BTS Unaltered Gameplay Project

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I'll tackle it if you can give me an idea of what to do. And I think it would be easier to put all the icons on the far right side, and anything that changes in size (words or numbers) on the left. That should line everything up to the names to a point. How much space would this take up with the blank spaces?
 
I'd pick some other suffix since "b" after a version number already means "beta". Since we aren't releasing the individual mods separately, I'd simply number them with their version number and an asterisk "*" after them. Then put "* These mods have been extended or modified from their original form" or something like it at the bottom.

Ok :)

Oh, 10 characters min are required for this post, so I have to add them... well, done :D
 
You could do something similar for the naming. Define codes that are replaced in a string the user types.

  • %u: Unit (Archer)
  • %t: Type (Melee)
  • %d: Domain (Water)
  • %c: City
  • %C: Civilization
  • %l: Leader
  • %n: Unit Number (1)
  • %r: Unit Number - Roman (I)
  • %o: Unit Number - Ordinal (1st)
  • %N: Total Number of Units (4)
  • %R: Total - Roman (IV)
  • %O: Total - Ordinal (4th)
The Roman and Ordinal versions of "Total Number of Units" might not make much sense (1 of 4th? no, 1st of 4). Doing this is actually not very difficult -- no harder than what you're planning -- and is more flexible. It would allow the user to then create a format string like this:

  • %o brave %u of %C from %c
  • %u %r of %R [%c]
  • %C's %o %u
  • %l's %u %n/%N
for

  • 2nd brave Warrior of England from London
  • Archer II of IV [Moscow]
  • America's 4th Marine
  • Isabella's Tank 3/8
Let me know if you're interested in this.


This is simply wonderful!
 
I'd pick some other suffix since "b" after a version number already means "beta". Since we aren't releasing the individual mods separately, I'd simply number them with their version number and an asterisk "*" after them. Then put "* These mods have been extended or modified from their original form" or something like it at the bottom.
Ah ok. I like the asterisk idea. :goodjob:

Since you opened this can of worms, here is what I was going to originally suggest. You may be familiar with how Python (and C) allow you to insert variables into strings: "%d" for a number, "%s" for a string, etc. So for example you would do

You could do something similar for the naming. Define codes that are replaced in a string the user types.

* %u: Unit (Archer)
* %t: Type (Melee)
* %d: Domain (Water)
* %c: City
* %C: Civilization
* %l: Leader
* %n: Unit Number (1)
* %r: Unit Number - Roman (I)
* %o: Unit Number - Ordinal (1st)
* %N: Total Number of Units (4)
* %R: Total - Roman (IV)
* %O: Total - Ordinal (4th)

The Roman and Ordinal versions of "Total Number of Units" might not make much sense (1 of 4th? no, 1st of 4). Doing this is actually not very difficult -- no harder than what you're planning -- and is more flexible. It would allow the user to then create a format string like this:

* %o brave %u of %C from %c
* %u %r of %R [%c]
* %C's %o %u
* %l's %u %n/%N

for

* 2nd brave Warrior of England from London
* Archer II of IV [Moscow]
* America's 4th Marine
* Isabella's Tank 3/8

Let me know if you're interested in this. If so, I could help out (as much or as little as you'd like) with the code to generate the strings.

You already will need code to generate the individual pieces. The only difference is that instead of checking for options, you're using string.replace() a bunch of times.
That's awesome! I'd love to see it in action!
 
I don't think it was me [who signed up for the GP mod]. My python is very weak. I still want to type if and goto.
Oh, okay. I got confused because I thought you'd assigned it to yourself ;)

So who's helping out?
 
I'll tackle it if you can give me an idea of what to do. And I think it would be easier to put all the icons on the far right side, and anything that changes in size (words or numbers) on the left. That should line everything up to the names to a point. How much space would this take up with the blank spaces?

Cool! This is exactly what I'm thinking. The blank spaces would take up the same space as the icon that would normally show up there, thus maintaining the same width.

The first step is to take a screen shot with all the various icons showing and measure the space that each takes up. If you are know how to get this info from the fonts, all the better. If not, an SS should do fine.

Once you know how much space each icon takes -- including a few pixels around it -- you can calculate the X coordinates of where each should go.

For example, say we're going to put the attitude icon on the far right. Say it's 15 pixels and we want 5 pixels on the right edge. Then it will be drawn at "screenwidth - 20".

Calculate similar values for the OB, TN and Religion icons (I forgot this last one in my examples above).

The way the code currently works is to build up one long string for each civ and draw it once. For the score, name, power, and war you'll do the same thing. However, for these others (and tech) you'll be drawing individual strings. The method is the same, though.

Can you give me an idea of how familiar you are with Python? A good idea would be to look at the code that currently draws the scoreboard. It should start with the first occurance of "BUG - Power" in CvMainInterface.py. See if you can make sense of what it's currently doing. You'll do all the same things, mostly moving a few items around and changing values.
 
@Alerum

When I told you that all the English docs were up to date, I spoke about the already-realized ones, of course.
So, the BUGChanges.rtf, BUGFeatures.rtf, FlavorChanges.rtf and FlavorFeatures.rtf are not up to date, because they don't exist :lol:
As you know, now they are only schemes.
Just to be sure that you have the correct figure of the situation.
 
@Cammagno
Thanks for updating the read-mes. :) I could probably do a Fleets edition of the Ship Scale (it does look much cooler) and some formations, too. I have a lot of flavor units I want to add.
Ket?


Good! ^_^

When you'll update the Ethnic Artstyles to v. 1.02, can you check the included units? Some of them are taken from the EDU Mod and so we already have them, but some other units (from a different source, I think) are included in EA, and we don't have those. Thanks again :)
 
Geo hasn't included the units yet,

:confused: I don't understand...
in the zip file, there are several units (I don't know from where they come, but not from EDU Mod) which we don't have... (Frigade, Galleon, Gunship, Knight, MechanizedInfantry, Panzer, Praetorian, etc... ) those are the units of which I was speaking ^_^;

but I have updated it. And I've done the Fleets, too :D

Very good! :goodjob:
You are quick, man! :)
[NOT "a quick man", that in Italian means a different thing... :lol: :lol: ]
 
Since you opened this can of worms, here is what I was going to originally suggest. You may be familiar with how Python (and C) allow you to insert variables into strings: "%d" for a number, "%s" for a string, etc. So for example you would do

Spoiler hidden to keep the length a little manageable :

Code:
str = "It is %d:%d on %s" %(hour, minute, day)

You could do something similar for the naming. Define codes that are replaced in a string the user types.

  • %u: Unit (Archer)
  • %t: Type (Melee)
  • %d: Domain (Water)
  • %c: City
  • %C: Civilization
  • %l: Leader
  • %n: Unit Number (1)
  • %r: Unit Number - Roman (I)
  • %o: Unit Number - Ordinal (1st)
  • %N: Total Number of Units (4)
  • %R: Total - Roman (IV)
  • %O: Total - Ordinal (4th)
The Roman and Ordinal versions of "Total Number of Units" might not make much sense (1 of 4th? no, 1st of 4). Doing this is actually not very difficult -- no harder than what you're planning -- and is more flexible. It would allow the user to then create a format string like this:

  • %o brave %u of %C from %c
  • %u %r of %R [%c]
  • %C's %o %u
  • %l's %u %n/%N
for

  • 2nd brave Warrior of England from London
  • Archer II of IV [Moscow]
  • America's 4th Marine
  • Isabella's Tank 3/8
Let me know if you're interested in this. If so, I could help out (as much or as little as you'd like) with the code to generate the strings.

You already will need code to generate the individual pieces. The only difference is that instead of checking for options, you're using string.replace() a bunch of times. For example:

Code:
name = BugOpt.getNameFormat()
name = name.replace("%u", gc.getUnitInfo(unit.getUnitType()).getDescription())
name = name.replace("%d", gc.getDomainInfo(unit.getDomainType()).getDescription())
...
I like it. I like it alot. I was hoping to get the frame work (option screen updates, ini file thingos, generic unit name modules, getting options, etc, etc and have a single call out to a dummy engine that just returns nothing) in over this week end then move onto putting in the various unit naming engines. I wouldn't mind a second pair of eyes looking over how I have copied your new fangled option / ini file stuff (and maybe yelling at me for not understanding / being an idiot :D).
 
@Ruff - I'd be glad to do a code review. PM me what ya got when ya got it and I'll take a look.
 
I've been playtesting 0.14, and it works great!

What do you guys think about adding the espionage ratio to the score, next to the power ratio?

Incidentally, what does it mean when the spy icon appears for a civ in the score?
 
Can anyone help here? I've tried installing this either as a standalone mod or directly in the My Games\BTS folder and I get nothing from it. I even wrote in the Civ ini file to start directly with this mod but with the same consequences: it says it loads the BUG Mod files, but when I start a game I see no interface change from the mod. I've used jray's mod with Warlords without problems. Also, I don't have 'Lock Modified Assets' turned on, so that shouldn't be a problem either. I'd be thankful for any advice. :)

Edit: Actually, when I install in directly in the BTS folder I have no inteface when I get into the game. It's only when I run it as a standalone mod that I see the normal interface.
 
Nope, that's how I did it. I tried starting a game with 'Play now' or with 'Custom Game' and I have no interface. I tried erasing or not the 'CustomAssets' folder before installing the mod, either way it's the same thing. I see the mod adds 'CustomAssets', documentation (shouldn't be a problem) and the 'BUG Mod.ini' in the My Games\Beyond the Sword folder. Anything else I should have/move/rename?
 
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