Improved Notifications

Do you take notification requests?

I'm interested in a notification for when a city has an unemployed citizen (slacker).
 
Do you take notification requests?

I'm interested in a notification for when a city has an unemployed citizen (slacker).

Well, I doubt I'll get around to adding any more notifications any time soon (the two I added were pretty necessary) because I'm busy doing other things but if I do I'll keep it in mind.

Edit: Meanwhile, I'd suggest using CivWillard which you can set to display unemployed citizens in the options menu

Zyx: Thanks for the icon, I'll see about adding it (but I'm not going to make a new release just for that ;))
 
It's alright, no rush for the custom icon... but while you're thinking about working on a new release, there's this weird effect when games are reloaded;

-- A memory pool of previous Notifications are reshown on startup, i like purple hexes but not when they're spawning like hell! I think the scroll bar has about 80+ of 'hem all neatly line up while the overlay for these map tiles is (of course) deployed as well. ;)
See below...
 

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Huh very weird, I never witnessed that - and it shouldn't be possible to happen unless the game triggers an ownership change for all of these tiles when you reload. The mod doesn't save the notifications so that's the only explanation I can think of... is anybody else seeing something like this?
 
I should have mentioned that the whole bunch of Notifications "flaw" mostly occurs for late games reloads since there's more processing to do by the amount of cities & new territorial ranges routine calls - and i see that others have experienced this as well.
While i'm here, i'd have another small fine-tuning request before you start compiling the next version;

-- Six of the description lines in the options popup have "CAPITALIZED_TEXT" stuff instead of the usual proper notes style.
-- The scroll bar is actually outside the Grid framework... if it isn't too much to ask, i'd prefer it to be integrated inside the popup too. Maybe on the left-side near the check-boxes for less wrist scrolling acrobatics!

See below...
 

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Ah ok I have a theory about why these notifications might fire again. I'll look into it.

I should have mentioned that the whole bunch of Notifications "flaw" mostly occurs for late games reloads since there's more processing to do by the amount of cities & new territorial ranges routine calls - and i see that others have experienced this as well.
While i'm here, i'd have another small fine-tuning request before you start compiling the next version;

-- Four of the description lines in the options popup have "CAPITALIZED_TEXT" stuff instead of the usual proper notes style.
-- The scroll bar is actually outside the Grid framework... if it isn't too much to ask, i'd prefer it to be integrated inside the popup too. Maybe on the left-side near the check-boxes for less wrist scrolling acrobatics!

See below...

The capitalized text is for notifications of which I don't know what they do. Not sure what you're asking for the scrollbar? Why is it a problem that it's not inside the grid?
 
I'll also check out the missing sixes to see if i can determine their exact effects & chime in here once i have solid evidence.
The outside scrollbar simply feels "visually" strange -- possibly only, to me. Not a priority, just an if then else as you decide.

(PS; Tech_Award certainly looks like either a tech was finished or gained from Ruins, or somethin')
 
I just started modding my Civ V install and love this mod. However, I noticed it had some incompatibilities with "Liberation boost." I couldn't find a reason why, though my modding knowledge is slim to nil. When running this mod with yours it prevents the notification options pop up from opening. Once you try to open that window and fail, you won't be able to open the social policy or advisor windows either.

Attaching a copy of the mod I'm talking about.
 

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This mod won't work with most mods that add custom pop ups as of now. This is due to the fact that alpaca took a different approach to the notification modularity problem than was the "standard" beforehand. The issue was that the previous standard required extra assignments to several core files and until there is an easy way to standardize the methods modders take, you'll need to choose.
 
"City is Starving" could use some Red hex improved_notification_symbol for itself wouldn't you agree, alpaca?
Magenta for cultural expansion, Green for population growth -- might as well!
;)

Red should be Vector4(.8,.2,.2,1) methinks

With my current method this would require creating a new notification, which I don't have time for. The only red I know that works is (1,0,0,1) but there might be others
 
Huh? New notification? I haven't explored your base code but i still get the regular_stock_default vanilla Starving stuff (as in warning, not the actual one-pop subtraction) on the UI.
If it is *possible* without too much work, then make it happen.
If not, well... it doesn't really matter since it's not a formal priority, IMO.
 
I would have to replace the starvation notification with my own version to be able to do things like remove the highlight when dismissing the notification. You will notice that if you use the vanilla growth notification, it doesn't have highlighting, either.

May do it at some point in the future but don't have enough time atm
 
Sounds good. I could use your eyes for five minutes on the ccmat code in the new thread if you ever get a chance. I keep throwing a notification class error and cannot for the life of me discover why
 
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