Requests for new components (and features)

Well I have not looked at the original one. The WoC one does have a lot SDK changes. Other than that I have not seen any performance hits. But again I never even tried the first one. So comparing nothing to something is not a good comparison. I made a HUD buttons for it as well. Anyway the promotions look not so good to me and need some work I think. There is no SdToolkit used. But it is what it is anyway.
 
I suspect that WoC has their own version different from the linked mod that is the "all in SDK" that I was talking about. If it doesn't use sdToolkit or Script Data, it must be in the SDK. Where can I get that code, and is there a thread about that specifically?
 
Well I have some code, but I do not want to have to change a lot to take the bool value of it XML at this moment.

Here is a file that I did before, but I know I forgot some things to it.
http://forums.civfanatics.com/downloads.php?do=file&id=12188

The RevDCM was the last one and I know I iron out everything xml and python wise anyway.

http://forums.civfanatics.com/downloads.php?do=file&id=12269

But the file that I am uploading now has the SDK changes from them, python, art, and the module though. But is uses a bool value in the global defines. I did not look anymore at putting it back into the XML folder yet..
 
OK, another request regarding the unit plot lists. Whenever I have a really large stack, my game just crawls whenever it's active because of all those icons on the screens. It occured to me this problem could be overcome by using a chevron listing like you do for the city specialists. Instead of 20 Macemen showing on the screen, there could be 4 chevrons representing 5 units each. Of course you'd have to include some method of expanding the chevrons, for attacking or upgrading, but if you included an expand/contract button at the beginning of the line you could just work with one unit type at a time, leaving the rest contracted.
 
I'm going to make a brief suggestion but I have a feeling it's not possible to mod (maybe it's in the exe?), and I think it's probably been mentioned before (possibly even by me)...

When you are attacking a city where you have a spy already sitting, you do not get shown what unit is picked as the bestdefender. Instead you only see what bonuses there are and the odds of the attack. It's usually possible to work out what the unit is by deselecting and then looking at the defending stack composition, but it's incredibly annoying. When hovering over a city to attack I like to know what the defender is so I can pick a good counter promotion (Pinch is the typical example) but sometimes I'm not entirely sure whether it's a tank or gunship or something else defending.

Is it possible to have the spies moved to the layer underneath enemy units when you have a unit attacking an enemy like this? It seems stupid that the game makes it harder to wage war intelligently by using espionage and spies.
 
Until I understood what you meant by the spy, I was thinking, "Why don't you just look at the unit on the city? The unit that will defend is always shown when you select the unit that will attack with." Hehe.

Is it possible to have the spies moved to the layer underneath enemy units when you have a unit attacking an enemy like this?

I doubt it, but I think there is a better solution, and I was going to suggest it for other reasons: show the defender's info in the ACO display.
 
I have a request as well, not regarding "real gameplay" but more regarding the forums.

Often when playing games when you make some sort of report later you need to make notes. Sometimes you'd like to mention other stuff like foreign GP spawn and similar stuff. Now I occasionally make a s/s of the ingame log. However, especially very recent events show up I don't really want there, like the alerts.

Is it possible to add filters there so you can only have specific events in the log at times (like, just before you press printscreen :D), and thus limit the need of notes greatly?
 
Is it possible to add filters there so you can only have specific events in the log at times (like, just before you press printscreen :D), and thus limit the need of notes greatly?

Not that I know of. Dresden figured out that the events that show up there are partially driven by the replay messages. However, the Civ4lerts you're talking about don't make it into the replay. You'll notice that they drop off the event log after one turn. I only place the alerts using CyInterface. It is responsible for putting those messages into the event log and removing them later, so I don't see how I could intervene (it's in the EXE).

The less optimal solution is to take your s/s a turn later.
 
Until I understood what you meant by the spy, I was thinking, "Why don't you just look at the unit on the city? The unit that will defend is always shown when you select the unit that will attack with." Hehe.



I doubt it, but I think there is a better solution, and I was going to suggest it for other reasons: show the defender's info in the ACO display.

I had the same thought. I have a bit of a feeling we should keep any more info out of the ACO display but this is one thing where I think it's fair. I'd probably add it under the "Unrounded XP" line only in the Everything Detail setting.

Seeing as it's redundant to be displaying this information 99% of the time, forcing it to only be visible at the Everything detail setting seems reasonable. That way you'd normally have to press SHIFT to see it, which is about as far from tedious as you can get.:)

EF do you know how to insert a line about what the defender is? Ideally we should just put the name of the unit or possibly even the combat type as well. If it were up to me I'd just say the unit type would be sufficient because I know all the combat types by now.
 
I'd vote for just the unit type- from it you can look at the stack and find the combat type (assuming by combat type you mean "melee" "gunpowder" etc), and if you put the name you could wind up in the weird edge case where someone names an Infantry unit "Swordsman". ;) (Yes, I play multiplayer sometimes with the kinds of people who would do this just because they think it's funny.)
 
If you don't rename a unit, it's name is the unit type. If you do rename it, the name is "<name you picked> (<unit type>)", so unit name is the way to go. This way you'll see the name of the GG if it's lead by one.

As for what to show, I would prefer to see the same line that you see when hovering over the stack:

<name>, <strength>, <mp>, <leader>, <promotions>​

The <mp> is probably not necessary, but perhaps MP players will want to see it for simultaneous turns? More importantly you can simply call getUnitHelp() to produce the string above:

Code:
szBuffer.append(NEWLINE);
setUnitHelp(szBuffer, pDefender, true, true);
 
I'm not only talking about the alerts, there are often lots of events that don't interest me. Would it be too hard to read all entrys from the log and then apply the filters and then display it on another log?

Some things I have in mind for filters:
  • Wonders built
  • GPs born
  • Important diplo events (war/peace/vassal)
  • Projects finished
  • AP/UN resolutions
  • ...

This wouldn't only be nice for the reason I posted it a few posts ago but also to keep track of GPs or other things for instance (which has been mentionned here before).
 
Ah yes, we've discussed this here before. There are currently two sources for this information: the replay messages that go into the BTS event log and the Autolog. The problem: both are text formats instead of data formats. There's no way to find all replay messages that relate to GPs or cities being founded or techs being acquired. The same applies to the Autolog.

The way to address this is to encode the Autolog into a data format in Python and write it out to disk as a separate file (probably XML for ease of processing with external tools). We could store the data in the saved game (that would be ideal), but that data will grow quite large and become rather costly to encode/decode each turn (for people that autosave every turn). The Autolog would also need to be beefed up to catch the rest of the events.

There would be some difficulties with writing it to disk, such as handling reloads and crashes (unrolling some of the log to return to the place where the saved game lines up. This is where storing the data in the game is easier, albeit slower. I suppose it really depends on the granularity of messages. Storing combat results would probably kill it during wars, but the other events are all fairly moderate. If we store only the events that are visible to the humans, it may be workable to store the data in the game.

Finally, you'd need to build a screen for filtering and viewing the log. This would be a pretty big task, but it would probably be the easiest piece. :lol:
 
I thought it might be able to create a new screen or so and only aquire the info then, even if it does take a while. I think priorities is keeping the game as fast as possible and not enlarging savegames unnecessarily.

You say it's in text format... I guess it's written in the language that was used to play at that time... that makes it more difficult I guess but I still think it should be possible to distinguish different types of event and sort them the way we want it, the color in which it is displayed should help there.

I would like to have a look at that and probably present better ideas. Can you show me where that info is stored, and how?
 
Yes, it is pre-translated and so you'd need to build scanners for each language. You access all the replay info from the CyGame object:

Code:
game = CyGame()
count = game.getNumReplayMessages()
for i in range(count):
    iTurn = game.getReplayMessageTurn(i)
    iText = game.getReplayMessageText(i)
    ...

See the Python API for the other functions that return player ID, plot X and Y, etc.
 
I would love to have an option to be notified when whipping population is at the lowest anger point. It's great that you have the option to see when you can whip, but I mostly whip when the anger from it is at the lowest.

Is this possible?
 
I would love to have an option to be notified when whipping population is at the lowest anger point. It's great that you have the option to see when you can whip, but I mostly whip when the anger from it is at the lowest.

Is this possible?

Using the hurry production option from slavery always causes 1 unhappiness for 10 turns (modified by game speed settings) independent from the moment that you use the option.

Of course, you can have residual unhappiness from previous times that you used the option, but you can already get a notification when the city becomes happy/unhappy.

Did you mean something else?
 
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