BTS Unaltered Gameplay Project

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The logger has a bunch of options. But it doesn't turn off the improvement log.

Pilot error? Check the last option in the first column of the Logger options tab called -- oddly enough -- "Improvements". ;) I just verified that it works for me. It's under the "Research and Builds" column.

I did fix the error with logging promotions, however. Thanks!
 
Two new ideas. Increasing the size of the loading screen so with Blue Marble the Tips they give you aren't cut off.

The second is more ambitious but I'm going to tackle it for the Flavor project. Adding new Tips & Tricks for that loading screen, that actually take tips from players. I also want to change how long those tips will cycle. I can't stand seeing "Snacks are good in moderation..." again. The XML changes are easy enough to do, but I don't know if the cycle time for those tips can be changed. Any thoughts?

Edit: I like the larger city bar, but we should see about making the whole thing clickable instead of just the area taken from the standard one. Also maybe see about centering it better.
 
I'm geeting crashes again with the CDA. When you say it doesn't look as clean as the older one, what do you mean? Is it really blotchy or much larger or smaller? Either way, if it doesn't cause the crash and allows cities past 22 to be pulled up, I think it's worth putting in, even if it's not as pretty.:p
 
@Cammagno - What I meant about having building classes as addable column sets in CDA's customize screen is to make it easier to make your pages. For example, to make the religious building screens, you have to add each building to a screen. If someone makes a mod that adds a new religion, your page would have to be updated.
Instead, when making your page you'd add one column called "Religious Buildings" which would, when displayed, add all existing religious buildings as separate columns. Mods with new religions would work out-of-the-box.

Oh, now I get it! Hard work, but a very good result if/when accomplished :)

This is a lot more work than just putting in icons for headers, so it'll have to wait. I'll see about bumping up the priority of that.

Ok, no problem :)

But... I think that we have to leave in it the single columns, because we want the maximum customizability... and furthermore, in both cases (single columns and your wonderful "smart buildings columns"), the icons in the headers are required, so... maybe you could divide the work into two parts with different priorities, first the "quick" icon thing and later the more complex smart columns work... just my suggestion, of course :)
 
Using the DA method of placing the zoom icon works. In fact, the code is already in the file commented out. The icon overlaps the icon in the row above and sticks out into the city name. Simply expanding the column width fixes the latter problem, but the former I can't figure out how to fix so far.

In any case, it allows you to open all the city screens, so even just using a "Z" instead of the icon at all would be better than the current failing method. I'll check in the ugly icon method for now.

@Cammagno - That's exactly how I've planned it in the task list.
 
So the reason the icons were overlapping is because CDA specified an icon size of 32 instead of 24 when creating the table, but an icon size of 24 when creating the icons. What-evah! Problem solved, all cities zoom, no crashes, and it looks just like the normal DA.

@Cammagno - I've added the two subprojects. Let me know if you have trouble adding tasks.
 
So the reason the icons were overlapping is because CDA specified an icon size of 32 instead of 24 when creating the table, but an icon size of 24 when creating the icons. What-evah! Problem solved, all cities zoom, no crashes, and it looks just like the normal DA.

:goodjob: :goodjob: :goodjob:

@Cammagno - I've added the two subprojects. Let me know if you have trouble adding tasks.

Thanks :)
But yes, I have problems:

"Permission Denied
Access to this page is restricted (either to project members or to project administrators) and you do not meet the requirements to access this page. Please contact the administrator of this project for further assistance."
 
I like the larger city bar, but we should see about making the whole thing clickable instead of just the area taken from the standard one. Also maybe see about centering it better.

Yes, not only is it not entirely clickable and off-center, but the clickable area seems to be smaller than the normal bar. Is that just my imagination? In any case, the mod consists solely of new images, so I don't see how we have any control over it. I'm surprised the game magically adjusts the width of the text without also doing the same magic for centering and clickability. C'est la vie.
 
Good one!
I've combined all of the mods on the XML to-do list in the OP. If we're going modular, I'll do that, but I'll upload what I have to the repo in 30 minutes if there are no objections.

EDIT: Uploaded the Flavor part to the repository. What do you think of these logos:
Main Logo
buglogotw7.png

Icon
bugsqdo8.png
?
 
EDIT: Uploaded the Flavor part to the repository.

A lot of good stuff! :)

You have uploaded it into a new-created folder called Flavor inside the BUG Mod folder, while Alerum (I think) previously created a folder called Flavor outside it (I think because they will be released as two indipendent parts of the BUG project). Another thing is that the external Flavor folder prepared by Alerum uses the CustomAssets subfolder (as BUG Mod does), while your stuff is in an Assets subfolder.
So, my suggestion is to move the flavor staff that you have uploaded from the internal to the external folder, and change the name of the subfolder from Assets to CustomAssets.
A minor suggestion is to group all the readme files in a Flavor Documentation folder (inside the external Flavor directory), as we have done for BUG Mod docs.

Question: I think that the Flavor mod will require an independent FlavorDir file, do you (and the other guys) agree?
 
The 0.14.exe from here does not install the ColorUtil.py file. Without this file the mod will not work.
 
Ah ok. I'll make those changes right away. So we are doing it in CustomAssets? I thought it was still in discussion (modules can only be placed in a mod).

Uhm, I'm not sure, I think we want it to work in both (changing the destination directory in the setup or zip file, of course :) ), but for now we are making and releasing the BUG mod using the CA folder, so my suggestion was to uniform the two mods... and seeing that CA directory in the external Flavor folder, I think that even who made it think so :)

And you didn't mention the logo ;) :lol:

I forgot to post about it :(
My vote goes to the linear version :)
 
Uhm, I'm not sure, I think we want it to work in both (changing the destination directory in the setup or zip file, of course :) ), but for now we are making and releasing the BUG mod using the CA folder, so my suggestion was to uniform the two mods... and seeing that CA directory in the external Flavor folder, I think that even who made it think so :)
Sounds good to me :)
I forgot to post about it :(
My vote goes to the linear version :)
That's the main logo, while the other is an icon (that's why it's square).
So you like it? :)
 
Pilot error? Check the last option in the first column of the Logger options tab called -- oddly enough -- "Improvements". ;) I just verified that it works for me. It's under the "Research and Builds" column.

I did fix the error with logging promotions, however. Thanks!

Ops.. Sorry. :blush:
I think Ruff's logger didn't have it (or I never found it). My options screen wasn't closing until last version, so I didn't try this time. I'll give it a shot next time I'm able to run civ and let you know!

Thanks again, guys!
 
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