Requests for new components (and features)

I was wondering if we could get an option to show graphs such as power on a log scale as opposed to regular scale on the y axis.
It would make them much less exponential looking.
 
I was wondering if we could get an option to show graphs such as power on a log scale as opposed to regular scale on the y axis.
It would make them much less exponential looking.

Check out the Advisors tab of the BUG Options screen (ALT + CTRL + O). There is a Log Scale checkbox under Info Screen [F9].
 
I don't know how feasible this might be, but alot of us like to pre-chop forests, is it possible to make an button/icon with the option to do this for workers. Also nice would be the sentry/heal option.
 
I don't know how feasible this might be, but alot of us like to pre-chop forests, is it possible to make an button/icon with the option to do this for workers. Also nice would be the sentry/heal option.

There are two ways to do the chopping thing.

The first maintains saved-game compatibility by not adding a new action. It would be a BULL option to always make chopping with more than 1 turn left stop at 1 turn. You'd always have to chop twice to completely chop a forest.

The second method requires adding a new pre-chop action and mission. There would be a new button in the interface that you'd click. Even though this method gives more flexibility since you can decide what to do up front, I almost prefer the first method because it doesn't break saved-game compatibility, and you can always assign chop twice to the Worker's job queue: hold SHIFT and click Chop twice.

I've already added the sentry heal thing in two ways: one is an option that when checked makes healing units operate as sentries with a second option to make it work only in Neutral lands. The second way is that I added Pep's New Sentry Actions mod to BULL. You have to build it yourself to get it as that mod breaks saved game compatibility and is not recommended for SG games.
 
The first maintains saved-game compatibility by not adding a new action. It would be a BULL option to always make chopping with more than 1 turn left stop at 1 turn. You'd always have to chop twice to completely chop a forest.
I prefer this option but I would like it to add a sign (or some form of cool strategy level icon) to the forest in question to signify that it is 1 turn from a chop.

Actually, some way of showing partially build improvements on tiles would also be useful ... 'cottage 3/5ths done' or something like that.
 
That would be possible if we don't care about save compatibility. :( Otherwise, it's possible if we built another strategy layer in BUG that it could do it. Adding a sign is ofc possible without problems, though to be really nice it should work with EventSigns to make sure it doesn't overwrite an existing sign.
 
That would be possible if we don't care about save compatibility. :( Otherwise, it's possible if we built another strategy layer in BUG that it could do it. Adding a sign is ofc possible without problems, though to be really nice it should work with EventSigns to make sure it doesn't overwrite an existing sign.
what about adding that information to the tile hover via BULL?
 
what about adding that information to the tile hover via BULL?

Yes, I was thinking the same thing. For some reason I thought that would require something that would break saved games, but I can't think of what that could be now.
 
Yes, I was thinking the same thing. For some reason I thought that would require something that would break saved games, but I can't think of what that could be now.

I have posted a new version of my mod. In this version, I include a "Units built at city start fortified" mode.

Regarding savegame compatibility, I made the following tests:
  • Standard savegames work OK with my mod.
  • Savegames made with my mod may hang the game (and even the computer!) if you try to load it without the mod but only when any of your units is carrying on one of the new "sentry orders".
 
Yes, and it wouldn't be that hard to write a Python function that cycled through all your units and changed any with that order to a normal sentry order, same for Sentry While Healing. This would allow you to save your game for others to be able to open them.
 
Is there currently an option in BUG for static leaderheads? If not, would that be possible?
 
Is there currently an option in BUG for static leaderheads? If not, would that be possible?

No, is it possible? I have no idea how to do it. If there is a mod out there that does it, I can possibly work it into BUG.
 
No, is it possible? I have no idea how to do it. If there is a mod out there that does it, I can possibly work it into BUG.

I believe it is possible. I've never played with it before, but I'm finding more and more that the animations, fun as they are, slow the game down more than I'd like...

This thread has info on static leaderheads:
http://forums.civfanatics.com/showthread.php?t=161083

I think Rise of Mankind might incorporate it, also...I found this short thread in the RoM section discussing it briefly:
http://forums.civfanatics.com/showthread.php?t=325552
 

I checked out that thread, and it has static leaderheads, wonder movies, and religion movies. You should be able to unpack them right into your BUG installation with no trouble.

I wouldn't be able to make them optional, so I won't be including them in BUG. But I see no reason for BUG/BAT to have any trouble with them.
 
I asked about including this a long time ago. I wonder if it is still doable and a good idea. The background is, in a typical game, one works pretty hard to keep the economic percentage (forget the exact term) as high as possible 100%, 90%, 40%, etc. Usually, if you fall under 70% you might be in a bit of trouble, running out of money, and getting out-teched. I was wondering if BUG could calculate and display your average pct turn by turn and display it as an optional Clock function, similar to pct of game played. I would find this value interesting and useful.
 
I asked about including this a long time ago. I wonder if it is still doable and a good idea. The background is, in a typical game, one works pretty hard to keep the economic percentage (forget the exact term) as high as possible 100%, 90%, 40%, etc. Usually, if you fall under 70% you might be in a bit of trouble, running out of money, and getting out-teched. I was wondering if BUG could calculate and display your average pct turn by turn and display it as an optional Clock function, similar to pct of game played. I would find this value interesting and useful.
I like this idea but I am thinking of a progress bar that changes color as it goes up / down and the user can define the colors and the cross over marks (red <30%, yellow 30% to 70%, green >70%).

I would also put it on F2 screen and expend that to the other sliders (tech, culture, espionage, coin) too.

To actually calculate this, we might need the python do dial up / down the percentages, note the civ-wide values and then perform some calculations. It should return the sliders to the original position. This is a lot of work so it isn't something that you would want it to do each screen update - maybe trigger a recalc when you exit the city screen.
 
I was wondering if BUG could calculate and display your average pct turn by turn and display it as an optional Clock function, similar to pct of game played.

Do you mean the :science: percentage averaged over the entire course of the game? If so, that should be easy enough (keep a running total by adding each turn's value, display average by dividing by number of elapsed game turns). I wonder, though, how useful it would really be. Neat, yes, but what would you do with it?

Edit: Ruff, are you suggesting to show the :gold: rate required to break even. Is that what you meant, entwood?
 
Edit: Ruff, are you suggesting to show the :gold: rate required to break even. Is that what you meant, entwood?
I took it as calculating the science percentage that breaks even (coin-wise) and using that as a proxi for how well you are teching (higher the better) or how well you are expanding (lower the better). There are times that having this value too high is bad (ie everyone else has 10 cities and you only have 4).
 
I prefer this option but I would like it to add a sign (or some form of cool strategy level icon) to the forest in question to signify that it is 1 turn from a chop.

I have pre-chop completed and added second option to stop building any improvement that will remove a forest 1 turn before completion. There is one thing to be wary of: if you issue build/chop orders to two separate groups of workers on the same plot, only the first group will stop with 1 turn left; the second group will complete the action.

I might be able to work around this problem, but it shouldn't come up that often. The only time I would do this is when I want the action to be completed faster. When I'm pre-chopping, I use a single worker.

Actually, some way of showing partially build improvements on tiles would also be useful ... 'cottage 3/5ths done' or something like that.

I have this done as well. It shows how many worker turns are left on all partially completed "builds" (improvements, chopping/clearing/scrubbing, and routes) for tiles that are either unowned (neutral lands) or owned by your team. I could probably limit the information in neutral lands to only those builds your workers could perform there.

Example:

Chop Down a Forest: 1 Turn
Build a Road: 2 Turns​

How do you feel about those restrictions? Are they enough to keep it UG? Technically you'd need to move a worker to the tile to figure out the partially completed builds, and you wouldn't be able to determine the improvement builds in neutral lands, but I'm hoping that's minor enough of a leak to ignore.
 
There is this huge misconception that the science percentage tells the player how fast they're researching. I've had to explain many times in the Quick answers and Newbie Questions thread that the science slider doesn't determine your research speed but that the actual number of science points invested in research determines the research speed. The fact that your research slider is at 30% or 50% or 80% at 100AD (while breaking even) tells me nothing about how fast you're researching technologies at that moment. Adding all kinds of information about the setting of the science percentage throughout the game will give players no information to play the game while it will reinforce the belief that the setting of the science slider is something very important and something that should be maximised.

In general, I'm not against giving the player all kinds of optional information as any player can choose what to use and what not to use, but in this case I can't see any potential use for the information. On the other hand, presenting this information will reinforce this widespread belief that the setting of the slider determines the research speed.

So can anyone present a good reason why this should be added, a reason why it might help a player play the game?

Note that I'm not trying to needlessly obstruct the wishes of another user of this mod. I just really don't think it's in the best interest of players of civ4 to add this information. So don't take this plea against this addition the wrong way entwood. I really have nothing against you. :)
 
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