Requests for new components (and features)

@Afforess what the last two said.

That's understandible. However it is a little strange to have a UI based mod with no intuitive way to access it's options (once you disable the annoying flashing press ctrl + alt + o message) and simply no means to access the options via mouse altogether. This one should be bumped up on the priority list.
I have noticed in Revdcm if I cilck right above the science slider and to the right of the log button, it will take me to the BUG options screen. This also happens in Rom.
 
Say we have a monopoly on a tech or want to win the liberalism race, but don't want to check every turn to see whether someone has teched education or some other tech. Would it be possible to include some way of designating a particular tech (or group of techs) where we could get a warning as to whether some other AI has researched it?
 
Say we have a monopoly on a tech or want to win the liberalism race, but don't want to check every turn to see whether someone has teched education or some other tech. Would it be possible to include some way of designating a particular tech (or group of techs) where we could get a warning as to whether some other AI has researched it?

Good idea, "Civ has just researched Education" notice like that. I hate having to always check the F4 tab.
 
what about 'Civ is able to now research tech X'?
 
^ That's good too, although you won't be able to notice when someone has teched a monopoly tech (hence, they may trade it before you realize that they have it).
 
Is it possible to add a field where we can set the map zoom manually (typing) besides moving the slider?

Right now you can enter a new value into the INI file directly. It won't take affect while the game is running, but if you just want to get a specific value and leave it, that will do.

As for making this possible in the game, I could with some work make it so you can have two ways to set the same option in the options screen. There is no text-entry control in the on-screen GUI toolkit--only for popups and the tabbed control used by the options screens, so I cannot place one on the map.

Say we have a monopoly on a tech or want to win the liberalism race, but don't want to check every turn to see whether someone has teched education or some other tech. Would it be possible to include some way of designating a particular tech (or group of techs) where we could get a warning as to whether some other AI has researched it?

I'm not sure the best way to go about doing this. I can put in an alert about every tech an AI can start researching, but how would you designate specific techs in the interface?

These are both good ideas, and as my BUG time is decreasing significantly due to a new job, it's more important that these go into the Feature Request tracker at SourceForge.net so I don't forget about them.
 
Just a quick question. Any progress on the Wonder Alerts feature?

If it's because you've been busy, I understand. I just don't want you to forget completely.
 
Just a quick question. Any progress on the Wonder Alerts feature?

None yet, but I do have the code downloaded into my TODO folder. :) The reason I didn't just include it outright is that as coded it is anti-UG in that it exposes you to information you should not have.
 
The reason I didn't just include it outright is that as coded it is anti-UG in that it exposes you to information you should not have.

I disagree. If you look at cities, you can tell what wonders are in them by the graphics. Also, the top5 statistics screen shows where all the wonders have been built (if you know the owner), so I don't see why this is an issue, as long as you follow your layout.
 
If you look at cities, you can tell what wonders are in them by the graphics.

Yes, but this requires that the city has been revealed to you. If it hasn't, the WONDERS tab only shows you who built it--not where. The alerts as written, however, expose that information to you. This is what needs fixing.
 
Yes, but this requires that the city has been revealed to you. If it hasn't, the WONDERS tab only shows you who built it--not where. The alerts as written, however, expose that information to you. This is what needs fixing.

Don't say which city then. Say that PLAYER_2 "Has Razed the Pyramids to the ground"

or PLAYER_3 "Has Captured Stonehenge!"
 
Right, I've already worked out the logic of what to say when (see above), but that involves coding. Merging a mod in without any changes is pretty easy; rewriting one from scratch takes more time.
 
Could you make a scoreboard scroll like the one in CCV or here? I like to play some games with a lot of players but I can't use BUG and still see all the 30+ players on the scoreboard.
 
Yeah, I like them myself. Would you mind adding this to the Tracker of Features on SourceForge for us Afforess? And if you have time, attach the files as well?
 
So I have a feature request, though I'm guessing it's more of a BULL thing. In my current game I have the Three Gorges Dam built, but when I go to my city screen allthe power plants are still active and can be built. It would be great if those icons could be greyed out like an obsolete building when there's no longer any value to building them.

I'm also really, really hoping you can incude an option of allowing us to select which specialists can be built in a city so I no longer have to worry about the governor creating a Spy in my science city etc.
 
There's value to having backup power plant in case the wondrous one gets captured or razed. Also, Japan gets +10% hammers from Shale Plant even if it's not needed for power.
 
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