Requests for new components (and features)

I find that a great suggestion but I don't consider the scoreboard at all suitable for that purpose. I'd rather think a note/sign on the MA would be better.
 
I just going to throw this idea out here. Probably you guys are busy on many things and this would not interest to you.

How about a BUG button on the panel. Just like an advisor button so someone can either press "ctrl+atl+O" or just click a button on the panel. I am thinking of the left side next to the log button. Well just an idea anyway.
 
I just going to throw this idea out here. Probably you guys are busy on many things and this would not interest to you.

How about a BUG button on the panel. Just like an advisor button so someone can either press "ctrl+atl+O" or just click a button on the panel. I am thinking of the left side next to the log button. Well just an idea anyway.


that would be great:goodjob: hard for me to hit those keys, just hitting a button would be easy to do
 
How about a BUG button on the panel. . . . I am thinking of the left side next to the log button.

Hehe, you reading my mind again? I actually want a BUG button to open a BUG menu (like ESC). The Options screen would be one button on that menu.
 
Maybe next to it, we could have a BULL button - full colour if it's detected, otherwise greyed out.

What would clicking the button do? Keep in mind that hovering your the flag will show you the current BUG, BULL, and UP versions if you're running BULL. Of course, it won't say anything if you're not.
 
Well whatever you guys think is best. I was hoping in whatever comes out of this I would be using in the WoC Lite. I am planning to keep up to date with BUG.

I wanted as well to hack the themes so all of this is altered in the HUD not just a dds file. So maybe hacking the theme can be done to add more main menu options. I have never tried that. Just anything I am thinking to take some hotkeys commonly used placed in easy accessed buttons. And of course keep the hotkey there if wanted to be used.

The themes can be modular in the WoC stuff as well. So can just swap colors with dragging and dropping a folder so would be neat. Anyway I will interested to see anything related to a clickable button if you guys do it.
 
I have a request regarding the plot list for units. I'm currently using the horizontal rows to organize my units and by default the most powerful of a unit type appears on the very beginning, with units being sorted according to their promotions. But that can be a hassle if you want to use less developed units first in a battle. I may want to use my weaker units as cannon fodder or give them a chance to build up some experience. But if I select the very last one, then the line might cycle to the next unit type after the battle. It would be really nice if I had an option of reversing the sorting of units in the line so that the weaker ones appear first instead, and have the selection progress move to the more powerful units after that.
 
I wanted as well to hack the themes so all of this is altered in the HUD not just a dds file.

NikNaks created better-looking and -behaving buttons for BUG using themes, but I haven't had a chance to integrate them. The headache--as is the case with most difficult parts of BUG--is that we need to support installation in the CustomAssets folder, but you can't make theme changes there.

To add theme stuff outside of a mod, you have to modify the theme files in the installation folder. :( We can put all the BUG buttons into its own file in that folder, but we have to modify the BTS HUD theme file to read the BUG file. :gripe: If you find a better way, please let me know.

The reason this complicates things so much is that we can't just go modifying the core BTS file willy-nilly. We need to make sure we can back-out our change during the uninstall to play nice.

It would be really nice if I had an option of reversing the sorting of units in the line so that the weaker ones appear first instead, and have the selection progress move to the more powerful units after that.

I'll take a look at that. It shouldn't be too hard. I'm pretty swamped right now, but if you post it to the Feature Request tracker at SF.net I'll be sure to remember it. :)
 
If I am getting this correct there is one file that would need to be changed and the rest would be just extra .tga files that would not matter.

"Civ4Theme_HUD.thm" is the only file I think for advisor buttons. At least that is the one in the WoC that matters. I will experiment with it more to find out for sure.

I never tried to make an uninstaller. That is only critical file though I think that would be changed. But again this is before trying on the main BtS.
 
In that same folder you can append a line to Civ4Theme.thm like this:

Code:
// Custom interface properties
include "Civ4Theme_Custom.thm";
include "Civ4Theme_HUD.thm";

// WoC interface properties
include "Civ4Theme_WoC.thm";

Then create Civ4Theme_WoC.thm that looks similar to the HUD one. You can add new buttons and such here. If you want to change existing elements, you may have to modify them in their original files as I haven't tried that yet. You may get lucky and be able to just redefine them in your file.

The problem with this is that say you do it and then I do it for BUG. I can't just replace their Civ4Theme.thm with BUG's because it will remove your "include" line. I have to modify the file in-place. I also have to install BUG's theme file in that folder. It's all entirely doable, just messy to support clean uninstallation.

I could of course just punt and say tough $&%# and leave in the BUG theme. Since it's all new elements that won't be used by other mods, no harm no foul. I don't like it, but I may go that route.
 
I will try more later when I actually try to add some modifications HUD buttons to the main game.

I tried this. I am not sure if it will work. But it did load up without adding a button yet. Everything else seem to fail that I tried.

In Civ4Theme.thm I did this.

Code:
// Custom interface properties
include "Civ4Theme_Custom.thm";
include "Civ4Theme_HUD.thm";

// Extra buttons interface properties
include "Civ4Theme_Statistics.thm";

Then made a file in the resource folder called. Civ4Theme_Statistics.thm
And included only the changes.

Spoiler :
Code:
/********************************************************************** 

Filename	:	Civ4Theme_Statistics.thm
Content		:	Civ4 HUD interface properties
Created		:	October 2, 2005
Authors		:	Sven Dixon

Copyright	:	(c) 2005 Scaleform Corp. All Rights Reserved.

Licensees may use this file in accordance with the valid Scaleform
GFC Commercial License Agreement provided with the software.

This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING 
THE WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR ANY PURPOSE.

For information regarding GFC Commercial License Agreements go to:
	online - http://www.scaleform.com/licensing.html or
	email  - sales@scaleform.com 

**********************************************************************/

/*
Button_HUDStatistics_Style
*/

// *** Panel ----------------------------------------------------------------------------------------------------------------------------

with GFC_Control_Panel
{	
} //End Panel Control

// *** Button ----------------------------------------------------------------------------------------------------------------------------

with GFC_Control_Button
{	

	//HUD Statistics Button
	style SF_CtrlTheme_Civ4_Control_Button_HUDStatistics_Style
	{

		with GFC_Control_Button_Image
		{
			.Default				= GBitmap("../../Mod Buttons/HUD/HUD_statistics.tga", HVGrid, 1, 5, 0, 0);
			.Rollover				= GBitmap("../../Mod Buttons/HUD/HUD_statistics.tga", HVGrid, 1, 5, 0, 1);
			.Press					= .Default;
			.Disable				= GBitmap("../../Mod Buttons/HUD/HUD_statistics.tga", HVGrid, 1, 5, 0, 2);
			.Toggle					= GBitmap("../../Mod Buttons/HUD/HUD_statistics.tga", HVGrid, 1, 5, 0, 3);
			.ToggleRollover			= GBitmap("../../Mod Buttons/HUD/HUD_statistics.tga", HVGrid, 1, 5, 0, 4);
			.TogglePress			= .Toggle;
			.ToggleDisable			= .Disable;
		}

		map GFC_CtrlTheme_Bitmap_Control_Button				=	SF_CtrlTheme_Civ4_Control_Button_HUDSmall_Style;
		map GFC_Control										=	SF_CtrlTheme_Civ4_Control_Button_HUDSmall_Style;
	}
	
} //End Button Control

Anyway it would be a way to add each button perhaps if it works. As its own file. A way of getting around clashing files hopefully if the certain buttons are just shared. I did not test adding one yet though of course.

But anyway it would not matter what BUG does really. We are going to reload the theme again inside of modules for the WoC stuff.

In the WoC it is actually Mods/Assets/Modules/Interface/Original Theme/Resource

The Civ4Theme.thm is changed to this in it.

Code:
// Custom interface properties
include "Civ4Theme_Custom.thm";
include "../../../../../Civ4Theme_HUD.thm";
We move up folders so Civ4Theme_HUD.thm is in Mods/Assets/Modules/Interface/

Then we have a folder called Mod Buttons in Mods/Assets/Modules/Interface/

Inside of Mod Buttons is HUD and we drop in any TGA changes. So it really will not matter to the WoC I think. All we would do is add your stuff in and run out of Mods/Assets/Modules/Interface/. I mean if you are concerned about the WoC alone.

Edit:Other mods would have it if BUG is installed anyway.

At least if I am understanding everything correctly. I hope I making some sense not just presuming too much here.
 
AP log messages aren't always appearing - are they supposed to be there? Messages for proposals passed and defied, etc...

There are no events covering votes. Perhaps it's something we can add with BULL if you enter this into the Feature Request tracker at SF.net.
 
I'll take a look at that. It shouldn't be too hard. I'm pretty swamped right now, but if you post it to the Feature Request tracker at SF.net I'll be sure to remember it. :)

OK, I'll be sure to do that then. I'm glad that it won't be hard to do, it can make many of my battles much easir to wage.
 
Oh johny, it's good to see you here. Could you please give EF a version of your city screen that works with 3.6? You know the one where only the religions and corporations you actually have founded show up? I've been so looking forward to having that included in BUG. I guess while you're at it you'll have to send him your scrolling corporation/religious screens as well.
 
Are there any plans to incorporate the Unit Statistics modcomp into the DLL-altering BUG mod? This is one of the things that I really missed when I switched to the BUG mod, since some of those statistics are very cool... :)
 
Oh johny, it's good to see you here. Could you please give EF a version of your city screen that works with 3.6? You know the one where only the religions and corporations you actually have founded show up? I've been so looking forward to having that included in BUG. I guess while you're at it you'll have to send him your scrolling corporation/religious screens as well.

I don't want to hijack this thread, but RevDCM 2.0 has BUG 3.6 in. And the WoC gamefonts. So 136 religions at this point and 136 corporations now. It was knocked down because the EXE could only handle so much.

http://forums.civfanatics.com/showthread.php?t=320428

So any of the python should work from there, And your problems before with DXTBmp I think was because of the file not being an intergar of 2. zappra posted his that he fixed to work with it. Anyway I hope that helps.

But forgot it has the inquisition as well. Anyway I am sure he knows where to look for it in the downloads database. But BUG is meant for only 7 religions how I understand it.
 
Are there any plans to incorporate the Unit Statistics modcomp into the DLL-altering BUG mod?

It's possible but complicated. The US mod breaks saved game compatibility. With a little work we could create a function that allows you to strip the statistics from an existing saved game. This would be necessary so people in SGs that forget to leave it on could fix their games before submitting back to the thread. Better still would be to code a way to detect if an existing save has the data first, and disable the mod if not.

I'll take a look at it and see. I think a lot of people would really like to have it, myself included.

Edit: I see you linked to the original Python-based version. While this removes all incompatibility issues, I have serious performance concerns about it. Do you find that battles slow to a crawl in the late game? I believe there is a C++ rewrite out there. I'll see if I can track it down.
 
Yes, as per my edit above, this version uses SdToolkit to store the statistics for each unit and the player. While this maintains save compatibility, my concern is for performance.

I thought I remember when first starting BUG that someone said there was a rewrite of this mod using only the SDK. All statistics were tracked in CvUnit.cpp. This trades compatibility for performance. Is anyone familiar with this?
 
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