Python Performance and Interface Overhaul (PPIO)

I can't click +/- bouttons or get hover text on the upper citizens at the right side of city management window (engineer, merchant and other one). Just the 3 that overlaps with list of resources, as can be seen in pic from post 235. Other than that, VERY nice work, it improved a lot the playing experience! Sorry for my bad english.

EDIT: my resolution is 1920x1080
 
I can't click +/- bouttons or get hover text on the upper citizens at the right side of city management window (engineer, merchant and other one). Just the 3 that overlaps with list of resources, as can be seen in pic from post 235. Other than that, VERY nice work, it improved a lot the playing experience!
I haven't gotten around to city specialists yet, not sure how to attack it at the moment.

Edit: unrelated to the above part of the post.
Maybe this is better?
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gsegsegs.jpg

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Those small icons really does the trick for the lowest resoloutions:
Spoiler 1024x768 :
rhrhrhddrhrd.jpg
I still use that resolution, It is better for my old PC and also my eyes.

When I eventually upgrade, I will probably still use it.
When you upgrade, you should at least consider a widesceen, 1280x720 should be a viable alternative for you.
 
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I haven't gotten around to city specialists yet, not sure how to attack it at the moment.
There are a whole bunch of things we want to do with the specialists eg
  • priority for governor to assign them
  • ban in this city
  • ban in all cities
and more. I'll see if I can get my ideas together.
]When you upgrade, you should at least consider a widesceen, 1280x720 should be a viable alternative for you.
I have a wide screen 1920x1080 but I can't play Civ IV at that resolution.
 
I have a wide screen 1920x1080 but I can't play Civ IV at that resolution.
Do you play with 1024x768 on a widescreen monitor?
If so, are you setup to have black bars on each side of the screen; or is the image stretched so that everything is wider than normal?
There are a whole bunch of things we want to do with the specialists eg
  • priority for governor to assign them
  • ban in this city
  • ban in all cities
and more. I'll see if I can get my ideas together.
I'm interested in hearing more of your opinions on this subject. ^^
 
There are a whole bunch of things we want to do with the specialists eg
  • priority for governor to assign them
  • ban in this city
  • ban in all cities

Does this mean the governor will assign, for example, merchants if the city is in a gold deficit?
And will you be able to ban settled slaves if you want to decrease the influence of the Slavery Worldview in your cities? (In case you don't have access to Magi or not enough GP)
 
what Fermongu and I said atm the Resource and Properties tab use more of the screen then they should,
if you look at my picture of the Resource overlay you can see that the list Should end at "Bamboo" but instead also shows 3 and a half resource more,
and because the resources overlap those overlapped things can't be used meaning the Engineer, Artist and Noble are no longer able to be manually assigned,
 
Do you play with 1024x768 on a widescreen monitor?
If so, are you setup to have black bars on each side of the screen; or is the image stretched so that everything is wider than normal?
I'm interested in hearing more of your opinions on this subject. ^^
I always thought that the Specialist area should be a bit more dynamic. More related to the city than just the generic layout.

Idea 1: Unavailable Specialists
All Specialists which are currently unavailable should still show up on the screen so that you can "hover over" them to see when they become available but why should they take up so much room?

Why not just have the greyed icon without the +/- buttons appear in the top row.​

Idea 2: Banned Specialists

Sometimes you don't want the governor of the city to ever assign specialists in a city. Most often this applies to the Slave Specialists but it can also apply to any other Specialist. Solution allow them to be banned! Which means they will not be assigned by the governor and you can't assign any until you remove the ban.

This needs to be possible on any Specialist available or unavailable. It would display in the top row with the unavailable specialists but with a red "circle and bar" over it to indicate it was banned.

Banning/unbanning would require some dll work and should allow the user to have the option to apply it Nation wide or just in the city. We may want to extend this to store the information on Nation wide bans for the next game eg sort of an extra Game Option.
Idea 3: Angry and Settled Specialists

3a. Currently these take up space on the screen even if you don't have any in the city. Why not get back that space?
3b. Currently the Settled Specialists can over flow the "box". Why not make it a scrolling area or dynamically use a second and third line if needed?​

Idea 4: Other Specialists

The current layout is based on the lowest resolution. It works but at higher resolutions it does not look good.

4a. Make the old layout options available here.
4b. Make it a scrolling area.
4c Show the Specialists in the priority they will be assigned in this city not in the generic order.
Idea 5: Other Specialist Priority

Currently you can click on a Specialist icon to prioritise it, but you can't easily see what ones you have prioritised nor can you assign a priority order. ....​
 
v0.5.7
  • Stuff is more polished than in v0.5.6.
  • More stuff scales by resolution.
  • Changed the building list tabs to icons, image used for icons is a subject for change.
 
This reminds me that I made some functions in the DLL for barring further auto assigning of specialists and I think they just needed widgets or something to go with them. There were a few things that we started to do there DH but I can't recall what they are off the top of my head. I'll have to take a look at what was left behind in the code on that.
 
v0.5.7.1
  • Adjusted progress bar (great people/general and research) placement and sizes for all resolutions.
  • added tooltip to build list tabs
  • Changed tab icons for wonders and special building list.
  • Misc.
I think 'Specialists' is next on my agenda.
 
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Since version 0.5.7, nothing is listed under Building, Wonders and Conceptual tabs. I reinstalled clean with latest SVN and problem persists.
 
I am.
 
Thank you, and by the way this modmod is excellent.
 
Ok, I found the bug, a logical problem that made the "hide obsolete buildings" BUG option hide all buildings.
It will be squashed within the hour.


v0.5.7.2

  • Fixed empty building lists when the BUG option "Hide Obsolete Buildings" was in use.
  • A few code optimizations.
 
Ok, I found the bug, a logical problem that made the "hide obsolete buildings" BUG option hide all buildings.
It will be squashed within the hour.


v0.5.7.2

  • Fixed empty building lists when the BUG option "Hide Obsolete Buildings" was in use.
  • A few code optimizations.
Arrr Toffer90 old mate i've lost all menus suddenly using this version ?? Did i install it wrong ?

Cheers
ColonelFlag
 
Ok, I found the bug, a logical problem that made the "hide obsolete buildings" BUG option hide all buildings.
It will be squashed within the hour.


v0.5.7.2

  • Fixed empty building lists when the BUG option "Hide Obsolete Buildings" was in use.
  • A few code optimizations.
Downloaded latest SVN and this modmod.
Can't open sevopedia (or its more tofferpedia now):

Spoiler :

Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 17, in ?
File "<string>", line 52, in load_module
File "BugEventManager", line 102, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 12, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 8, in ?
File "<string>", line 52, in load_module
File "CvExoticForeignAdvisor", line 24, in ?
File "<string>", line 52, in load_module
File "AttitudeUtil", line 14, in ?
File "<string>", line 52, in load_module
File "FontUtil", line 35, in ?
File "<string>", line 52, in load_module
File "BugConfig", line 33, in ?
File "<string>", line 52, in load_module
File "BugCore", line 12, in ?
File "<string>", line 52, in load_module
File "BugOptions", line 1279, in ?
AttributeError
:
'module' object has no attribute 'Handler'

Failed to load python module CvEventInterface.
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface



Edit: no interface at all now:
 

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Arrr Toffer90 old mate i've lost all menus suddenly using this version ?? Did i install it wrong ?

Cheers
ColonelFlag
No you did nothing wrong, I was so tired yesterday that I managed to pack the stock BtS CvMainInterface python file instead of my own modded version. Right before falling asleep I actually thought "Oh ****, I packed the wrong file" because I noticed that the file I packed was half the size of what it used to be, though I didn't connect why that was before after I went to bed.

I repacked version 0.5.7.2 and uploaded it to the OP, I hope I didn't do anything else wrong....
Can't open sevopedia (or its more tofferpedia now):
My bad, should be corrected now.

P.S. I don't wan't it to be called tofferpedia, way too long a word when "Pedia" works just fine.
 
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