Platy World Builder

Ooh AI Autoplay! Didn't think that was possible without DLL changes. 3.0 is looking very nice indeed.
 
UnitData_zps2db2ebc5.jpg


1) Choose Unit Section
A) It now displays the Civ and Owner of the Unit to allow you to distinguish which unit you want easier.
B) Hover Text will display full details of the Unit.

2) Unit Type and Leader Unit Type Section
A) Comes with Unit Combat Class Filter to select new Unit/Leader Unit Type easier

3) Cargo Section
New Feature: Allows user to load/unload units

4) Moves Left
Display as Float instead

5) Direction
9-Tile Display

6) Script Data
Lazy to type again

7) Move Unit
Well, since you cannot select the new plot from this screen, I provide you a pic of the new location instead

8) Duplicate Unit
Can now duplicate multiple times at 1 go.
So you can create 1000 similar units with 1 click.

@Xyth
Actually, the actual AI AutoPlay code is just one line.
The rest is just making the interface for the buttons.
The functions to stop AutoPlay though is another thing :D
 
PlotData_zpscb6abdd7.jpg


1) Yield now shows base yield without improvements.
This is because the improvement yield is based on owner so a farm on grass might give different results because one has biology, the other does not.

2) Idiot Proof way of displaying rivers.

3) Plot Culture now shows culture of all players at one glance

4) Change Area/All Plots shifted here

5) Script Data

6) Bonus Class Filter
 
Events_zps988165db.jpg


Nothing much new for events.
Just a few more variables to play with such as Other City, Religion and Corporation.

Again, events can only be triggered successfully, if it is possible given the details provided.
For instance, mining accident requires a mine, forest fire requires a forest.

All screens are done, just need to touch up on the interface.
The last thing to do is the main WB screen itself.
 
World Builder 3.1

Addition of Units
MainScreenPlayer_zps1ef920fb.jpg


New way of adding units.
Units can now be sorted via Combat Class so that it is easier to find what you want when you have 20000 units in your mod.
Also, arranged in alphabetic order plus name is shown there unlike the traditional garbage way where units are pretty much randomly arranged accordingly to Unit ID

Similary for buildings, you can sort by buildings or wonders

Map Editing
MainScreenMap_zps0785b6bd.jpg


Reveal Mode
MainScreenReveal_zps98c35c75.jpg


Warning
The standalone is C&P out from Ultrapack, so if something goes wrong then tell me about it.
 
Because I removed all the old ones and took new ones in first page.

I edited the font of all pages to be similar to those used by advisors.
And chose new pics to be used for some buttons like Edit Unit :D

Updated first post with simple instructions for those which are not so obvious to figure out.

Edit:
Changed Add XXX Tables to invisible ones to maintain better view of the map.
Split Add Buildings from Wonders to National, Team and World
 
I'm just starting to familiarize myself with WorldBuilder 3.1 before starting the merge with MNAI.

I have come across a python error in the Teams screen.

Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 416, in handleInput

  File "WBPlayerScreen", line 285, in handleInput

  File "WBTeamScreen", line 80, in interfaceScreen

  File "WBTeamScreen", line 236, in placeAbilities

RuntimeError: unidentifiable C++ exception
ERR: Python function handleInput failed, module CvScreensInterface
If I comment those lines out, I get equivalent errors for the other lines starting in screen.setTableText("WBAbilities", 0, iRow, "<font=3>" + sColor + CyTranslator().getText("TXT_KEY_WB_
 
Well, I tried both Ultrapack and standalone and in both cases, both work.

Thus, did you encounter this in the standalone or after merging?
The only reason I can think of is the iData1 value following the Widget.

By right, if you look at CvTechChooser, iData1 is supposed to be the Tech that provides the particular benefit, like Calendar for Map Centering, but apparently -1 seems to work fine in all situations.

Thus, if it only failed to work after merging, you can try replacing iData1 with respective Tech ID
 
1) Added bunch of crap like current game turn, max game turns etc.

Great, I love that crap!

I like it when you are a retired retired modder :)

Now I would really like to have a simple tool to tell me easily what are the x and y locations of any given plot (outside of editing a unit or a city).

Thank you anyway for all the great work already done: simply amazing!
 
Bleh, the default BTS method which apparently nobody knows.
Right Click during Unit Edit or City Edit.

I thought of putting back my method of Plot Data mode directly available in WB 2.0, but didnt find a suitable button to go with it, so conveniently forgot about it.
 
Thanks for reminding me! We can even navigate through plots via this screen now (plus it's a beauty)!

True that the access to this screen is not easily granted...
 
World Builder 3.2

MainScreenMap_zps87e3e6a9.jpg


1) City Edit Screen
Increase Range for "Change to" from 1000 to 100000.
To adjust Culture Values Faster...

2) Added Plot Data Button Directly. (Hammer Button)
Removed all default BTS methods to access Plot Data.
Since nobody knows about it anyway...
 
Great, thanks a lot! :goodjob:
 
@Magister
I know you intend to add many FFH only stuff into the WB.
My advise is don't mess with the current screens, since there are too many codes involved until I can't be bothered to write any comments for modders to understand better.

Just add new screens and it will be easier to manage.
For instance, currently Edit Unit will go to Unit Data screen, and grant access to Promotions screen.
Shouldn't be hard for you to add acess to a 3rd FFH only screen there given your experience with python.
 
When I first noticed the problem, it was in a version of WorldBuilder 3.1 where I had eliminated the Modules folder and moves WorldBuilder_CIV4GameText.xml to within Assets\XML\Text. (I don't really like dealing with Modules, and I prefer to use the BUG attitude icons already present in MNAI rather than those you provided.) Doing this made it a little easier for me to use WinMerge to compare this with versions I already merged. I made no other changes to this original though.


I just did a fresh install of WorldBuilder 3.2, making no changes whatsoever except for adding 3.2 to the name of the folder and the ini. I am still getting that same error in the Teams Screen.


I guess I can see about making new screens, but in some cases I'm not sure how appropriate that would be.

For instance, FfH2 splits a unit's strength between offensive and defensive strengths, like it was in Civ III. Offensive strength uses the normal functions pNewUnit.setBaseCombatStr(iStrength) and pUnit.baseCombatStr(), while defensive strength uses the similar new functions pNewUnit.setBaseCombatStrDefense(iStrength) and pUnit.baseCombatStrDefense(). It seems to make more sense to let the player adjust these two closely related things from the same screen. Also, if I don't set defensive strength along with offensive strength in places that duplicate or convert units, then the doubles' data will be way off.
 
Back
Top Bottom