C2C : Empire Earth

Tweaks
Reverted Tweaks until I finish adding some stuff.

Tweaked Honor codes
Tweaked Labor Codes
Tweaked Breeding Restrictions
Tweaked Dishonored Banishment

Buildings
Shadow Dance
Chronicler's Shop
Midwife Quarters
Town Messenger
Handyman Hut


World Wonders
Abu Hureya II
Catalhuyuk

Crime
Going to add Crimes individually when I add new Anti-Crime.
Added Crime( Racism)
Added Crime (Abusive Language)
Added Crime (Disturbing the Peace)

Resource
Dancers
Added Dancers to Prehistoric Dances
 
We have problems with adding specialists at the moment because of the way RoM merged in the Stacked Specialist mod by Johny Smith. They only did enough for their needs :). This means that it is currently not possible to add more. Rightfuture and I hope to have that sorted out soonish (software industry standard definition used here equates to the civil service "in the fulness of time"). Where upon the problem will be graphics.
 
That's good news, since I am not looking at having the majority of this in the core mod. I am not seeking approval at all or seek to have things "approved" because I am not adding this to Caveman2Cosmos. While feedback is important the opinion of C2C approval or not is irrelevant since its two different systems.

Cool. Then I will skip reviewing this stuff at the moment. I want to focus on other stuff and it seems like all I have been doing lately is checking everyone's stuff. Good luck experimenting with your modmod.
 
Cool. Then I will skip reviewing this stuff at the moment. I want to focus on other stuff and it seems like all I have been doing lately is checking everyone's stuff. Good luck experimenting with your modmod.

Why do you need to review, I sincerely didn't request it. Anyways good luck too.
 
I think the big reason H wanted to review your work here is to see if there in fact is something that he, too, would like to see go into the core. On occasion I look through and feel like, YES good idea! Not with everything mind you but with some of what you're doing here. And I know this is where you've got basically your open playground but some of those ideas you didn't give a chance to propose to the core so it's not bad for us to look in and try to pick out what we feel are golden threads no?
 
On break, but just wanted to update you guys on this quickly.



Merged Platyping's Civic Screen to BUG
I added this because I am adding about 25 new Civics, many in brand new categories.

platyping said:
Civics Screen

1) Civics Column lists all Civics in their respective Civic Option Types

2) Changes Column lists all Civics Changes you intend to do (Those you clicked)

Red = Cannot Change to this Civic
White = Can Change to this Civic
Green = Current Civic
Blue = Intend to change to this Civic

2) Hovering over the civics will show the effects of the Civics in Hover Text

4) Clicking a Civic in the Change Column will remove that particular change from the list of changes.
This is an advantage over the default screen whereby you can only choose to Cancel all.

Screens
Spoiler :
ITeaIUx.jpg


When you mouse hover on a Civic

IKM0uyN.jpg


Video. sorry for bad Quality. This is not on my modding computer


Link to video.



As you can see you can quickly view Civics on the Pedia quickly if you wanted.


What's Next?
Adding Platy's Info Screen

Adding Platy Helpers to BUG
-Forgetful Modder
-Symbols
-Timekeeper

bye :)
 
Wow... that's really cool! Well done :) See there? That's what I mean by a golden thread... I'd LOVE to see that in the core (just a little testing to make sure it's not causing anything to go haywire first is all I'd ask for.)
 
Looks amazing. :goodjob:

The buildings mentioned - the blue underlined ones - do they bring up the building pedia when clicked. They should but last time I tried they didn't or I was to impatient.

It would be nice if the auto build civic buildings also showed up. They have some important affects which are happening but not showing up anywhere.
 
@DH
For the auto build civic buildings you just have to find a way to add the code in the Civics Screen.
---

Better Building Screen

Screens

Spoiler :

xRgFKdA.png


HlIxOuv.png


9YeEaDO.png


Q6Jlkbj.png


6iwXeHH.png


UkA50LE.png


I have wished for a long time to have Replaced Buildings show up in the Pedia.

With the Replaced By Box I can quickly create new building chains and have quick access to see what a building replacements are without having to search for it in the Building Upgrade Chart. Since 80% of the buildings have no animations, i felt it was no loss to replace the animations with a Replaced By Box. I strongly believe the majority of buildings should be replaced or/and obsoleted in later eras. 95% should have either option, with replaced as a primarly option.

I originally wanted to place an Obsolete Tech box on the upper right but after hours I could not get the code to work. Instead, I decided to put Strategy in its own box in the upper right corner in order to make the page more aesthetic.

I decided to vertically enlarge the Special Abilities Screen by 36% because in the later Eras you tend to get quite a bit of information in this screen.

Files Edited: SevopediaBuilding.py (PythonErr shows no errors).
  • Removed Animations
  • Added Replaced By Box (ReplaceBuildings in BuildingInfos)
  • Added Strategy Text Box
  • Vertically increased Special Abilities Screen
  • Removed Background textstring from History

Replaced By Box has Hover Text
Clicking a Building in Replaced By Box takes you to the Building.
 
If you can reach this level, nothing difficult in making one for obsolete tech.
Just a different widget
 
That's really cool having the "replaced by". I could see that being included into the core C2C. That's of course if the others on the team want it.

A big fat YES to it! :goodjob:
Also, we really need a help text for "+ 2 :science: from every Biology Lab" for example.
 
@Hydro
Well get Dancing Hoskuld's approval, and ill add it to the core.

@Playtyping
Your right, it only works with a different widget, because according to the SDK its text only.

@Faustmouse
Can you give me an example of a building that uses that tag.
 
Is that the ONLY difference in screens?? The "replaced by"

Nope, I added the Strategy Box, vertically increased Special Abilities Screen,
Removed Background textstring from History, and removed the animations.
 
Look at the tech pedia and see how it is done for prereq and leads to.
If the SDK screwed the hover text for the widget, define your own widget

Or just copy the requires portion and adjust...
 
@MrAzure

I like very much you way of thinking about buildings. I also think taht most of them should be in upgrade chains but...

someone must to fix building dependency code because now if building B will replace A than you cant build anything that requires A (what is nonsense)
 
IIRC the Genomic Encyclopedia, Protein Encyclopedia and Rosetta Stone for example.

I will take a look.


@MrAzure

I like very much you way of thinking about buildings. I also think taht most of them should be in upgrade chains but...

someone must to fix building dependency code because now if building B will replace A than you cant build anything that requires A (what is nonsense)

Well I am working on a massive Building Tree (like a Tech Tree) to visualize the building chains I am doing. I currently have some of it on Excel but will merge the Data to
yEd Graph Editor [ http://www.yworks.com/en/products_yed_about.html ]

I am looking for a compete overhaul, and many new buildings will serve as node connectors( similiar to bus stops or train stations).

Some building Chains
Chain | Formula
+ = required for |-
++ = replaced by |-
Singular+| A+ = C (A required for C)
Singular++ | A ++ = C (A replaced by C)
Double + | A + B = C (A and B required for C) |
Double++ | A++ B = C (A and B replaced by C)
Heterogeneous| A+, B++ = C (A is required for c, B is replaced by C)
Double Heterogeneous | A+ = C , B++, C + = D (A is required for C, B replaced by C, C required for D
Triple Triad | A+ = C, B+ = D, C+ = E , C++, D++ E ++ = F (A is required for C, B is required for D, C is required for E, C and D and E replaces F)

There are even more, It get's extremely complicated as you can see which is why it needs to be mapped out.

Priority
Change " Required for" to "Replaced by" for the majority.
Almost Every Building should be required for, obsoleted, or replaced by 2 Eras Max Ahead.
This will be worked Era by Era.

By changing Required for" to "Replaced by":
Less :gold: :culture: :espionage: :hammers: :science: :commerce: : :food: :health: etc in the game.
 
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