Fallout: Tame The Wastes

:confused: me no understand you what you do! :confused:
 
In the current release build, the city screen has custom pics on the left right and top of the screen making it look like compter screens, etc.

With play's UI I cannot find where to put the references to these pics so that they display in the background left top right on the city screen again.

You can see screen shots of the interface at the moddb link on the first page, if I still don't make sense! :D

Fixing the pedia back ground was easy, the city scren is proving a tad more elusive!

Turns out it was much more straight forward than I thought it would be, I just had to add in the old block of code to where it was missing, no difference!

Now I just need someone who wants to take the time to redo the pics to work with the new layout!

OOOOOOOOHHHHH DEON!!!!!
 
Then, the file CvOptionsScreenCallbackInterface.py is OK and can be put back into the folder Python/EntryPoints. It initialises the main 13 options + the 4 new ones.

In any case, it appears that the file CvMainInterface.py should stay with its two lines commented out. It crashes the game either way. It seems to me that these two lines are redundant anyway in relation to the CvOptionsScreenCallbackInterface.py file. Platy should enlighten us on this!

PS: note that in the BtS file CIV4GraphicOptionInfos.xml, one is wrongly tagged <PlayerOptionInfo>.

1) Codes in CvOptionsScreenCallbackInterface is to display the new options in the Options Screen, to allow users to toggle.

2) Codes in CvMainInterface is to set them to default values when game loads, else they are simply random.
 
In the current release build, the city screen has custom pics on the left right and top of the screen making it look like compter screens, etc.

With play's UI I cannot find where to put the references to these pics so that they display in the background left top right on the city screen again.

You can see screen shots of the interface at the moddb link on the first page, if I still don't make sense! :D

Fixing the pedia back ground was easy, the city scren is proving a tad more elusive!

Turns out it was much more straight forward than I thought it would be, I just had to add in the old block of code to where it was missing, no difference!

Now I just need someone who wants to take the time to redo the pics to work with the new layout!

OOOOOOOOHHHHH DEON!!!!!

Now I see!

I did the same thing than you and yes, the specialists are interfering with the right one. Maybe the buildings will interfere with the left one. I suppose you could try to play with the figures.

PS: that line is duplicated:
Code:
screen.addDDSGFC( "InterfaceTopLeftBackgroundWidget", 'Art/Interface/Screens/CS_top.tga', 258, 0, xResolution - 516, 189, WidgetTypes.WIDGET_GENERAL, -1, -1 )
 
1) Codes in CvOptionsScreenCallbackInterface is to display the new options in the Options Screen, to allow users to toggle.

2) Codes in CvMainInterface is to set them to default values when game loads, else they are simply random.

OK, thanks!

1) I don't see the 4 additional graphic options in the options screen (?)...

2) Why does it crash the game?
 
1) If you don't see them, obviously, the files/codes are removed.

2) It will crash when number of options don't tally. Either new options not added, or old ones removed.
 
1) I just found the Platy tab... :)

2) ? still... :(
 
Ah ah! got it! The guys at 'Rise of Mankind: A New Dawn' gave me the answer: it's the main CivilizationIV.ini that was troubling us: delete the options in it they said: it works, these values needed to be reset!

Now you can even restore Platy's CVMainInterface.py in all its glory! :D

Edit: wrong, see below. Graphic Options do not seem to be in this CivilizationIV.ini.
 
:mad: :mad: :mad:

Forget it: after a reload the game crashes even before the first screen!

(it was the main ini in Documents/My Games/etc...)

Commented out again the 2 lines in CvMainInterface.py...

[pissed] [pissed] [pissed]
 
Firstly let me just say very good idea for a mod, Yours is my first mod i have downloaded (noob lol)
but i really like wot u have at the moment i love the fallout universe and Civ games (mostly). Apart from the comments made by everyone else i have just 1 too add

Every military unit is a national unit that u can only create 5, i can understand the Big Powerful units u need to limit them, wot bout the armed survivors they r weak as piss and i can only have 5 ???

Is it me or am i missing something ?
 
I finished the robots

Spoiler :
robots_pwn.png


Firstly let me just say very good idea for a mod, Yours is my first mod i have downloaded (noob lol)
but i really like wot u have at the moment i love the fallout universe and Civ games (mostly). Apart from the comments made by everyone else i have just 1 too add

Every military unit is a national unit that u can only create 5, i can understand the Big Powerful units u need to limit them, wot bout the armed survivors they r weak as piss and i can only have 5 ???

Is it me or am i missing something ?

I might be wrong but I think it was made that way to stop the AI from spamming them.
 
Those look brilliant clanky! Now all we need is Prime :D

hmm... I thought I got rid of the natinal unit limits by now..

The AI has different spam limiter now.

The very original reason was to stop unit spamming in general, before pop. cost was introduced.

Maybe removing the limits was something I did after alpha4, or maybe you don't have the alpha4 version and you have an old download, my website is out of date because I have been having a lot of troubles logging in this year.

If in doubt, follow the moddb link and get alpha4 if you haven't already.

otherwise I will go back and fix the nat. limits for the next release.

you can also remove them yourself with a text editor if you can't wait.

assets/xml/units/unitclassinfos.xml

and change the 5 (or whatever number) to -1 for each unit to make it unlimited.

Like i said I thought I had fixed that already..
 
I have alpha4 already got them all at the same time. I really like the mod and will be paying close attention to it. Can't mod to save my life but if u need a tester ill put my name forward lol. I'll try what u said and see if it works
 
I have sent a message to our dev group manager, to add you to our group and we have tester threads there. But until then posting here is fine. Or in the bug thread if you find any bugs.

I just looked at the file, there should be 3 units with limits, the skav, thief and explorer. Plus missionaries and executives, everything else should be unlimited.

I attached my file incase yours is different. So you can replace it.

The reason for those 3 being limited is with the explorer I don't want people to be able to do too much exploring early on. The skav and thief are the earliest DOps units available, they can enter and attack territory without declaring war and the thief is invisible to none security units. So I don't want people having too many of those early on to avoid spam blasting opponents.
 

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