DLL Features

when???

i cant wait much longer!!! argh!!! lol.

atleast give us a preview DLL to play around with.

p.s. i pulled the game core source into visual studio last night. i used to do alot of C++ coding myself some years back, but haven't for some time. Mostly was just playing around with DirectX etc. and making simple games.

anyway i was wondering where you're making these types of changes? i haven't looked through all of it yet. but there's not much commenting going on in those source files.
 
I was really hoping to make a release this weekend, actually. I apologize for the delay, but I have a lot going on right now IRL. I've been lucky to have time to keep up on the forums.

The main delay is that the DLL requires some BUG changes, and I want to make absolutely sure that I won't bork BUG when the DLL isn't running. As well, since BUG and BULL will have separate release cycles, I need to write the BUG changes such that the DLL can keep changing while BUG remains fairly static. If they were released together, this would be less important.

Most of my changes have been in CvGameTextMgr.cpp which does all the hover text. There's a single one for the city bar: setCityBarHelp().
 
You have nothing to apologize for. You've practically made Civ 5 out of the game through UI improvement alone.

That being said, the BUG fans are going to start committing suicide at a rate of one per day until the DLL release. :suicide:

No pressure.;)
 
I just hope that the dll work doesn't hinder the python, that still has a lot of margin to improve ( *hint*espionage screen *hint* ) :p
You just can't say 'improve the so-and-so screen without concrete suggestions (and ideally a modified py file!). So .. rolo .. spill - what do you want done to the espionage screen?
 
[hijack DLL thread]
You just can't say 'improve the so-and-so screen without concrete suggestions (and ideally a modified py file!). So .. rolo .. spill - what do you want done to the espionage screen?
I already gave concrete suggestions in the relevant thread about the espionage screen a while ago ;).

But for the record ( because I do not expect anyone sane to dig the requests thread :D ), in the espionage screen I sugested:

-A world map for spies, pretty much F5 style ( as spies have that annoying tendency to disapear without a trace or to fly entire continents instanly to the capital , it is important to have a good idea where and if they are )

-A centralized spy options tab ( probably merged with the above ) showing exactly what any spy in any place can do at the moment (This one annoys me since BtS was launched... why on earth I have to go to the city, click on the spy, open the options, if necessary open a second set of options, just to see if there is anything interesting to me and the EP price of that? Huge potential for misclick ..... not mentioning that it is boring )

-If possible, insert a slider ( Field of view style ) in the EP weight ( I know it doesn't sound like a lot, but try to put 55 in the EP weight :p )

-Make it possible to rank cities by the cost of the missions ( preferably with the modifiers showable in a separate box or ( oh, a DLL feature ;) ) in a hover ... that would allow to see what can be done for maximizing the espionage effectiveness )

I already posted all of this in the request threads at diferent ocasions :p

[/hijack DLL thread]
 
hmm - all good. How about posting them to our sourceforge acct as a suggestion so we don't lose them :D.
 
"do I have to stop this car?"
 
I was pushing it a little I suppose. It was meant only as a funny way to express my enthusiasm and impatience. :mischief:
 
I've added the amount and # of turns until production decay to the unit/building hover and show two indicators in the build queue.

First, when you get within X (configurable) turns of losing :hammers: due to decay, the hover will tell you how many you'll lose and how many more turns of decay-free non-production you have. The item in the build queue will show a yellow exclamation mark before it.

ProductionDecayWarning.png

Second, once you reach the turn where you will get decay if you don't put :hammers: into the item, the hover will tell you how many and say "this turn." If the item is not first in the queue, the indicator in the build queue will change to two red exclamation marks.

ProductionDecayFinalWarning.png
 
Back
Top Bottom