Feedback and Suggestions

We need a proper debug window with buttons and checkboxes and stuff. Remembering all the hotkeys is a pain. Also I get malfunctioning python and asserts when using those. The game appears to work though. Well mostly because the DISPLAYED yield production on the center plot is wrong. The calculated when hovering is correct. Somehow CvCity->getOwnerINLINE() returns the active player rather than the actual owner, but only for the GUI, not the backend calculations.... quite weird.

Anyway the AI look half decent, but then again I look at natives and all their units are the same meaning the expert issue is not present.
 
We need a proper debug window with buttons and checkboxes and stuff. Remembering all the hotkeys is a pain. Also I get malfunctioning python and asserts when using those. The game appears to work though. Well mostly because the DISPLAYED yield production on the center plot is wrong. The calculated when hovering is correct. Somehow CvCity->getOwnerINLINE() returns the active player rather than the actual owner, but only for the GUI, not the backend calculations.... quite weird.

Anyway the AI look half decent, but then again I look at natives and all their units are the same meaning the expert issue is not present.

I need someone to make posts on the forums for me, most my day has been doing this and thinking about ideas. I've taken a few turns in my game though.

I wouldn't worry about the AI so much until we are ready to do an overhaul or at least a mass improvement. The last time I played through (before this last release) the AI beat me to their Conquest and won, so they can't be that broken. Where they are hurting is mid game conflicts, like if attacked by the Player. They can prepare for the final and it is basically just acquiring defensive units and holding out. If the King takes one of their Cities they are done as they will not send a force to recapture it before time expires, even if they hold the advantage.
 
I need someone to make posts on the forums for me, most my day has been doing this and thinking about ideas. I've taken a few turns in my game though.
BUt I thought forum activity indicated modding activity... now you are saying that forum activity prevents modding activity :crazyeye:

That makes no forum activity ideal..... or not.
 
BUt I thought forum activity indicated modding activity... now you are saying that forum activity prevents modding activity :crazyeye:

That makes no forum activity ideal..... or not.

It indicates future modding activity ;)
 
I don't know if you guys are interested in this concept, I think you were talking about it in the Radical thread, but archid has just got the Old Mod Dynamic Traits working in FTTW, you should be able to find all the content and changes in archids SourceForge link in Night's thread in the Group Vault if you wanted to investigate it.

It basically allows player actions to gain and lose Leader Traits throughout the game.

It's gonna be pretty cool!
 
I don't know if you guys are interested in this concept, I think you were talking about it in the Radical thread, but archid has just got the Old Mod Dynamic Traits working in FTTW, you should be able to find all the content and changes in archids SourceForge link in Night's thread in the Group Vault if you wanted to investigate it.

It basically allows player actions to gain and lose Leader Traits throughout the game.

It's gonna be pretty cool!

Wow, that does sound interesting. Where did you find this guy, get him over here, all sneaky like if you have too;):assimilate::viking:
 
Hehehe Never HE IS MINE!!!!

I spent a long time telling him how awesome his modcomps are and it paid off big time :P

The good news is that all of the FTTW work he has done, should be clearly marked and laid out in source forge, so you are welcome to have at anything that is compatible/usable with Col.
 
The good news is that all of the FTTW work he has done, should be clearly marked and laid out in source forge, so you are welcome to have at anything that is compatible/usable with Col.
I have a plasma rifle. We will take him. The question if I have to shoot you or not :devil:

I looked at the code at one point (it was crashing my game or couldn't compile or something). While the concept is cool, I think it will be obsolete by moving traits into civics. Adding and removing civics is not that tricky to do. The GUI is another story though. It's possible that we could use code for a GUI and then make it do something entirely different in the DLL.
 
I just came across a link to what I thought was a potential interesting mod, but then it was for civ5 :cry:
However I spotted one interesting feature in it. You get a bonus luxury in the city if at least two specific improvements are worked from the city at the same time. That made me think. Would it make sense to introduce some sort of bonus to cities where X plots with a certain improvement is being worked with the same profession?

Something like +1 food for each farmer if there is at least 3 farmers working on irrigated plots. Maybe the units will have to have production bonus as well (like expert farmers).
 
That certainly sounds interesting.

It reminds me of the Master Of Mana feature (and possibly some of the other big fantasy mods).

It has adjacency bonuses for certain improvements being next to others.

Something like:

Mine --> Workshop +1 Hammer
Farm --> Windmill +1 Food
Village ---> Workshop +1 Gold

etc.

It was cool because it really made you think about the design of your city squares and then it's overall Yield leaning. Such as lots of hills and plains means lots of mines means lots of workshops means lots of hammers. Lots of grass and a couple hills means lots of farms, lots of windmills, lots of food.
 
The only thing I have against bonuses from neighbor plots is possible performance issues. I would like some sort of bonus for 3 farmers in a row or something like that, but it will clash way too hard with the AI trying to find professions for all units. Caching bonuses based purely on improvements could be feasible though. Something like a plot caches how many neighbors have the same improvement or something like that. The cache would only be recalculated when plots change owner or improvement.
 
Very small suggestion: could the research target and turns it takes to finish it, be shown on the main screen interface? Or is it only kept in the research advisor screen for purpose?
 
Very small suggestion: could the research target and turns it takes to finish it, be shown on the main screen interface? Or is it only kept in the research advisor screen for purpose?
There is a very good reason why it is left out of the main screen. Nobody spend the time needed to figure out how to add it :lol:
Presumably it's just a matter of finding it in BTS and copy the code and mod it slightly to fit our function names.

If you figure it out, it can be added. I miss it too, but somehow other tasks have always taken priority.
 
Very small suggestion: could the research target and turns it takes to finish it, be shown on the main screen interface? Or is it only kept in the research advisor screen for purpose?

Yeah, I am working on GUI improvements with Civics and I've been meaning to do this as well so I'll throw it in. There is already a bar in the Tech Screen, so all it amounts to is adding it to the main screen and making it look good.
 
Ok, I've added the Research Bar to main screen (initial setup). It doesn't display what you are researching as I placed it under the Turn/Date Text. If the Techs ever have Icons made for them we can perhaps add the Icon there with help text. I thought about doing a combo with the Trade Points progress as well but since you can't really change that value I left it alone for now.

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