terrasol said:this would be also a possible solution
elhoim said:I´m having this problem in a Earth Scenario I´m playing... Do you know what may be the cause?
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On a side note, I was thinking of a addition that may be interesting: A page with three colums: The first has all the civs, one civ in each row, the second has all the civs that the civ from the first column considers friends, and in the third shows all the civs that the same civ considers enemies. I know that is the function of the glance page, but it is a little clumsy in showing that, especially when there are lots of civs. This way it would be faster and easier to see. The problem is that there is no more space to put it... Anyway, it was just an idea I had while I was taking a shower, but I think it might be interesting...
Xarlak said:I've been having a slight problem in the interface. Down on the tabs, instead of "Info", the screen says "TXT_KEY_FOREIGN_ADVISOR_INF". Here's a screenshot:
Other than that, a highly useful mod. Kudos.
Tous said:However, i dont quite understand how to use both.
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If both mods use the file "CvScreensInterface.py in CustomAssets\python\entrypoints"![]()
I dont quite understand.........?? Is it diffrent becasue I am using the Modified Special domestic advisor?
Help Please.
I was going to ask this very thing. It sometimes looks to me like the techs the AI can research that you can also research. If they can research something that you cannot I think it doesn't show up.Qitai said:What is the logic you are using to determine what the AI can research? It looks to me that the logic is not completely correct. Maybe we can improve it collectively if you can share it.
Also, I think I figure out a way to sometimes (not always) determine exactly (or a set of possibilities) what the AI is researching using just informtation the game displays (I.e., no cheating - just logical determination/elimination of possibilities). The gist of this method is that the tech they are currently researching is not in the list of wants.