Requests for new components (and features)

I have absolutely no idea what you're talking about. I understand the end turn button, but is the pause text you're speaking of related to pausing the turn timer in multiplayer games? I must confess I have yet to play multiplayer.
My english is not the best.
I apologize for this.
What I am thinking about is, to disable the text that gives you the hint to press the end turn button for ending your turn.


What exactly is a minor civ, and do you have an example? In the Python/SDK code I see that CyPlayer has isMinorCiv() and isBarbarian(), and I have never known what the first one was for -- only to hide them both in the scoreboard.

Showing them (one or both) should be relatively painless to add, I just need some way to test it. :)
An option in revolution mod is that all players start as minor civs, meaning they are at war with everyone. Your civ will settle into a full civ and you'll be able to conduct diplomacy after you discover Writing.
 
What I am thinking about is, to disable the text that gives you the hint to press the end turn button for ending your turn.

Oh yes, I see. I was making it too complicated. ;)

An option in revolution mod is that all players start as minor civs, meaning they are at war with everyone. Your civ will settle into a full civ and you'll be able to conduct diplomacy after you discover Writing.

I can see the value of this for the Revolution mod, but it would have no effect in regular Civ. Perhaps this is something for RevMod to add?
 
I can see the value of this for the Revolution mod, but it would have no effect in regular Civ. Perhaps this is something for RevMod to add?
At first glance (and at second, too ;) ), you are right.
But there are a few mods, that want to add bug and rev, and also for these there is a value ;)
And while you're at the CvMainInterface.py, you could do us this favor
ziel.gif
 
Another idea...I'm playing always with Permanent Alliances on, and I like it very much. Yet planning a PA is always a PITA as there are a lot of things to consider and you do not see the parameters easily. So I'd like to have the BUG PA Assistant :D . Basically the parameters are:

1. You need to have a certain attitude with the AI (for some pleased suffices, most of the time it's friendly)
2. 40 turns of shared war/defensive pact or a combination of both
3. A combined power with your prospected alliance partner that is not greater than half of the power of all Civs in the game (see code).

Code:
from the CvTeamAI.cpp:

if ((getPower(true) + GET_TEAM(eTeam).getPower(true)) > (GC.getGameINLINE().countTotalCivPower() / 2))
{
if (getPower(true) > GET_TEAM(eTeam).getPower(true))
{
return DENIAL_POWER_US;
}
else
{
return DENIAL_POWER_YOU;
}
}

Now, what does the BUG PA Assiastant need to provide?

1. Keeping track of the attitudes
2. Keeping track of the turns of shared war/defensive pacts and count towards the threshold
3. Keeping track of the power ratio

Ideally one would have a dropdown menu where one could change leaders in order to get the values for each. I wanted to start on that with my coding beginnings in Python :D , but I guess that was just a grand hybris catching me :D . Any chance that could be part of BUG someday? :)

Imhotep
 
minor civs are usually only present in scenarios - eg 1000AD has Scandinavia in it.
 
Ah, OK, so this wouldn't only be from interest for modders, but also for players of included scenarios, if I got you right.
 
I'm convinced. :) I'll see how tough this will be (probably not very). There are several places that check that isMinorCiv() is False, but I strove to make this optional when writing PlayerUtil. I wonder if the Barbarian team has a score. ;)
 
I'm feeling like poor Pacal now - "nobody ever listens to me..." :( ;)
 
@Imhotep - Oh, were you speaking? :p

I was hoping Ruff would speak to your idea because I suspect he'll nix it based on leaking information. In this case, even if you can see the power ratio of all of your rivals, it's a stretch to say that you could figure out so clearly whether or not you plus your suitor have a combined power over one half of all other rivals combined -- just from looking at the graphs.

Also, this is depending on a hidden rule which BUG has so far not done. For example, we could add the hidden diplomatic modifiers that are known by reading the code, but that's been off limits so far.

As for showing the # of turns of mutual war or DP, I suppose that could be added, but where? And without the other features, would it be worth it?

Regardless, it doesn't hurt to add this to the feature request tracker @ SourceForge.
 
I've added the option to show minor civs. Note that there's no indication of which civs are minor in the scoreboard. I don't see much point in pointing them out; is there a need that I'm missing? If so, suggest an icon to use for them.
 
Minor civs are different from normal civs. You cannot talk to them, trade with them, etc. Typically, you are locked in a war with them and they are there for you to kill :D.
 
Minor civs are different from normal civs. You cannot talk to them, trade with them, etc. Typically, you are locked in a war with them and they are there for you to kill :D.

Ah ok. I just checked and clicking on their names to try diplomacy results in nothing, so you can never talk to them, which means you can never sign peace or have any trade agreements. Also, in the 1000AD scenario as England you have two Cautious minor civs. I wonder if they ever have a different attitude? Probably doesn't matter.

I'll disable the hover text for the leader so it's clear that you cannot contact them, and you won't see their diplomatic modifiers. Is this acceptable, or should I leave the hover visible and let the player be confused when they try to contact them?
 
At first glance (and at second, too ;) ), you are right.
But there are a few mods, that want to add bug and rev, and also for these there is a value ;)
And while you're at the CvMainInterface.py, you could do us this favor
ziel.gif

Now you have to tell me what a minor civ is called in German. "Niedere Zivilisation"? :dunno:
 
Ah ok. I just checked and clicking on their names to try diplomacy results in nothing, so you can never talk to them, which means you can never sign peace or have any trade agreements. Also, in the 1000AD scenario as England you have two Cautious minor civs. I wonder if they ever have a different attitude? Probably doesn't matter.

I'll disable the hover text for the leader so it's clear that you cannot contact them, and you won't see their diplomatic modifiers. Is this acceptable, or should I leave the hover visible and let the player be confused when they try to contact them?

As it currently stands, the hover tells you that Diplomacy is not possible with the minor civilization. I vote for keeping it as is.
 
At first, thank you for changing your mind :)

Ah ok. I just checked and clicking on their names to try diplomacy results in nothing, so you can never talk to them, which means you can never sign peace or have any trade agreements. Also, in the 1000AD scenario as England you have two Cautious minor civs. I wonder if they ever have a different attitude? Probably doesn't matter.

I'll disable the hover text for the leader so it's clear that you cannot contact them, and you won't see their diplomatic modifiers. Is this acceptable, or should I leave the hover visible and let the player be confused when they try to contact them?
As seen in another mod, they arranged these civs beyond the Scoreboard's box, just showing the points and the name, for showing the difference to major civilizations.

As it currently stands, the hover tells you that Diplomacy is not possible with the minor civilization. I vote for keeping it as is.
Me too :)

Now you have to tell me what a minor civ is called in German. "Niedere Zivilisation"? :dunno:
I would translate it "unbedeutende Zivilisation", but Cybah's proposal sounds good, too.
 
Based on 1316 this is a CvMainInterface.py in which I put my idea for the EndTurnText plus some minor interface corrections.
 

Attachments

Based on 1316 this is a CvMainInterface.py in which I put my idea for the EndTurnText plus some minor interface corrections.

The differences I see are:

  • If the game is paused, other text will override it (it is lowest priority message).
  • If g_bEndTurnText is off, Reminder text is also hidden.
  • Commerce rates are shifted by a few pixels. What's this for?
I may make the End Turn text optional when I have a few minutes to kill.
 
Back
Top Bottom