Exotic Foreign Advisor

David Smith said:
Post #38 link doesn't let you download the saved game at all.

Hmmm, I'm getting the same thing as David Smith...

When to combine the 2 mods both the advisors I mean. I just get the last one I installed. I do what you say but it says it exists anyways.

?

I'm not sure I understand what you're saying. Are you saying that you COULDN'T get both installed? Or were they both working?

Req
 
Thank you for your three mods, Requies. I'm using all three of them and it has greatly improved the playability of civ4.

Dusty4prez said:
When to combine the 2 mods both the advisors I mean. I just get the last one I installed. I do what you say but it says it exists anyways.

As I'm also using multiple mods made by Requies, I might know what you're talking about.

First install both mods (extract the files in the directory My Documents\My Games\Civilization 4\ ).
Then after both have been installed, go to the directory My Documents\My Games\Civilization 4\CustomAssets\python\entrypoints and remove the file CvScreensInterface.py and rename the file CvReqScreensInterface.py to
CvScreensInterface.py.

In the installation description for the Exotic Foreign Advisor, there's one sentence that also describes this process:
"Note: If you have BOTH the Special Domestic Advisor and the Exotic Foreign Advisor, install the CvReqScreensInterface.py AS CvScreensInterface.py in the aforementioned directory."
It's a bit short in its description and maybe that was a bit misleading for you. There's no such description in the Special Domestic Advisor by the way.
 
I accidentally posted my pic under the other topic anyways would you post a screenshot of what it should loook like?
 
It would also be interesting to have the tradeable gold info in the same screen as the resources, so it´s easy to see to which civ sell a resource for the highest price...
 
Sorry for double posting, don´t know what happened...
 
Dusty4prez said:
I accidentally posted my pic under the other topic anyways would you post a screenshot of what it should loook like?

Requies responded to your post in the other thread, and I can't explain it any clearer than he does. I hope that you understand his post.
 
Major Tom said:
I've submitted a new link. Hope it works.

Ok, I got it (or downloaded it).

We'll see if I can figure something out.

I would suggest though that you expect the gold to NOT be available in future versions as it doesn't look very promising in finding a formula.

I'll do what I can, though.

It would also be interesting to have the tradeable gold info in the same screen as the resources, so it´s easy to see to which civ sell a resource for the highest price...

It'd be nice, but it's looking like ALL the gold (and in this case it would be gold/turn) via diplomacy will be hard to calculate (if nigh impossible)....

Req
 
Roland Johansen said:
Thank you for your three mods, Requies. I'm using all three of them and it has greatly improved the playability of civ4.



As I'm also using multiple mods made by Requies, I might know what you're talking about.

First install both mods (extract the files in the directory My Documents\My Games\Civilization 4\ ).
Then after both have been installed, go to the directory My Documents\My Games\Civilization 4\CustomAssets\python\entrypoints and remove the file CvScreensInterface.py and rename the file CvReqScreensInterface.py to
CvScreensInterface.py.

In the installation description for the Exotic Foreign Advisor, there's one sentence that also describes this process:
"Note: If you have BOTH the Special Domestic Advisor and the Exotic Foreign Advisor, install the CvReqScreensInterface.py AS CvScreensInterface.py in the aforementioned directory."
It's a bit short in its description and maybe that was a bit misleading for you. There's no such description in the Special Domestic Advisor by the way.

Glad I could help. I just wrote them for myself, but I figured that others would appreciate the benefits, also :lol:, so I post them up.

Thank YOU for helping out with others, it's hard to respond to everyone possible when you have a limited amount of time for changing code, debugging AND playing cIV :D

Req
 
Requies said:
Glad I could help. I just wrote them for myself, but I figured that others would appreciate the benefits, also :lol:, so I post them up.

I really like that spirit and I'm glad that I could help you a little with someone with installing problems. I hope that Dusty4prez has figured out how to install it.

I wanted to add something to the gold discussion: in my game the amounts of gold in the adviser menu do seem to be correct, so for me they are pretty useful. Did you yourself have any occurrences of the mismatch between the advisor's gold numbers and the actual numbers? Or does it only happen for some players. Maybe it only occurs under some circumstances, or maybe I was just lucky in my game...
 
Roland Johansen said:
I really like that spirit and I'm glad that I could help you a little with someone with installing problems. I hope that Dusty4prez has figured out how to install it.

I wanted to add something to the gold discussion: in my game the amounts of gold in the adviser menu do seem to be correct, so for me they are pretty useful. Did you yourself have any occurrences of the mismatch between the advisor's gold numbers and the actual numbers? Or does it only happen for some players. Maybe it only occurs under some circumstances, or maybe I was just lucky in my game...

It has happened to me. In my most recent game, I saw the discrepancy.

Req
 
Yes, I got thanks for both of your help.
 
Requies said:
Ok, I got it (or downloaded it).

We'll see if I can figure something out.

I would suggest though that you expect the gold to NOT be available in future versions as it doesn't look very promising in finding a formula.

I'll do what I can, though.



It'd be nice, but it's looking like ALL the gold (and in this case it would be gold/turn) via diplomacy will be hard to calculate (if nigh impossible)....

Req

Ok, some good news and some bad news.....

First, the good news.

I figured out the main portion of the formula to calculate the gold available for trading (which is different from the treasury).

It's basically (where ROUND (x, 10) means round down to the nearest 10):

ROUND (POP Size of Civ * iMaxGoldTradePercent * (Turns after first contact + 10) / 100, 10)

Unfortunately, that leads me to the bad news. AFAICT, there's NO function which let's me know when you met another civ. So, there's no way to calculate this value UNLESS YOU SAVE IT ELSEWHERE.

Since I'm trying to make these advisors as seamless as possible, I can't justify making the gold available calculations in there unless I can get the function from somewhere.

In addition, to this, there's some additional modifier which alters the gold available based on something along the lines of if the player has lost a city (or something like that). This is why sometimes have negative values for Gold (I think it's a bug, but whatever).

So, unless you guys can find a function which let's us know the turn one civ met another, there's no way I can include the Gold available for trade in the Foreign Advisor....

Req
 
It would be great if you could also put the gold available for trade in the tech tab, because that´s the main use you can give to gold. If I want to trade a tech and I have to decide between two civs, I´ll give it to the one that can give more gold for it (besides another tech of course). What I mean is that gold is mainly used in tech transactions, so it would be cool to have that info in the same screen as the tech trade screen.

The same applies for gold per turn but with the resources trade screen, it´s a pity you cann´t find the string for it. I hate to speak with each leader that can buy me a resource to find out who can give the best deal...

EDIT: Consider working with SupremeOverlord, his resource tab is excellent! It would be great that you could join the two mods together!

http://forums.civfanatics.com/showthread.php?t=147890
 
Will this work with 1.52? I loved this mod but it's acting flaky and I don't know if I have to reinstall it or wait for a modded mod.
 
mgdpublic said:
Will this work with 1.52? I loved this mod but it's acting flaky and I don't know if I have to reinstall it or wait for a modded mod.

This enhancement will not work with 1.52 currently. I've already made the changes to fix that, but I'm still trying to incorporate some features into it before the next version....

Question to all you guys:

Should I still have the gold and gold/turn info in the Gold Tab? Since it's already in the resource and tech view, it might be superfluous.....

Just wondering.....

Req
 
Is it possible to add a row sort on the at-a-glance screen? I always want to know what everyone else's view is about a leader, to determine who'll get upset if I trade with them. It'd be nice to be able to sort other's views of a leader in order of most liked to most hated :)


For the Resources view, how about something like this:


resourceview1ur.jpg




You've got strategic, food, and luxury resources, with a leader scrollbar if necessary. Grayed-out icons indicate you only have one of that resource remaining (50% opacity and desaturated), while a number indicates a quantity. You've got the gold per turn the leader can trade, followed by what resources they have, tinted red if they're unwilling to trade it. Displaying your own leader isn't even necessary when the resources are shown by each. This opens up a spot for someone else on the list (and makes a whole lot more sense :))
 
Should I still have the gold and gold/turn info in the Gold Tab? Since it's already in the resource and tech view, it might be superfluous.....

No, remove it. Are you going to use SupremeOverlords mod as a base for resource and technologies? Because his mod in those aspects is great, very clean and detailed. Besides, he´s not going to work on it anymore...
 
2 b) The color coding right now is if a player's attitude toward another is +3 or more, it's green. If it's -3 or less, it's red. This might change depending upon other's feedback.

Could you set colors on the attitudes: annoyed & furious - RED, pleased & friendly - GREEN?
 
Thalassicus said:
Is it possible to add a row sort on the at-a-glance screen? I always want to know what everyone else's view is about a leader, to determine who'll get upset if I trade with them. It'd be nice to be able to sort other's views of a leader in order of most liked to most hated :)

I thought that people only hated you if you traded with their WORST enemy? That's why I have sorting by the column, so you can somewhat quickly tell who someone's worst enemy is. I didn't think it mattered what a AI felt about another UNLESS he was a worst enemy (or a good friend). And those you can tell better by the column sorting and color coding of relations (which I've added).

Thalassicus said:
For the Resources view, how about something like this:


resourceview1ur.jpg




You've got strategic, food, and luxury resources, with a leader scrollbar if necessary. Grayed-out icons indicate you only have one of that resource remaining (50% opacity and desaturated), while a number indicates a quantity. You've got the gold per turn the leader can trade, followed by what resources they have, tinted red if they're unwilling to trade it. Displaying your own leader isn't even necessary when the resources are shown by each. This opens up a spot for someone else on the list (and makes a whole lot more sense :))

Hmmmm, interesting. I'll think about it. Right now, I'm just going to integrate (well, I already have) SupremeOverlord's version. But I'll definitely think about this in the future.

elhoim said:
No, remove it. Are you going to use SupremeOverlords mod as a base for resource and technologies? Because his mod in those aspects is great, very clean and detailed. Besides, he´s not going to work on it anymore...

Ok. I have already added it in.

Ali Garch said:
Could you set colors on the attitudes: annoyed & furious - RED, pleased & friendly - GREEN?

Already changed it to furious = RED, annoyed = MAGENTA, pleased = CYAN, and friendly = GREEN. Haven't released it yet, as I'm incorporating a couple more changes. Can anyone think of a better color coding? I think I have the YELLOW, PURPLE, and BLUE colors available, but that's pretty much it :/.

ED: oops, I actually use Magenta for annoyed instead of purple.

Req
 
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