No city rename prompts with FFH/BTS?

FFHObserver

Chieftain
Joined
Nov 25, 2007
Messages
5
This is a ridiculously minor problem, but I can't find a solution anywhere, and I'm not sure whether it's a bug or a feature.

Ever since switching to the newest (BTS) version of FFH, I am no longer prompted to rename my new cities. No matter how I search, I can't find a way to turn this back on. This doesn't seem to be a problem in other mods or vanilla BTS.

Does anyone know how to turn this prompt back on? I hesitate to post to the bug thread, since I'm unsure whether this has anything to do with FFH, or whether perhaps I've just toggled the wrong option somewhere.

If it's something I need to hack back on in the mod files, I'd appreciate tips on doing it in plaintext. No Excel 2007 -- can't use the editor spreadsheet. :)
 
It's not really a big deal to do it from the city screen, but anything that keeps multiplayer LAN games moving faster is a priority for me.

Also, TBH, this has become one of those minor itch-you-can't-scratch quests that I can't let go. After spending hours (sad but true) trying to fix it myself, I am hoping someone can put it out of my mind forever. :)
 
How many people rename EVERY city in Multiplayer LAN? I would think that having it this way means you are going FASTER through those games.

Rename cities at your luxury when you manage to finish a turn first and have to wait on them. Or rename it because that indicates what your focus for the city is when you are in the city screen doing the work needed TO focus the city anyway.
 
How many people rename EVERY city in Multiplayer LAN? I would think that having it this way means you are going FASTER through those games.

Rename cities at your luxury when you manage to finish a turn first and have to wait on them. Or rename it because that indicates what your focus for the city is when you are in the city screen doing the work needed TO focus the city anyway.

I thought it was only used to change your cities names to insult fellow players.
 
Alt+S. But better used other places so you don't get accustomed to ignoring them :) Also doesn't help you remember which city they are talking about when you get a random pop-up without zoom to city (or notices like "Enemy spotted near ____")
 
Clearly, there are so many great alternatives to the missing functionality that I should be glad it's gone. ;)

But... still... isn't it at least odd that there's no automatic prompt to rename cities, like there is in every version/mod of Civ EXCEPT this one? Even including FFH/vanilla Civ4? I am still plagued with curiosity as to why FFH/BTS is different, but I suppose I'm also prepared to move on with my life. As much as possible. Given the circumstances.

Of course, there's no practical reason to rename cities... it just falls within my weird definition of 'fun.'

It might be fun to start sticking signs on things, too.
 
The advantage of signs is that your opponents can't see them - city names like "GPP farm" and "Production city" are a bit of a giveaway :P
 
It's not really a big deal to do it from the city screen, but anything that keeps multiplayer LAN games moving faster is a priority for me.

Removing prompts is supposed to speed up multiplayer games, not the contrary :rolleyes:
 
Removing prompts is supposed to speed up multiplayer games, not the contrary :rolleyes:

Yeah exactly... could you, FFHObserver please explain why would the game be slower without the popups? Rename your cities after you have ended your turn if it's so important.
 
Isn't it clear that I don't really care about the speed issue? I just liked it better the standard way -- let's say it doesn't matter why -- and I wondered if anyone could help me switch it back.

If nobody knows why this change happened, nobody knows whether it's a bug or a feature, and nobody knows how to reverse it, then our work here is done. :D

But, hey, now I feel better about not being able to Google up an answer, or change a simple setting in the mod files. This is mysterious stuff!
 
The short answer is that you can rename cities in shadow just as you can in vanilla.

The long answer is that there is a python function that is run whenever a city is created. In vanilla that function calls another python event that trigger the city rename popup. I overwrote the city creation function (so that I could add in the auto buildings the infernals get) with a new function but because of the way the new function works I couldn't call back to the old city rename script. So I left it out.

But everything is back and working as before in shadow. I tried to mod the "correct" way (using a seperate modevents file just for modified functions) but I ended up going back to the old way of just rewriting the base CvEventManager.
 
Thanks for the explanation!

As has been pointed out, the 'problem' is totally insignificant, but I was driving myself nuts trying to figure it out anyway -- this will improve my sleep. :)
 
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