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Requests for new components (and features)

If what Ruff was talking about is possible, with the "hidden pages", thats pretty much what I was referring to initially.
Might also be worthwhile to consider reclaiming the space taken up by BUG's current Commerce break down.
The "hidden pages" would overlay in the Trade Routes space, depending on which of the 4-5 icon's was selected ( Trade, Commerce, Food, Production, Culture...)
Trade: Current Trade Routes info.
Commerce: BUG's current Commerce break down.
Food/etc: The proposed new information.

Which would give the cities back space in the buildings list.
 
I took a look at this mod last night. The good news is that it is all python so we could add it to BUG if we wanted to. The bad news is that it does reveal hidden data (worst enemy!) and doesn't actually add anything that is not in the alert system or the foreign advisor. Here is a screenshot of what it does generate ...

Now, if we were to fold this into BUG, I would totally change the display method but I am actually thinking that is isn't really worth it. Oh - and it caused a crash to desktop when I tried to bring up the in-game log (and that was with Civ4 in error logging mode!).

If you want this in BUG - tell me now (and why it should be included).

Searching a little bit, I found this post (not so old it appears). At first I would like to point that worst enemy is not hidden: We can know it by repetitively opening the diplo screen of each leader. Quite tedious.
All that to say that, if that info was to be included into the already great bug, you would have my deeper thanks for it. I'm trying to improve my diplo skills now, and knowing who is who's worst enemy is really unvaluable.

However, In the screen the information was included in the log, which contains already lots of informations. If it was to be included, I would better see a change in the glance tab with a new color for "worst ennemy".

That said, thanks again for your already great work, it's more than appreciated :)
 
Searching a little bit, I found this post (not so old it appears). At first I would like to point that worst enemy is not hidden: We can know it by repetitively opening the diplo screen of each leader. Quite tedious.
All that to say that, if that info was to be included into the already great bug, you would have my deeper thanks for it. I'm trying to improve my diplo skills now, and knowing who is who's worst enemy is really unvaluable.

However, In the screen the information was included in the log, which contains already lots of informations. If it was to be included, I would better see a change in the glance tab with a new color for "worst ennemy".

That said, thanks again for your already great work, it's more than appreciated :)

It would be very nice to see the worst enemy data a bit more easily accessible. If the information were to be added, then a reminder when it changes would also be very nice (Ragnar's worst enemy has changed from Mansa Musa to Montezuma).
 
An explicit Worse Enemy comment is being added to the next patch and will be incorporated in various areas of BUG when that patch is released.
 
An explicit Worse Enemy comment is being added to the next patch and will be incorporated in various areas of BUG when that patch is released.

Soooooo nice, terrific, thanks a lot ! :goodjob:

I'm sure I thought of something else one day but cant' remember what it was ;(
 
An explicit Worse Enemy comment is being added to the next patch and will be incorporated in various areas of BUG when that patch is released.

Sounds good. :goodjob:
 
I just looked at the stuff in the military advisor post... looks awesome :goodjob:

It also reminded me the thing I was thinking about: do you intend to let appear the information "we have enough on our hands" elsewhere than in this new military advisor? It's also some important diplo information.

Also, I thought again about all those people reclaiming old civ versions stuff, like the throne room in civII or the like... and thought that in the end, the messages in the BUG mod (the part displayed in the log, not the other stuff) is exactly what the "minister council" should be like. In CivII we had 5 ministers telling us things about the world, in CivIII they were tellig us things in their respective advisor's screen, and in the end, all those messages about trade opportunities, religion spreading, combat, is exactly what I would like to see if I could open a screen "listen to my advisors", sorted by advisor of course. I think this would be the ultimate BUG experience :D
 
Also, I thought again about all those people reclaiming old civ versions stuff, like the throne room in civII or the like... and thought that in the end, the messages in the BUG mod (the part displayed in the log, not the other stuff) is exactly what the "minister council" should be like. In CivII we had 5 ministers telling us things about the world, in CivIII they were tellig us things in their respective advisor's screen, and in the end, all those messages about trade opportunities, religion spreading, combat, is exactly what I would like to see if I could open a screen "listen to my advisors", sorted by advisor of course. I think this would be the ultimate BUG experience :D
That is an interesting suggestion. I have added it to our feature request in SVN.
 
I bought CIV3 Last year (never opened). Wound up giving it to my brother-in-law for Xmas. I gave it a run thru its paces after installing for him. Definitely doesn't compare to CIV4 - but one thing in particular I did notice, almost immediately, was its atmosphere/feel. In comparison CIV4 is nearly bland. The advisors in CIV3 are amusing/witty and just FEEL like someone giving you advice - as opposed to CIV4's opening up an info screen.
 
Question: I don't like the military advisor as it came in civ4. This aspect hasn't been changed here by you guys (yet): If you highlight a certain unit type (not sure if type is the appropriate word, rifleman or maceman or spearman for example) you see blinking squares on the map to the left of the screen. This is nice - but I don't know if a dot stands for 1 unit or 100 units. Is there a possibility to get different intensities or brightnesses or colors so you can see more easily how many units are (roughtly) on that square?
For example, you get a game (in a SG) where you're in a late-game war and you have say 100 infantries while you're at war with 3 civs. Now you have to search the whole map for your large stacks. If you can see in F5 where there are "many" infantries, it is way easier to find your stacks and you don't spend half an hour finding your (and your enemies) stacks.


Nice that "Worst enemy" will be displayed. This makes me wonder; could you display (probabely in the glance tab) the hidden diplo two leaders have, probabely in brackets?


I don't know if these suggestions/requests have been brought up before. Just shoot me if :D

BTW great work so far :goodjob:
 
Question: I don't like the military advisor as it came in civ4. This aspect hasn't been changed here by you guys (yet): If you highlight a certain unit type (not sure if type is the appropriate word, rifleman or maceman or spearman for example) you see blinking squares on the map to the left of the screen. This is nice - but I don't know if a dot stands for 1 unit or 100 units. Is there a possibility to get different intensities or brightnesses or colors so you can see more easily how many units are (roughtly) on that square?
For example, you get a game (in a SG) where you're in a late-game war and you have say 100 infantries while you're at war with 3 civs. Now you have to search the whole map for your large stacks. If you can see in F5 where there are "many" infantries, it is way easier to find your stacks and you don't spend half an hour finding your (and your enemies) stacks.
EmperorFool is working on freeing up the grouping criteria (current grouping is based on combat type ... melee, archery, etc). One option that I threw in was stack count ... well, I think I threw it in the mixer. This will group units by the number on each plot. Thus if you have a group that shows 16, then you have 16 units on that plot. Further, if you toggle 'individual units', you will be able to see what those 16 units are.

That should help.
 
ruff_hi said:
EmperorFool is working on freeing up the grouping criteria
Are the groups "Friendly territory", "Friendly city", "Neutral territory",... the result of that work?

I actually had a little issue there as well - I checked whether we had any settlers, and where. I saw (in "Friendly city" or something I guess) Settler (2) and (as usual) clicked on it. But not only those settlers were highlighted but also a number of other units as well. Why is that/is that intended?

I only found them when I clicked "show individual units" - which is quite messy :p
 
i guess the answer to that is that BUG MA is a work in progress. I'm sure it could do with a little more testing :D.
 
Remove (UnitType) from UnitName when the unit has been renamed ::
[Located within the UnitSelectedPane, bottomLeft Corner.]
Code:
			else:
			
				if (pHeadSelectedUnit.getHotKeyNumber() == -1):
					szBuffer = localText.getText("INTERFACE_PANE_UNIT_NAME", (pHeadSelectedUnit.getName(), ))
#
# MWM DELETE (UNIT_TYPE) From Name, if the Unit has been ReNamed.
#
					szDescBuffer = u""
					for i in range(gc.getNumUnitInfos()):
						iCount = CyInterface().countEntities(i)
						if (iCount > 0):
							szDescBuffer = gc.getUnitInfo(i).getDescription()
					if (len(szBuffer) > len(szDescBuffer)):
						szBuffer = szBuffer.replace( u"(" + szDescBuffer + u")", "", 1)
#
# END
#

				else:
					szBuffer = localText.getText("INTERFACE_PANE_UNIT_NAME_HOT_KEY", (pHeadSelectedUnit.getHotKeyNumber(), pHeadSelectedUnit.getName()))
Could also be added to the Military Advisor, that table is a bit of a mess with the limited width and units renamed like:
Gunship 1 of Hierancropolis (GunShip) +promotion/promotion/etc.

EDIT, Slight tweak:
szBuffer = szBuffer.replace( u"(" + szDescBuffer + u")", "", 1)
Will replace the first occurance only. Thus the Unit renaming scheme can add a (unitType) to the name, for
ppl that prefer it. Without having to add another "option" to enable/disable functionality.
 
That's nice Balderstrom... I was told by someone... not naming names... that was controleld by the SDK.:p Glad to know it can be done with Python!
 
This:
Code:
# MWM 
				screen.setTableColumnHeader( "BuildingListTable", 0, u"", 133 )
				screen.setTableColumnHeader( "BuildingListTable", 1, u"", 95 )
				screen.setTableColumnHeader( "BuildingListTable", 2, u"", 9 )
				screen.setTableColumnRightJustify( "BuildingListTable", 1 )
Instead of
Code:
				screen.setTableColumnHeader( "BuildingListTable", 0, u"", 108 )
				screen.setTableColumnHeader( "BuildingListTable", 1, u"", 118 )
				screen.setTableColumnHeader( "BuildingListTable", 2, u"", 10 )
				screen.setTableColumnRightJustify( "BuildingListTable", 1 )
Below that, where it loops thru, Health, Happiness, YieldTypes and CommerceTypes, I also changed the four instances of
Code:
									if ( bFirst == False ):
										szRightBuffer = szRightBuffer
instead of:
Code:
									if ( bFirst == False ):
										szRightBuffer = szRightBuffer + ", "

Building List (cut from screenies) Below, didn't include a screenshot for Name change as its pretty straightforward.
Civ4ScreenShot_MWMCVMain_x.jpg
vs
Civ4ScreenShot_BUGCVMain_x.jpg


One caveat, my change to building list, will only have space for buildings to display TWO bonuses. But I'd much rather actually see the building names, than reserve 50% of the width for an occurance that almost never happens: Buildings w/ 3+ bonus/penalties.

NOTE: My monitor is 1680x1050. This will need to be tested at another resolution. Though from what I can tell, the panels are not dependant on screen width.

EDIT:
The number of Bonuses could be tracked, if it was 3 or more, the building text in the list could be modified to 'yellow/gold' or something ;-)
But I've yet to see a 3 bonus/penalty building.

EDIT2:
Actually, could purge those 4 bFirst if/else checks. The column width change makes it superfluous.
Code:
								if (iHealth != 0):
									if ( bFirst == False ):
										szRightBuffer = szRightBuffer
									else:
										bFirst = False
 
That's nice Balderstrom... I was told by someone... not naming names... that was controleld by the SDK.:p Glad to know it can be done with Python!
It is controlled by the SDK, unit.getName
BUT there is a logic statement that is Always TRUE when a unit has been renamed.
It's new name will be longer than the UnitType description.
And if it hasn't been renamed, its name will be EQUAL to the UnitType description.

So to find out if a unit has been renamed, I compare the two... if so, then I strip the "(UnitType)" from the string.

Now there might be a more efficient way to get the unitDescription, but thats all I could figure out.
 
I would find it quite beneficial if things like:
CIV_A is has X Gold to trade.
CIV_B will trade X <Technology>
etc, were moved off to there own logfile, and accessible separate from other events.

For spacing considerations:
[Events] [Trade] [Chats] [Combats] [Quests]
or:
[Events] [ $ ] [Chats] [Combats] [ ? ]

Also, though this isn't as needed, and others might not agree.
[World] - splitting events that other CIVs do, that we are notified of, but that don't directly affect our Empire.
[Events] - would just be for our own Empire's Events.
 
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