EmperorFool
Deity
what is the code for showing the city count? And when was it added? Is it in v3.6?
I think it was added in 3.6, and the code is Q. It should be in the hover text.

what is the code for showing the city count? And when was it added? Is it in v3.6?
Knowing full well that multiplayer is not the focus here, let me toss out a few more multiplayer BUG bugs that I've found.
Now I'm playing a hot seat game. All players can see all players' dot maps.
Also at first it appeared that only player 1 was getting alerts; later, when player two was the saving player and we reloaded he got some alerts but I think it stopped.
Also, alerts are sent to the screen while the popup window saying "It is now Player1's turn!" is up- meaning the previous player sees all your start of turn alerts while he's passing you the computer.
First is some error/information messages (not sure which one) appearing at the beginning of a game, related to getting values in the dll.
More nnoying is the fact that, when I start CIV, I do not have access to the civilopedia (sevopedia in fact) from the main menu. Hitting the button does nothing. I tried without BUG, and it works properly, so I'm quite sure he's the culprit.
If you toggle the visibility (hide and then show again), do all dotmaps get drawn again? If you place dotmaps as player 2 and do the hide/show thing as player 1, do they get redrawn? I was under the impression that under hotseat, the "active player" is whoever is sitting at the computer. In fact, that should always be who the "active player" is.
Alerts aren't tied to a player at all, so I would expect alerts to be shown only to the player with the lowest ID (0) since he'll arrive at turn X before all other human players. I can hopefully fix this too. Unfortunately, the fix is to pass mod network messages to the host, but these messages don't allow text. They can contain only 5 numbers.![]()
Is there something you need to click to dismiss this turn-switching message? I show alerts as soon as the player is able to move their units. Perhaps I can add a "You have alerts waiting" screen so at least the other player won't see what your alert is.
I just know that when player 2 had a scout exploring player 1's territory he could see all of my dotmaps, but I had just hit "end turn" without explicitly hiding them.
(Need to look up how to toggle the visibility. I just know to hit alt-X when I load a game to make them show up.)
Yeep, does that mean you're going to have to basically encode the messages as numbers and translate them out?
Aren't you over complicating it? Why not just store the player number with the reminder and check that the active player = the player number stored when you display the reminder.For example, "whip London" in "5" turns. The player can enter whatever text they want for the message, and that's what I'll need to encode.
Yup, I thought that; just perhaps be prepared to have a lot of people telling you they have error messages just because they look like error messagesBUG should work fine without the DLL without reporting any error information. I'll check it out today and see if I missed something. BUG and BULL should complement each other without whining if the other is missing.
Hmm, you should get Sevopedia by default from the MAIN MENU. You have to unfortunately make a small Python change to get Civilopedia, but you're saying that you get neither? I'll check it out.
Aren't you over complicating it? Why not just store the player number with the reminder and check that the active player = the player number stored when you display the reminder.
You'll need to deactivate the 'display reminder instead of hit enter to finish turn' text for hotseat games.
We had in our networked multiplayer game noticed that reminders were being showed to everyone.
Alerts like "Paris has grown to size 5" are shown to player 1 (only) and come up while the "It is Player1's Turn!" is up, thus making them visible to the previous player while s/he is getting up from the computer.
Stupid question: if I wish to try the latest svn with BULL's dll, where can I find the dll?![]()
During a regular INTERNET or LAN multiplayer game, if player 1 set a reminder for 5 turns from now to "Whip London", every player would see that alert as they began their 5th turn later? That's very strange as I thought that script data was not passed between machines.
Okay, I thought you were talking about reminders--not alerts. Well that's fine because there was a problem with Reminders as well.I suspect this is the same thing I am seeing sometimes with the first reminder popup showing up while that little window is displayed. If I can fix one of them, I'll end up fixing both.
Edit: Do these alerts always show up with that little window open, or is it random?
Is that because they are displayed as a pop up box? If they are only displayed as immediate messages, then (IIRC) that function contains an input which limits which player receives it.During a regular INTERNET or LAN multiplayer game, if player 1 set a reminder for 5 turns from now to "Whip London", every player would see that alert as they began their 5th turn later? That's very strange as I thought that script data was not passed between machines.
Is that because they are displayed as a pop up box? If they are only displayed as immediate messages, then (IIRC) that function contains an input which limits which player receives it.