offworld trade and resources

Here's three mockups showing roughly the layout and the sequence of events I was describing a few posts back.

Ok, I will see what I can make out of it. Biggest challenge will be making a time lapse inside a screen. I know there is a timer class in python. David used it for his performance statistics. Not sure I can use it...
 
This may seem like a non-sequitur, but I would much rather have better city placement from the AI, rather than a nice heighliner animation.
 
Like I said elsewhere, I 'm guessing that the single biggest improvement would come from ignoring tiles in the BFC of another city when calculating the value of each plot. That would stop the AI from trying to place the same groundwater resource in two separate cities' BFCs, so it would hopefully place its cities a bit further apart.
 
This may seem like a non-sequitur, but I would much rather have better city placement from the AI, rather than a nice heighliner animation.

This is coming from someone who didn't wanted to touch the sdk for months because it is no fun to mod? :)
 
Everyone seems to be in a grumpy mood today...
 
This is coming from someone who didn't wanted to touch the sdk for months because it is no fun to mod? :)

Of course it is your decision what you work on, and we are all here to have fun. I was only recalling that you have already modified the function which determines the value of colony sites, and this appears to be another modification to the same function.
 
Here is a experimental patch for the homeworld screen, reassembling the screen Deliverator presented a few posts ago.

Spoiler :

civ4screenshot0001e.jpg



Warning: This is still very experimental. Don't use it if you can't afford crashing your computer. :) DW patch 1.5.4 needed.

Download: http://www.mediafire.com/download.php?jy2duyznnnm

I exported all text strings to a xml file called DuneWars_HomeworldText.xml.

@Deliverator:
If you want to edit the sequence you can replace images in /Art/Interface/Screens/Homeworld/transition_sequence. If you want to extend the sequence, just add more dds files, naming them sequence_7.dds, sequence_8.dds, ... No python/xml editing needed. :king:
 
Nice work man. :) I won't be able to try it until later, but it looks good.
 
Is there a quick and easy way to test the homeworld screen? I give myself Offworld Trade in the World Bulder, but the unit pool is not populated.
 
Did you also give yourself a city for the units to appear in? I just started a game, founded a city with the settler, and then gave myself OT in WB. The HWR button is there and there are units in the HWR screen.
 
Yes, I know you need a city, but the problem is there aren't any units in the pool. Are there units in the pool when you do one city + offworld trade?
 
It worked easily for me. I just double checked. Even if I don't have any money yet, I still get a list of units. If I also give myself some money in WB, then I can purchase them fine.

What happens if you autoplay a few turns first with shift-ctrl-x? Does that help any?
 
Maybe I've got the wrong DLL somehow - now that I've put together my weekend patch I'll put together a clean 1.5.4 and see if that sorts it.
 
In the process of merging your files with my local changes, I see that you have made some small changes to MercenaryUtil.py. That is fine. But your version of CvHomeWorldAdvisor.py is very different from mine. I have not changed that file (ever), so if you did not make significant changes to that, please try reloading just that one file from the 1.5.4 disti. I assume you have python logging turned on and you did not get any exceptions, but I did not think you would be changing the python.
 
I haven't touched the Python myself, it's Koma's work - see this post.
 
Maybe I've got the wrong DLL somehow - now that I've put together my weekend patch I'll put together a clean 1.5.4 and see if that sorts it.

Can you activate python exceptions?
 
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