Platy's Peculiar Pleasant Posh Python

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.

A lot of players play with the slider at 100% or 0% binary research and switch back and forth every few turns. Saves a bit of science. I guess no need to all of them but the science slider.

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

It tells how much pop but it does not tell overflow, which can tell you how close you are to getting max overflow which is very handy. I never understood why such a complex game kept info away or forced you to play with spreadsheets

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.

I can see that logic

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

another instance of keeping info away from player and having to look at a chart, annoying to go searching for that stuff

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.

Here is an example of what I am talking about. Test between Mansa and Alexander both can be bribed in at annoyed(or higher) according to XML. I set Mansa to annoyed and Alexander at cautious. Note that Alexander can be bribed to declare but Mansa doesn't like me enough. I don't want players getting confused
Spoiler :

Spoiler :


Comments in Navy
 
Ultrapack

1) Added ability to adjust Commerce Rates by Max/Min
2) Combat XP

@Leader Threshold
I know about that.
As I mentioned, the info stated is exactly what you see in the LeaderHeadInfo.xml.
There may be players who are used to looking up the info in that file directly rather than using spreadsheets.
Changing it to display 1 level higher will confuse them.
What is displayed is what is stored in that file, so how you interpret the displayed data is how you interpret the data stored in that file.

@Overflow
Lazy to figure out the full formula atm.

@Infection
Can't find the Gods of Old in my computer anymore, so no idea how it is supposed to function :D
 

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Don't really find it useful, but whatever...
New Tech Screen
 

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Did someone merge the Ressource Tracker with BUG?
I've tried it but I get some errors. Could someone upload or send me the merged files? That would be really great. Thanks.
antriot
 
There, it now tracks both specialists and great specialists.
Added a new tracker, Culture Tracker for those going for Culture Victory.
No new button for it.
 

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Thanks alot :D
Glad to see you are still active.

1) Updated Culture Tracker Icon
2) Enabled sorting in Specialist Tracker
3) Resource Tracker now shows Route as well
 
Some good mod components here, keep up the good work. I do however have some questions:

1) Regarding the Mercenaries component, is it possible to make it so a technology unlocks the ability to hire mercenary units? (Rather then allowing it straight away)

2) Would an Espionage Victory be possible? Maybe the criteria could be something like Have # Great Spies Born', 'Build Intelligence Agencies in all Cities' and perhaps amass a certain number of espionage points?
 
In a sense, it is already unlockable via tech, based on whichever tech allows you to trade gold.
Of course, if your mod allows gold trading straight from the start, then you have to do modifications if you don't want it available directly.

Any Victory condition is possible.
I just don't like to do multiple works which are too similar or direct C&P with slight modifications.
 
I like this idea very much! Is it possible to have random occasional destruction, like with buildings?
 
Not sure what you mean.
There is only a 20% chance to capture, (which is adjustable) which means 80% are destroyed.
 
Elaborate :D

Like under what circumstances:
Eg only for capital
2 tile radius
blah blah blah
 
For my modern mod I would want there for borders never to expand

But for most mods is would be based on a tech (and I would just remove the tech aspect). Basically once the first person researches X tech, borders are locked in. Culture can't expand the borders anymore, and they are locked like in real life, there was a modcomp like this before, but I can't findit anywhere, I remember talking to J about it a couple years back

This creates two problems
1)Messed up borders when a city is captured
2)Culture is useless
3)Remaining extra squares
4)New Cities
5)Great Artist
6)Dead Civs
7)Pillaged Cities

Solutions
1)An idea (although numbers can be altered) is when a city is conquered that city takes over all squares next to the city (that belonged to the original owner, not a third party) as well as all empty plots say 3 squares away (since if you took an island city, it would never expand)
2)Depending on how you create the python, there are several solutions. If you remove culture + from the cities (no bulidings give culture, so therefore no more expanding) you can remove the culture and replace it with gold. This would be a good one time solution on tech discovered (and I wouldn't have tow orry about it, I would just never give culture to my building). Or if once a city expands, you stop the expansion, in that situation, you say "and influx of culture has created a boost in the local tourism: +x gold" although that might get boring so you can switch it off if you please "has brought in farmers from the country, +food" etc.

3) you can ignore this one as I don't see it as a big problem, and it wouldn't effect my mod, but in other mods, I believe it would be sort of cool if, once the tech is researched (although not by first person this time, it would be once each player researches it) all empty plots within borders could be added. So this is a situation when a player has his land, but there is a spot, usually in the middle, where it is completely surrounded by his cities, but none of them reach, and placing a settler is inconvenient. If there is an easy way to find these plots, then you can place the cities culture there. But that may be hard to detect. You can ignore other inhabited plots like islands

4)Make them obsolete (as that is realistic) or on city built, if tech X is discovered, or when they place a city after tech X, give it all empty plots around it for X plots

5) No idea :blush: I don't think you can obsolete the great artist placement, so only other option is if there is a python trigger when it is done, change it to gold or something else

6) Unlikely, but a civ is far ahead, and has the tech, and then is destroyed before others discover it, there could be a problem

7)If a city is destroyed (forgot the name of it) there needs to be something to take the placed of the possible empty plots

EDIT: Now looking, it seems as if it is in A New Dawn mod, but probably via SDK
 
Not sure what you mean.
There is only a 20% chance to capture, (which is adjustable) which means 80% are destroyed.
I think Tigranes means that since buildings have a tag giving a chance they are captured. Can such a thing be added to units.

The answer is that it would need dll code.
 
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