Platy's Peculiar Pleasant Posh Python

@Platy

Could you add a bar to collect :unhealthy: (like happy golden age bar) and when some level will reached a plague will strike in empire (simple event with population lost)
 
It will probably just take about 10 mins to cnp from happy golden age.
But if u r thinking of merging both, it is tedious and troublesome because both will be using same script data
 
Minor Adjustments:

Various Dropdown Filters:
Rearrange such that "All" appears on top of list rather than bottom of list

Air Tracker:
Added Air Capacity column for you to sort
 
Updates

General
1) Get rid of redunancies in CvMainInterface such as variables defined which are not used, repeative loops etc from default vanilla BTS codes

City Interface
1) Can see full description of city orders as far as possible
2) Slightly bigger Defense text in City Screen. It was meant to be in vanilla BTS codes but they screwed up.
3) Table size edited so you don't see 6th button in order list

Civ4ScreenShot0004_zps21fd9e78.jpg


Unit Interface
1) Can see full description of Build orders and Unit Stack as far as possible
Civ4ScreenShot0001_zps3f691802.jpg


2) Can see 4 digit Experience
3) Add a ":" to Experience to be similar to Strength, Level and Movement

Civ4ScreenShot0000_zps9bac3b65.jpg


4) Table size edited so you don't see 5th button

Field of View
FieldofView_zps3751ecaa.jpg

+10, +1, -1, -10
No need to adjust like mad to get back 42
Range from 1 to 125, anything more you can't see a fly.

Foreign Advisor
1) Info Screen

Advanced Tech Screen
1) Rewrite certain parts of codes to allow python in game changes without python exceptions popups. (No effect to players, affect modders)

Platypedia
1) A mini change...
2) Unit Category Chart
Civ4ScreenShot0008_zps04cd10c7.jpg


Ultimately, Ultrapack should allow in game python test changes without unnecessary python exception popups, which are present both in vanilla BTS and BUG
 
@Platy

Thank you very much for the healthcare bar :)

What do you think about idea to give units build in some cities chance of free terrain promotion.

Example
If you build a unit in the city where is a lot of hills you unit will be builded with free hillsman promotion

If you build a unit where is a lot of desert then your unit will get free desert warior promotion

we can give 25% chance per one ex hills tile in city vicinity.

In realism mods it will be usuful when egyptian army build in deserts will have free desert warior promotions to imitate that they used to fight in full sun on desert instead of vikings who never saw a desert.

just my another idea discussed on c2c forum :)
 
Too easy to implement

To encourage you to do it I will say like almost everybody

"This is only few lines of code" :P :D :D :D
 
I don't do repeative works.
This kind of random promotions already done long ago when I was doing wonders and projects.

Also what you want requires looping through all city plots to count number of hills, forests, desert etc each time a unit is built.
Not worth it
 
Also what you want requires looping through all city plots to count number of hills, forests, desert etc each time a unit is built.

Only partialy true. You can count it on city build and cache it.

Only problem to solve is forests because number of deserts, hills, frosts not change during the game.

Anyway thanks for your response :)
 
Heard of global warming?
Plus the fact there are mods that use terraforming.
Also, to save the data of a city will most likely be using city script data.
Which will just make it troublesome merging into other mods that use the same script
 
1) Fixed a bug introduced by Tech Screen modification just now

2) Even more sorting options in Pedia Unit Category

Civ4ScreenShot0000_zpsf104f596.jpg


Civ4ScreenShot0001_zpsc906bf2d.jpg


3) Added Trade Routes and % Yield and % Commerce to Building Effects
 
Pesky Barbs

Added a customization section
Spoiler :
Code:
	def __init__(self):
		self.iChance = 1							## Base Spawn Chance
		self.iAnarchy = 3							## Multiple of Base Spawn Chance during Anarchy (Triples by Default)
		self.iRaging = 2							## Increase in Difficulty due to Raging Barbs
		self.iRadius = 1							## City Spawn Radius
		self.iMinDifficulty = gc.getInfoTypeForString("HANDICAP_NOBLE")		## Does not Spawn at This Difficulty and Below
		self.iMaxImmobile = 2						## Maximum Immobile Turns

		## Based on Era, Ancient >>> Future ##
		self.lUnits1 = ["UNIT_WARRIOR", "UNIT_AXEMAN", "UNIT_SWORDSMAN", "UNIT_MACEMAN", "UNIT_GRENADIER", "UNIT_TANK", "UNIT_MODERN_ARMOR"]
		self.lUnits2 = ["NONE", "UNIT_CHARIOT", "UNIT_HORSE_ARCHER", "UNIT_KNIGHT", "UNIT_CUIRASSIER", "UNIT_CAVALRY", "UNIT_GUNSHIP"]
		self.lUnits3 = ["NONE", "NONE", "UNIT_CATAPULT", "UNIT_TREBUCHET", "UNIT_CANNON", "UNIT_ARTILLERY", "UNIT_MOBILE_ARTILLERY"]
		self.lUnits4 = ["UNIT_ARCHER", "UNIT_ARCHER", "UNIT_CROSSBOWMAN", "UNIT_MUSKETMAN", "UNIT_RIFLEMAN", "UNIT_INFANTRY", "UNIT_MECHANIZED_INFANTRY"]

		## Promotions granted based on Difficulty ##
		self.lPromotion1 = ["PROMOTION_COMBAT1"]				## 1 Difficulty Level Higher than Minimum Difficulty (Prince by Default)
		self.lPromotion2 = ["PROMOTION_DRILL1"]				## 2 Difficulty Levels Higher than Minimum Difficulty (Monarch by Default)
		self.lPromotion3 = ["PROMOTION_CITY_RAIDER1"]
		self.lPromotion4 = ["PROMOTION_COMBAT2", "PROMOTION_DRILL2"]
		self.lPromotion5 = ["PROMOTION_COMBAT3", "PROMOTION_CITY_RAIDER2"]
		self.lPromotion6 = ["PROMOTION_CITY_RAIDER3", "PROMOTION_DRILL3"]
		self.lPromotion7 = ["PROMOTION_TACTICS"]				## 7 Difficulty Levels Higher than Minimum Difficulty (Diety with Raging Barbs by Default)
		self.lPromotions = [self.lPromotion1, self.lPromotion2, self.lPromotion3, self.lPromotion4, self.lPromotion5, self.lPromotion6, self.lPromotion7]

For users to modify to suit their needs easier.
No change in effects.
 
City Interface
1) Can see full description of city orders as far as possible

So that's a bug fix. Is it possible to isolate the code for it as I'm not really interested in all the other adjustments?
 
Not really a bug. They just truncate off the name when it is too long
 
Oh, I thought you fixed it. When you have a long queue, you can't really scroll it down and easily delete some of the orders.
 
3 suggestions :D

1) When using the red/yellow buttons to change the rows/columns of specialists, it would be really nice if the resource columns followed/extended. So if there was only 2 rows (3 column) of specialists then there could be shown more resources vs if there were 8 rows (1 column).
I modify it personally in my mod (extend the resource space a bit), but I really wished I wouldn't have to merge for every update, but could just copy/overwrite, so I guess its part laziness from my part too ;)

2) which brings me to #2. Lots of mods offer new religions and corporations. Instead of showing the 7 vanilla ones and highlighting them if they are present in the city, I think show only the ones present in city, which would solve the issue (unless there is more than 7 religions or 7 corporations in a city, though I find that scenario highly unlikely). I have it done for corporations in my mod. Cant remember who did it for me (maybe it was even you ;)). Again, it kinda already works in my mod, but its a nice feature, and implementing into platy's would save me for the merging :D I guess its also a part OCD on my behalf as I would prefer the files being 100% platy. It just feels cleaner somehow. cant explain.

3) I havent merged the latest yet, so cant tell if its already in, but with the new stackfeatures it would be cool to have min. - max. movement points for the stack written somewhere. Maybe on top.

Keep up the good work :goodjob:

ps I'll attach the file with the #2.
 
@isenchine
I dont see what is wrong with it.
I can scroll as much as I like

@vincent
Since the show religion/corp present stuff is already present in BUG or other mods, it is not in my top priority list since it is simply port, adjust and see if anything to modify.

Having a headache modifying other screens of WB.

This is Religion + Corporation screen.
There is a reason why they must occupy the whole screen...
 

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@isenchine
I dont see what is wrong with it.
I can scroll as much as I like

Strange, I can't. Since a very long time. Maybe somebody else messed it up or I did a wrong merge!...

Could you please tell me in which section I should look exactly (I guess we are talking about the CvMainInterface.py file in the Screens folder)?
 
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