[MOD] Plot List Enhancement

Wow, very clever the way you did it. Actually it is very easy to implement it now compared to the old 0.95 version. Congratulations!

You import CvMainInterface and PLEMainInterface inside CvScreenInterface.py anyway, so the Clockmod and Snaif's Show Attitute can stay as they are in CvMainInterface. So why are some users trying to merge your Mod with the CLock mod or Snaifs Mod in this way? (see page 1)

There is a file called PlotListEnhancements-2.0 in the CustomAssets Folder (0 file type). I opened it with notepad++ and can only see hieroglyphs. :) What is that file for? Was that supposed to be a readme file or so?

Thanks
Houman
 
Houman said:
You import CvMainInterface and PLEMainInterface inside CvScreenInterface.py anyway, so the Clockmod and Snaif's Show Attitute can stay as they are in CvMainInterface. So why are some users trying to merge your Mod with the CLock mod or Snaifs Mod in this way? (see page 1)
No! That won't work. You HAVE to merge them. Using the method I did choose, you simply refer to another Main Interface, but the existing CyMainInterface.py is not used anylonger. If you want to combine more interface mods into one version, you still have to merge them. Sorry, but there is no other way to do so.
The reason I used another file name is, that it is now easier to switch between two modded Main Interfaces by changing the reference in the CvScreensInterface.py file. You don't need to copy any files and it would be possible to implement the switch by program or by ini file.

There is a file called PlotListEnhancements-2.0 in the CustomAssets Folder (0 file type). I opened it with notepad++ and can only see hieroglyphs. :) What is that file for? Was that supposed to be a readme file or so?

It is scrap. Now I know, where my first zip file disappears :). Just delete it. As well as the crappy "thumbs.db". Both are not needed. I already updates the DL file in the first post.
 
Alright.

uff that was indeed then harder than I thought. Since we have other modifications in this file + Snaitfs Att Mod + Homegrowns Clock Mod + yours.

Hopefully it will work. :D Fortunatelly I am using the KDIff editor which is very precise. Hopefully our City-Automation-Buttons do not get into conflict with your mod. let see. :)

BTW, so is it enough having our Realism Mod stuff + the two named Mods from above in the PLEMainInterface.py? They don't need to be in CvMainInterface.py anymore, since it is getting ignored now correct?

Maybe it is better, now that everything is in PLEMainInterface.py, to just copy and paste everything into CvMainInterface.py and comment out the
Code:
## import PLEMainInterface

inside the CvScreensInterface.py. What do you think? Otherwise this might be confusing for other modders in our team.

Thanks for advice,
Houman
 
Houman said:
Alright.

uff that was indeed then harder than I thought. Since we have other modifications in this file + Snaitfs Att Mod + Homegrowns Clock Mod + yours.

Hopefully it will work. :D Fortunatelly I am using the KDIff editor which is very precise. Hopefully our City-Automation-Buttons do not get into conflict with your mod. let see. :)

BTW, so is it enough having our Realism Mod stuff + the two named Mods from above in the PLEMainInterface.py? They don't need to be in CvMainInterface.py anymore, since it is getting ignored now correct?

Maybe it is better, now that everything is in PLEMainInterface.py, to just copy and paste everything into CvMainInterface.py and comment out the
Code:
## import PLEMainInterface

inside the CvScreensInterface.py. What do you think? Otherwise this might be confusing for other modders in our team.

Thanks for advice,
Houman


The simples way is to delete my CvScreenInterfaces.py and to rename the PLEMainInterface.py into CvMainInterface.py. After this you have to merge all your interface versions.
 
This mod is excellent, there's a couple things I noticed however.

1. Unit fortify bonus does not appear when you mouseover a unit in the plot list.


2. What does the culture percentage mean when you mouseover the unit? When I'm standing in neutral territory is still says 100% <civ>. The color is also different from the civ's cultural border.

3. When you're in a city view clicking a unit in the plot list does not always make it active. The results seem to be different every time. Try opening a city view with a unit (other than one in the city) active. Then while still in the city view click on one of the plots. Usually this would exit the city view and zoom to that unit and make it active. With the mod, this doesn't happen and yields mixed results. This was always convenient for me to go into the map view without leaving the general area of the city. This gripe is very specific to my method of play. Still, the behavior is different from the stock game.
 
_alphaBeta_ said:
This mod is excellent, there's a couple things I noticed however.

1. Unit fortify bonus does not appear when you mouseover a unit in the plot list.


2. What does the culture percentage mean when you mouseover the unit? When I'm standing in neutral territory is still says 100% <civ>. The color is also different from the civ's cultural border.

3. When you're in a city view clicking a unit in the plot list does not always make it active. The results seem to be different every time. Try opening a city view with a unit (other than one in the city) active. Then while still in the city view click on one of the plots. Usually this would exit the city view and zoom to that unit and make it active. With the mod, this doesn't happen and yields mixed results. This was always convenient for me to go into the map view without leaving the general area of the city. This gripe is very specific to my method of play. Still, the behavior is different from the stock game.


to 1.) fixed.
to 2.) I removed that info completely. The plot culture is available elsewhere.
to 3.) fixed.

Thanks for reporting.

Update 2.01 released with the above mentioned fixes and some other small changes. Look the release notes.
 
dampkring said:
1. How hard would it be to add a mouse-over selection option. For example, if I held down Shift+Lclick any unit picture I scrolled over in the plot list would become selected, or deselected. (letting off LClick when I wanted to start or stop selecting.)

This would be nice as it would enable fast selection/deselection of desire units, along with the select options you've already included.

2. Also, I've noticed that the number of units displayed in a row is calculated by the screen resolution being used. Is there any way that this could be configurable in the ini file? For example, the number of units diplayed in a row, and the size of the actual pictures displayed. This way the user could manually configure the display if so desired.

I was able to change how many units I displayed in a row in python but found that in doing so, without somehow changing the size of the pictures, the units displayed went out of the "display area" ending up behind other interface buttons.

3. And last, what would need to be done to get this so it could be used during multiplayer games?

Thanks,

dampkring


to 1.) Interesting idea and even possible to implement. Unfortunatly , the performance would be very, very bad, so that it is not recommended to do it.

to 2.) I add that to my to-do list. Nice idea.

to 3.) I've never played multiplayer with civ 4, so I've no experience with it. Don't know, if there is even a need to change something. If you run a test keep me updated with the results, please.
 
12monkeys said:
to 1.) fixed.
to 2.) I removed that info completely. The plot culture is available elsewhere.
to 3.) fixed.

Thanks for reporting.

Update 2.01 released with the above mentioned fixes and some other small changes. Look the release notes.
After clicking the plot while in the city view, the unit is selected and the zoom has been corrected. However, moving the cursor to either side of the screen adjusts the zoom instead of scrolling the map in that direction. Interestingly enough, selected other units (in a city or not) doesn't correct this problem (this is only true after initiating the original problem in the city view). The only way out that I found was to go into the scroll mode where you press both mouse buttons and drag the map.

Something is still a little strange. Nice update though.
 
Hi, just installed your mod. Works great.

But here is the but (small one though)

1. When I click on a unit-icon in the plot list, there is a message displayed saying something like: id;10;p;(61;26) (numbers vary)

Probably some debug info used in development. Is there a line to comment out to prevent this from being displayed.

2. Also when selecting a unit-icon in the plotlist, the head-up help shortly displays terrain info. Am I correct to think this is due to your logic used when circumventing the CyInterface.selectGroup() function.

Otherwise, it works great.
 
WHOW!!! very good!!! put a game more military... this help a lot!!! very good work!
 
_alphaBeta_ said:
After clicking the plot while in the city view, the unit is selected and the zoom has been corrected. However, moving the cursor to either side of the screen adjusts the zoom instead of scrolling the map in that direction. Interestingly enough, selected other units (in a city or not) doesn't correct this problem (this is only true after initiating the original problem in the city view). The only way out that I found was to go into the scroll mode where you press both mouse buttons and drag the map.

Something is still a little strange. Nice update though.

Haven't noticed that, sorry. Is fixed now, see first post for an update to v2.02.

Thx for reporting and the positve feedback :D
 
Michelangelo said:
Hi, just installed your mod. Works great.

But here is the but (small one though)

1. When I click on a unit-icon in the plot list, there is a message displayed saying something like: id;10;p;(61;26) (numbers vary)

Probably some debug info used in development. Is there a line to comment out to prevent this from being displayed.

2. Also when selecting a unit-icon in the plotlist, the head-up help shortly displays terrain info. Am I correct to think this is due to your logic used when circumventing the CyInterface.selectGroup() function.

Otherwise, it works great.

to 1.) fixed. As you mentioned it was a forgotten debug message.

to 2.) yes, I can't catch that. When selecting a button, for a very short period the button disappears and the plot info is disaplyed. When I get control again, my plot help is displayed again. This is something in the engine I can't control, sorry.

Anyway, thx for reporting and the nice feedback. You'll find an update in the first post. :D
 
Salamandre said:
It's sad to bring this up but this mod works any longer with the new patch. No interface, tech screen empty, it screwed it. Any updates for us, as we cant play anymore without it?:cry:

Don't cry, the update is in work and will be released the next 30 minutes. ;)
 
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.
 
12monkeys said:
Give it a go. Update posted!

Have fun!

I updated it and a few weird things occured. Sometimes a stack will show as ONE alone unit, it is impossible to split them . The infos on the left side(infos about unit promotions, not in left side box, but on map) stay blocked a few minutes so it is hard to see anything on the map, they overwrite combat odds etc.

This never happened with the 1.52.
 
Salamandre said:
I updated it and a few weird things occured. Sometimes a stack will show as ONE alone unit, it is impossible to split them . The infos on the left side(infos about unit promotions, not in left side box, but on map) stay blocked a few minutes so it is hard to see anything on the map, they overwrite combat odds etc.

This never happened with the 1.52.


Mmmh. To be honest I don't understand the error description. Could you be more specific please? Maybe some screenhots?
 
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