Python Performance and Interface Overhaul (PPIO)

I'm not sure I'd know until we tried to let it be back in. I've always wondered how you were supposed to choose to do that without it being just a response to an event pop after capturing a city.
You can usually do it in the trade screen, though this doesn't work if you want to liberate the city to a dead civ. Perhaps the button works for that...

The button use WIDGET_LIBERATE.
 
You can usually do it in the trade screen, though this doesn't work if you want to liberate the city to a dead civ. Perhaps the button works for that...

The button use WIDGET_LIBERATE.
I think there are unique diplomatic effects from a liberation as opposed to just giving a city over to another nation.
 
You have from when you or another has agreed to liberate when the popup comes up after the city is captured. I'm guessing at least.
Here is the code that set the name of cities in the trade screen:
Code:
    case TRADE_CITIES:
        {
            CvCity* pCity = NULL;
            if (bOffer)
            {
                pCity = GET_PLAYER(eOtherPlayer).getCity(zTradeData.m_iData);
            }
            else
            {
                pCity = getCity(zTradeData.m_iData);
            }
            if (NULL != pCity)
            {
                if (pCity->getLiberationPlayer(false) == eOtherPlayer)
                {
                    szString.Format(L"%s (%s)", pCity->getName().GetCString(), gDLL->getText("TXT_KEY_LIBERATE_CITY").GetCString());
                }
                else
                {
                    szString = gDLL->getText("TXT_KEY_CITY_OF", pCity->getNameKey());
                }
            }
        }
        break;
This tells me that I remembered right, that the word liberate is attached to cities in the trade screen when appropriate.
There are also other code pieces in the dll that suggest that city trade and liberation is considered by the game.
I think special attitude bonuses is applied when you liberate through trade.
 
Here is the code that set the name of cities in the trade screen:
Code:
    case TRADE_CITIES:
        {
            CvCity* pCity = NULL;
            if (bOffer)
            {
                pCity = GET_PLAYER(eOtherPlayer).getCity(zTradeData.m_iData);
            }
            else
            {
                pCity = getCity(zTradeData.m_iData);
            }
            if (NULL != pCity)
            {
                if (pCity->getLiberationPlayer(false) == eOtherPlayer)
                {
                    szString.Format(L"%s (%s)", pCity->getName().GetCString(), gDLL->getText("TXT_KEY_LIBERATE_CITY").GetCString());
                }
                else
                {
                    szString = gDLL->getText("TXT_KEY_CITY_OF", pCity->getNameKey());
                }
            }
        }
        break;
This tells me that I remembered right, that the word liberate is attached to cities in the trade screen when appropriate.
There are also other code pieces in the dll that suggest that city trade and liberation is considered by the game.
I think special attitude bonuses is applied when you liberate through trade.
If it specifically sets up a trade of a city as a liberation act, then I suppose it would. Perhaps that's why the button was commented out, because they'd gone another design route with the project and put it in trade when they hadn't originally intended to.
 
If it specifically sets up a trade of a city as a liberation act, then I suppose it would. Perhaps that's why the button was commented out, because they'd gone another design route with the project and put it in trade when they hadn't originally intended to.
I think Firaxis realized that there was not enough space (on the lowest resolution) for them to add the button in the city screen; I see no harm in having the button there so I've decided to enable the button for now.
I've solved the space deficiency by having the UI scale by resolution, there is enough space on the lowest resolution in my modmod.
In vanilla it's placement would have been over the draft button, I've moved it to right over the minimap.
 
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I think Fireaxis realized that there was not enough space (on the lowest resolution) for them to add the button in the city screen; I see no harm in having the button there so I've decided to enable the button for now.
I've solved the space deficiency by having the UI scale by resolution, there is enough space on the lowest resolution in my modmod.
In vanilla it's placement would have been over the draft button, I've moved it to right over the minimap.
Does liberation go back to firaxis or is that a RoM thing?
 
I wonder if you would be able to update platytypings worldbuilder to newest version.

Its hypothetical question - I just see that you rewrote wiki completely and now you are improving game interface.
 
I wonder if you would be able to update platytypings worldbuilder to newest version.

Its hypothetical question - I just see that you rewrote wiki completely and now you are improving game interface.
I might look into it at a later stage, low priority at the moment.

Edit: A lack of insight in the functionality of the world builder does make things more difficult.
Since I rarely use the worldbuilder, I have no idea how its suppose to function, I don't even know if vanilla Civ IV had a worldbuilder...
 
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I might look into it at a later stage, low priority at the moment.

Edit: A lack of insight in the functionality of the world builder does make things more difficult.
Since I rarely use the worldbuilder, I have no idea how its suppose to function, I don't even know if vanilla Civ IV had a worldbuilder...
Vanilla civ had worldbuilder. brushes oither 1x1 doesn't work after 7x7 brush was added in buggy platytyping worldbuilder.
 
The main problem with moving to the latest Platyping World Builder is the removal of all the code in the current version. The version C2C uses stayed with the Firaxis standard and best practice of the time of having some bits of the code separated out by functionality. For example the bit to do with handling a mouse click contains the code to activate all the various buttons etc on all of the Python Screens.
 
v0.5.8.3
  • Tweaked plot help tooltip so that it won't display at the same time as a mouse tooltip.
  • Top great person bar now use the new tooltip.
  • The whole research bar will now make the tooltip appear, not just the text in the middle of it.
 
v0.5.8.3
  • Tweaked plot help tooltip so that it won't display at the same time as a mouse tooltip.
  • Top great person bar now use the new tooltip.
  • The whole research bar will now make the tooltip appear, not just the text in the middle of it.
Hi Toffer90

Am on V0.5.8.3 and I cant increase/decrease my Research by 5% increments anymore. I can only set it at 0 or 100%. Can you replicate this ?

Cheers
Colonelflag
 
Hi Toffer90

Am on V0.5.8.3 and I cant increase/decrease my Research by 5% increments anymore. I can only set it at 0 or 100%. Can you replicate this ?

Cheers
Colonelflag
That is set in the XML if I remember correctly. I know it is easy to change so perhaps it is in BUG somewhere.

edit I think it is COMMERCE_PERCENT_CHANGE_INCREMENTS in GlobalDefines.XML
 
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Hi Toffer90

Am on V0.5.8.3 and I cant increase/decrease my Research by 5% increments anymore. I can only set it at 0 or 100%. Can you replicate this ?
I'll look into it.

Replicated, looks like it is only the buttons for resarch that is non responsive, when clicking the buttons for espionage it goes up and down in small increments just fine. I'll fix it within the hour.

v0.5.8.3.1 - Hotfix
  • City screen now zoom closer in on the map in the background. ( A bonus tweak I made while fixing the error reported by colonelflag. )
I cant increase/decrease my Research by 5% increments anymore. I can only set it at 0 or 100%. Can you replicate this ?
  • Fixed
 
I'll look into it.

Replicated, looks like it is only the buttons for resarch that is non responsive, when clicking the buttons for espionage it goes up and down in small increments just fine. I'll fix it within the hour.

v0.5.8.3.1 - Hotfix
  • City screen now zoom closer in on the map in the background. ( A bonus tweak I made while fixing the error reported by colonelflag. )

  • Fixed
It had to be zoomed out to support the third ring of worked tiles. Hopefully you can still move workers on and off that ring f plots.
 
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