Requests for new components (and features)

Isn't that the whole point of BULL? :confused:

If you have the capability to recompile the DLL you can just change the values yourself. There's nothing I could do to the BULL source to make that any easier. Put another way, I can't make that a user-configurable option like all the other features by just changing XML or an INI or setting the option in BUG. Is that what you're asking for?
 
If you have the capability to recompile the DLL you can just change the values yourself.

Well I don't, that's the thing. I haven't a clue how to work with C++. I can barely even comprehend Python, I'm only able to do some very basic stuff. XML is the only code Civ uses that I can actually work with.


Put another way, I can't make that a user-configurable option like all the other features by just changing XML or an INI or setting the option in BUG. Is that what you're asking for?

Well yes and no. I was just wondering if it would be possible to allow the modder to expand on those particular areas in the file if they wanted to, by adding some space in a graphics program. It doesn't necessarily have to use XML or the ini file, simply copy/paste more area.

BTW, I just recently discovered that I can't even add more than 11 more corporations by doubling up on the icons. As soon as I add the 12th, some of the graphics in the Sevopedia start screwing up, regardless of whether I'm actually making use of the GameFont file for them or not. I tried adding a bunch of Corps that at the time were only using 2 distinct icons between them, yet I still ran into problems. It may be just a coincidence that 11 was the magic number, same as the GameFont limitation, but I suspect not.
 
Modifying the gamefont file by adding more cells doesn't change the fact that the DLL is only going to look for X cells per row and Y rows for corporations. X and Y are values compiled into the DLL. I can change those numbers, but then everyone must use the larger font file, and that won't fly because non-BULL users of BUG would be screwed.

Pretty much every other time I modify the font file to add a new icon I mess it up. I'm pretty sure at the time that I am adding the little green dot in the right place with exactly the right color, but clearly it doesn't like me. I revert the file and do it again and presto it works. :confused: I recommend making a backup of it each time you test it and find it works. That way you can always roll back a broken change and do it again.

I'm not exactly sure what you're saying you did. As long as you place icons into empty cells and mark them as full with that little dot you should not have problems. Again, I do this and have problems and have to redo it to get it to work. It's black magic and I hate it with a passion. :mad:
 
I recommend making a backup of it each time you test it and find it works. That way you can always roll back a broken change and do it again.

Believe me I learned to do that along time ago. Firaxis seems tolike making it difficult to make changes to the font file, even Civ 3 had issues.

I'm not exactly sure what you're saying you did. As long as you place icons into empty cells and mark them as full with that little dot you should not have problems.

I think you misunderstand what I was mentioning. Even without making any changes the GameFont file, Sevopedia will start to screw up as soon as I go past that 11 corporation barrier. I tried using the same icon for a number of different corps but I still wasn't able to add more than 11.
 
Looking at the font file I see there is only room for 11 more corporations or religions (22 cells). How did you go past 11 without changing the file layout by adding a row or more cells per row? If you do either of those, you must compile your own DLL.
 
Looking at the font file I see there is only room for 11 more corporations or religions (22 cells). How did you go past 11 without changing the file layout by adding a row or more cells per row? If you do either of those, you must compile your own DLL.

Like I said, I was using the same icon for a number of different corporations. I was trying to group them together, using one icon for corporations based on strategic resources, another for food, then again for luxuries. I was hoping on having a single city corporation for every resource in the game, plus some broader multinational ones like we have now. But it seems that's not possible. Still, another 11 corporations should make things pretty lively.
 
I have yet another BULL request. As well as the Airport icon, how about a series of city icons for Military Academies and Instructors? Perhaps have something like a set of crossed swords for an Academy, a star for Instructors, and a combination of the two if they are both in a city. Having these icons for Heroic Epic and West point would also be nice. Just use the Academy icon for Heroic, the Instructor one for West Point and the combination if they're both in the same city.
 
This is more of a BULL feature, I know, but there should be a way for players to see the Latitude of tiles, without having to use cheatcodes.
 
This is more of a BULL feature, I know, but there should be a way for players to see the Latitude of tiles, without having to use cheatcodes.

I agree that once you discover Calendar you should be able to see this on the plot hover. However, I cannot see how this could be considered UG given that you need cheat codes to see it in the normal game. :confused:
 
However, I cannot see how this could be considered UG given that you need cheat codes to see it in the normal game. :confused:

Because certain buildings, even in Vanilla Civ4, can be required to be in specific latitude ranges. It would be helpful to know where the 59'-60' point is, in case a building needs to be built north of 60'.
 
Because certain buildings, even in Vanilla Civ4, can be required to be in specific latitude ranges. It would be helpful to know where the 59'-60' point is, in case a building needs to be built north of 60'.

Like I said, I know this information would be useful in the normal game, but it isn't displayed in the normal game. In other words, showing you the latitude of a plot is exposing information not available to you without cheating. That's anti-UG.

If you can convince Ruff that it's UG, I'll consider adding it to BULL. One problem is that I can only go off whether or not your map has been centered which means that you'll see the latitude after building Stonehenge. Maybe that's okay.
 
Like I said, I know this information would be useful in the normal game, but it isn't displayed in the normal game. In other words, showing you the latitude
of a plot is exposing information not available to you without cheating. That's anti-UG.

Not necessarily. I believe the AI is exposed to latitude, and can take it into account. It seems strange that the AI should be given an advantage over humans.
 
Not necessarily. I believe the AI is exposed to latitude, and can take it into account.

The AI also sees all the hidden diplomacy modifiers, but the human does not. That's how the game rules were programmed.

It seems strange that the AI should be given an advantage over humans.

First, the AI already gets lots of advantages over humans, especially at the higher levels. I certainly don't get a Worker, two Scouts, or Archery when I start a new Emperor game. :mad:

Second, I seriously doubt the AI takes latitude into account to plan its future Space Elevator location It could, sure, but I bet it doesn't.

Let me be absolutely clear. I am not arguing against this having been put into the original game. I think Firaxis left it out by accident or to avoid cluttering up the interface for new players. I am arguing that it is anti-UG and thus doesn't belong in an UG-based mod.
 
Let me be absolutely clear. I am not arguing against this having been put into the original game. I think Firaxis left it out by accident or to avoid cluttering up the interface for new players. I am arguing that it is anti-UG and thus doesn't belong in an UG-based mod.


Oh, I understand completely. I know this is an Unaltered Gameplay mod, and you can't (or refuse to) just change the game whenever you want.

However, you exposed the breakdown of food and what exactly is affecting food output in BULL. That's not normal BTS. Only the AI could see the food hover breakdown. One could argue that that isn't UG either.
 
However, you exposed the breakdown of food and what exactly is affecting food output in BULL. That's not normal BTS. Only the AI could see the food hover breakdown. One could argue that that isn't UG either.

Sure you can.

To find the input just add up the :food: icons on the tiles your citizens are working. To that add up any corporation :food: outputs by hovering over the corporation icons in the top-right of the screen. To that add any :food: output from specialists (settled Great Merchants) by hovering over their icons. Finally, add any :food: from buildings by hovering over them in the list.

To find the output, multiply the city's population seen in the top-center next to its name by 2 and any spoilage from unhealthiness by comparing :health: to :yuck:.

All of this information is displayed to the player, albeit not in one place. Organizing information is the quintessential purpose of BUG and BULL. Presenting new information that you can't find anywhere else in the interface is not.
 
Sure you can.

To find the input just add up the :food: icons on the tiles your citizens are working. To that add up any corporation :food: outputs by hovering over the corporation icons in the top-right of the screen. To that add any :food: output from specialists (settled Great Merchants) by hovering over their icons. Finally, add any :food: from buildings by hovering over them in the list.

To find the output, multiply the city's population seen in the top-center next to its name by 2 and any spoilage from unhealthiness by comparing :health: to :yuck:.

Oh, I could figure out the latitude, given I had the whole world map. Just count the number of rows of tiles, divide by two, and find the center. Then, half the rows of world tiles would = 90' latitude. I could figure it out, it would be a PITA, though. ;)
 
True enough. You'd be slightly off (the top plot is not 90 degrees as it should be), but I think that's a fair argument. Now, where should it go? I'd rather not add a new line to the hover text as that means one less line of units that can be displayed if there are too many on the plot.
 
True enough. You'd be slightly off (the top plot is not 90 degrees as it should be), but I think that's a fair argument. Now, where should it go? I'd rather not add a new line to the hover text as that means one less line of units that can be displayed if there are too many on the plot.

Glad to see I could convince you. :)

First off, it should have an on/off switch in the BUG control panel. Not all users might care. However, I can't think of any better way than the hover text on plots...
 
I think displaying latitude after the map has been centered is fine.
 
True enough. You'd be slightly off (the top plot is not 90 degrees as it should be), but I think that's a fair argument. Now, where should it go? I'd rather not add a new line to the hover text as that means one less line of units that can be displayed if there are too many on the plot.

What about in the context menu for the tile?
 
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