Dynamic Culture Overview

I have not had the possibility to try it out in a complete game, but I have played a couple of incomplete 2 to 4-player MP games via MPMPM, I consider them "test games" as we try out new Mod features. So far, I have not noticed anything weird with this Mod and the small modifications I made to it. The buildings show up fine in the list and you can change and move GWs around as you wish.
 
I have not had the possibility to try it out in a complete game, but I have played a couple of incomplete 2 to 4-player MP games via MPMPM, I consider them "test games" as we try out new Mod features. So far, I have not noticed anything weird with this Mod and the small modifications I made to it. The buildings show up fine in the list and you can change and move GWs around as you wish.

Ah, good to know you already improved the code !
I also plan to include this mod in my Multiplayer modpack, thanks! :)
 
I have not had the possibility to try it out in a complete game, but I have played a couple of incomplete 2 to 4-player MP games via MPMPM, I consider them "test games" as we try out new Mod features. So far, I have not noticed anything weird with this Mod and the small modifications I made to it. The buildings show up fine in the list and you can change and move GWs around as you wish.

I have tested it in a game with 7 Civs adding new GW buildings:
- Colonialist Legacies Mexico
- Leugi's Peru
- JFD's The Papal States
- JFD's Iceland
- MC's Tibet
- Leugi's Cuba
- Colonialist Legacies Vietnam

I have tested it purely for the Culture Screen purpose, some of them I still haven't tested from the other perspectives that could affect the modpack, but this is stage 2 :)
I had to remove Leugi's Bolivia from the pack, as it GW building is bugged, but soon I will add Armenia to see if it works ok in modpacks.

Your method works great. All the buildings are visible, and they function like they should. You can move great works around, theming bonuses are in place.

The only problem is that the screen can get a bit messy. When you play with all of those civs included, the game will scan for all the GW building of all the civilizations in the database, not only the ones that are playing in the current game - so you would get 11 buildings with single slots in the row (the standard and modified versions of normal buildings, with only 1 slot), and if you're unlucky, you can get up to 20 GW buildings in a column under the city name (Museum, Broadcast Tower, Palace, all National and World Wonders).

When I think of it, there must be a way for this mod to check only the buildings of Civs actually in play, instead of all Civs installed. Maybe it could update the Culture Screen after the staring screen, not after loading? Now I'm unfortunately sure I cannot write such a modification myself, but maybe you have an idea?
Or maybe the mod's author? :)
 
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