they were my own city (though I could do nothing WITH them) would also be a wonderful ability! It'd be great to be able to select this Garde Impériale and see how effective he will be in his siege of Damascus, for instance (in my current game).

So far, this is great! Just a few minor features that I'd like to see added!
I've not found a way to pause the game without freezing everything, but I'll have a look at the UI elements that could be interesting in autoplay.

I will also try to show some data for turns time, and add more notifications.
 
Ho, yes, and I'd love to add statistics too (number of units, number of combat, number of city attacked/captured, etc, etc...)
 
Database log shows an error when I run autoplay... doesn't seem to affect anything, but it makes it difficult to tell if the log error is in files I am testing or from the Autoplay mod. Maybe the error is inherent in the way autoplay works and can't be fixed... but thought I would bring it to your attention.
Modding.log will show what component(These are the ID's you set in modinfo) the error is in.
 
This mod is Lua only anyway, it doesn't modify anything in the DB
 
It may have something to do with having an observer player... I get the error with just Autoplay and no other mods. And I think it might be only a text error... can't recall. Ought to be easily reproduced... just run the Autoplay and look at the database log.
here is my database.log when using autoplay:

Code:
[1924479.449] [Localization]: Validating Foreign Key Constraints...
[1924479.449] [Localization]: Passed Validation.
[1924479.461] [Configuration]: Validating Foreign Key Constraints...
[1924479.461] [Configuration]: Passed Validation.
[1924491.765] [FullTextSearch]: Initializing FullTextSearch
[1924493.474] [Gameplay]: Validating Foreign Key Constraints...
[1924493.486] [Gameplay]: Passed Validation.
[1924495.725] [Configuration]: Validating Foreign Key Constraints...
[1924495.725] [Configuration]: Passed Validation.
[1924589.804] [Configuration]: Validating Foreign Key Constraints...
[1924589.804] [Configuration]: Passed Validation.
[1924591.654] [Configuration]: Validating Foreign Key Constraints...
[1924591.654] [Configuration]: Passed Validation.
[1924593.770] [Configuration]: Validating Foreign Key Constraints...
[1924593.770] [Configuration]: Passed Validation.
[1924614.557] [Gameplay]: Validating Foreign Key Constraints...
[1924614.569] [Gameplay]: Passed Validation.
[1924622.388] [FullTextSearch]: FTS - Creating Context
[1924622.843] [FullTextSearch]: FTS - Creating Context
[1924623.710] [FullTextSearch]: FTS - Creating Context

what's the error in yours ?

what says modding.log ?
 
I think I have to apologize...

I was getting a database error which I believed was caused by your mod... however, I am not getting the error any longer. I had tested your mod with no other mods when I caught the error... however, thinking back, it may have been that I had turned off mods in the mod menu and not restarted the game. I think something odd happens in that event in that I sometimes get conflicts between mods even though neither is activated when I have just switched them off and started the game. This may have been the case the couple of times I tested your mod... I turned off other mods, but some sort of legacy memory (in the cache or some other area) was in conflict with either your mod, or within itself or with another switched off mod, and so, arose the error. I am getting no error at the moment. In future, I will switch off all mods and restart the game as I think that nullifies the possibility of such a database error.

Sorry for the silliness.

Craig
 
Suspected something like that, don't worry, I've learnt the same way why it's better to configure your mods first and then quit the game completely before starting debugging in a new session...
 
Gedemon updated AutoPlay with a new update entry:

version 3

- add advanced setup option to start the game in normal or autoplay mode
- add turn (shift+T) and players (Alt+T) timers
- add auto end turn toggle shortcut (shift-E)
- add quick combat/movement toggle shortcut (Q)
- tweak war/peace notification (longer display, icons added)

Read the rest of this update entry...
 
how do you turn off the total turn time and x since session start things
 
If you press on a city name it seem like it tries to load a city screen, as all names and shields disappears, however it is not possible to return from this mode. Any possible solution?
 
Perhaps leave autoplay mod (Shift+U I think) and then go back to autoplay.
 
Perhaps leave autoplay mod (Shift+U I think) and then go back to autoplay.
I think you mean Shift+A, but it did not work. I am able to get them back in firetuner but setting BulkHide to false, but not able to do it via lua.

While trying to fix the issue I instead ending up working on creating more notifications to keep track of what happening (like cities conquered, founded, religion etc.) and will maybe publish my own version.

I also found that CQUI has some incompatibilities with this mod, but found ways to fix it A few easy fixes to make it compatible with the autoplay mod
 
Autoplay doesnt seem to work for me. It's activated in additional content and in advanced settings the start in autoplay is enabled. But the game starts as it would normaly and i get to play with the selected civ. Any solutions?
 
I am working on a entire different code, and will make a proper release at some point, but I made also a mod of this mod. :) Differences are in text which should now be completely localized ( by using the in game locales, which made some of the help text a bit finicky), and some more notifications. Not too many differences. Just make a drop in replacement (should work with both workshop and standalone) of AutoPlay_Ingame.lua. I hope no one is minding.
 

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