Flintlock
Emperor
- Joined
- Sep 25, 2004
- Messages
- 1,232
I don't know of any easy way to color code the popups. I think what I'll do is look into converting the unimportant popup messages into multiplayer-style text messages in the upper left, as a first step, and then later collect those messages into some kind of log. I'll try to get that first step done for the next release, but no promises since I don't want to delay it by adding a bunch of small-ish things like this. I've committed to several of those already. My goal is still to lift the city limit by the end of the summer like I said a while back, which gives me until September 22, officially.As far as pop up messages, I recommend implement the feature that use as less time as you can. Not displaying anything when the message not concern us will be the least time consuming for you.
If this feature become popular and you have time, you could later on provide more options.
If you decide to implement a mechanism of showing up the messages without the game stops, is it possible to color code the type of messages?
For example if a message isn't concern us, it could have the default background color. But if it concern us, it could have a grey background color so we can give proper attention.
Then there's also the question of which popups are important enough to show. My plan is to filter them based on text key, which should be enough to let us show only popups for events that involve the player since there are different keys for those. E.g., SUMMARY_THEY_DECLARE_WAR_ON_US for when an AI starts a war against the player versus SUMMARY_DECLARE_WAR when the AIs start fighting among themselves. Though once there's a log, this becomes less important, as you could just send everything there.
I'm glad you like it, and thank you for your work on the Monstrosity map. I've played at least five, maybe ten, games on it so far, it's a fun variation on Civ 3. I've been playing it recently with a minimum city separation of 5 and work radius of 7. Even then the city limit is reached before all possible city spots get claimed. That map is one of the things that motivated me to work on the city limit, and in fact a couple of years ago it was what motivated me to look into what was blowing up turn times in the late game, which ultimately lead to Trade Net X. I'm looking forward to the next version.You have done amazing work with this mod.
The feature of expanding the city size limit to 3, or 4, or whatever we want is another game changer feature. We couldn't have dreamed that it's possible to expand cities like this.
When you expand the city limit to 1024, then officially we can say Civilization 8 is here.
Thank you for your hard work.