[MOD] Plot List Enhancement

Here it goes:infos on cavalry stay stunned on the screen for several turns, hidding all other units which I use, weird?
 

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The other problem: when stacking units I dont have anymore the option to split and the game lags terrible. This doesnt happen everytime, but when it does it is a pain. I have 2x armors stacked and everything looks OK. Adding one infantry to the stack(medic) lags the game and makes dissapear all the options(split, heal etc.)

I have to move back the infantry to get my tanks stack OK. Also happened several times when I tried to spred religion in a heavy guarded city. My missionary didnt have anymore any options.If I select the tanks they show as ONE unit. ^^
 

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Salamandre said:
The other problem: when stacking units I dont have anymore the option to split and the game lags terrible. This doesnt happen everytime, but when it does it is a pain. I have 2x armors stacked and everything looks OK. Adding one infantry to the stack(medic) lags the game and makes dissapear all the options(split, heal etc.)

I have to move back the infantry to get my tanks stack OK. Also happened several times when I tried to spred religion in a heavy guarded city. My missionary didnt have anymore any options.If I select the tanks they show as ONE unit. ^^


Do you have other mods installed? If so, which one?
 
Those are the mods installed(they worked with 1.52 plot ench)

Blue Marble
Total Experience 21


My self xml changes:

forest chop increased to 40
10 culture expansions(I play OCC)
iron gives +3


All those worked with plot enchancement 1.52, so i dont think it can be the problem

But: I tried myself to get rid of that CHINESE_LEADER bug but didnt really succeded: I have one xml error at the start of the game, but doesnt affect the game.Somewhere I forgot to replace with Mao Ze Dong, but in game it shoes Mao Ze Dong.

Thats all.
 
_alphaBeta_ said:
Me again! :D

I think the latest ZIP has PlotListEnhancements.ini in the incorrect folder location. Currently it's inside CustomAssets and I noticed in previous releases that it was one tier up from there.

In it's current location it has no effect, but does when moved to the Sid Meier's Civilization 4 folder. You may want to update the ZIP or inform users to move the file to this location so it has an effect.

Did you intend to have this file inside the customassets folder for future releases? If you did, it seems something is still looking for it the old way you were doing it.

Sorry fogot that one here. The INI should and will stay in the main folder and not in the CustomAssets folder. The zip is corrected. Thx for reporting.
 
Salamandre said:
Those are the mods installed(they worked with 1.52 plot ench)

Blue Marble
Total Experience 21


My self xml changes:

forest chop increased to 40
10 culture expansions(I play OCC)
iron gives +3


All those worked with plot enchancement 1.52, so i dont think it can be the problem

But: I tried myself to get rid of that CHINESE_LEADER bug but didnt really succeded: I have one xml error at the start of the game, but doesnt affect the game.Somewhere I forgot to replace with Mao Ze Dong, but in game it shoes Mao Ze Dong.

Thats all.

Still have problems to reproduce that, so I don't have clue where to start with. Does any body else have similar problems and some additional info?
 
Ok, I made several tests and here is my conclusion

If this plot is activated(units in tower, in fact, anything except orizontal ), adding 1 OTHER type unit to more than 12 tanks makes the plots dissapear and , thus, not beeing capable also to split.
If the plot ....... (units in orizontal plot) is activated, everything is OK, I can add as many as I want.
I hope you dont have a headache reading me, I tried to do my best to explain:p
Please test it on your config, if it works then I have to reinstall CIV
 

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I have a question about installing your mod. In my custom assets folder, I have a sub-folder called INIparser. Within that folder are two PY files, CvCinfigParser and CvPath. Those files are different then yours. Should I just leave them alone and not use your INIParser folder??

I have installed some onther mods, and I am afraid that they will be changed if I install your mod....Thanks
 
Jeff1787 said:
I have a question about installing your mod. In my custom assets folder, I have a sub-folder called INIparser. Within that folder are two PY files, CvCinfigParser and CvPath. Those files are different then yours. Should I just leave them alone and not use your INIParser folder??

I have installed some onther mods, and I am afraid that they will be changed if I install your mod....Thanks

I took the lastest files from Dr. Elmar Jiggles python utilites and made no changes to them. My ones are from about one month ago. If you mod is newer you take the one from the other mod, if not take my one.
If the other mod is from TheLopez than there is no danger at all.
 
Ok, so now that we are working with the new patch (1.61), what is the best way to get this excellent mod working with the homegrown clock mod and the show attitude mod? I've been trying to do this on my own, but after a long while of getting a bunch of mods to work, I'm getting frustrated. Any words of advice? :confused:

Also, did any of the changes in the patch affect that earlier file that helped to get this mod working with the exotic foreign advisor mod or the modified special domestic advisor?
 
I noticed when I go into worldbuilder the little buttons that control various aspects of unit list (like flags or types of lists - stacked, multi-row, etc.) don't disappear with the rest of the UI. It's not a really big problem but it'd be nice if they did. :)

Great mod, I love that you added plenty of customization options. :thumbsup:
 
I finally got some play time in! :goodjob:

Have a look at this:

Something is a little crazy with the woodsman promotion.:eek:

Something I noticed that is best presented with an example. Say I have three swordsman in a stack. One is wounded and the other two are healthy. Using the exclusion buttons I exclude all healthy units. Now just the damaged unit is visible, but in order to move just him, I have to reclick him because even though they're not shown, the other swordsmen are still selected in the background. In other words, you have to manually update the selection even if previously selected units are not displayed.

Along the same lines, let's take the same example as above. Reclicking the wounded unit and ordering a move sends just the wounded unit along, while the others remain behind (which is expected and very handy). However, if I order the wounded unit to heal (while only displaying wounded units) and then order the healthy units to just fortify (while displaying only healthy units) the heal command disappears from the wounded unit. Not sure if this is a problem with only like units or not. So, something is a little strange with giving orders to units while using the exclusion buttons, but moving units works fine.

The latter items are not very important at all and one can easily work around them. I mostly need to isolate healthy from wounded for moving purposes, which works fine with the mod provided you reclick the current selection as noted above.

This mod certainly makes turns go a lot quicker.
 
Yaype said:
Ok, so now that we are working with the new patch (1.61), what is the best way to get this excellent mod working with the homegrown clock mod and the show attitude mod? I've been trying to do this on my own, but after a long while of getting a bunch of mods to work, I'm getting frustrated. Any words of advice? :confused:

Also, did any of the changes in the patch affect that earlier file that helped to get this mod working with the exotic foreign advisor mod or the modified special domestic advisor?
I've included my CustomAssets folder which has the Exotic Foreign Advisor (Requies), Modified Special Domestic Advisor (12monkeys) and the Plot list Enhancement Mod (12monkeys) all working together. I replaced my personalized customization files with the default ones on the fly, so if anything is strange, let me know. Everything is v1.61 ready.

You only run into trouble with combining mods (for the most part) when two mods share a common file. You then have to go inside each file and find out what parts of it are necessary for each mod and manually merge the text inside as necessary. 12monkeys is good about flagging the code specific to the numerous mods. I usually start with the other files, since it's so easy to pull in the changes when they're flagged by the author.

I can't help you on the other mods you mentioned, since I don't use them. If you just want to use the same three I'm using, you're in luck. :thumbsup:
 

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@ alphaBeta: Thank you very much for the files. The EFA and MSDA are the two most important mods that conflict with the plot enhancement mod, so they will have to do for now. The other two are nice, but nothing I can't do without.

Thanks again. :thumbsup:
 
You're very welcome, please enjoy!

@12monkeys: There's a small problem with the turns to heal value. I've localized it to when units are in a city and/or there's a medic present. You may want to check your algorithm. In my example, a macemen says it will take 2 turns to heal, but the heal button (when you mouseover) says 3. The mouseover is correct. The PLE mouseover said "2 turns" during back to back turns.
 
@12monkeys,

I noticed that Firaxis has eliminated the pre-battle outcome display. You could immedeatly see if your unit would survive if it had hitpoints left. With 1.61 they replaced this with a "?".

However your health-bar still displays the after battle health immedeatly. Is it possible to delay the update until after the battle?
 
Michelangelo said:
@12monkeys,

I noticed that Firaxis has eliminated the pre-battle outcome display. You could immedeatly see if your unit would survive if it had hitpoints left. With 1.61 they replaced this with a "?".

However your health-bar still displays the after battle health immedeatly. Is it possible to delay the update until after the battle?
You could always turn off the health bar and use the health indicator (the one that darkens the little circle in the corner).

12monkeys, if you're going to implement that it'd be nice if there was an option in INI to choose which method to use because personally I prefer to see the outcome immediately. :D
 
Rabbit said:
You could always turn off the health bar and use the health indicator (the one that darkens the little circle in the corner).

12monkeys, if you're going to implement that it'd be nice if there was an option in INI to choose which method to use because personally I prefer to see the outcome immediately. :D

I always knew you were a cheater :p
 
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