Requests for new components (and features)

BTW, are you saying you don't care about tiles/resources lost--only gained?

No, I just wasn't specific enough. Both gaining and losing of usable land and resources is interesting to know. Both will affect my decisions.
 
@Roland - Can you please post this to the Feature Request tracker so we don't lose it? I'm pretty swamped right now with the impending release.
 
@Roland - Can you please post this to the Feature Request tracker so we don't lose it? I'm pretty swamped right now with the impending release.

Done so. I classified it under group BUG, but wasn't quite sure about that. I guess that since other reminders didn't need the DLL, that this was the case for this one too.
 
Since you guys are the python masters I figured I would ask this. I was going to try it myself when I can. Could the BugEventManager.py be modular with zModular Python?

http://forums.civfanatics.com/downloads.php?do=file&id=9477

I was hoping to see BUG as a possible module itself, but having some difficulties. I know the screens need to stay put but I am wondering if the BUG screens could be renamed for BUG to read different ones in the case if the BugEventManager.py was modular. But I was wanting to not have to tie all of the events into the BugEventManager when adding them for example at least.

I am hearing it is more configurable in BUG and if I am not understanding I would love to know how it can be done. I am just looking for example to be able to move as much python as possible to individual folders that can be dragged in and out of a mod.

Anyway you guys probably have a lot going on. I just wish to see BUG modular. And sorry ahead of time if I am not understanding the BUG features that could make it easier.
 
The main problem is that a big part of BUG is its Core which uses XML files to configure all the elements (modcomps and features). They include the INI files, options, shortcut keys, initialization (if it can't be done when the Python module is loaded), events, game utils, etc.

BUG's Core is much like zModules itself in that it is a framework to support adding features and modcomps. This means that adding a feature to BUG that requires event handlers doesn't require modifying BugEventManager. Do you have a link to the documentation of zModules that explains briefly how the hooks work and how you have to structure your module? Maybe I can make some changes to BUG to support this, but it sounds like it would be a lot of effort for dubious gain.

What exactly are you hoping to achieve by making BUG a zModule?
 
zebra did not leave much documentation. I had some success with it though. But I really do not know how to explain easily.

I had some problems adding some events to the BugEventManager.py in some cases but it may of been my lack of understanding of things in BUG.

I would like to have BUG as a module in the end so that it can be dragged in modules to be turned on, and dragged out to be turned off. I would think think the python/screens folder could have vanilla screens and the current BUG screens in it renamed something for the python to read a different name of a BUG screen used.

The point would be like said to easily move BUG in and out by only dragging folders versus changing any python so that players can quickly removed the BUG python entirely from the mod if wanted by just moving a folder out. Yes would be a royal pain to change somethings probably, but I think more user friendly in the end.
 
Many of the BUG features are in CvMainInterface, and I don't know how easily this can be replaced. It is referenced from CvScreensInterface, so maybe it's possible.

Note that BUG includes replacements for many core Civ4 Python modules:

  • CvScreensInterface
  • CvGameInterfaceFile
  • CvEventInterface
  • CvAppInterface
These changes are mandatory and cannot be made in a different file. Thus to disable BUG you would have to remove its module and remove the above files or replace them with standard zModules versions.

For using BUG as a modder, I've written some documentation that you might find useful.
 
First off, let me say that I would absolutely LOVE it if you could queue up Library->University or Factory->Power Plant. This is one of the things I miss the most about Alpha Centauri.

On to my interface request: I hate it when I have a largish empire with a bunch of temples, and I'm trying to decide where the Cathedrals go, but I don't know how many Cathedrals I can build without going through my empire and counting up all the Temples (and subtracting the already-existing Cathedrals). Would it be possible to include an "X Cathedrals remaining" mouseover, in the same way the game shows number of remaining Missionaries and Executives you can build?
 
I don't know how many Cathedrals I can build without going through my empire and counting up all the Temples (and subtracting the already-existing Cathedrals).

For now, check out the Religion Advisor. It shows an X next to each city for each type of religions building or a :hammers: if it is being constructed.

Would it be possible to include an "X Cathedrals remaining" mouseover, in the same way the game shows number of remaining Missionaries and Executives you can build?

I think that's possible. I'll take a look. It would have to go in BULL (the DLL).
 
Would it be possible to have tribal villages highlighted on the map (maybe using a coloured ring similar to the suggested city sites) that can be toggled on and off? It could be useful when you pop a map from a hut and have to search around for the location of tribal huts.
 
@dirtyparrot - That's a neat idea. It should be doable, but it might be a considerable amount of work. The main issue is finding all the times when those icon overlays are erased. It would have to be hooked into the Strategy Layer no doubt.

A simple solution would be to have an alert whenever a new tribal village is discovered. These would work exactly like when resources are discovered: a circular flag with a village icon in it would appear for a short time on the plot and a message would come on screen and appear in the event log. You could open the log and click on the message to jump to that plot on the map.

Could you please add this to the Feature Request tracker on SF.net?
 
I have an idea.

It's great that the bug mod gives you buttons to quickly adjust any slider to 100 or 0 percent.

However what about an option to keep your treasury at a level specified by the user?

e.g. You specify that you want to hover around 100:gold:, so whenever your treasury falls below that the slider gold adjusts upwards or if you go over 100 gold it would ajust downwards.

Now a couple of things that would have to be worked out: Which sliders should be adjusted other than the gold slider? The simplest way I can think of to do this is to allow a slider-lock beside each slider. eg. you could lock culture at 0% and esp at 10%, and then let your science slider and gold slider adjust for the amount you want.

I am not sure what would have to cause the slider to update each time. Perhaps just at the start of every turn. Doing it at the end of the turn would not be a good idea if it adjusted just before commerce was collected for the turn, as it would not be transparent to the player. Adjusting at the start of each turn, however, allows the player to see what it will do each time.

To avoid a situation where a player is wanting to maximise science for several turns and go below the normal treasury threshold (e.g. rushing towards currency), then the target gold reserve feature should be togglable, so it can be turned off for a few turns then re-enabled easily. Putting another little checkbox on the interface beside the gold slider perhaps?

Anyway, does any of this sound possible?

You could call it cruise control! :lol:
 
I've seen a similar request before, but it still sounds good.

The specified amount of gold could be set and disabled in the BUG options menu, there are several other BUG elements that work similar. For instance, the relative power rating in the scoreboard can be shown in different colours at cut off points determined by the user and it can also be disabled.
 
The only real problem with this is that the method to figure out what % is needed I'd need to actually change the sliders. This takes a small amount of time (probably not a big deal); notice the delay when you click them yourself. More importantly, changing the sliders can often reassign citizens and specialists. Without the BULL feature we've been discussing that allowed you to set specialist preferences, I would be fearful of constantly resetting the user's choices.

Does that ring true for your games at all?
 
I never use the governor, so in my games the sliders won't affect the specialist preferences. But I could imagine that this is the case for others.
 
A small request: put somewhere in any screen something saying how much GP you will need for the next GA. it is not much , but, unless you have a GP in store, you don't have any way to know it. And if you drop a save for some weeks , it is quite likely that you don't remember how many GP you will need for the next GA :p
 
Is it possible to get Events logged in the autologger? I'm not sure if this is the right place but I didn't found a separate forum for autologger.
 
Do you mean random events like Slave Revolt and Mother Load? I don't see an event for them in CvEventManager. It's possible that I could add an event to BULL that could be put into the Autolog if it's running in BUG. I'll have to see how generic the messages are.

For example, when you get the Mother Load event I don't think the amount of gold you receive is in the event log message. If it isn't, it wouldn't be in the Autlog either.
 
Do you mean random events like Slave Revolt and Mother Load? I don't see an event for them in CvEventManager. It's possible that I could add an event to BULL that could be put into the Autolog if it's running in BUG. I'll have to see how generic the messages are.

For example, when you get the Mother Load event I don't think the amount of gold you receive is in the event log message. If it isn't, it wouldn't be in the Autlog either.

I see that some information about the context is unavaiable. But is it possible to get the generic text in just like it is in the game log, or does this also require BULL?
 
But is it possible to get the generic text in just like it is in the game log, or does this also require BULL?

This is the only thing possible, and it would require BULL to make it happen.
 
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