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Python Performance and Interface Overhaul (PPIO)

I have not been able to get this to work on this machine and I have not transferred it to my new machine to try it there. I am hunting for my licenses for some important software I use to keep stuff insync and don't break the SVN.

edit my latest testing has pointed out a number of holes where there should be some buildings. Mostly related to song (humans) or dance (humans and horses). Some of these buildings probably should be small national wonders as they are "infrastructure" style wonders relating to dance. That is they provide the building in all cities eg the Fertility Dance or War Cry. I'll add them as a mod with reasons after v38 release.
 
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I have not been able to get this to work on this machine and I have not transferred it to my new machine to try it there. I am hunting for my licenses for some important software I use to keep stuff insync and don't break the SVN.
Ok. I'm hoping to get Toffer your seal of approval before release.
 
Will do, thank you.
Edit: It did not fix it, it froze and crashed like before.
 
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Will do, thank you.
Edit: It did not fix it, it froze and crashed like before.
Ok, I'll give it another try...

Edit: went to a friend and played Hearts of Iron IV for 6 consecutive hours, so I haven't looked properly into it yet.
I just downloaded your autosave right now to debug properly, sorry for the delay. ^^
 
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It is fine, I am grateful for any help. Besides I am willing to wait for such a great modmod.
 
@Toffer90 Is it necessary to merge python files to use this modmod? I have some wonders using their own python files in my personal copy.
 
@Toffer90 Is it necessary to merge python files to use this modmod? I have some wonders using their own python files in my personal copy.
If your wonder python effect does something the same as it does in the modmod, then that same effect will happen twice.
You can achieve unique effects by changing your personal python file so that only the unique part of the effect is present and the identical part is deleted.
If you have effects that are essentially the same but with some tweaked values, (e.g. cleopatras needle gives three free buildings instead of two) then you'll have to merge (or delete the effect in the CvEventManager file from this modmod).
 
I have small suggestrion: is it possible for city building lists to open pedia on building X, if I click building X in building list?

Edit: some screens have too cramped text.
https://imgur.com/a/MWs13
 
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I have small suggestrion: is it possible for city building lists to open pedia on building X, if I click building X in building list?

Edit: some screens have too cramped text.
https://imgur.com/a/MWs13
It's possible but I would have to fundamentally change how the list is made.
Right now the list is made by telling the exe that in this area is a table and then all the buildings are added to a row in that table in a loop where the name is added to column 1 and the stats are added to column 2.
I would have to change it so that the exe is told that in this area is a panel, and when looping through the building the exe is told to attach the name and stats of the building as a text inside that panel at coordinate x and y.
The downside is that the stats will have to start right after the name, there would not be a fixed x coordinate where the stats begin.
The upside is that the list can be made really quick, it could link to the pedia and it could utilize my new tooltip pop up.

Do you feel that the upside outweigh the downside? I do, but I didn't want to change it as I knew I would have to explain why that downside had to be there.


Cramped text is on my schedule to fix.
 
It's possible but I would have to fundamentally change how the list is made.
Right now the list is made by telling the exe that in this area is a table and then all the buildings are added to a row in that table in a loop where the name is added to column 1 and the stats are added to column 2.
I would have to change it so that the exe is told that in this area is a panel, and when looping through the building the exe is told to attach the name and stats of the building as a text inside that panel at coordinate x and y.
The downside is that the stats will have to start right after the name, there would not be a fixed x coordinate where the stats begin.
The upside is that the list can be made really quick, it could link to the pedia and it could utilize my new tooltip pop up.

Do you feel that the upside outweigh the downside? I do, but I didn't want to change it as I knew I would have to explain why that downside had to be there.


Cramped text is on my schedule to fix.
Stats are overflowing beyond border for me, so I have to hover mouse to see them anyway, if building has a lot of stats.
Spoiler :
Kaou7K0.jpg

Isn't possible to put fake spaces after building name, so they would have seemingly minimum size?
For example if building name is shorter than 20 characters, then spaces are added to end to emulate 20 character long text.
 
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Isn't possible to put fake spaces after building name, so they would have seemingly minimum size?
For example if building name is shorter than 20 characters, then spaces are added to end to emulate 20 character long text.
True, that is possible. Capping the name to a maximum amount of chars and adding spaces to those that are shorther than that maximum could emulate the list as it is today.
But do we want to emulate it, perhaps folks would prefer if the stats always came right after the name with no common alignment between the stats of different buildings? (less wasted space attitude)
A max character to building name is a must, and it should perhaps be set at different values for different screen resolutions as well.
 
True, that is possible. Capping the name to a maximum amount of chars and adding spaces to those that are shorther than that maximum could emulate the list as it is today.
But do we want to emulate it, perhaps folks would prefer if the stats always came right after the name with no common alignment between the stats of different buildings? (less wasted space attitude)
A max character to building name is a must, and it should perhaps be set at different values for different screen resolutions as well.
There used to be a limit on the number of characters in the name of a building/unit/promotion etc. It was removed for good reason.
 
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