Python Performance and Interface Overhaul (PPIO)

I love this UI overhaul and hope that once V38 comes out this will be updated quickly enough so I can use this as well. However one thing that I would like to ask is if you can add building resources to the "map resources" tab instead of just map resources. As "bugs" "grass" and such are pretty useful to know
It depends where this "map resources tab" is that you are talking about:lol:. In the city screen all resources are in the tab.

If you are talking about the map editor resources then having the manufacturing ones in there and allowing people to add them to the map will cause a CTD when the map is played because there is no map art for them.
 
Anything that's only given by a Building A.E. Bugs and Grass are under Manufacture, seeing they're not things you can get from a Workable Tile, else they'd go under Map Resources,

Basically Ult1mara ran to the forums not grasping the concept behind the Resource Tabs,
 
Anything that's only given by a Building A.E. Bugs and Grass are under Manufacture, seeing they're not things you can get from a Workable Tile, else they'd go under Map Resources,

Basically Ult1mara ran to the forums not grasping the concept behind the Resource Tabs,
He was running an older version, a couple of versions ago (around when I introduced the culture tab) there was a bug that could cause the manufacture tab to get stuck on empty on rare occasions.
 
v0.5.9.2.3
  • Some adjustments to promotions that were done on the SVN is now in the modmod as well.
    • SVN rev. 9859 is now required.
  • Made the tech buttons in the tech selection area (tech bar) bigger.
 
It appears like pedia doesn't show property modifiers from units when hovering over unit.
Spoiler :

RvqmZua.jpg
 
It appears like pedia doesn't show property modifiers from units when hovering over unit.
Spoiler :

RvqmZua.jpg
Um... See that message in yellow? Press Alt to view Civil Information.
 
Pressing alt doesn't work there (unit upgrade tree) as well shift and ctrl.

There is no python log here as well.
It doesn't on some screens, such as in the pedia, but I can't change that. For some info you just have to look at the whole pedia page. Also, try to hold down THEN hover. It won't detect the button depress while you're hovering.

It's not python issue but a code issue.
 
It doesn't on some screens, such as in the pedia, but I can't change that. For some info you just have to look at the whole pedia page. Also, try to hold down THEN hover. It won't detect the button depress while you're hovering.

It's not python issue but a code issue.
So I guess this is EXE limitation.
On unit/building page in pedia all info is displayed without need of pressing keys.
 
So I guess this is EXE limitation.
Well, it's a problem because in C2C the amount of information on one object very often exceeds the length of the display. So the pages of information were grouped and made accessible by hotkeys so as to make it possible to find it all. The EXE controls the frame cycling so in that sense, yes, at some points the sensors to detect the hotkey depressions just aren't active due to caching for speed (that was done in the EXE).

Yes, on the pedia page for the unit all the information is always there but there's also scrollbars we can use, which we cannot have on a hover tooltip.
 
Well, it's a problem because in C2C the amount of information on one object very often exceeds the length of the display. So the pages of information were grouped and made accessible by hotkeys so as to make it possible to find it all. The EXE controls the frame cycling so in that sense, yes, at some points the sensors to detect the hotkey depressions just aren't active due to caching for speed (that was done in the EXE).

Yes, on the pedia page for the unit all the information is always there but there's also scrollbars we can use, which we cannot have on a hover tooltip.
Hmmm some techs have problems with this when hovering over, especially if they obsolete a lot of stuff at once.
 
Hmmm some techs have problems with this when hovering over, especially if they obsolete a lot of stuff at once.
Yeah, I'll hopefully address some more matters like this next cycle after I can start identifying the problems that can be resolved and how to best go about it and after Toffer's UI comes in so some of the current problems aren't as pronounced or are completely repaired by a wider tooltip hover.
 
Is it possible to add potential manufactured resources window?
For example you researched some techs, so you can produce computers, diesel, cars, tires, plastic and microwaves.
But you don't have buildings producing such resources meaning your empire doesn't have them.
Such window could display:
Not connected to trading network - making room for space colonies, as they aren't connected to earth, also their resource management is much easier anyway)
If connected to trade network, then it would list following resources: computers, diesel, cars, tires, plastic and microwaves - either you didn't built certain buildings, or their producers got obsoleted/disabled by lack of resources or something.
 
Not connected to trading network - making room for space colonies, as they aren't connected to earth, also their resource management is much easier anyway)
Is a very important part of warfare. In the past, now and in space. If you can cut a city off from its trade network it should loose all access to resources produced outside and outside should loose access to resources produced in the settlement. I don't think we actually model in Civ except for naval blockades.


There is limited space on the City Screen but if a row of small icons could be added in the build list panel somewhere very visible it could be useful. It would contain any Culture buildings that that the city can build plus any resource producing buildings that make something that is not already available in the city.
 
Is a very important part of warfare. In the past, now and in space. If you can cut a city off from its trade network it should loose all access to resources produced outside and outside should loose access to resources produced in the settlement. I don't think we actually model in Civ except for naval blockades.


There is limited space on the City Screen but if a row of small icons could be added in the build list panel somewhere very visible it could be useful. It would contain any Culture buildings that that the city can build plus any resource producing buildings that make something that is not already available in the city.
In space cities are never connected to Earth trade network, if Earth is separated by Orbit terrain.
This is @pepper2000 design.
 
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