Python Performance and Interface Overhaul (PPIO)

i played with 9.3 briefly, and then the fonts felt ok, still big, but okish, now they feel they are 1 size bigger again, especially tech selection is wrapping alot.
I'm quite sure that your'e imagining a change. No font size changes was made in the last update.
Out of curiosity, where in the code do you change the fontsize? then i can fix it myself :)
In Caveman2Cosmos\Resource\Theme\C2CTheme_Common.thm

look for:
Code:
            {
                GFont .Size0_Normal    = GFont("cambria","Regular",14, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size0_Bold    = GFont("cambria","Bold",    14, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size1_Normal    = GFont("cambria","Regular",16, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size1_Bold    = GFont("cambria","Bold",    16, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size2_Normal    = GFont("cambria","Regular",18, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size2_Bold    = GFont("cambria","Bold",    18, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size3_Normal    = GFont("cambria","Regular",20, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size3_Bold    = GFont("cambria","Bold",    20, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size4_Normal    = GFont("cambria","Regular",28, GFlags(GFontFeature, GFC_FONT_ALPHA),                128, GRectMargin(2));
                GFont .Size4_Bold    = GFont("cambria","Bold",    28, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),256, GRectMargin(2));
            }
The number after "Regular" and "Bold", before the GFlags(. is the font sizes used by the game.

This will change the base-line, which size is used where, is dispersed across a thousand places in dll and python.
 
Thank you, what is the name of the default font?
sylfaen

Here's the default C2C setting
Code:
            {

                GFont    .Size1_Normal            =    GFont("Sylfaen",        "Regular",        12, GFlags(GFontFeature, GFC_FONT_ALPHA));

                GFont    .Size2_Normal            =    GFont("Sylfaen",        "Regular",        14, GFlags(GFontFeature, GFC_FONT_ALPHA));
                GFont    .Size2_Bold                =    GFont("Sylfaen",        "Bold",            14, GFlags(GFontFeature, GFC_FONT_BOLD,    GFC_FONT_ALPHA));
                GFont    .Size2_Italic            =    GFont("Sylfaen",        "Italic",        14, GFlags(GFontFeature, GFC_FONT_ITALIC, GFC_FONT_ALPHA), 0, GRectMargin(1));

                GFont    .Size3_Normal            =    GFont("Sylfaen",        "Regular",        16, GFlags(GFontFeature, GFC_FONT_ALPHA));
                GFont    .Size3_Bold                =    GFont("Sylfaen",        "Bold",            16, GFlags(GFontFeature, GFC_FONT_BOLD,    GFC_FONT_ALPHA));

                GFont    .Size4_Normal            =    GFont("Sylfaen",        "Regular",        22, GFlags(GFontFeature, GFC_FONT_ALPHA));
                GFont    .Size4_Bold                =    GFont("Sylfaen",        "Bold",            22, GFlags(GFontFeature, GFC_FONT_BOLD,    GFC_FONT_ALPHA));
            }
Make sure you hold on to the "Size0" definition as it is used by this modmod.
Size2_Italic is not used by vanilla, C2C or this modmod.
 
Last edited:
Thanks, Gotta say i am not a big fan of python, being a c# and javascript man myself. but i should be able to figure this out :)
 
I changed biggest font from 28 to 22 (2 units bigger than next biggest).
Now font sizes look consistent - 14-16-18-20-22.
 
PPIO v0.5.9.4
  • Reverted demolition gold handling back to how it was many versions ago, before I made it cost gold on all accounts.
    • Demolish buildings gives gold while abandoning city cost gold (based on population).
 
This modmod has many valuable features however I think the new art style clashes with the rest of the graphics of Civ 4. The modmod's graphics are slightly cartoonish, roundish and with slightly rougher details, while Civ 4 has more straight lines and is more plain with finer details. The new parts remind me more of the console game Civilization Revolution, than Civ 4. The current end result is a mishmash of art styles and that is not a good thing.

The new font is also more roundish. This not only clashes with the original game graphics, it also has the side effect of broadening the text. I watched IdioticUlt1mara's stream, he installed this modmod, and as a result, the text in the scoreboard caused the number of cities to be overlapped (an AI had 12 cities, the '1' vanished, so it looked like he had only 2 cities). So I too prefer the original font.
 
more of a thing the scoreboard overlaps on the units making those underneath unclickable,

on many many places the Font still needs major readjustments which Toffer also acknowledges, but Most places where it matters most it's already quite good, though I do hope the Spy tab gets done soonish for working with that is currently just a big nope
 
Are you aware of the bug that produces some strange upgrade paths? Like for example it says the slinger unit upgrades to a Haast's eagle, and other strange paths for other units. Using SVN 9923 and the latest version of this modmod.
 
Are you aware of the bug that produces some strange upgrade paths? Like for example it says the slinger unit upgrades to a Haast's eagle, and other strange paths for other units. Using SVN 9923 and the latest version of this modmod.
Didn't know about that, strange, I can't imagine anything I've done recently could affect that... I'll look into it.

Edit: Oh, you meant in the pedia (unit category). Yeah then I can imagine what I did wrong.
 
Last edited:
PPIO v0.5.9.4.2
  • Fixed the faulty "upgrade to" panel in unit category (Pedia).
  • Tweaked scoreboard display a bit.
Note: if the BUG option screen takes an eternity to open, then there is a UserSetting issue, deleting your userSetting folder will fix it (I no longer have any idea which particular usersetting file that may cause issues).
Opening the screen should take between 3 to 5 seconds.
 
There is some sort of a bug with xp being incorrectly displayed. The details box on the bottom left of the screen shows that my level 16 master hunter has 24.44/257 xp, while info popup says that he got 24.45/257 xp. According to World Builder, he also has 24 xp. At the same time, said bug seems to be only visual, i.e. the is no change with xp accumulation and level-ups.

Edit: Killing a few animals raised the xp to 26.72/257, so it's not just a misplaced decimal point. I am running PPIO v0.5.9.4.2 and C2C v38.1

Edit 2: Nevermind, I am stupid. Didn't play for a while, forgot that taking quality upgrade promotion resets the xp to zero. Thank you for your work, your modmod greatly improves the c2c experience.
 
Last edited:
PPIO v0.5.9.4.3
  • Star sign (promotion) can now be awarded to units that were not trained in a city, be it NPC spawns like animals, barbarians, or neanderthals, or be it units created from a random event.
  • Beastmaster leader type unit is now attached to all subdued and tamed animals from the moment they are created. It's a bit like when a great general or a noble attach himself to a unit so that it becomes a visible part of the unit.
  • Included some SVN updates made after v38.1 was released.
 
Moderator @Moderator..... @ori ....

Please help me remove the thread poll, it no longer serves any purpose.
You certainly had some interesting options... er pleas for help...
 
Is there a way to have a tooltip showing you if you have one of the Resources when say looking at the Culture resources?
 
Is the current version compatible with the newest SVN 9930? I have seen that there is a new GlobalDefines.xml so I didn´t dare to install the Interface Overhaul with it. And well, now I really hate the old design, this ModMod is way better and should really be included in the SVN!
 
Back
Top Bottom