Requests for new components (and features)

I'm not sure what you mean by that. My computer was just running slow with everything toggled on so I turned a bunch of stuff off, including the Plot Indicators, which brought me back to speed. I think it's just my computer's fault though. For all I know the changes could be a placebo effect, but it still feels better.
Sorry - I meant 'how BIG was the stack' ... how many units on that single plot.
 
Sorry - I meant 'how BIG was the stack' ... how many units on that single plot.

The largest stack I've ever had was 10-20 units. I just ended up turning off a bunch of options so I'm not sure which particular one helped the most. It probably wasn't the Plot Indicator stuff by itself even though that certainly helped.
 
What I would like is this:

Now you get warned when your city is going to be unhappy in the next turn.

So if I get that warning I select the option 'turn on avoid growth'

But you don't get a warning when your city has +1 happiness again. So I have to find out myself.

I don't know if it is possible, but I love to see that.
 
But you don't get a warning when your city has +1 happiness again. So I have to find out myself.

Essentially, you want an alert that says something like this?

London has happiness to spare​

It would make sense to also have

London has reached its happiness capacity​

to warn you as soon as you reach the happy cap in case you'd rather not wait until it is about to become unhappy to address the situation.
 
What I would like is this:

Now you get warned when your city is going to be unhappy in the next turn.

So if I get that warning I select the option 'turn on avoid growth'

But you don't get a warning when your city has +1 happiness again. So I have to find out myself.

I don't know if it is possible, but I love to see that.

That option is already there, check the BUG options. I know because I see it my games, it'll tell you when your city goes :mad:, :health:, growth, shrinkage, etc..
 
It isn't. Only pending and when the city is unhappy.

I meant like what emperorfool said: "London has happiness to spare"
 
So if I get that warning I select the option 'turn on avoid growth'
Don't do this. Either whip the unhappy citizen away, build a settler / worker, hire specialists, build a happy building or troll your AI friends for another happiness resource.
 
I have one request regarding build alerts. It would be great a new option to alert you ONLY when you can whip or buy a Wonder of the world. The actual behaviour is to alert you whatever building you can rush build.

Are you saying you want separate alerts for when you can whip a unit, building, wonder, and project?
 
Are you saying you want separate alerts for when you can whip a unit, building, wonder, and project?

Well, it would be great to have two separate alerts:
  • Units, buildings, projects, etc. Anything you can build whenever you want.
  • Wonders. You can build them only if no one has done it before!. So I think this alert should be highlighted to differentiate it from the rest of the build messages (sometimes the list is huge!) or be able to activate it alone.
 
Sounds good. If you post it to the Feature Request tracker, I'll be less likely to forget. I'm pretty swamped right now.
 
Sounds good. If you post it to the Feature Request tracker, I'll be less likely to forget. I'm pretty swamped right now.

Ok. I have posted it in the tracker.

Another ideas:
- A checkbox in a city screen to allow units produced in the city start fortified (instead of awaken). If fortify is enabled and a waypoint is set for the city, the unit fortifies at the destination.
- A checkbox in a city screen to allow "Units autopromote" menu option work in this city or not.
- A queue box in each city with the desired promotion path for the units built in that city.

These options could be great when building an huge army without been disturbed by the interface each turn to fortify and promote each built unit...

I don't know if these ideas can be implemented using python or not.
 
Just one question: where can I download the source code of BULL?

I want to try to merge it with my mod "New sentry actions for units":
http://forums.civfanatics.com/showthread.php?p=7432537#post7432537

At the moment, I have succeeded merging my mod with Better BTS AI. Merge was very fast using Total Commander and the option to Synchronize directories to see the source code differences.
 
Just one question: where can I download the source code of BULL?

I want to try to merge it with my mod "New sentry actions for units":
http://forums.civfanatics.com/showthread.php?p=7432537#post7432537

At the moment, I have succeeded merging my mod with Better BTS AI. Merge was very fast using Total Commander and the option to Synchronize directories to see the source code differences.

Which source code? All BUG files lay open in BUG's mod directory. :D
Just merge them in using this guide: click (with Better AI example)
 
- A checkbox in a city screen to allow units produced in the city start fortified (instead of awaken). If fortify is enabled and a waypoint is set for the city, the unit fortifies at the destination.
- A queue box in each city with the desired promotion path for the units built in that city.

I like these two a lot, and they might be doable in Python. The first absolutely, the second maybe.

- A checkbox in a city screen to allow "Units autopromote" menu option work in this city or not.

The interface for this would be a lot of work, and I always leave my promotions until later so I can a) promote based on need at the time and b) use promotions to heal quicker. I think the cost for this would be too high, but if you implement it I would have no problem adding it to BUG.

Just one question: where can I download the source code of BULL?

You can get it from the BULL code repository using a Subversion client. I already merged your mod into it, BTW. The new actions are optional because they break saved game compatibility. You have to compile with the _MOD_SENTRY compiler flag set (see the makefile) and merge in the stuff in Optional to the Assets folder. See the readme file.
 
You can get it from the BULL code repository using a Subversion client. I already merged your mod into it, BTW. The new actions are optional because they break saved game compatibility. You have to compile with the _MOD_SENTRY compiler flag set (see the makefile) and merge in the stuff in Optional to the Assets folder. See the readme file.

I have downloaded BULL and I can see the merge. Unfortunately, I updated my mod several days ago and BULL is merged with the older version. I added new features and made some recoding. All changes from the official code are enclosed between the comments "// +jlc" and "// -jlc".

Some of the code changes I did:
  • official function "bool CvSelectionGroup::sentryAlert() const" changed to "bool sentryAlert(bool sameType = false) const". With the default parameter, it behaves like the official function. With "sameType = true", a unit awakes only if an enemy of the same domain (sea, land, air) is spotted.
  • code to awake from an MISSION_MOVE_TO_SENTRY simplified and inserted into "void CvSelectionGroup::continueMission(int iSteps)". Changed former behaviour: the units now continue in the same selection group when awaken.
  • code of "mass delete" removed: instead, added xml <bAll>1</bAll> tag to COMMAND_DELETE in CIV4CommandInfos.xml. The code to make the command "massive" is already present in Firaxis code!
  • code of "mass fortify" and "mass sleep" recoded to files (more acording to Firaxis existing code, like "mass upgrade") CvMessageControl.cpp, CvGameInterface.cpp and CvMessageData.cpp. I also added a "mass intercept" order for planes. Added xml <bAll>1</bAll> tag to CIV4MissionInfos.xml to allow the "mass missions".
 
:lol: Awesomeness. I'll update BULL in a couple days with your changes. I rewrote some of the stuff around what I called Safe Move in BULL (units won't attack/unload in fogged/unrevealed plots) to handle loading saved games with units that already have goto orders. It has an additional boolean that says whether or not the two other booleans have been set, and sets those during continueMission() if the first one is false. Feel free to extract it for your mod if you like. The fix is pretty minor.
 
- A checkbox in a city screen to allow units produced in the city start fortified (instead of awaken). If fortify is enabled and a waypoint is set for the city, the unit fortifies at the destination.

That's just sooooooo nice :D would greatly reduce the tidy unit management in preparation for war
 
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