• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

[MODCOMP] Unit Statistics

I went over the high scores page:



I will probably upload a new version tomorrow, after I fixed some other issues.
 
Is there a way to play this mod with an existing game?

perhaps make the mod to the standard (none) Mod
 
Theoretically speaking, this might be possible, but it would be of no use. The battles/kills/moves/damage etc. of the unit are only tracked while the mod is running. Hence, if you force the mod upon an existing game, all your units will start with 0 in every stat.
 
Hmmm - a button would be a good idea. Maybe not an action button, maybe just something unobtrusive in the unit information panel or something.
 
Hum... I don't yet know where to put it and how it should look, but I will certainly think about a button on the main screen.
 
Alright, version 1.36 is now up. As you probably also see in the screen shots, some of the buttons are a bit arbitrary - why should field glasses stand for collateral damage a unit suffers? I just used the buttons I found, and I would be happy if someone knows about or is willing to make better suited buttons.

I'll next think about how to improve the look of the screens, but the main functionality is included.
 
starting with 0 in every stat is better than nothing

Action Buttons 2.0 seems not to be verry easy tu use
 
CAX said:
starting with 0 in every stat is better than nothing

Well, if you want to try, install the mod into your CustomAssets directory. You will probably find it in My documents\my games\civ4\

Just make sure to rename the Assets directory of the mod to CustomAssets and replace the current CustomAssets directory with the mod's one. I can't guarantee that it works though...
 
CAX said:
Action Buttons 2.0 seems not to be verry easy tu use

I think this was not intended as answer to your request but as suggestion for the mod ;)
 
OHH thats why Action Buttons 2.0 confused me so much *G*

i will try the way witch the CustomAssets directory but where tu put die config files?
 
the config file won't work in the CustomAssets directory, so you can just delete it - the mod will use its default values instead.
 
The Great Apple said:
Hmmm - a button would be a good idea. Maybe not an action button, maybe just something unobtrusive in the unit information panel or something.

I added one in the newest version. Does anyone feel disturbed by the place of the button? (You can simply remove it by deleting the mod's CvMainInterface.py, but I'm willing to move it to a better-suited place if anyone has a good idea)
 
Teg_Navanis said:
Theoretically speaking, this might be possible, but it would be of no use. The battles/kills/moves/damage etc. of the unit are only tracked while the mod is running. Hence, if you force the mod upon an existing game, all your units will start with 0 in every stat.

What if you have a savegame created using your mod in CustomAssets and you try to open it without the mod running?
 
The stats of the units will remain in the savegame, but without being visible. If it loads, I don't see any problems.
 
Teg Navanis said:
I added one in the newest version. Does anyone feel disturbed by the place of the button? (You can simply remove it by deleting the mod's CvMainInterface.py, but I'm willing to move it to a better-suited place if anyone has a good idea)

There might be a small conflict with the current placement. When you use the option to have less popups, the game puts icons on that side of the screen (for finished construction, research, ect), I can't remember if they display in the exact postion of your icon, but they might crossover.
Maybe just put it on the other side of the screen? Not sure really, possibley down in the unit info panel on the bottom left of the screen? Just some ideas. :)
 
Tanks for the info. I just tried it out, and it doesn't overlap. The problem with the left side is that it's in the way of the info panes (the log with messages like "your warrior has defeated a barbarian mechanized infantry" and the info pane with the promotion info etc.). Well, have a look yourself (I stole this image from the thread Does anyone else find the screen "cluttered"?):

cluttered screen
 
Glad to hear it doesn't overlap, and I hear ya about the cluttered screen. Try Cntrl + H (I think..), really opens things up. :)
 
Can anyone help me with a bug? While playing a game with the mod running, I thought that a minimap would be a nice feature, so that one can see the best units at a glance. Here a screenshot:



(Hovering the mouse over the unit button makes the corresponding plot on the minimap blink; clicking the minimap closes the unit statistics screen with the clicked plot centered)

The problem is, when I switch between the statistics page, the minimap does not show up after the first time. I just get an empty panel.

Here is the current version of the mod; the minimap code is in lines 262 - 285 of CvStatisticsScreen.py. I haven't yet worked with minimaps, but apparently, they behave differently than other objects of the screen interface.

http://www.civfanatics.net/uploads12/Unit_Statistics_Mod138.zip
 
Back
Top Bottom