Python Performance and Interface Overhaul (PPIO)

Yes it does, because when i dont have anything to research i always click on "research/gold etc to get more of those. . .
ProcessInfos xml is untouched by PPIO
You can build meager versions of:
Wealth - Cooperation
Research - Oral Tradition
Culture - Carving
Espionage - Chiefdom

I guess usually you quickly reach Cooperation or Oral Tradition, that you don't have time to notice, that those processes aren't here until you get few techs.
With PPIO all processes are fully exposed all time.

Or goody hut gave you oral tradition relatively soon.

Cooperation and Oral Traditions are right at each other.
 
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OK, trying this again, but where is the "research/gold"/etc that used to be here?? ie, if i only want research in the build area??
You need the tech "Cooperation" for the "Meager Wealth" process.
You need the tech "Oral Tradition" for the "Meager Research" process.
This is not a PPIO feature, it's the same without my modmod.
also pic 2, how come it stays green when i have NO more moves, shouldnt it be red??
I switched it around, red means you still got stuff to do, green means it's ok to click end turn now,
To me it made more sense this way.
 
Is Caveman2Cosmos Config replaced? With PPIO its content should look like this:

Code:
[Enhanced Tech Conquest]

# If this is set to False, then you can get beakers towards techs you don't have the prerequisites for.
Check Prereq = True

# Base percentage of a tech that is transferred upon conquest - Range(-infinity, 100)
# Using negative value here won't cause you to loose tech progress, but it will act as an offset to the population percent.
Base Percent = 0

# Tech Percentage per population point - Range(1, 100)
Population Percent = 10
Why was this changed? Does it actually give you a chance at obtaining a tech when you take a city? The old way was nerfed to death by T-brd .Made getting any Tech impossible.
 
Why was this changed? Does it actually give you a chance at obtaining a tech when you take a city? The old way was nerfed to death by T-brd .Made getting any Tech impossible.
The code for tech conquest is quite different in PPIO, so the values seen in that config file cannot be compared to what would be in normal C2C.
 
Why was this changed? Does it actually give you a chance at obtaining a tech when you take a city? The old way was nerfed to death by T-brd .Made getting any Tech impossible.
I didn't change it myself but I did explain the changes a while back. I think it was Koshling or AIAndy that reconfigured those but there were a number of folks in the conversation.

The amount of techs you get a bonus amount of research from capturing a city was increased - used to be just one tech you'd get any benefit towards. When it was opened up so you'd get a boost to nearly all techs the opponent possesses that you don't when you capture their city, the amount of the tech you'd learn from the newly taken city was reduced.

The setting terms suggest it was set to 10% of the research cost of the tech per population in the city you capture. Something tells me that it doesn't quite equate to that so it would be worth a look at the code to see exactly how it plays out. Regardless, the % you do get would feel understandably insignificant on faster gamespeeds. If you cut off 10% of the turns to get a tech on a long gamespeed, you'd definitely notice the difference. On the mid-range speeds it seems to be somewhat noticeable. You DO get a benefit, regardless of gamespeed, since we have multiple research taking place and excess amounts of research just go towards the next tech so it would make it more often that on faster gamespeeds you'd research a second tech that round. Just doesn't SEEM like it as much.

The code for tech conquest is quite different in PPIO, so the values seen in that config file cannot be compared to what would be in normal C2C.
How are yours set? Perhaps we'd all like a more noteworthy impact from capturing cities. The current core settings split things up so you'd barely notice that you got a benefit but overall you'd get potentially a lot more bonus research overall, just spread so thinly across so many techs (if they had that many more than you).

I tend to agree with Joseph on this matter, that we may need to limit the # of techs it gives benefit to more and make it more noteable how much you get towards them.
 
How are yours set? Perhaps we'd all like a more noteworthy impact from capturing cities. The current core settings split things up so you'd barely notice that you got a benefit but overall you'd get potentially a lot more bonus research overall, just spread so thinly across so many techs (if they had that many more than you).

I tend to agree with Joseph on this matter, that we may need to limit the # of techs it gives benefit to more and make it more noteable how much you get towards them.
I really don't remember the differences between my code and the one used in C2C in this regard. Someone would have to study/compare both codes to be able to describe that difference, I could look at it if I get time and give a detailed description of the difference; but I really don't feel like it at the moment...
A bit tired of modding atm, taking a break currently; I promise it will be short though. ^^
 
I really don't remember the differences between my code and the one used in C2C in this regard. Someone would have to study/compare both codes to be able to describe that difference, I could look at it if I get time and give a detailed description of the difference; but I really don't feel like it at the moment...
A bit tired of modding atm, taking a break currently; I promise it will be short though. ^^
I completely understand. It may not seem like it since I haven't been committing much but I'm exhausting the crud out of myself right now with modding nearly every moment available for the last few months, ever since just before Christmas I've been balls to the wall here on it so I'm going to need a break soon myself. But I am getting close to pulling the curtain on this project so that's cool. 'close'... that may not mean the same thing for me as a reader. lol.
 
I've noticed that you've been quite active since around christmas time.
Take your time, enjoy the work, don't break yourself. ^^
Now that I am swimming the english channel here I gotta finish the journey before I get too exhausted and give up.
 
Is there anyway to make the size option a 1024 X 960?? just askin' pic1 went into CivIV.ini and just changed the size to 960, thx at least guys for making me look elsewhere . . .???

just want it so that the btn's are all in site and not just a little below seeing them,, i hope i explained this?? pic2 fixed see below, thx guys . .

wait, i just looked and absolutely HATE it when on 1024 that u have to go up and down on the TECH screen to see things , ,, pic 3
and on this you cant use ur mouse to scroll, u have to use the right and left thingy and scroll up and down to get the tech screen to work, at this 1024X768 also, but NOT in regular 1024X768, u can just use the scrolling of the mouse ONLY. .

also does this PPIO thing resize the units, they look smaller here??

takes alittle bit to get used to things, because sometimes it takes 1-2 extra steps to get to the same result as regular BtS..
 

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Is there anyway to make the size option a 1024 X 960?? just askin' pic1

just want it so that the btn's are all in site and not just a little below seeing them,, i hope i explained this?? pic2

wait, i just looked and absolutely HATE it when on 1024 that u have to go up and down on the TECH screen to see things , ,, pic 3

also does this PPIO thing resize the units, they look smaller here??
1. Play on WINDOWED mode, then you can set resolution of your monitor to 1024x960 - its vanilla civ4 feature.

2. You can use smaller icons in BUG settings.

3. Looks like this is bug and @Toffer90 should fix it. Or it should fix itself on game restart.
 
Still have not installed this. And from what SO is experiencing may hold off.
 
If you don't like camera changes and units being smaller, you can (safely) delete ...Assets\XML\Misc\CIV4DetailManager.xml
 
Still have not installed this. And from what SO is experiencing may hold off.
I guess @Toffer90 needs to work on defaults, so there would be less necessary fiddling to do.
For example default icon size would depend on vertical resolution.

Or at least some of them could be exposed for example new PPIO BUG tab, where most basic things could be changed.
 
If you don't like camera changes and units being smaller, you can (safely) delete ...Assets\XML\Misc\CIV4DetailManager.xml
well actually that cleared up a few items i didnt like, thx. . .SO

also miss the ALL "up/down? btns see pic


also changed height/width in Civ IV.ini mentioned above to this, and works FOR ME, better. . . see pic 2
 

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well actually that cleared up a few items i didnt like, thx. . .SO

also miss the ALL "up/down? btns see pic


also changed height/width in Civ IV.ini mentioned above to this, and works FOR ME, better. . . see pic 2
You weren't supposed to change stuff in comments - that won't do anything.
You could simply copy text.
ScreenWidth and ScreenHeight still are zero that is unaffected by INI settings.

Also there are now keyboard shortcuts to set those in PPIO, so those buttons aren't needed now.
 
also does this PPIO thing resize the units, they look smaller here??
With PPIO units don't change their size that much when zooming out, which in effect makes units look smaller and smaller the farther out you zoom.
Units should be about the same size as without PPIO when the camera is zoomed out a bit further out than the midpoint distance between "world view" and "zoomed all the way in".
I didn't like how unit models merged together, becoming one supermass with 8 arms and 4 heads, when zoomed far out without PPIO.
also miss the ALL "up/down? btns see pic
Are you thinking about the commerce sliders? If you hold down "alt" or "ctrl" or "shift", or any combination of them, when clicking the plus and minus it affects how much the sliders change.
I think "alt" alone means max/min.
 
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With PPIO units don't change their size that much when zooming out, which in effect makes units look smaller and smaller the farther out you zoom.
Units should be about the same size as without PPIO when the camera is zoomed in a bit closer than the midpoint distance between "world view" and "zoomed all the way in".
I didn't like how unit models merged together, becoming one supermass with 8 arms and 4 heads, when zoomed far out without PPIO.
Are you thinking about the commerce sliders? If you hold down "alt" or "ctrl" or "shift", or any combination of them, when clicking the plus and minus it affects how much the sliders change.
I think "alt" alone means max/min.
i wasnt talking about camera zooming, just normal size units, and also talking about SINGLE UNIT Graphics, it changes the unit to alot smaller than normal.

and i will NEVER ever use anything that was there and then having to use btn's on the keyboard, i am strictly a mouse person .. if u cant just use a mouse it isnt worth it .. IMPO. . .

also see pic, is there anyways to change the color of this in red circled, its hard to see it with the TAN background??
 

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and i will NEVER ever use anything that was there and then having to use btn's on the keyboard, i am strictly a mouse person .. if u cant just use a mouse it isnt worth it .. IMPO. . .
So you don't hold ctrl or shift or alt to add multiple buildings/units in city queue or to select multiple units?
 
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