[MODCOMP] New advisor screens (Col1-like)

Is there any way to keep that trade window open all the time?

Hmm, i don't have a quick solution for this right now but it's a justifiable idea. I'll make this optional in next release.
 
I like the work so far, and too would like to see that trade info segment permanantly open

I've pinched your Europe screen to put in LooF 1.3 :p hope you don't mind
 
It'll be in the next version of AoD2. :)
 
Yes, 100% compatible with AOD2 1.03.

I've pinched your Europe screen to put in LooF 1.3 hope you don't mind
Jenks, this is no problem. :)


But i have a problem. I'm working right now on Continental Congress (CC). In the initial release of my screens i had this quick idea putting FF head graphics into paintings but i would prefer solution from Col1 where FF had full body graphics standing in the CC.
Now I don't know where to take body graphics for 52:( FF's in Col2. I tried to import them from Col1 but I think they're just looking plain ugly.
I can experiment with fancy effects to hide their age but it would be much, much work and I'm not sure it's worth the effort.

Another possibility of course would be delaying work on CC and further improving the Europe screen instead. Some bug fixing, i could add sounds, maybe animations. I could make buildings in background of Europe screen clickable and linking them to existing or new screens/features. No shortage of ideas here as you can see.

I rarely ask for direct help but this time i'm really needing some advice. So if anyone knows what to do with those FF body graphics or think i should focus on Europe screen instead, please give some feedback.
 
@Dale:
This means we'll see a AOD 1.04? Good news. :)

@Zuul:
I don't know. In theory Europe screen should work with multiplayer. Afterall i only replaced the background image and change geometry/coordinates. Maybe some conditions (is.human) messed it up. Care to point me to the thread you mentioned? Edit: ... Ok i found it.
 
Yes, and like yourself I'm bringing back a much loved element of Col1. But you'll have to wait till 1.04 to see. ;)
 
Koma13, I suggest that you continue to improve the Europe screen, adding some animations and sounds will be wonderful, I think that the FF in the Col2 is ok, it has the faces very well done, the problem was the Europe one that it hasn't anything just a brown background.

PD: Dale, you just entered in my list of idols :P
 
A mysterious new feature in AOD2 from col1 we all miss? Recently Dale's statements tend to be more cryptic than announcements from NOE (Nintendo of Europe this is). :)

Btw. the feature i miss most is the AI.

Thx millansoft for your input. :goodjob: Europe screen right now is very static so i thought sound/animations would be great to improve this. Anyone knows of a good nif-tutorial? Most ones i found here in forum only explains how to import units or leaderheads into CIV but I don't know which python command to use if it's not an unit or a leaderhead.
 
Try the Morrowwind forums for good nif tutes. It uses GameBryo as well and they've got much better tutorials over there. :)

As for the mysterious inclusion from Col1, it's not the AI. ;)
 
Does it work in multiplay? (stated in another thread it might not).
I have just played for 3 hours in team-multiplay with the OLD vanilla screen and I have encountered NO out-of-sync messages (see my postings in this thread)

@koma13: Please check/test your (excellent) Europe screen under multiplayer conditions. I encounter regular out-of-sync (OOS) messages when I or my teammate switch to the europe screen. I have found no procedure of reproducing the OOS error yet...
 
Ok, I have a look into this. But I need your help. I have zero experience in multiplay. We first need to find a way how to reproduce this OOS error. Does it only happen in team play? Does it happen in internet play or lan? What is this "simultaneous turns" option? Did you have it activated? Maybe OOS is happening when both players access europe screen at same time? I need to find a way to reproduce this error before i can do anything about it.
 
Ok, I have a look into this. But I need your help. I have zero experience in multiplay. We first need to find a way how to reproduce this OOS error. Does it only happen in team play? Does it happen in internet play or lan? What is this "simultaneous turns" option? Did you have it activated? Maybe OOS is happening when both players access europe screen at same time? I need to find a way to reproduce this error before i can do anything about it.
Hi, I think I could reproduce the bug:

My/our games settings are:
LooF1.3 MOD
Direct-IP team multiplayer game
Large Map
FaireWeatherScript
2 human players as team 1
11 AI players as Europeans/Indians
Simultaneous turns

The new Europe screen has a summer and winter style. I do not know the change interval but when one human player gets the "winter"-screen (either by ship arrival or pressing F2) the game goes OOS. It does not seem to matter if the game host or if the joining player accesses the "winter"-screen, the game gets OOS both ways.
If the OOS player leaves and joins the game again you can continue play until the next "winter"-screen shows up -> next OOS

Hope this helps you eliminating the bug.
 
Bingo! Here's the related code to the above findings:

Code:
		if (currentSpeed == 0):
			if (currentTurn%6 == 0):
				self.snowFactor = CyGame().getSorenRandNum(2, 'snow making!')
	
		if (currentSpeed == 1):
			if (currentTurn%4 == 0):
				self.snowFactor = CyGame().getSorenRandNum(3, 'snow making!')
	
		if (currentSpeed == 2):
			if (currentTurn%6 == 0):
				self.snowFactor = CyGame().getSorenRandNum(2, 'snow making!')
	
		if (currentSpeed == 3):
			if (currentTurn%6 == 0):
				self.snowFactor = CyGame().getSorenRandNum(2, 'snow making!')
		
		if (self.snowFactor >= 1):	
			screen.addDDSGFC("EuropeScreenBackgroundSnow", ArtFileMgr.getInterfaceArtInfo("INTERFACE_EUROPE_IN_BOUND_BOX").getPath(), 0, 0, self.XResolution, self.YResolution, WidgetTypes.WIDGET_GENERAL, -1, -1 )

BlastDuke, can you get every player in the MP game to replace their CvEuropeScreen.py file with the one attached? Location is Assets\Python\Screens\ in the related mod you're playing.

That should fix it (but stops the winter screen appearing).
 
Thank you very much BlastDuke! :goodjob: And Dale too :goodjob:
I would never imagine that this little snow thing could make trouble.
As far as I understand snow in general is not the problem, but this random generating. Some player has snow, other player don't.
Now I made a quick patch with fixed snow generating every 12 turns. I hope this solves the OOS bug without sacreficing snow feature completely.

If someone confirms me this fix is working I will link it to first post.
 
My buddy and I have just tested the new CvEuropeScreen.py files and could NOT reproduce the bug any longer, seems to work now, good work guys!

So all players need to have the exactly same Europe "season" all times, no matter if you turn off the winter feature completely (like Dale), or let it appear at fixed intervals (like koma13: each 12 turns)
 
Thx again for testing.

So all players need to have the exactly same Europe "season" all times, no matter if you turn off the winter feature completely (like Dale), or let it appear at fixed intervals (like koma13: each 12 turns)

Yes and no. I think the problem is the variable where I stored if winter screen happens or not. I gave it same name for all players. This caused the OOS error and should be easily fixable by giving each player it's own variable name.
I'll include this in next update, right now I think fixed seasons are ok.
 
Yes, I think fixed seasons are fine. Plus, you can match them to game speed.

Fast - every second turn
Normal - every second turn
Epic - every fourth turn
Marathon - for three turns every twelve turns
 
Back
Top Bottom