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[MODCOMP] Unit Statistics

Looks awesome Teg. I imagine this would be invaluable in mods where there is an extensive use of "named" units, like Warhammer and FFH. Hmm, maybe Kael will include it in FFH 2, that would be sweet (said the man who have yet to play FFH :eek:).
 
Rabbit said:
Looks awesome Teg. I imagine this would be invaluable in mods where there is an extensive use of "named" units, like Warhammer and FFH. Hmm, maybe Kael will include it in FFH 2, that would be sweet (said the man who have yet to play FFH :eek:).

Thanks :)

Oh, a handful of the buttons are yours, thanks for making them :goodjob: I couldn't use too many though, and some of those I used don't have much to do with what they represent ;)

I have already asked Kael for a release of the SDK code so that I could play FfH 2 together with the unitstats mod, since I'd really like to know how many battles my heroes have won. He said that he wouldn't release the SDK or incorporate any 3rd party mods in this phase of development.


I managed to fix the minimap and just released a new version (including two other bugfixes and two new config options for hotseat games)
 
Good job Teg_Navanis :goodjob:

I have one request here:
Could it be a list of dead units ? We need to remember our heroes !

Probably a new 'tab' on your screen with the list of this dead units in a table. with their name, type, xp, promo, etc on each column?
Click on them will bring up their 'resume' ?

Similar list for living units is very handy too.

Thanks.
 
both would be possible, but I'm a bit afraid of the size of such a list. That's why I have decided only to make a list with all high score units. I guess I might create a graveyard containing all units that died while they held a high score. Together with a button to mark a unit to go to the graveyard in case of death and an additional one to remove a unit from the graveyard, this would certainly be an interesting feature.
 
Bad news: the unit object is deleted on its death (which makes sense performance-wise), which means that the graveyard idea doesn't work.
 
hmm... that would mean there is no graveyard data unless it is stored in txt file.. which is not handy.

what about Top 10 of Most Kill and Top 10 Most Battle ?
Reason is that usually I always have The A and B team for attackers that will get lots of xp. This will make me easier to organise and locate the best unit for both team.
 
Every object in the game (player, city, plot, unit and the game itself) has a place where custom strings can be saved through python. I use these for the unit statistics, but the longer a string gets, the longer it takes to retrieve/change a single value within the string. For performance reasons, I don't want to store too much data in the game string (older versions of the mod did do this, which resulted in a huge performance collapse).

Not having deleted the graveyard code, I simply implemented a way through which the lost units' data is stored in a plot object. I now have a working version of some sort of graveyard, but I'm still not happy with the look of it.

At the moment, two possibilities appeal most to me. Either I include the feature in the highscore list (hall of fame units) or I create a page for custom units, providing a way to add any living unit to the list and ensuring that any unit on the list stays on it after its death.
 
That's sounds fantastic. Which ever you do would be great addition to a great mod.

If somehow you do it by adding units to new page, you will need a way to remove it from the list.

Looking forward for next release
 
Teg_Navanis said:
Both links work fine for me - the files are on civfanatics, blame them if you can't download the mod :)
yes, maybe i should. it's the same with the sevomod patch c (also civfanatics). don't know why but i can't download from civfanatics (and it's not only me, look at sevomod thread - a lot of people can't download now) :mad:
 
Alright, the hall of fame (high score page that includes dead units) has been implemented.

Also, I included top 10 lists for every stat :)

 
Great work Teg. This along with the Great Person mod by Patricius are easily two of the best Civ4 mods out there. :goodjob:
 
Is there a an option to switch off the mini-map?
I think it cause problems on machine with only 32MB graphic card.
Tried on new game and it crash the game when load the high score screen (about 70 turns in the game)
Tried on saved game (around 1700AD) and the high scores shows empty screen (maybe it still loading it very slowly).

Seems like I have to get new PC...

Anyway, great mod :thumbsup:
 
Teg_Navanis said:
I have already asked Kael for a release of the SDK code so that I could play FfH 2 together with the unitstats mod, since I'd really like to know how many battles my heroes have won. He said that he wouldn't release the SDK or incorporate any 3rd party mods in this phase of development.

You are more than welcome to a currnt copy of the sdk if you would like to play with it. But the sdk is going through constant changes, so its impossible to merge in 3rd party stuff. This is awesome work though Teg and I would like to get it in the final version of FfH2.
 
kiky said:
Is there a an option to switch off the mini-map?
I think it cause problems on machine with only 32MB graphic card.
Tried on new game and it crash the game when load the high score screen (about 70 turns in the game)
Tried on saved game (around 1700AD) and the high scores shows empty screen (maybe it still loading it very slowly).

Can you help me verify that the minimap is indeed the problem? Try to comment out (put a # at the beginning of each line) lines 445 and 446 in CvStatisticsScreen.py. This will disable the minimap. Tell me whether this helps or whether the high scores screen is still slow after this change.
 
The screen load faster with MiniMap Disable.

The minimap on Military Advisor often cause crash on my laptop. So I guess that will affect your mod also.
Anyway, now i disabled it and I'm not worry about it anymore.


One thing to confirm. Is this release compatible with older saved game?
My saved game using previous version (1.36 if i'm not wrong) didnt load properly.
As reported earlier, hit 'high scores' bring empty screen. I dont see 'Top 10', 'Living Unit' options. Only the original one-line option still on screen. The mouse pointer is not 'hour-glass'.
hit 'U' while selecting a unit bring up Unit resume, but it is empty except the promos and the xp. No unit picture and no resume list. This affect saved game on around 3300BC and also 1700AD, and probably all others.

I started a new game and play it about 70 turns in marathon and everything is great.
 
Yeah, I'm afraid it is not compatible with earlier saves. I guess the problem is that the screen is looking for values that don't yet exist in the old save game. Changing "Track Turn Information" in the Unit Statistics Mod Config.ini to 'false' might help.
 
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