[mod] Log changes

eotinb said:
autolog v1.1
by eotinb

QUIRKS:

The type of result you get from a tribal village is handled in the game as an integer. I have figured out some of them through trial and error, but some results are pretty rare and in any case I don't have all of them yet. Right now, if the result is something I don't know the code for, I just report the integer, so you might see "Tribal village result: 4." If documenting goody hut results is important to you, I recommend using a custom log entry (Alt+E) for now. Please pass along any additional codes you figure out (or any corrections to the ones I already have) and I'll make the changes.

From the cIV API website:

-1 = NO_GOODY
0 = GOODY_LOW_GOLD
1 = GOODY_HIGH_GOLD
2 = GOODY_MAP
3 = GOODY_SETTLER
4 = GOODY_WARRIOR
5 = GOODY_SCOUT
6 = GOODY_WORKER
7 = GOODY_EXPERIENCE
8 = GOODY_HEALING
9 = GOODY_TECH
10 = GOODY_BARBARIANS_WEAK
11 = GOODY_BARBARIANS_STRONG

Those should be correct, even if it's not defined properly in Python (like the Specialist info :rolleyes:)
 
Requies said:
From the cIV API website:

-1 = NO_GOODY
0 = GOODY_LOW_GOLD
1 = GOODY_HIGH_GOLD
2 = GOODY_MAP
3 = GOODY_SETTLER
4 = GOODY_WARRIOR
5 = GOODY_SCOUT
6 = GOODY_WORKER
7 = GOODY_EXPERIENCE
8 = GOODY_HEALING
9 = GOODY_TECH
10 = GOODY_BARBARIANS_WEAK
11 = GOODY_BARBARIANS_STRONG

Those should be correct, even if it's not defined properly in Python (like the Specialist info :rolleyes:)
Excellent! Was that at http://civilization4.net/files/modding/PythonAPI/? Because I'm sure I looked there and I never saw this. Anyway, thanks.
 
eotinb said:
Excellent! Was that at http://civilization4.net/files/modding/PythonAPI/? Because I'm sure I looked there and I never saw this. Anyway, thanks.

Yup. Look in the Lower Left Corner Frame (which holds all the different Types they defined), and click on GoodyTypes.

It's an very useful resource to at least get you an idea of what is what. (help and dir is great for getting DETAILED and up-to-date info, but that site gives you the information at a glance).

Req
 
Mysterio10000 said:
Since I've never played a GotM game, I'd be interested in knowing why this mod would be useful for those. Could someone enlighten me? :scan:

I've never played on either, but I believe they like to keep logs of what happens so that they can compare notes on what each person did, and therefore learn from their mistakes.

I believe this mod was originally meant for SGing, though.

Req
 
Req is exactly right. I played GOTM1 without it thought, as it seemed like it might be disallowed beause any modifications to the Python files give opportunities to cheat. I am not aware of anyone actually using this mod with GOTM1, although several have mentioned something along those lines.
 
eotinb said:
I am not aware of anyone actually using this mod with GOTM1, although several have mentioned something along those lines.

I used it in GOTM1. IN GOTM games theres whats called a QSC competition. Basically you keep track of everything you do up until 1000 BC and submit your log and your save into the GOTM site. Your QSC game is checked and rated by production, population, #cities, #units, technology, contacts, and possibly a few others I can't remember. There's no awards that are given for best overall QSC score, but it does allow you to see how your beginning game compares to everyone else.

I was once ranked like 2nd in QSC score and ended the game ranked in the 90's or worse.:lol:

BTW, when I say you log everything for your QSC submission, I mean everything. Such as stating:

Scout N, N. Worker moves NW and begins road.
Learn Writing, begin research on Alphabet at 100% science.

See what I mean? With this mod it was very easy for me to keep a log for my QSC submission.

If you're really curious check out the QSC results page.

For your information, no QSC submissions were being accepted for CivIV GOTM1 according to AlanH.
 
Eotinb: Just started using your latest log and it is great. :goodjob: It's one of the top 2 or 3 mods out right now. I have a little problem though: would your log in any way cause the icons above the city names (religions, top science/gold/production, etc.) to disappear...or was it something I did? :blush:

back when I did QSC, I logged everything including unit movement. Towards the end I was lazier and I just put important stuff like techs, trades, and cities founded. Some people who turned in QSCs hardly put anything on their logs. :spank: My point is that I think eotinb's log is pretty adequate for a QSC log if it includes trades, and of course your thoughts on why you did certain actions.
 
eotinb said:
I played GOTM1 without it thought, as it seemed like it might be disallowed beause any modifications to the Python files give opportunities to cheat.

DaveShack asked Ainwood (GOTM Staff) if this mod was allowed in the GOTM games and he stated it was. The GOTM game doesn't seem to mind the mod as I already mentioned I am using it in GOTM1.
 
Glad you like it MP. As to your question, I can't think of any reason my mod would do that. If, however, you had tried one of the many excellent Domestic Advisor mods out there (I like Requies', linked to in his sig above), or went back to the default from one, that could happen -- it certainly has to me. Just clear the cache (hold shift during startup).

And I'm trying to get trades to work out. At first I thought it was hopeless (really just too difficult to bother with) but I'm doing much of the same work that is required anyway for the notifications mod I'm working on (to replicate many of the useful functions of CivAssistII), so maybe it will make it into a future version.
 
@eotinb - you may want to indicate in your first post that it is allowed for GOTM use. Confirmed answer, see this post.

I've seen your notes in LK108 but was waiting to hear if it could be used in GOTM before I installed it.
 
Thanks Gator -- I've made the change.

Also, I went ahead and put in all the tribal village results Req found and updated to the first post to v1.2. Still working on getting trades to work -- I think that's the last major missing piece (other than getting war and peace declarations to work properly).

One more thing: I have found when I use autolog that I get frustrated when selecting city builds from the popup because I can't use Alt+E to explain my reasoning until all the build orders for that turn have been entered, by which point I may have forgotten some of the cities that have new builds. I found a workaround for this by clicking "Examine City" -- from within the city screen you can click on the build and then use Alt+E to state your case before exiting the city screen and going to the next city as usual. Just thought I'd pass that along.
 
Req (or anyone else who might know): know where I can find all the keyboard InputTypes? In CvEventManager.py there are some references to InputTypes.KB_T or whatever. I'm trying to find the InputType for PrintScreen some way other than trial and error (KB_PRTSCN? KB_PRINTSCREEN? etc.). This will allow me to coordinate with screenshots, which I really want to do -- I'm thinking after the screenshot you will get a prompt to input a caption and then there will be an entry in your log with the caption and the beginning of an img tag that you can complete after editing and hosting.
 
in version 1.2, has CvEventManager.py been changed from v1.1

i ask this because i have merged your changes in v1.1 with another mod, and i need to know what has been changed from v1.1 to 1.2, so i don't have to go through copy and pasting all 30 sections.

thx
 
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