CsebMod - Extended Plot MouseOver Popup [V2] (UI)

Hey csebal, I've used your mod in my mod:
http://forums.civfanatics.com/showthread.php?t=392110
thank you for your hard work with this :)

One small improvement I've made that I thought you could use:

On line 354 of csbmod_extplotinfo_Common.lua:
Code:
if (pPlot:GetNumResource() > 1) then
strResult = strResult .. pPlot:GetNumResource() .. " ";
end
can be replaced with:
Code:
if (resourceType > -1 and resourceType < 6) then
strResult = strResult .. pPlot:GetNumResource() .. " ";
end
This makes it always show the amount of strategic resources, even if they have only 1, as might be the case when using the half strategic resources mod :)

Also, on line 259 there's a small typo: ImprovemenType should be ImprovementType. Don't know what this causes but it kept showing up in the firetuner.

-Kirneh
 
One small improvement I've made that I thought you could use:
<snip>
This makes it always show the amount of strategic resources, even if they have only 1, as might be the case when using the half strategic resources mod :)

If you happen to be fixing that, pPlot:GetNumResource is called a couple of more times in csbmod_Common_PlotHelpers.lua with the same problem: it assumes amount of 1 means it's food and doesn't display anything.
 
One other thing... I like the mod, but there is definitely a substantial bug in the expected yield it shows (when pressing ALT) for tiles with resources that are NOT owned by the player. I don't have this diagnosed 100%, but it's pretty obvious if you start paying attention to it. It shows far too many resources being produced (food or gold, I don't think I've seen production be wrong).

It's most obvious in resource tiles within AI-civ culture borders that have not yet been improved. I've noticed it be wrong with fish, gems, and sheep. There are likely others. In these cases, from what I can tell, the code in the function csebPlotHelpers_GetPlotYieldWithBuild is adding both the "worked tile" and "connected by improvement" bonuses twice. The code seems to think that it needs to add them again when the tile isn't owned by the active player(?). I think the logic is flawed. I tried to debug/diagnose further this in hopes of fixing it, but gave up after a while. All I know is that pPlot:GetYieldWithBuild seemed to already be returning the correct yield yet the code added it again.

There is another yield bug I've noticed that's a bit different, and does not involve special resources or enemy tiles. It's with unowned tiles. I have a game where there is a tile of Plains, no river, no forest, Unowned, before I have even Civil Service tech, which shows that it will give 3 Food with a farm, not just 2 food. The same type of tile nearby which is owned by me correctly shows 2 Food with a farm. So it's not showing the proper improvement yield on unowned territory in some cases for some reason. Maybe it's counting the Fertilizer bonus in for unowned tiles somehow? I'm not sure how the mod handles checking for having the technology, maybe it's built in.

I do have a bunch of other mods installed, but I am confident they're not causing this problem, I know what they do, I also am a modder, and I've carefully been reviewing and removing various mod conflicts, so I have a good idea of what I'm running and why. I have the "Balance - Less Rancid Resources" mod installed now, and it makes the first type of problem more visible due to increase food yields. For example, I first spotted this when I looked at a Desert/Hill/River/unimproved tile owned by another civ which showed a regular yield of 1 Food before (correct), but 6(!) Food with a Pasture. I think it's adding the +1 for being worked bonus twice, as well as the +2 (modded) connected sheep resource twice (2x1 + 2x2 = 6).

Please look into fixing this up, I like this mod but currently can't trust the improvement yields it shows me.
 
I am using CCMAT which has this mod included. I noticed an error with science from jungle tiles, which is a bonus with University. Your mod adds the 2 science on all different expected yields, but since they require the jungle to be shopped down, the science is lost.
 
Found a MOD-Incompatibility:
- Thal´s-Balance v5
- CsebMod - Extended Plot MouseOver Popup [V2] (UI)

Error: CSEB-MOD has no function after updating "Thal´s-Balance" to v5 with Patch 1.0.1.217
Info: Didnt change other MODs, used same activation-order, always clear cache before changing MODs.
CSEB worked fine with "Thal´s-Balance v4" on Patch 1.0.1.217
 
The mod is not being developed anymore, see top of first post for updated information. Thanks for all your kind words and I hope that I managed to contribute to the game and community even if just a little.
 
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