[mod] Log changes

Gyathaar said:
For victory bonus, the pop part get an extra boost too because initial population is counted as 1, and initial land is counted as 21, so the ratio between max pop and initial pop much higher than max land/initial land.. and shews the calculation even further for population

All this assumes that the default values has not been modded ofcourse.
Gyathaar, I raise my hat to you. :goodjob:
There is only one thing I missed: I thought inital population is 0, such as initial land. :(
Are the score components (land, pop etc.) stored in the savegame separately too, or the sum only?
I ask it because it would be interesting to see player comparisons in the GOTM's.
 
I've got it working and I would just like to say thank you for this extremely useful mod.

I've got some fiddling to do with the settings yet, but it works 100% for me.

I know alot of the guys at the Apolyton university were looking for a program to allow them to take notes while in game and the silent log entry feature you have here is perfect for that.

I hope you dont mind but I've taken the liberty of linking them to your mod :)

so thanks again for the extremely useful addition and I wish you the best with it
 
@Venom3: I don't mind at all. I posted the initial version of this mod over at Apolyton, but I don't frequent those boards, so I haven't updated with the newest version. Thanks for doing my dirty work for me. :)
 
Okay, gave it a shot and this is how it turned out:

Delhi finishes: National Epic
Bombay finishes: Hindu Missionary
Toledo grows: 2
Hinduism has spread: Karakorum (Mongolian Empire)

Delhi begins: Aqueduct
Bombay begins: Hindu Missionary
Bombay has tons of health and happiness yet growth is stagnant. Set to grow.
Turn 251 (1155 AD)
Send the missionary to Seville.
Calcutta finishes: Maceman
Karachi grows: 2

Turn 252 (1160 AD)
Calcutta begins: Maceman
Adjust Calcutta so that it can grow into its health.
Maceman promoted: Combat I
Maceman promoted: Shock
Madras finishes: Hindu Missionary

Madras begins: Catapult
Send Hindu missionary to Cardoba
Hinduism has spread: Seville
Tech learned: Engineering
Seville finishes: Jewish Temple

Research begun: Guilds
Decide on Guilds as we badly need more commerce. We're currently running at -26 gpt.
Set science at 90% which gets us -8 gpt.
Turn 254 (1170 AD)
Bombay finishes: Hindu Missionary
Madras finishes: Catapult
Cordoba finishes: Confucian Temple

Bombay begins: Hindu Missionary
Madras begins: Aqueduct
Cordoba begins: Courthouse
Send Hindu missionary to Barcelona
Catapult promoted: Barrage I
Catapult promoted: Accuracy
Hinduism has spread: Cordoba
Bombard Madrid, bringing defenses down from 60% to 33%.
Karachi finishes: Granary
Toledo's borders expand
Toledo finishes: Hindu Temple

Turn 256 (1180 AD)
Karachi begins: Library
Karachi needs some culture bad.
Bombard Madrid, bringing defenses down from 33% to 6%.
Hinduism has spread: Barcelona
Delhi finishes: Aqueduct
Seville grows: 4

Delhi begins: Market
Catapult loses to: Spanish Archer.
Catapult loses to: Spanish Archer.
Catapult defeats: Spanish Archer.
Maceman defeats: Spanish Archer.
Swordsman defeats: Spanish Archer.
Swordsman defeats: Spanish Archer.
Judaism has spread: Madrid
Bombay finishes: Hindu Missionary
Calcutta grows: 7
Lahore finishes: The Colossus
Seville finishes: Lighthouse

Bombay begins: Hindu Missionary
Lahore begins: Market
Seville begins: Harbor
Went with the harbor in Seville as that'll gain us an additional 2 gpt.
Swordsman promoted: City Raider III
Hindu missionary heads towards Madrid.
Madras finishes: Aqueduct
Lahore grows: 9
Karachi's borders expand
Cordoba grows: 2

Madras begins: Hindu Missionary

Turn 260 (1200 AD)
Hinduism has spread: Madrid
Turn 260 (1200 AD)

As you noticed I forgot to save every turn so it sort of runs together. In truth I do not like having to manually save the game every turn just to get the heading. Is there a way to set the autosave to do it every turn rather than every fourth?

Why is it that sometimes there's a space between the heading and the text above and sometimes there's not? I'd prefer the spacing as it's easier to view.
 
Methos, the autosave settings are in My Documents\My Games\Sid Meier's Civilization 4\CivilizationIV.ini.

The extra carraige return is the separation between each turn. I think that the header sometimes appear in the middle of each turn because certain events happen before you can manually save, but as far as I know autosave happens before anything else, so the turns that look right were probably the autosave ones. For now, you can pretty easily edit this log for posting with the knowledge that the blank space is the indicator of turn change, putting in the missing headers and moving the misplaced ones, which would look like:
Turn 250 (1150 AD) [I added this line]
Delhi finishes: National Epic
Bombay finishes: Hindu Missionary
Toledo grows: 2
Hinduism has spread: Karakorum (Mongolian Empire)

Turn 251 (1155 AD) [I moved this line]
Delhi begins: Aqueduct
Bombay begins: Hindu Missionary
Bombay has tons of health and happiness yet growth is stagnant. Set to grow.
Send the missionary to Seville.
Calcutta finishes: Maceman
Karachi grows: 2

Turn 252 (1160 AD) [This line was OK as is]
Calcutta begins: Maceman
Adjust Calcutta so that it can grow into its health.
Maceman promoted: Combat I
Maceman promoted: Shock
Madras finishes: Hindu Missionary

Turn 253 (1165 AD) [I added this line]
Madras begins: Catapult
Send Hindu missionary to Cardoba
Hinduism has spread: Seville
Tech learned: Engineering
Seville finishes: Jewish Temple
And so on...
 
how are you guys adding your own text to the file? I was hitting ctrl+e to add text, and it would show during the game, but it didn't get added to the text file :(

edit: crap, is it supposed to be alt+e? damnit! :(
 
Ctrl+E adds messages to the in-game log. Alt+E adds them to the text log. They could be combined to one hotkey, but I thought better to start with more flexibility and make a change if one seemed appropriate.
 
I figured people using this mod might be a good source of ideas for another mod I'm working on that would create in-game notifications of addiitonal events. The idea came from the city growth event in this mod. If this interests you, please check out this thread and make any suggestions that come to mind.
 
Hi eotinb, great mod.:goodjob:
I got it to work for me by changing the path as suggested.

But I got carried away and also changed the auto save frequency in CivilizationIV.ini.
And now I keep getting the following error message on loading civ: 'Failed to load Python module CvEventInterface'. :confused:

Where did I go wrong? Any idea what I can do??
I have de-installed and re-installed civ, just in case that I inadvertantely scewed up some important file. But the same error message still occures.

Edit: It looks like de-installing civ has not deleted the folders in My Games??
 
OK, no sweat, got it fixed myself.
Just had to manually delete all in My Games folder after de-installing and then re-install again.

Still wonder where I went wrong.
 
Not sure what happened to you Shevek, but I suspect it had to do with editing the ini file for autosaving. It frustrated me that two people (that I know of) have felt the need to re-install to get my mod working. That should not be necessary and I know it can be a pain in the rear, so I'm sorry you did it. :(

The autosave thing is a real pain, so I'm going to look into improving how the headers get created.
 
My re-install was because I didn't follow the directions and switched out the files. I guess the cache was screwing stuff up. I was also installing the time mod in my sig at the same time. It uses a *.py file in the screens sub-directory and I was trying to get them both working at the same time.

It works great. Don't get down on yourself. It'll take a while before the installation directions sink into our thick heads ;) .

I did notice one thing in a Prince level game I was playing over the weekend.... I got a barb pop out of a goodie hut and apparently the logging feature gacked on it. It didn't crash the game just didn't log it and game me an error report. I thank you for this mod. It will save me tons of time :) .
 
Tubby Rower said:
I did notice one thing in a Prince level game I was playing over the weekend.... I got a barb pop out of a goodie hut and apparently the logging feature gacked on it. It didn't crash the game just didn't log it and game me an error report. I thank you for this mod. It will save me tons of time :) .
Good to know. I bet I know what happened, so I'll see what I can do.
 
I used the autologger extensively with little problems this weekend; again nice job. One feature that would be nice however; the ability to change the name of the log file in game. Playing (and logging) a couple of games at once (suc or otherwise), it become a bit tedious to have to keep moving, renaming autolog (or autooog) .txt files or having to open up and edit the .py file. How hard woudl this be to implement?
 
There was a line entered into my text file that says something like

-----------------new log start------------------

or somthing like that. I'd imagine that you would just need a keystoke combination to have a pop-up then type in the new file name. The problem would be that you would have to switch immediately after loading a game....

eotinb, is there a "game loaded" event? if so, you could prompt the user to enter in a file name and have the default file name already entered.
 
There is an onLoad event, and that should allow me to do something in this regard. At least I could put that "new log" divider in during every load. At most, I could have load trigger a popup to ask if you wanted to start a new log or choose to extend an existing log and then let you navigate to it like you do when loading a cIV save game. More likely middle ground is just an edit box where you enter the file name.
 
OK, after a couple of hours of work, I'm almost done with a new version that addresses many issues raised by users. I probably won't post it for a while (one or two things left to work out and I have other obligations at the moment), but here's what is coming:
  1. Stupid header problem is fixed. Now it doesn't matter when/if you save or what your autosave settings are, you get one and only one header every turn.
  2. Ctrl+E and Alt+E both do the same thing, which is put the text entered into the edit box into the in-game log and the text log. (Before, one did one and one did the other).
  3. Now you choose the name of the log file every time you start a new game or load a game. If you do nothing you get the default. If you use a name that already exists, it appends to that file.
  4. You can see updates to the text file without having to quit cIV.
  5. First contact with another civ is noted in the text log.
  6. Combat results display the after-combat strength of the winner (in the form: x.xx/y, where x.xx is current strength and y is base strength)
  7. Text log notes when all religions are founded, not just religions founded by you.
I'm also trying to get declarations of war to log automatically and exploring the possibility of logging trade deals when they are started and ended. Anything else you want me to try to cram into this revision, let me know.
 
#6 is an awesome idea.

EDIT::: I saw gram's message below, and I can help out with some debugging since I'm good at screwing things up... remember that if you make things idiot-proof, they'll find a better idiot ;)
 
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