DLL Features

I checked out WoC 1.2, and Unit Statistics looks like it will be a lot faster. The downside is that it breaks saved-game compatibility. Thus, to include it in the BUG DLL, I'll need to make a separate merged version. There's no way to have it be optional at runtime using a single DLL. :(

That means SG players would have to agree on which DLL to use. I think that makes this a non-starter, but I wanted to check with the players first.
 
I've exposed AI_isWillingToTalk() to the Python layer so that I can add an icon to the scoreboard when an AI won't talk to you and have an alert as well. I'm looking for suggestions for the scoreboard icon to use. I'm thinking of a little talk bubble (like the "hi" icon attached to this post) with a red X over it.

Suggestions?

I contemplated putting a black (or other color) box over the mouths of the Attitude Icons when they won't talk, but that's probably too subtle.​
 
ooohhh - if you can expose other items to python, can we please have some for the logger ...

spaceship parts
all wonders / projects
withdrawal
fix the .isHuman so that it works
 
spaceship parts
all wonders / projects

Can you remind me exactly what about this doesn't work. IIRC, you don't get messages that projects like SS parts have been started; we need a matching "cityBuildingProject" event. What about processes (Wealth, Research, Culture) via "cityBuildingProcess"?

I believe wonders are just Buildings and we get all the correct messages about them.

withdrawal

I remember a thread between you and Dresden about the best way to fix this, but I don't remember the outcome. Was there a clear solution? Do you happen to remember which thread it was in?

fix the .isHuman so that it works

I'll check this. AFAIK it works, but I'm not really depending on it by itself anywhere.
 
It looks like that combat hover info shows

  1. XP gained if you win (but not if you withdraw?)
  2. # of hits to win
  3. Damage to attacker per hit
  4. # of hits to lose (defender to win)
  5. Damage to defender per hit
What do you guys think about the UGness of this?
 
Well, IMHO 2 and 4 can be grabbed easily from equal fights in the Combat log, so I can't see and anti-UG in that. The other ones are more blurry, but I definitely would like atleast #1.

And EmperorFool, I beleive that DanF didn't coded to show withdrawn XP because it is always 1 XP ;)
 
What do you guys think about the UGness of this?
Well, strictly speaking, that info is def AG (altered gameplay) - as useful /interesting as it is. However, would it change the way you actually play the game? I don't think so - thus I would not be against including it (not for it, but not against it either).
 
Interestingly this mirrors pretty much the discussion there was if there should be included a % in the combat odds hover back in the early vanilla days ( you can see it in the RB 1, if you forgot :p ). Technically it is altered gameplay, but the persons that will only attack to get 2 XP instead of 1 ( or in the old days, 80% instead of 79% ) will be probably doing that math already.....
 
My feeling is that 2-5 are purely neat from a game mechanics point of view but pretty much useless for altering your play-style, but then I haven't looked too much into it. The percent chance to win/withdraw are the key factors that I use to make a decision to attack or not.

#1 is the iffy one to me, but I agree that it's not really giving much away. It would more be useful for teaching newer players (and me!) how to gauge the XP you'll gain from a win. Will I be more likely to attack at risk for that extra +1 XP? I doubt it.
 
I just lost this whole post to a crash, so just the highlights . . .

I added four new items to the city bar hover today:

ProductionTradeCommerceinCityHover.png

The first three are typical boring city stats:

  • Normal :hammers:/turn, excluding overflow/chopping
  • Trade: total, foreign and overseas foreign
  • :commerce:/turn (so exciting!)
The last item is a little more :cool::

BuildingIcons.png

Hooray for icons!

I got sick of the city's stats being pushed off the top of the screen by a long list of building names in the late game.

Oh, one extra tidbit: When you give a unit a custom name that contains the unit type, the unit type won't be shown in parentheses after the name anymore.

No more ugly redundancy.

Rifleman 4 of London (Rifleman)

You'll still see it when you upgrade, of course.

Rifleman 4 of London (Infantry)​
 
Oh, one extra tidbit: When you give a unit a custom name that contains the unit type, the unit type won't be shown in parentheses after the name anymore.

No more ugly redundancy.

Rifleman 4 of London (Rifleman)

You'll still see it when you upgrade, of course.

Rifleman 4 of London (Infantry)​

Great!

No possibility to have that name updated automatically, I suppose?
If it checks the type name against the user name to hide the type name when they are equal, can't it modify the user name if they are not?
Optionally, if possible.
Even if the problem is with the promotion event, it can be ok if this change happens on loading.
 
Any release date for the next version, EF?

I'd like to get 3.6 out this week. We haven't made any changes to the codebase for a couple weeks, so it should be pretty stable. The new installer seems to work okay, but I'd like to get more people to test it first.

As for the DLL--that's going to be a while. First 3.6, then I'll push in all the Python changes needed for the DLL to our SVN. Once that's tested a bit, we'll release 4.0 with a shiny DLL. :D
 
Not wanting to get too distracted by the 3.6 release (:D) I added a few things to the DLL:

  • Hold CTRL when hovering over the City Bar to see base values for :hammers:, :traderoute:, :commerce:, :science:, :gold:, :culture:, :espionage:, and :gp: (excluding trait/building/civics modifiers).
  • Hovering over a Remove Specialist button shows the Specialists effects. This is for the Specialist Stacker which doesn't always have an Add button.
  • Regenerate map shortcut (ALT + G)
  • Combat XP Info from DanF5771
  • Amphibious landing fix from Firaxis
  • XXX XXXXXX
I'm keeping that last one as a surprise. :cool:
 
Not wanting to get too distracted by the 3.6 release (:D) I added a few things to the DLL:

  • XXX XXXXXX
I'm keeping that last one as a surprise. :cool:
Oooo Oooo, Mr Kotter, Mr Kotter, pick me, pick me. I know what it is! I do, I do!

Spoiler :
guess I am showing my age with that Kotter reference
 
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