Platy's Peculiar Pleasant Posh Python

Indeed, the examples given were wrong.
Basically, the key error given is the ID of the problematic unit.
If you cannot figure out which unit that refers to, try
gc.getUnitInfo(the key error number).getType()

But since it works fine now, I guess no need to try.
One day, I might bother to look into that file and make it automatically add problematic units into the split lists.
 
Espionage Screen

EspionageScreen_zps883145ee.jpg


Bleh, seems abit too colorful after editing it... whatever

What's New:
1) Attitude Icon, for you to see who hates you more to adjust weight happily.
2) Civ Icon, just for fun
3) +10 and -10 buttons, when you are tired of pressing "+" or "-" 99 times to adjust them to 99
4) Left Panel wider as a result
5) Colored coded cost:
When cost < EP against that team: red
Else: green
For you to see at one glance what missions you can perform against that city.
 
You needed to put quotes around the unit ie 'UNIT_WARRIOR'. It doesn't say that in the doco in the code but that is what needs. ;)

Oh, thank you, I guess I didn't try very hard!
 
Speaking on colors, the Orange List Merged packs at the top of your OP is hard to read, even with my reading glasses on. Maybe a different color? Just suggesting cause I can't read it.

Thanks for all you work on BtS by the way.

JosEPh :)
 
World Builder
Updated with translations

Religion and Corporation Screens
Got rid of redunancies (unused variables, dummy widgets etc)

Espionage Screen
Got rid of redunancies
Clicking on Civ Icon will also do the same as clicking on Leader Icon
 
WorldBuilder
Updated accordingly

Platypedia
Replaced list append methods with the new one applied to WorldBuilder
No change in effects, just simpler

Ultrapack
Codes for Great People Bar adjusted due to the Great Specialist list, similar to WB
 
3 requests

1-show in a hover text over AI leader at what attitude they will declare war at. And also at what attitude they can be bribed into a war at and what attitude they need towards target. Hate looking that info up.

2-show in the scoreboard and/or diplomacy screenwhen an AI is in "we have enough on our hands right now" mode

3-give workers the ability to prechop forest
 
Hello, Platy,

Since you've made a lot of victory types, can you modify the cultural victory a bit?

The original cultural victory is boring indeed. After having built a number of culture buildings, you just raise the culture slider to 100%, then sit there watching and waiting.:rolleyes: This is more like a time victory, and I bet even a time victory will be more exciting. Can you think of something to make it more interesting?
 
@TK
Where do retrieve those info in the first place :D
And what is prechop forest

@Aloha
There is an unused XML tag total culture ratio, which I have no idea how it is supposed to function and nobody answered in quick modding thread either.
 
Upgrade Path Fix

Can't really say whether it is fixed or not.
Problem was that when upgrade paths are too complicated for the file to handle, the file gives up, resulting in those key errors :D

Since I don't have a more complicated upgrade path to do testing, I can only use the most complicated one available... TechTree

So for now, it does manage to display the whole tech upgrade path, but looking at that spiderweb, I highly doubt it is of any use to anyone.

Thus, currently this tech tree + upgrade path fix is only available in Platypedia.
The tech tree is only temporarily and will be removed in future.

Civ4ScreenShot0002_zps527bf5e7.jpg
 
@TK
Where do retrieve those info in the first place :D
And what is prechop forest

Prechopping is stopping a worker automatically when it has 1 turn left to chop down a forest. Usually used to chop out a wonder before you can actually start building it.

The other info is found in the leaderheadinfo xml. But here is a short hand version for the info.

Using that chart. Alexander can plot/declare war at pleased. He can be bribed in if he is cautious (or higher) with you and pleased (or lower) with the target. If someone plays with random personalities then that goes out the window.
 
1 is doable, just need to decide where to place that.
2 is not so interesting to me atm
3 is not possible
 
WarAttitudes_zps132b5c97.jpg


Only in Ultrapack, lazy to extract
Displayed only when:
1) Can Declare War (Not Same Team, Vassal, Forced Peace, Whatever)
2) A.I.

>80% Green
>60% Cyan
>40% White
>20% Magneta
Else Red
 
Thank you very much. Your mod rocks. :rockon: The worldbuilder is what firaxis should have done in the 1st place.

What is the best way to put this in custom assets so I have it standard when I play?

Remind me to ask you again about the AI plotting war/WHEOOHRN notification when you are interested in doing it. :D
 
More modifications

1) Glance Header Row Fixed, no longer scrolls with the rest of the panel.
In BTS the Header Row disappears when you scrolls downwards.
Screenshot 1

2) Better looking +/- button compared to the twisted BTS one

3) Slightly more centralized aligned Text when there are few leaders
Screenshot 2

Still lazy to export out till I bother to explore the other tags.

@TH
No idea, never mess with Custom Assets before.
But I doubt it is a good idea, because most mods will use some of the python files used in these mods, so the files in the mod will be used instead.
 

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Hi, Platy,

I have 2 things to say:

1). When choosing mastery victory, the game Setting, UN resolution button at the bottom of the Victory Conditions disappear. Shouldn't they be there?:confused:

2). Any thoughts or plan about remaking a brand new cultural victory? :king:
 
Already fixed in latest version, nope at the moment.

Pedia Update
Building Page
1) Displays Coastal City Requirement
2) Displays River City Requirement

Note that it is NOT "Can ONLY be Built" because Dike can be built in either one.
 

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Some more requests for ultrapack

1-ability to adjust science, culture, espionage cultures all the way up or all the way down with one button push rather than just 10% at a time.

2-in the city screen, a whipping/purchasing calculator (show how many pop/gold and what overflow to expect)

3-score board-show how many cities each AI has

4-tech chooser screen show what a great person can bulb next based on where you are at in the tech tree.

5-great general progress towards tracker

A note about AI declare war threshhold. The is a greater than sign in the xml not a greater than or equal to. For example Alexander can be bribed in at cautious (or above) where your mod shows annoyed.

Thanks in advance.
 
1) I bothered to do it for Field of View and Espionage Screen because it takes 99 times to adjust Espionage Weight from 0 to 99 and vice versa.
On the other hand, it only takes 10 times to do that for those commerce, unless you modified the XML values.
Furthermore, nobody is going to adjust commerce from 100% Science to 100% Culture every few turns.
Thus, it is totally unnecessary to add 6 buttons to cover my screen, when it (A) does not make it that much convenient anyway, (B) is not frequently used.

2) Isn't the pop/gold already shown when you hover over them.
Purchasing never had overflow, only whipping does.

3) To me, it is a bug that when you enter diplomacy screen, you get to see full city list even though some of them are not revealed to you, which was why K-Mod also removed that ability.
As such, I disagree to display knowledge that you do not know for a U.I. mod.

4) Yeah, I know about that in BUG but never found it useful so lazy to code it in.

5) Keldath requested that before too. It will probably just take 1 minute to code, but it takes 5 sec to press F5 to open Military Advisor to get the exact details.
One day I might bother though.

6) The Declare War threshold details are exactly the same data as what you see in the XML file.
Alexander will display as Annoyed/Pleased just like the XML values.
How you interpret the data is same as how you interpret the XML data.
 
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