Python Performance and Interface Overhaul (PPIO)

File "CvScreensInterface",line 1181, in forceScreenRedraw
File "CvMainInterface",line 1467, in redraw
File "CvMainInterface",line 2279, in UpdateSelectionButtons

UnboundLocalError: local variable 'iGroupButtonWidth'
referenced before assignment
 
I've notice that like a few months ago? :P :D
 
PPIO v0.5.9.4.9.7
  • The left panel in the espionage advisor "Mission Tab" is now functional again.
PPIO v0.5.9.4.9.8
  • The espionage advisor "Mission Tab" is now completely overhauled.
PPIO v0.5.9.4.9.9
  • The espionage advisor "Spy vs Spy Tab" is now completely overhauled.
 
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Can you add info on what terrains and features map resources spawn to map bonus section?
 
So you reworked the Enhanced Tech Conquest as well I see. Does it give you any tech at all when you Conquer an enemy city with the way you have it set to it's new default settings? Especially with the 0 setting in the Enhanced Tech.py file? Just trying to figure it out.

It seems that for early conquests when enemy cities are less than size 4 you are not going to get anything. Is this the way you envision it? Getting early tech imo is vital to early game conquest.
 
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So you reworked the Enhanced Tech Conquest as well I see. Does it give you any tech at all when you Conquer an enemy city with the way you have it set to it's new default settings? Especially with the 0 setting in the Enhanced Tech.py file? Just trying to figure it out.

It seems that for early conquests when enemy cities are less than size 4 you are not going to get anything. Is this the way you envision it? Getting early tech imo is vital to early game conquest.
I haven't tested the new tech conquest code much so I won't say that the config file is set exactly how I would like it to be. I simply don't know if I've set it too low or not.
I did test taking one city in the prehistoric era after I wrote the code, and I felt the numbers were reasonable, it did give me around 10% of the beakers needed for "portable shelter" in addition to beakers towards 4 other techs (don't remember how much).

Test it out some, give me feedback, and i might decide to increase the numbers.
The config file is there for you to tweak it to your liking. ^^

I want to write in some era considerations to the code so that population means more in earlier eras then later ones. Seems to me like it is nessesarry to consider some sort of relative population size; relative to era that is.
Or maybe I should make it consider the total world population so that 1 pop means more if there is only 20 pop in the world than what 1 pop would mean if there is 2000 population in the world....
 
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I have always wished 1 pop could be a constant rather than on a curve but I can't see a way to make that work. You would think era may be a good way to adjust that but what about post holocaust scenarios? Hmmm i continue to ponder that too.
 
I have always wished 1 pop could be a constant rather than on a curve but I can't see a way to make that work. You would think era may be a good way to adjust that but what about post holocaust scenarios? Hmmm i continue to ponder that too.
I could make the code consider the population size of the city you conquered compared to the population size of all the other cities of that nation in total. Taking a size 10 city in modern era when the nation that owns that city have dozens of cities above 60 population should be like wandering into a small unimportant village and there shouldn't be much techs to be learned from it, while taking a city of population 2 in the prehistoric where your opponent perhaps only have 3 cities and the biggest one is a pop 10 size, then that pop 2 city might contain vital informations about several techs. This consideration would mean that you get more tech per population for each city you take as the total population shrinks and the tech importance of each remaining cities will increase.
 
I could make the code consider the population size of the city you conquered compared to the population size of all the other cities of that nation in total. Taking a size 10 city in modern era when the nation that owns that city have dozens of cities above 60 population should be like wandering into a small unimportant village and there shouldn't be much techs to be learned from it, while taking a city of population 2 in the prehistoric where your opponent perhaps only have 3 cities and the biggest one is a pop 10 size, then that pop 2 city might contain vital informations about several techs. This consideration would mean that you get more tech per population for each city you take as the total population shrinks and the tech importance of each remaining cities will increase.
Maybe something that ties into education, since that's the measure of how much the general population knows the technologies of the civilization.

I'm sorry for going off on a completely side track tangent there... that was about the amount of people that a point of population means in the game... nothing to do with the actual subject.
 
PPIO v0.5.9.4.9.9.1
  • Improved veracity of the espionage advisor screen python code, it now cleans up its memory usage when you close it.
PPIO v0.5.9.4.9.9.2
  • A last technical polish of the espionage advisor screen code.
 
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I'd like to see screen shot comparisons if possible... on that thread anyhow.

Following on from the other thread. I am actually using Modern now, because it is the lightest font, and I can't seem to get Segoe UI font to actually respect my request for it to be light and regular instead of regular and bold.

https://imgur.com/a/giAYJ

Here are my font settings for these screen shots:
Code:
                GFont .Size0_Normal    = GFont("modern","regular",12, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size0_Bold    = GFont("modern","regular",    12, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size1_Normal    = GFont("modern","regular",14, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size1_Bold    = GFont("modern","regular",    14, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size2_Normal    = GFont("modern","regular",16, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size2_Bold    = GFont("modern","regular",    16, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size3_Normal    = GFont("modern","regular",19, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size3_Bold    = GFont("modern","regular",    19, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size4_Normal    = GFont("modern","regular",21, GFlags(GFontFeature, GFC_FONT_ALPHA),                128, GRectMargin(2));
                GFont .Size4_Bold    = GFont("modern","regular",    21, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),256, GRectMargin(2));

I might experiment with increasing the font sizes significantly because my resolution makes the text pretty small.

/edit
Looks like imgur has made the images look terrible. The fonts look super crisp on my monitor but imgur is compressing and resizing for some reason.
 
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Texts have size problems in the left-to-right direction, not in the up-to-down direction. So you need a font that have naturally tall but not broad letters. And which fit the overall art style of the game.
 
I really like this UI modmod however there are somethings I prefer in the base game than this UI - maybe cause am so used to the base UI. Things like the font size is insanely huge in comparison to the base game - using the SVN 10007. That is the only thing I can think about right now tbh. I know the font is getting fixed atm so I will have to see how the most recent version of this modmod is
 
PPIO v0.5.9.4.9.9.3
  • SVN coherence update.
PPIO v0.5.9.4.9.9.4
  • Tech conquest is now based on the relative city population size, it is relative to the total population of the conquered nation.
 
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