Requests for new components (and features)

I use Great Spies for exploring more than anything else and suggested it be added as a UI action. Did that ever happen?

It would be useful for spies too, but great spies are the ultimate in goody hut popping pleasure on Terra maps.
 
Looks like "no." :( Please, please, add this in the next update?

I use Great Spies for exploring more than anything else and suggested it be added as a UI action. Did that ever happen?

It would be useful for spies too, but great spies are the ultimate in goody hut popping pleasure on Terra maps.
 
I use Great Spies for exploring more than anything else and suggested it be added as a UI action. Did that ever happen?

It would be useful for spies too, but great spies are the ultimate in goody hut popping pleasure on Terra maps.

A neat idea, I dunno how much work it would entail. It would probably have to be done in BULL (the DLL), but I'm not sure. Don't take a lack of response within 20 hours to be a no, though, or you'll end up being prematurely disappointed.

Have you guys considered adding the Unit Statistics mod? I would like to see this added very much.:goodjob:

We've considered this a few times. My main concern is performance, and without having the time to completely test it I'm hesitant to add it. It wouldn't be too hard for someone with a little merging experience to rework it for BUG. All that's really needed is to create a configuration XML file for it and hook up the events.
 
A neat idea, I dunno how much work it would entail. It would probably have to be done in BULL (the DLL), but I'm not sure. Don't take a lack of response within 20 hours to be a no, though, or you'll end up being prematurely disappointed.

(In fairness, he did ask if it has already happened, so I took the sub-20 hour reply of "guess not" to mean that he investigated and found that so far it had not.)
 
(In fairness, he did ask if it has already happened, so I took the sub-20 hour reply of "guess not" to mean that he investigated and found that so far it had not.)
That's correct. I consider checking back after a few months to see if a feature request has been implemented, more reasonable than after a few hours.

I'm not sure my boss does though.

PS - actually it would kind of rock if once the terrain was uncovered the GS/Spy would continue to wander around more or less randomly/drunkenly and reveal new cities, improvements, and so on.
 
That's correct. I consider checking back after a few months to see if a feature request has been implemented, more reasonable than after a few hours.

I'm not sure my boss does though.

:lol: Bosses r teh bestest!
 
I dunno if this is already in the list of requesteds, but suddenly this game I'm finding myself really wanting to know how much unhealth a city will start with if I found it in a given spot. It's calculatable (ok, 3 jungles, 1 forest, 2 flood plains...) but it can be a pain and I like knowing whether a just-founded city can possibly be food positive when I place it as a blocker.
Doable? Already on the list and lot priority? Would require BULL? Would require Red Bull?
 
I'm finding myself really wanting to know how much unhealth a city will start with if I found it in a given spot.

This is something I want for the DotMapping tool: as you hover over a tile it should show you the :food:, :hammers:, and :commerce: "potential" of the city. It would also be helpful to include :health: as you ask. The real trick for the first part is how to assign improvements to tiles.

I was thinking that you could have a palette (like the colors) where you select what type of city it will be (commerce, production, great person farm, hybrid), and then configure what improvements go on what tiles. It gets really difficult when you deal with happy caps and overlap, though.

If someone can write up the rules in English, I can put it into code hopefully.
 
Sounds like a lot of work and essentially making BUG do your thinking for you. Possibly easier would be to just list the :yuck: before rounding caused by the flood plains and jungles separately, and the :health: from forests separately. After all, you may very well be more interested in the values after the jungles and some or all of the forests are chopped.

I am not sure whether the :yuck: from things like jungles and flood plains are added before or after rounding...
 
Hell, in part I want it because I can never remember the health values for forests, flood plains, and jungles. (+.5, -.4, and -.4?) But unlike the economic potential of a plot this would at least be simpler, just adding the values for the nearby tiles as they are, and the bonus for fresh water.

I'm not sure I would use the potential calculator, but this seems akin to figuring out overflow from whipping- something that could be calculated by the player but it's nice to not make him do it. ;)
 
I think it would be quite useful if the city's health and happiness differentials were displayed on the pop up when they ask you what to build next.
 
Hi

I dont know if this has been brough up before but I noticed in the statistics page where it lists total units, buildings, improvements etc., that while it does keep track of two buildings only possible from GP's--academy's and scotland yards, there is no listing for military academies.

Also you know how game keeps track of total current unit types vs units you actually built? It only lists total current buildings. I was wondering how hard would it be to have something like say it listing like "total current forges 10, forges built 8" just to distinguish number buildings you built yourself from those taken through capturing or flipping etc.

Kaytie
 
Not a bad idea, but I'd swear Military Academies are in there.
 
Not a bad idea, but I'd swear Military Academies are in there.

Hi

oops youre right. I looked again and finally saw mil acadamies in the list. My own fault I guess since it placed "logically" between space elevator and temple of artemis hehe :P

Kaytie
 
This is the only thing possible, and it would require BULL to make it happen.

Interestingly I just noticed that the 3.19 adds a wrapper "CvMessageControl" for the messages. Why would firaxis do such things if not to make it more easy to mod things just like I mentioned?
 
Some things I'd like to see:

- Take the city governor's choices for worked tiles and specialists into account whenever turns to complete a new unit/building is shown. So for example, if the governor is working production tiles to finish a normal unit, displayed turns to build a worker would be calculated as if the governor was working food tiles as it would when it switched to building the worker.

- In the military advisor, extend the width of unit list to fill available space so lines for units with lots of promotions don't wrap.

- In-game slider for camera scroll speed. This can be changed in CIV4DetailManager.xml as far as I know, but the option isn't presented anywhere.

- Collapse the units shown on a tile's tooltip as much as possible. If I have ten swordsmen with Combat I, just combine those into one line right away rather than only combining if I have dozens of units on the tile. In fact, give me the option of having friendly units with similar promotions combined into one line even if they don't have exactly the same rank.

- Work on freeing some screen space. I've been playing Legends of Revolution lately so the scoreboard is much taller than I'm used to, it's too important to hide, and for some reason it makes the whole screen seem more cramped. The advisor and civilopedia buttons can be combined with the gold counter and commerce sliders, and smushed into one corner or the other. The era text in the upper-left and the main menu button in the upper-right can be removed entirely. Extend the width of the message box at the top of the screen so fewer messages wrap.

Get rid of the 3D model in the lower-left, put the flag and city governor buttons in its place, get rid of the extra window texture that'd be left in the flag's place, and extend the area for unit actions and city construction options all the way to the minimap. Make those buttons smaller so unit actions fit on one line.
 
There's one thing that I often want, though in a way it's not the kind of thing the mod usually provides. Specifically, I want to know how many turns it will be until I can whip something. However, to get a real number is a huge task- pop might grow, that might include additional tiles' of production, etc. However, I would love even a simple "at your current population and :hammers:/turn, you will be able to whip this building in N turns."

I guess the formula would be something like this:

ceil( ((:hammers: required to finish) - (floor(Pop/2))*(:hammers: value of 1 pop (varies by game speed))*(:hammers: multipliers)) / (:hammers:/turn) )

Which when you don't have any forges or anything tends to be simple enough, but vary your game speed occassionally and build a few production multiplier buildings and it takes just long enough to recalculate each time you want to know that it occurred to me to post it here. :D

Personally I would just have the numbers jump as appropriate if pop grows or whatever- while mostly BUG doesn't give "rough" numbers (though one example thereof might be the projected voting totals), this would make it basically parallel the actual "turns to completion" number that the game gives you, which jumps when you grow one pop and bring another mine online.
 
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