Platy's Peculiar Pleasant Posh Python

Ultrapack



1) Revert Foreign Advisor Info Screen back to BTS style for bigger buttons.
Pros over BTS:
A) Trade Yield separated into different types if food or production are used.
B) Screen is scrollable horizontally as well as vertically, so no issue with more civics
C) Favourite Religion

2) World Builder
Added Plot Mouseover Text, with adjustments

P.S.
Neither WB nor Pedia will be updated for standalone, till I am satisfied with Text removals.

Reuploaded
 
Platypedia

1) Side Menu no longer refresh for every page jump, unless different category.
This means going from Walls to Barracks, only the info for barracks is updated, while the side menu with full building list remains stagnant.

2) Recoded Side Menu codes which resulted in extra blank line for certain sort methods.
 
Ultrapack Top Civs



Reuploaded to revert turn counter from 20 to 50 (testing purposes)
 
Great People Mod

Features:
Displays a picture of the respective Great People when he/she is born.
Original mod by Patricius

[...]

P.S.
I only bothered to define 6 Great Engineers for testing purposes.
Can't be bothered to do it for all 200+ GPs.
All the pics can be obtained from original mod provided by Roamty's BTS version though.... so whoever is bored can define all the Art Defines :D

"I'm bored ... I'm chairman of the bored ... " :sleep:

Here is the file with the 247 links to the BtS Great Persons art ... I checked every single path to make sure it would not bring crashes in game.

Some spies have just a generic Great Spy dds file, in particular the fake ones. The initial mod has more GP, I sticked to BtS ones.

I did it for me so I thought I might just as well share the file. Thanks for the coding!
 

Attachments

  • UltraPack_CIV4ArtDefines_Movie.rar
    4.7 KB · Views: 47
I'm trying to isolate your code for the scrolling score board from the Ultrapack but the MainInterface file is still full of mysteries for me... I'm trying to help Civciv5 for his request here.

Would this really be sufficient (two places marked Score Board in your file)? I can't test it because I don't have so many Civs. I tried to run Diversica but the game crashed on me. All I know is that it doesn't seem to harm a normal BtS game with three players!

What else should be done? Thanks in advance.
 
AFAIK, there should at least be 3 components.
Init, updateScoreBoard, handleinput.

If it can work with 18 civs, it can work with 18000 civs.
You only need to test in BTS.
 
I was missing the updateScoreStrings, lol !

I found a dll with 50Civs for BtS. I had to remove the attitude icons, otherwise it works!

I'm attaching the file here. If you don't like that, just tell me please.

Thanks again !
 

Attachments

  • CvMainInterface.rar
    20.7 KB · Views: 50
Don't really care lol.
Lazy to update the standalone scoreboard anyway.
 
Ultrapack

CvAdvisorUtils
Rewrote codes to be more efficient.

In BTS, every turn, for every player, it is gonna check the following:
1) at least 10 "if" for Population Feats
2) loop through whole Bonus list twice for Bonus Feats
3) loop through whole Building list for Corporation Feat

Now all these crap is done at one shot on game start, and every turn it just goes through each smaller relevant list. For instance, it is seriously ******ed to go through 1000 buildings every turn when there are only 7 corporations.

Recoded Privateer Feat to be achievable for any naval hidden nationality unit.
Recoded Spy Feat to be achievable for any spyable unit.
 
@Platy

And what turn time reduction you achieved thanks to this in later gameplay. ?
 
Ultrapack Advisors

1) Fix a logic bug with Corporation Feat with previous update
2) Changed game turn for Advisors.

The current Advisor system is working in a loop of 40.
In turn 0 of each 40 turns, it will look for X to advise.
In turn 1 of each 40 turns, it will look for Y to advise.
There is something to advise from turn 0 to turn 12.
After which, the advisors are not gonna bug you anymore till next cycle of 40 loops.

I find it weird why the advisors are gonna bug me for 13 turns, and take a break for 27 turns, so I tune it in such a way that it will be 0,3,6,9,12... 33, 36 instead of 0,1,2,3... 12. Effectively, they are still gonna bug me 13 times every 40 turns, just that it is spread out more evenly.

This is, obviously a gameplay change, so if you don't like it, up to you.

@Nimek
And what turn time reduction you achieved thanks to this in later gameplay. ?

What ever you just did in the current SVN , made a great turn change of 6-9 seconds off, so thx. . .

The difference between efficient codes and dumb codes
 
Awesome work for more efficient code. Thank You very much :)

Now we waiting for more ;)
 
This kind of modifications is probably 10 mins work anyway.
Just that nobody bothered to look into it.
 
Dragons' Revenge

Features:
Just for fun and boredom.
Every time 10 animals are killed, a dragon is spawned.
There are 4 types of dragons, random one chosen based on certain conditions.
Dragon spawned with strength adjusted to era.





Actually was thinking of Godzilla and King Kong, but found this interesting pack by Deliverator
 
Ultrapack Advisors

Added a check for Combat Class Feats, to ensure Feat is valid before further codes.
No change of effects in BTS.
 
Top Bottom