Pedia Upgrade

For what I saw when I first merged it, it would be easy to merge into normal civ. The pedia would be the hard part but that is because it contains mostly FfH stuff. If anyone was willing to take out the parts from FfH it would be easy.
 
Well... This is no longer really needed, after seeing Xienwolf's own work on a new and improved pedia. For those of you who want to look at it, to adapt for other mods, I'll upload the file to the first post of the thread.

Edit: Actually, the production popup will still be useful, and will be used, so it wasn't entirely a waste. :lol: Even if that is the part I spent the least time on... Just merged Grey Fox's work there.
 
You could still use the pedia seperation, but you would want to link it to the sort method so that what you seperate by matches with what you sorted by. So when you sort by unitcombat, there are marks denoting where each new unitcombat starts. Sort by cost and there is a mark every 100 or so.
 
You could do it from either one. I would probably say add a list of "sort sections" to the SORTS list somewhere and return a special item in the sorted list when you want to add a breakpoint which states the name which should be used. Then when placing the buttons in pedia main you check for a special attribute which marks a breakpoint/seperator instead of an actual item and treats it specially. So the PediaMain would place the breaks, but the specific pedia screen file would actually control where they went and what they said.
 
Small update: Haven't started working on dividers yet, but I HAVE made a few new sort methods.


  1. Leaders -
    • Filters:
      • Major Leaders
      • Minor Leaders
    • Sorts:
      • 'Sort by Minor Status'
    • Basically, you can either view JUST Major (Standard) leaders, JUST Minor leaders, or you can view some other criterion and sort by whether the leader is Major/Minor. For example, Female Leaders... When sorted, it will first list Major Female leaders by alphabetical order, than Minor Females by alphabetical order.
  2. Techs -
    • Filters:
      • Unique Technologies
        • Any tech that has a cost of -1, as all civilization specific techs, aside from Steam Power (special case), do.
  3. Units -
    • Added Civilization Specific sub-filters for the FFPlus civs, to match those of other civs.
  4. Improvements -
    • Filters:
      • Culture-Expanding Improvements
        • Checks for CultureCenterBonus > 0, so does not include those with a range of -1... Which they only received so they'd be named.
      • Conversion Improvements
        • Any improvements that convert resources they are built on. This is all mana nodes, most UFs, and a few others.
  5. Resources -
    • Filters:
      • Luxuries
        • Happiness resources.
      • Health Resources
        • ...
      • Mana Types
        • Not really added, but rewritten to a check rather than list.
  6. Spells -
    • Filters:
      • Divine Spells
        • Any promotion with a PromotionPrereq1 of Divine. All divine spells have had their prereqs swapped around, where necessary.

That should be about it... Any important divisions missing from my own pedia work are now represented, as well as the Minor/Major leader filters. Had to expose a new tag for that one. ;)
 
Are you still planning on creating a further leader designation of "Emerging"? And if so will the pedia filter be affected by that change as well?
 
Already in, actually, although most of the Minor Leaders need additional traits. Will be a prolonged project, but at the least they will all have two.

As far as the pedia is concerned, Emergent and Minor are both Minor. They're just different sides of the same coin.

(Minor no longer exists as a trait, by the way. Was going to leave it as an identifier for the game, until I merged in the bMinorLeader tag from Orbis. Using that instead.)
 
Are you still planning on creating a further leader designation of "Emerging"? And if so will the pedia filter be affected by that change as well?

I take it back. I've made the Minor tag an int, rather than bool, so I can now assign different values to leaders... A value of 0 is Major, 1 is Emergent, and 2 is Minor. Will sort correctly, and I can completely drop the Minor/Emergent traits... Emergent trait gain will be done via python check of the tag. :goodjob:
 
You should make a BasicInfos file which states the different leader types and you can then access it as MINOR_LEADER, EMERGENT_LEADER, and FULL_LEADER. This is more modder friendly than trying to remember which is 1 and which is 2. And adding a BasicInfo file isn't too hard, they practically handle themselves.
 
I think you would have a modify CvXMLInterfaceLoad/Init/Set.cpp (not sure about the exact name) to set a new basic infos file. I suggest you check how the AlignmentInfos or DamageTypeInfos files are handled in those cpp files :)
 
Got the BasicInfos file working. ;)

Had a pretty big sticking point for a while... Wasn't getting a line with the error, or anything that would help me find the issue. Found it in the end, missed a file. All I've got left is to have it actually displayed in game... Left that for the end, after I got the rest working. :goodjob:

The tag I used is 'LeaderStatus', and is located below 'Alignment' and above 'AlignmentModifier'.
 
Thanks to some last minute help from Opera (Thought I had a DLL error... Was actually a freaking txt_key. :blush:), it is all working correctly now. :goodjob:

Leader Status will be displayed for all leaders. ;)

Here's a screenshot... The Emergent trait will be gone shortly.
 

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And yet another screenie... LeaderStatus is displayed in game, in the score board. This allows you to check not just your own status, but that of your enemies. ;)

Minors will become Major after settling their fourth city.

Emergent will become Major after gaining a trait.

The colors used to display the text are debatable... I like the Green and Blue for Emergent/Minor respectively though.

I'm also leaning towards not displaying Major Status, atm. It doesn't really affect the game in any way yet. In the future, Major leaders will get an attitude penalty towards Minor/Emergent leaders, and vice versa.
 

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