Requests for new components (and features)

Currently, the wonders tab only reveals the wonders / national wonders / projects that the current team is building. However, if you have enough EPs, you can see what various cities are building.

Question: Should we mod the wonders tab so that it shows wonders / national wonders / projects being build if you have enough EPs against the leader in question?
 
Currently, the wonders tab only reveals the wonders / national wonders / projects that the current team is building. However, if you have enough EPs, you can see what various cities are building.

Question: Should we mod the wonders tab so that it shows wonders / national wonders / projects being build if you have enough EPs against the leader in question?

Sounds like a great idea. :goodjob:

I don't see any altered gameplay element. The information would only become available in one screen instead of on the main map.
 
Would also like to see the ability to build :espionage: just like :gold:,:science:,:culture:

This would be decidedly anti-UG because it's a rule change. I'd also like to see it in the normal game, but it can't be added by BUG.
 
So have you had a chance to look at johny smith's city screen yet? I've been in a modding mood lately and I'd really like to do something with Corporations. But I'm limited at the moment with the current icons taking up all the space.
 
Currently, the wonders tab only reveals the wonders / national wonders / projects that the current team is building. However, if you have enough EPs, you can see what various cities are building.

Question: Should we mod the wonders tab so that it shows wonders / national wonders / projects being build if you have enough EPs against the leader in question?

I don't see any altered gameplay element. The information would only become available in one screen instead of on the main map.

Ok, lets do it. Anyone know the code for determining if a player has build queue visibility of a city? What do I need for this - just the pCity or do I also need the pPlayer?
 
Well in the SDK it's CvCity::canBeSelected()
Spoiler :
Code:
bool CvCity::canBeSelected() const
{
	if ((getTeam() == GC.getGameINLINE().getActiveTeam()) || GC.getGameINLINE().isDebugMode())
	{
		return true;
	}

	if (GC.getGameINLINE().getActiveTeam() != NO_TEAM)
	{
		if (plot()->isInvestigate(GC.getGameINLINE().getActiveTeam()))
		{
			return true;
		}
	}

	// EspionageEffect
	for (int iLoop = 0; iLoop < GC.getNumEspionageMissionInfos(); iLoop++)
	{
		// Check the XML
		if (GC.getEspionageMissionInfo((EspionageMissionTypes)iLoop).isPassive() && GC.getEspionageMissionInfo((EspionageMissionTypes)iLoop).isInvestigateCity())
		{
			// Is Mission good?
			if (GET_PLAYER(GC.getGameINLINE().getActivePlayer()).canDoEspionageMission((EspionageMissionTypes)iLoop, getOwnerINLINE(), plot(), -1, NULL))
			{
				return true;
			}
		}
	}

	return false;
}
which is of course not exposed to python, so I guess you need to check
pActivePlayer.canDoEspionageMission(iMission, pCity.getOwner(), pCity.plot(), -1)
for the espionage mission with
pMission.isInvestigateCity()
 
I've updated the SVN info screen for the wonder / nat wonder / project (WNWP) info - when using the BUG version of the screen, you can now see all WNWP built (as long as you can see the city) as well as WNWP's that are under construction (as long as you have EPs to reveal production).

In the spirit of all things BUG - how would people feel about replacing that WNWP dropdown with 3 toggle icons?
 
In the spirit of all things BUG - how would people feel about replacing that WNWP dropdown with 3 toggle icons?

I like that of course. I really need to get the whole theme-based buttons thing working and installable so we can add more pretty buttons with real hover text.
 
When chipotle is activated & ctrl + z is hit, the fog of war is removed and you gain access to alot of information. It's great for debugging. Some of this stuff conflicts with BUG, you get a python exception in the glance screen for instance. Any way you guys could remove the limited view restrictions so that the BUG UI can be used to full effectiveness when chipotle is active, and ctrl +z has been pressed?
 
Any way you guys could remove the limited view restrictions so that the BUG UI can be used to full effectiveness when chipotle is active, and ctrl +z has been pressed?

When modifying existing screens, I tried to make them work with the debug modes. I will also check on doing the same with the new BUG screens. By all means, please post bug reports regarding these exceptions to the Bug Reporting thread and I'll take a look at them.
 
I have a suggestion about new city alerts, when a city gains/loses health or hapiness through either resources, civics, buildings etc. This is especially valuable when you reach the pop limit and have to wait till you gain some health/happy to enable growth again. Present pending is ok, but it doesnt let you now when you have access health/happy again so you can turn back growth. Even better, if possible, to alert only when the difference of health/happy turns from negative or zero to positive (or vice versa). So no need to check your tiles until that alerts pops up
 
If I understand you correctly, you want an alert like "London now has X extra health" if it was at zero or negative, right?
 
I've updated the SVN info screen for the wonder / nat wonder / project (WNWP) info - when using the BUG version of the screen, you can now see all WNWP built (as long as you can see the city) as well as WNWP's that are under construction (as long as you have EPs to reveal production).

In the spirit of all things BUG - how would people feel about replacing that WNWP dropdown with 3 toggle icons?
final update (sans buttons from NN) added ...
  • F9 now remembers the last screen you looked at instead of defaulting to the charts (in line with almost all of the other tabs) - you cannot believe that the developer had different people work on every screen - so that each screen is totally different in its coding approach
  • wonders / nat wonders / projects now include 'zoom to city' button (if you can see the city) - clicking on it closes the screen and moves the camera to that city
 
Do courthouses show the amount of maintenance reduction before building it? I noticed this feature in the Orbis modmod for Fall from Heaven and it's an awesome feature. One sees how much one really benefits from the building! I thought it wouldn't be in because it would likely require a sdk change.
 
Do courthouses show the amount of maintenance reduction before building it? I noticed this feature in the Orbis modmod for Fall from Heaven and it's an awesome feature. One sees how much one really benefits from the building! I thought it wouldn't be in because it would likely require a sdk change.

Do you mean adjusted for the current inflation percentage?
 
Do you mean adjusted for the current inflation percentage?

Actually, I don't think it shows it adjusted for the inflation percentage in Orbis, but it does tell you exactly how much gold per turn it will save so the -40% or whatever is better illustrated.
 
Actually, I don't think it shows it adjusted for the inflation percentage in Orbis, but it does tell you exactly how much gold per turn it will save so the -40% or whatever is better illustrated.

In regular civ4, it's usually -50%, so the calculation is pretty simple. If the normal upkeep is 8, then the courthouse will save you 4 gold. I have personally disabled inflation in my personal mod, but if you play the regular game, you might want the inflation corrected figure. It's the figure that actually matters.

The same benefits could be shown for other buildings like grocers and libraries. Show how much 25% actually is at the present science slider rate.
 
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