Ok first pass for the specialists in Vault Buildings is done.
Not sure what my next move is yet..
This
Spoiler :
On a more serious note did you ever get the unit upgrade chains working right in the pedia?
Ok first pass for the specialists in Vault Buildings is done.
Not sure what my next move is yet..
def updateSelectionButtons( self ):
screen = CyGInterfaceScreen( "MainInterface", CvScreenEnums.MAIN_INTERFACE )
pHeadSelectedCity = CyInterface().getHeadSelectedCity()
pHeadSelectedUnit = CyInterface().getHeadSelectedUnit()
# Find out our resolution
xResolution = screen.getXResolution()
yResolution = screen.getYResolution()
##I think this section handles centre console main buttons ##
iIconSize = (100/self.iSelectionLayer - 1)/6 * 4
iHeight = self.iSelectionLayer * (iIconSize + 2)
iWidth = (xResolution - (iMultiListXL+iMultiListXR) - 16) / (iIconSize + 2) * (iIconSize + 2)
screen.addMultiListControlGFC( "BottomButtonContainer", u"", iMultiListXL + 105, yResolution - 82, iWidth, iHeight, 1, iIconSize, iIconSize, TableStyles.TABLE_STYLE_STANDARD ) # Handles Button Position Table Box I think.
screen.clearMultiList( "BottomButtonContainer" )
screen.hide( "BottomButtonContainer" )
# All of the hides...
self.setMinimapButtonVisibility(False)
[COLOR="Red"]
screen.hideList( 0 )[/COLOR]
for i in xrange (gc.getNumEmphasizeInfos()):
screen.hide("Emphasize" + str(i))
# Hurry button show...
for i in xrange(gc.getNumHurryInfos()):
screen.hide("Hurry" + str(i))
# Conscript Button Show
screen.hide( "Conscript" )
screen.hide( "AutomateProduction" )
screen.hide( "AutomateCitizens" )
## Full Order List ##
screen.hide("FullOrderList")
# City Tabs
for i in xrange(CityTabTypes.NUM_CITYTAB_TYPES):
szButtonID = "CityTab" + str(i)
screen.hide(szButtonID)
screen.hide("SelectionLayerPlus")
screen.hide("SelectionLayerMinus")
## Advisor Filter ##
for i in xrange(6):
screen.hide("AdvisorFilter" + str(i))
for i in xrange(gc.getNumUnitCombatInfos() + 1):
screen.hide("UnitCombatFilter" + str(i))
screen.hide("CombatLayerPlus")
screen.hide("CombatLayerMinus")
screen.hide("PrereqFilter")
## Advisor Filter ##
I tell you one thing though, I am really enkoying the fact that I can now read all of the great quotes we scavenged together for the techs!
As far as I know what barbarians spawn is based on the tech level of the world. I don't know the exact way it works, but I think barbarians are a couple of techs behind everyone else in terms of what units spawn.
So possibly one thing we could do is make the death claw an actual unit instead of an animal, give it a certain tech prereq, and then make it unique to the barbs.
In terms of timeline though, we kind of join the waste at the end of the great exodus, so the BoS have just arrived at their new home and are about to found it, etc.