Python Performance and Interface Overhaul (PPIO)

Has this modmod been integrated into v.38, or would it need to be downloaded and installed separately? I was under the impression that adding the interface overhaul was one of the last big tasks before v38 would be finalized, but I haven't heard anything along those lines since.
 
Has this modmod been integrated into v.38, or would it need to be downloaded and installed separately? I was under the impression that adding the interface overhaul was one of the last big tasks before v38 would be finalized, but I haven't heard anything along those lines since.
It will be added after V38 release.
 
Is it possible to add switches to simulate having selected some game speed, handicap, map size and era when browsing pedia from main menu?

For example if I select Normal/Standard/Noble/Prehistoric, then pedia would display unit/building/tech costs as if I was playing with these settings.

It would display different values if I selected different map size/handicap/speed/era for simulation.
 
Yes, though I don't really see the point.
I'll mark it as a low priority suggestion as it is imo more work than what it's worth to implement.
Removing AIs and setting smartmap to force it generate 24x24 map for ultra quick generation is bit annoying though if you just want to check something in Gigantic map size.
It can wait though.
Also going from and to Nightmare needs checking certain game option.
 
One can check the gigantic entry in worldInfo.xml instead. Much faster, much easier.
Yes after all costs are going to be calculated purely multiplicatively.
Anyway tech costs are going to be independent from map size.
 
I like the modmod, and how it in general is easier to get an overview, but the font is driving me nuts. Is there any way to get the font back to default?
 
I like the modmod, and how it in general is easier to get an overview, but the font is driving me nuts. Is there any way to get the font back to default?
It might work to simply delete this file "XML\Art\CIV4ArtDefines_Misc.xml" from the modmod before installing the modmod, keep the original C2C "XML\Art\CIV4ArtDefines_Misc.xml".
You could then also delete the modmod "Resource" folder as it wouldn't be used by the game anymore.

Is it all the screens where text is not adjusted yet (e.g. espionage advisor) that is driving you nuts?
I will adjust those eventually.
 
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The text was bold, and took far too much space, making particularly the eventlog look very big. There is no need to make that text bold, and one size bigger then normal, you read it just fine regardless.

I absolutely love the fact that unitswitching, and similar tasks go so much smoother in this modmod, but the sheer in your faceness of the text is bothering me to no end.
 
There's a lot of text in the game I haven't adjusted to the different font, the event log is one of them.
I've mostly adjusted the text in city screen, scoreboard and in the new "wide" tooltip, and in some pedia pages.
 
Deleting Artdefines did the trick, now its a lot better, i find the standardized text far more readable, maybe this could be some sort of togglable option when it is transfered into the core game?
 
Not sure if it's possible to have a toggle option for that, the underlying mechanics are hidden away in the exe, if it's somehow possible with some dll tweaks, then it would most likely be a "Restart Required" kinda option.
The modmod won't be included in core before I've adjusted all game text to my satisfaction, and my satisfaction does somehow depend on what other people think, especially when my fellow C2C team members are concerned.
 
Not sure if it's possible to have a toggle option for that, the underlying mechanics are hidden away in the exe, if it's somehow possible with some dll tweaks, then it would most likely be a "Restart Required" kinda option.
The modmod won't be included in core before I've adjusted all game text to my satisfaction, and my satisfaction does somehow depend on what other people think, especially when my fellow C2C team members are concerned.

My 2 cents is that it feels like Civ in accessibility mode the same way you set up Windows with overlarge text because of bad eyesight. Some of the ideas in the modmod are great, but the text takes up far too much space, especially considering it isnt very often that important for the overall gameplay, especially for a veteran player. (a player that maybe isnt very good, but knows the game and have played a lot, which tends to be most people that are modding civ4 in the first place)

Maybe it just feels like that, but i had to go from 1920x1080 windowed to 1920 x 1200 windowed because of how the text took up way too much space, and was far too visible when it didnt need to be.
 
My 2 cents is that it feels like Civ in accessibility mode the same way you set up Windows with overlarge text because of bad eyesight. Some of the ideas in the modmod are great, but the text takes up far too much space, especially considering it isnt very often that important for the overall gameplay, especially for a veteran player. (a player that maybe isnt very good, but knows the game and have played a lot, which tends to be most people that are modding civ4 in the first place)

Maybe it just feels like that, but i had to go from 1920x1080 windowed to 1920 x 1200 windowed because of how the text took up way too much space, and was far too visible when it didnt need to be.
In some ways that's exactly what it is so as to be easier for some of the eyesight of some of our aging players. It would be nice to have a dropbox somewhere to select the preferred font but we don't have that so we go with what's easiest to read.
 
Oh i meant to sneak a isnt nescessarily a good player in there, i guess that failed :)

Anyway, setting up some sort of solution for 2 different versions of that file shouldnt be too hard? A toggle with game restart would be fantastic. I do understand the value of having easy to read text, but for yours truly it was a reason enough for me to uninstall the modmod until i figured out i could delete that xml file.

I can probably come up with something for that myself if need be.
 
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I did have some of our C2C elders in mind when deciding/adjusting the baseline for fonts.
SO, founder of C2C, plays on the lowest resolution possible on a 40" HD TV screen because text becomes too small for him on higher resolutions.
I use a 24" at 1920x1080 and felt standard BtS in some cases had a bit too small text, with the modmod I find text (that I've adjusted to the new baseline) to be just a bit too large which was what I was aiming for.
 
Setting up accessibility type functionality in an existing system is always difficult and it is always more than you expect. If we can isolate the bits into a set of patches for the different issues that would be nice. It would require us to identify how to do it with the minimum fuss so we can add other options easier later.

In the case of text, for example, all calls in the python and the dll would go through a single accessibility function which would do any necessary changes to the text eg change all blue and green text to a different colour for blue-green colour blind support. No hard coded text sizes in the text just relative text sizes with the default handled by the patch etc..

Not a simple task but it may be something we should discuss and come up with a plan as set of rules/guidelines so that when we are working on a module we can also move it in this direction. Eventually we would need to make an effort to finish off those bits we have not done.
I did have some of our C2C elders in mind when deciding/adjusting the baseline for fonts.
Being old myself, I should probably point out I have the exact opposite problem with my eyesight that others have. Where they have to hold a paper at arms length to read it without glasses, I need to touch it with my nose. :lol:.
 
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