Python Performance and Interface Overhaul (PPIO)

Looks like building prereq is displayed twice.
Spoiler :

Civ4BeyondSword 2018-06-12 09-39-29-26.jpg
Civ4BeyondSword 2018-06-12 09-39-30-04.jpg

 
@Toffer90 It seems like units with only OR building prereqs aren't displayed in buildings windows.
That is unit X requires building A or building B or.....
Building A, building B and so on doesn't display, that you can train unit X with them.

Spoiler :
Civ4BeyondSword 2018-06-16 12-56-25-60.jpg

Civ4BeyondSword 2018-06-16 12-56-27-39.jpg

Civ4BeyondSword 2018-06-16 12-56-29-64.jpg
Civ4BeyondSword 2018-06-16 12-56-31-59.jpg

In this case Magsail worker needs Effect - Launch Site, Cislunar Docking Bay and Deep Space Docking Bay.

This probably happens with other units too, that have only OR building prereqs

I think "Can Train" entry would be useful for buildings, if you had two or more building OR prereqs defined in units.

For example unit X have three OR building prereqs - buildings: A, B, C.
Those buildings would say, that they Can Train X.
 
@Toffer90 you might want to clean up your XML files - for example in modmod's global gametext file is description of Commercial Spaceport tech, that I moved to tech text.
 
@Toffer90 you might want to clean up your XML files - for example in modmod's global gametext file is description of Commercial Spaceport tech, that I moved to tech text.
Ok, I haven't updated from 10106 yet, latest version available of this modmod is meant for v38.5. I will soon move on to latest SVN and drop support for v38.5.
 
Ok, I haven't updated from 10106 yet, latest version available of this modmod is meant for v38.5. I will soon move on to latest SVN and drop support for v38.5.
Why not just leave a version up that supports v38.5 then also post the further updates?
 
@Toffer90 is there a reason why your mod-mod hasn’t been merged into the SVN yet?
In addition to Raxo's comment:
It has experimental and extensive code changes with potential for critical bugs.
I don't think StrategyOnly, the owner of C2C, or DancingHoskuld, his trusted general, has tested this modmod yet.... A merge would require a greenlight from them the way I see it.​
 
@strategyonly & @Dancing Hoskuld

I'm getting a bit frustrated this isn't in place in the core yet. What needs to happen to give Toffer the green light? I really HOPE that you're intending to eventually do so. If you aren't, if you would prefer it not be core, I feel we need a very good reason. Too many players are playing with this and it's complicating the debugging process when they come up with bugs when they have a modmod I cannot load being part of the majority of filesets out there.
 
Perhaps the finished and non-controversial parts can be exported to the SVN? Does it have to be an all-or-nothing?
 
@strategyonly & @Dancing Hoskuld

I'm getting a bit frustrated this isn't in place in the core yet. What needs to happen to give Toffer the green light? I really HOPE that you're intending to eventually do so. If you aren't, if you would prefer it not be core, I feel we need a very good reason. Too many players are playing with this and it's complicating the debugging process when they come up with bugs when they have a modmod I cannot load being part of the majority of filesets out there.
its ok with me, but how about a gradual change, on some then like in the civics area that will be a HUGE change, and like Tof said will more than likely have tons of bugs . .
 
its ok with me, but how about a gradual change, on some then like in the civics area that will be a HUGE change, and like Tof said will more than likely have tons of bugs . .
I think you're thinking about my other modmod, this one doesn't change civics at all.
Perhaps the finished and non-controversial parts can be exported to the SVN? Does it have to be an all-or-nothing?
It would be a challenge to isolate parts of the modmod to merge with the core as a lot of it is intertwined. The question then becomes what part to merge too, I guess the abandon city code could be merged easily with the core... Perhaps...
 
From what I last heard from DH on this subject, there were some debug logs that you might have somehow interfered with. My main thing would be to make sure that these kinds of red flags get identified so that we can move this into the core. The city screen is improved. The pedia is VASTLY improved. Message popups are improved. We need this but we should also avoid crushing the flowers in the garden as we bring it in. Please PM me and DH with the question of what exactly needs to be done to import this properly.
 
So has this been implemented into the SVN? Do I still need to reinstall the latest version when I update the SVN?
 
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