makotech222
Warlord
- Joined
- Mar 18, 2012
- Messages
- 240
Are the building widgets loaded from python?
I suspect UI elements of the type "MultiList" have really inneficient interaction coding in the exe that get's exponentially worse the more content there is in the "multiList".No, it definitely helps, thanks! I found where the building widgets are added, so when I get some time, Ill try and debug and see what is taking so long to handle click events. It almost definitely isn't dll side though.
PM me your sourceforge user name.Indeed you may be correct. The Build List screen also suffers from the same slowness that the city build panel does, which i assume uses the same multilist control. I was planning on redesigning the damn build panel at some point anyways, so we may as well rip out the whole thing and redesign it with better base controls.
I have a prototype in my head that involves grouping Unit/Building types natively in the panel, rather than requiring buttons to show/hide types. The unit list needs it desperately, as its impossible to find what you are looking for when there are so many units randomly scattered about.
Is your modmod on schedule to be merged into master any time soon? I'd like to build off of what your mod has already done.
Also to any project owners: I tried messaging @Koshling for access to svn but haven't heard anything yet. Anyone else able to add me? Ill add the project files and such for VS2017 at the very least.
We use a minor variant on Platyping's Tech Screen. I think you are looking for the code at line 81ish of our CvTechChooser.pyHi!
Can someone tell me where the size of tech icon is set for the Tech Tree screen?
I want to change this look in AND2 View attachment 500614 into this look View attachment 500615
THX. Will check thatWe use a minor variant on Platyping's Tech Screen. I think you are looking for the code at line 81ish of our CvTechChooser.py
Build list....Indeed you may be correct. The Build List screen also suffers from the same slowness that the city build panel does, which i assume uses the same multilist control. I was planning on redesigning the damn build panel at some point anyways, so we may as well rip out the whole thing and redesign it with better base controls.
I've been considering something along that line too. You know how the demolish building button work with my modmod, how it opens up a new screen inside the city screen? I'm thinking we should have one button for buildings, another for units and a third one for projects heroes and wonders, which when clicked opens up a new screen inside the city screen. The buttons would be located where we currently have all the build options scattered already. Processes, the Build wealth, science, culture and espionage, doesn't need to be nested like the other build options. There would be a number on the buttons indicating how many builds are possible within each category. and if there are nothing to build within it it should be greyed out and unclickable.I have a prototype in my head that involves grouping Unit/Building types natively in the panel, rather than requiring buttons to show/hide types. The unit list needs it desperately, as its impossible to find what you are looking for when there are so many units randomly scattered about.
Not really. You could, in the meantime, play around with the BuildListScreen.py, my modmod doesn't touch it.Is your modmod on schedule to be merged into master any time soon? I'd like to build off of what your mod has already done.
Replacement buildings is not a a Civ IV concept. It has been made in a number of mods. You have found something that is missing in the C2C versionIs there any simple way in Python to determine if a building has been replaced? I noticed recently that events that destroy buildings (e.g. the 'fire' events) can target buildings that have already been replaced by a newer building. This seems a little bit silly, since, from the player's perspective, these buildings no longer appear in the building list and contribute no effect to the city. In effect, if a replaced building gets destroyed, the player basically gets a free pass to ignore the event.
Obviously, it's possible to loop through all of the city's buildings to see if they replace the building we're checking, but this would seem to be rather non-performant at best. Basically, is there some sort of equivalent of isObsoleteBuilding, but for replaced buildings?
Unique Buildings (thus Building Class replacements) are.Replacement buildings is not a a Civ IV concept. It has been made in a number of mods. You have found something that is missing in the C2C version![]()
But that is not what was being asked about. Building Class replacements are you can build A or B but not both.Unique Buildings (thus Building Class replacements) are.
I think he meant the UU mechanism and was using his own terminology for it. That's why I put it forward. If he meant as you said your comment should connect to what he was talking about.But that is not what was being asked about. Building Class replacements are you can build A or B but not both.
Whereas replacement buildings are like Security Building 1 is replaced by Security Building 2. You can build 1 but when you build 2 the first is replaced and 1 can't be built if you build 2 first.
If you add the icon into the correct folder in the assets/art folder that is all you need. Next time a release is done it can be moved into the fpk files. The art in the folders takes precedence over those in the fpk files.I'd like to add a new art icon, but I dont see an fpk_layout file. Does anyone have? Or how should i rebuild the PAK file?