Platy's Peculiar Pleasant Posh Python

Yes, in the def __init__ (self) part of CvMainInterface.py:

Code:
self.iCityGPBarY = 180		## City Great People Bar = screen.getResolutionY() - 180
 
So, while I am wrestling with Platy UI to get it optimised for FTTW, I was wondering if I could float another Thought/Challenge your way.

With your Manufactured Resources comp, would you be able to add something like the requirements.xml to it, to allow things to consume multiple manufactured goods? or combine it into the requirements system.

I really want to use this comp, now that I have the right UI to merge it with, but I also really want to be able to be more flexible with the amounts of goods needed, to make the aquisition of resources and production of goods in quantity to be more improtant for getting lots of advanced units quickly.
 
Lazy, cant be bothered. Time for a break.
Not doing any modding except bug fixing :D
 
Ok I updated to the latest version and got this error at DOM screen:

CvAppInterface, line 74, in preGameStart

CvScreensInteface, line 95, in showMainInterface

File CvMainInterface Line 239 in inteface screen

Attribute Error: 'NoneType' object has no attribute 'getPath'

Line 239 ##Trackers##
Code:
		screen.setImageButton("PlatyOptionsButton", ArtFileMgr.getInterfaceArtInfo("INTERFACE_PLATY_OPTIONS").getPath(), iX, iBtnX, iBtnWidth, iBtnWidth, WidgetTypes.WIDGET_PYTHON, 7101, -1)
		screen.hide("PlatyOptionsButton")

I can post the other 2 lines if needed.

On the plus side I can view the religion screen :D Unfortunately I have no GUI though. six of one half a dozen of the other :D
 
Hey platy, Is there a way to change your filter buttons in the city screen to be in more than one column?

They are just very tiny and squashed, I have been able to move them around, and I have a nice space on my HUD for them in 2 or more columns, more of a box than a line.

would it be an addition of one or two lines, or a lot more?
 
Hey :D

I got a single bugreport and a couple of (stupid) questions :D

When changing civic to one that gives unlimited specialists, the unlimited (--) is not shown in city screen for existing cities (in new cities or conquered since civic change its as it should be).

---
now for some stupid questions ;)

Is it even possible to...
1) Widen the notification area (cityX has build BuildingY etc), to fit2resolution same width as techbar?
2) Set the border/bg colors in graphic (platy) options (I have made an external program to select colortheme, but then you made civ colored texts, and iirc then its almost same files right?)
3) Add some buildings (or projects) to your Tech Diffusion modcomp. My mod have these projects (National Library, Encyclopedia, Communication Network), which atm gives tech the same way as Internet but instead of 2 civ know tech, it is 8/6/4. I would love if they gave a Tech Diffusion bonus.
4) I tried to look, but couldnt find the code for those Projects, as it is silly when there is 40 civs vs 8 civs on map (f.ex. the National Library is much more powerful with 40 civs and useless if less than 8 civs on map). Is it possible to change it to % of civs instead of # of civs?

Cheers
Vincentz :D
 
1) Fix specialist display bug when player has civics with unlimited slots when the city itself has limited slots.

2) New sort function for pedia (Advisors)

@Lib
Naturally it is possible to rearrange them in whatever number of columns you like.
But size won't change because those are text, not pics. That IS the max font defined.
The only way to increase size so they are not squashed is changing the codes to use pics instead.

@Vincent
1) Not defined anywhere in python.

2) Civ specific text colors is done via changing the colors of each individual text code.
Which means I can change it to be blue, bold, underlined, font size 4 etc.
As for theme colors, I doubt your external program uses python to select which theme to use, as I don't think any python code refers to theme files.

3)
Code:
			if not pTeam.isAlive(): continue
			if pTeam.getProjectCount(gc.getInfoTypeForString("PROJECT_ENCYCLOPEDIA")) == 0: continue
			iRank = CyGame().getTeamRank(iTeam)

4)
Code:
fBase = (self.fBase/(CyGame().countCivTeamsAlive() - 1)) + (pPlayerX.getCurrentEra() + 1 - iEra) * self.fEraBoost
Just divide self.fBase by the number of teams alive, excluding ownself. Which means if you know everyone else, the max base rate is self.fBase, ignoring the modifiers. Balance is up to you.
 
Tech Diffusion

1) Reorder of codes to be more efficient.
 
Golden Faith (Faith + Happy Golden Age)

1) Rewritten codes in similar fashion to developing traits.
Easier to merge, though effort is required.

2) Removed codes upon change State Religion (For Simplicity)

P.S.
Only bothered for the combination, can't be bothered to rewrite each standalone component.
 
Ultrapack

Art20000_zpsd14626a0.jpg

Art10000_zps1d16a341.jpg


1) Adopted and modified isenchine's Art Define Checker.
Accessed via Ctrl F9

Functions:
A) Checks for unused or missing units, bonuses, buildings, terrains, features whatever
B) Checks for unused or missing movies

Notes:
You don't have to add every single file, just the respective folder to be checked or in the case of modules, the header of the filepath too.
Examples:
"Mods/Charlemagne/Assets/XML/Art/"
"Mods/Platy UI/Assets/Modules/Gigapack/Gigapack_"

2) Removed unused file CvOptionsScreenCallbackInterface

3) MirrorImage Helper no longer produces an error if file no longer exist in mod.

P.S.
Read about all these helpers info in Platy UI Concept
 
Excellent! I was hoping that you would take it along and improve it. ;)

Still, people will have a problem if their mod crash upon loading. It happened to me when I deliberately deleted the ART_DEF of the lion for testing. But then they can run your UI as a standalone mod... :goodjob:
 
Missing art for units will definitely crash upon loading, but missing art for buildings etc will still allow you to load.

But then, you don't have to load that problematic mod to check its files.
 
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