Not easy to change that from python, it is all done in the dll currently, I'll look into transferring what's possible in due time.Now raw yields are working properly.
There are few issues with text overflow and two techs that civilipedia can't show them properly.
The dll use a limit on how many OR prereqs a tech can have; the limit is defined in GlobalDefines.xml under NUM_OR_TECH_PREREQS.These errors happened while viewing 2 techs on wiki:
This limit was based on the idea of saving memory. The "correct" fix would examine how many are needed before creating the memory array. Although switching to a different style of storage, vectors or linked lists would probably get over the need for a limit anyway.The dll use a limit on how many OR prereqs a tech can have; the limit is defined in GlobalDefines.xml under NUM_OR_TECH_PREREQS.
If you increase the value there, those two tech will probably display just fine.
I could use the limit in python as well (and hide that there is a deeper problem) but then all the OR prereqs wouldn't show up in the tech pedia page.
This is an issue that should be fixed in the dll imho (no reason to have a hard limit), or at least the global define should be increased on the SVN...or the amount of or prereqs the tech have should be reduced.
Sounds about right. Are you saying you need it exposed to python?Yeah, there is a hasCombatType in CvUnit.cpp
But that isn't exposed to python at all, it's not mentioned in CyUnitInterface1.cpp, CyUnit.h, or CyUnit.cpp.
Looks like you made hasSubCombatType redundant, and replaced by hasCombatType, somewhere along the line because it isn't used by C2C at all.
It is something that we want but it needs someone to work on filters which is half in the dll and half in pythonHow easy would it be to add a "show only buildings that create a resource you don't already have" button as building filter?
I did not think of "special buildings" which does exactly what I want. It is now on my list as it makes things easier to code. IE the same as is done with monestary buildings.Also is it possible that in the tech tree, instead of listing all the different stories (i.e.) at Education, you just see a generic "Stories -1" ect?
Pretty sure its on the list but is at least next cycle.It is something that we want but it needs someone to work on filters which is half in the dll and half in python
Yes, please. It is sometimes handy for python to know the sub combat types of a unit.Sounds about right. Are you saying you need it exposed to python?
This issue also happens without this modmod, right; or is it a unique problem with the modmod?There is a bug with the "capture city pop up". It is stopping some of the other python events from happening correctly. I have noticed it with the number of settlers and workers you get and with the various shields not giving the correct city ruins type.
Wonder if TB is up for changing the arrays to have a length that is equal to the amount of prereqs the specific tech has... Or changing the storage type completely...This limit was based on the idea of saving memory. The "correct" fix would examine how many are needed before creating the memory array. Although switching to a different style of storage, vectors or linked lists would probably get over the need for a limit anyway.
It's actually a bit of work to add more filters, it is both dll and python code. Maybe I and TB will look into it during the next version cycle.How easy would it be to add a "show only buildings that create a resource you don't already have" button as building filter?
Well that 's a different question entirely, though it doesn't change anything as the AND prereqs have the same hard limit in a global define called NUM_AND_TECH_PREREQS.Does a tech even need to have that many OR prereqs? I mean, these are a nice feature but lets face it, most techs in our tree should have OR prereqs instead of AND; you don't really need a certain tech to research another one, eventhough it happened to be that way in our history...
I ran into this problem when I was doing the latest gateway techs. I'm not sure we could switch to a different style of storage or not because it may report pretty directly to the exe on that. I was able to work with it as a limitation. Didn't bother me to remove a few OR prereqs.This limit was based on the idea of saving memory. The "correct" fix would examine how many are needed before creating the memory array. Although switching to a different style of storage, vectors or linked lists would probably get over the need for a limit anyway.
I'd almost prefer to set this to a limit of one defined tech. IMO, if it takes more than one tech to define a set of prereqs for a building or unit then perhaps we need a new tech to define the combination of those other techs itself.While on the topic there is also a hard limit on how many tech prereqs a building or unit can have.
NUM_BUILDING_AND_TECH_PREREQS
NUM_UNIT_AND_TECH_PREREQS
They're currently set to 4.
Would this not destroy the ability to choose a tech path to research and instead make the whole tech tree straight line linear?I'd almost prefer to set this to a limit of one defined tech. IMO, if it takes more than one tech to define a set of prereqs for a building or unit then perhaps we need a new tech to define the combination of those other techs itself.
I'm not talking about the techprereqs for techs, just for buildings and units.Would this not destroy the ability to choose a tech path to research and instead make the whole tech tree straight line linear?
And this might be a good preparation for "equipment".A good example of what I think Tbd is suggesting might be a tech called Swordsmanship which is required for all sword units but the different Swordsmen require different resources and access to that resource is defined by other techs. This way the techniques/technologies become much clearer.
Wow... that's a PERFECT example! The sword units requirements are really irritating that they are a combination of two almost unrelated subjects rather than having their own identified tech. Now that you say it, I think we really need it! It's been bugging me for a while. There are more examples but this one is really glaring. (Machinery and Civil Service... REALLY not good.)A good example of what I think Tbd is suggesting might be a tech called Swordsmanship which is required for all sword units but the different Swordsmen require different resources and access to that resource is defined by other techs. This way the techniques/technologies become much clearer.