Requests for new components (and features)

The shifting is because of an overlay of the buttons and the percentage (the button is over the % from 100%), just only a little facelifiting.

I think "primitiv" sounds better than "unbedeutend" plus it's shorter, too. :D
It's not a problem for me, but iirc, Civ4 itself calls them "unbedeutend", or is this just in the german community translation?
 
OK, forget about the minor civs thing, when using it, it says, the playertype is None, throws up an error and stucks.

Added the version, jdog solved this problem, but this doesn't match with the new bug.
 

Attachments

OK, forget about the minor civs thing, when using it, it says, the playertype is None, throws up an error and stucks.

Added the version, jdog solved this problem, but this doesn't match with the new bug.

I'm sorry, I didn't understand any of this. :confused:
 
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 921, in forceScreenRedraw

  File "CvMainInterface", line 3031, in redraw

  File "CvMainInterface", line 6062, in updateScoreStrings

  File "Scoreboard", line 171, in addPlayer

AttributeError: 'NoneType' object has no attribute 'addPlayer'
ERR: Python function forceScreenRedraw failed, module CvScreensInterface
That is, what I meant with forget about the minor civs thing.

I attached a solution, that jdog found in its revolution mod, maybe this would help you, even it was written for bug 3.0 (release version).

Or, the easier way, and I can understand, if you choose it, roll back the minor civs addition and leave the main interface as it has been before.
 
Code:
File "Scoreboard", line 171, in addPlayer

AttributeError: 'NoneType' object has no attribute 'addPlayer'[/quote]

I don't even see how this is possible. Somehow the player loop is being entered in CvMainInterface without entering the enclosing team loop. :confused: Python has no goto statement, so this is impossible.

I'll take a look at the file you attached and hope it isn't too different from the current version. Do you happen to know [I]where[/I] in the file jdog's solution is located?

And no, I'm not keen to rollback the addition without a good stab at fixing the problem. There should be no reason it can't work.

Edit: Try the new Scoreboard module in SVN. In it I ignore any player added to the scoreboard without first adding a team. Does this solve the problem? Do some players not get displayed?
 
I have been using the Minor Civs option (SVN 1316) with no problems. It works as intended for me...

Cheers,
ripple01

Yes, it does :blush:

It works, and the latest Scoreboard change can be rolled back, due to an intendation/merge error by myself :blush:
 
Glad to hear it. The latest change I made is a good defensive coding practice anyway, so no harm in leaving it in.
 
Just a small request....

It is possible to change the overlay text of when hovering the golden age button to give a estimate of how much are going to win in hammers, coins and GP per turn if we use it at that moment?

I can do the math, but bean counting is not why I play civ :p
 
It is possible to change the overlay text of when hovering the golden age button to give a estimate of how much are going to win in hammers, coins and GP per turn if we use it at that moment?

It's entirely possible, but it would have to be done in the DLL. Can you please add this as a DLL feature request to our tracker on SourceForge? I like this idea a lot, and I think we're getting close to the tipping point where we'll be adding an optional custom DLL.
 
A thought passed my mind....

Can this be done out of the dll by adding a tab in the F1 ( something like: estimated at golden age ) ? I don't think so ( I assume that you need to get a "bean counting" function to track down the tiles that get the hammer and coin bonuses ( the GP one is far easier ) anyway and making that in Python..... could prove atleast troublesome ;) ), but I'm shooting in the air :p
 
Yes, that's all doable. The F1 screen would be a place -- add columns that calculate all this. This would provide the most detail. The other place is the F2 Financial Advisor.
 
Seeing that TXT_KEY_MISC_BORDERS_EXPANDED was added to the civ alerts text and colorized, that reminds me of a small change I use locally that I'd like to see made the default. Can we change the cultural expansion civ alerts from COLOR_CULTURE_RATE to COLOR_MAGENTA?. I've never been able to read that evil dark purple that the former provides; magenta isn't perfect, but it I think it's way better and is still purple enough to be associated with the culture rate.

As an aside, how does the game determine which copy of TXT_KEY_MISC_BORDERS_EXPANDED it's going to use?
 
Seeing that TXT_KEY_MISC_BORDERS_EXPANDED was added to the civ alerts text and colorized, that reminds me of a small change I use locally that I'd like to see made the default. Can we change the cultural expansion civ alerts from COLOR_CULTURE_RATE to COLOR_MAGENTA?. I've never been able to read that evil dark purple that the former provides; magenta isn't perfect, but it I think it's way better and is still purple enough to be associated with the culture rate.

As an aside, how does the game determine which copy of TXT_KEY_MISC_BORDERS_EXPANDED it's going to use?

Sure, I just tested it and the new color is way better to read. :D

I think, tags provided in a mod somehow overrule the tags of the vanilla game.
 
Another ( this one probably not so small ) request :p :

AI EP/turn on us of last turn ( possibly a new tab, since the espionage screen is already very cluttered ).

This could prove complicated, because it implies saving somehow the EP them on us/ us on them info of last turn ( dunno if the normal game saves this intel or enough intel to reconstruct this ).

I only ask this because it is a failsafe way of knowing how many civs a AI know in beggining of the game and it also is a good indicator of how much a AI considers you a threat/target :p
 
AI EP spending is something I'd like to see added.... somewhere. (See my previous post on this.) Perhaps I'll make that my next little project once the Info screen and all its associated extras are committed.

Any suggestions on where this info should be displayed happily accepted.
 
I haven't paid too much attention to the EP ratio in the hover for a rival. Can you answer these questions?

  1. Does it always display the ratio regardless of your spending? In other words, do you have to be able to see their demographics to see their EP spending?
  2. Are there times when you cannot see it, e.g. war?
I guess that was it. :)
 
It's part of the diplo hover and it's always available once you've met them; I've never seen a situation where it failed to display. Similarly, if you know both them and a third civ, you can always see the ratios between the other two. As an example, here's the diplo hover with a nation that I am at war with and cannot see the demographics for (note they have put nearly 10 times as much EP on me as I have put on them):
1221812304.jpg
 
Is that displayed ratio the total spending against each other, or do the individual values decrease as you each spend points by performing missions against each other? I assume that since you use it to detect who poisoned your well, it must decrease as the points are used.

One obvious place for EP point delta is the scoreboard for players that play on high resolution. I also see a second Espionage Advisor tab as you suggested.
 
The displayed ratio on the diplo hover is the current "banked" points so it does decrease when missions are run and EP is spent. As far as I know the only indication of total EP generated which the user can see is in the cost modifier, but that's overall spending. The Espionage graph might give you some indication too (I think it's cumulative) but as with the cost modifier, it's not broken down by "target" either.
 
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