Requests for new components (and features)

I like to play with the "you have constructed ..." items reduced to icons, and with one unit selected to "wait" so that I can, for example, deal with those cities which have trained executives before all the other stuff. Now, although of course you can see that a couple of cities have built factories (for example) you can't easily tell exactly where this work has been completed until you click on the icon and get the full popup. Would it be possible to add display of the relevant city name by mousing over the icon ? And could the display of these items occupy more than one column - which would allow me to see what all my 75 cities have completed at the same time, instead of the later ones being off-screen until the earlier ones have been dealt with ?
 
I like to play with the "you have constructed ..." items reduced to icons, and with one unit selected to "wait" so that I can, for example, deal with those cities which have trained executives before all the other stuff. Now, although of course you can see that a couple of cities have built factories (for example) you can't easily tell exactly where this work has been completed until you click on the icon and get the full popup. Would it be possible to add display of the relevant city name by mousing over the icon ? And could the display of these items occupy more than one column - which would allow me to see what all my 75 cities have completed at the same time, instead of the later ones being off-screen until the earlier ones have been dealt with ?

Both great suggestions. Unfortunately, AFAICT the display of these icons is in the EXE. The DLL tells it to minimize them based on the Minimize Popups option, but the EXE does the drawing. :mad:
 
I read a while back that BULL will give you more control over which specialists the city governor assigns. Specifically, I'd like to prevent the governor from using spies without having to force one. Is this in BULL now? If not, will it be?
 
Bushface and EF, let me know if you manage to make any nice changes to the combat log text because it's definitely something I'd include in ACO.
 
I read a while back that BULL will give you more control over which specialists the city governor assigns. Specifically, I'd like to prevent the governor from using spies without having to force one. Is this in BULL now? If not, will it be?

We've only discussed ideas at this point.
 
I don't know if it is BUG or BULL but I played Afforess' 1.4beta5 for RoM 2.8beta. It contains BUG (and BULL?)

Here is a feature requet:
Fine-tune the building recommendations in Happiness and Health mouse-over pop-up to just these buildings buildable now instead of all possible ones. Because I see few buildings I can't build yet (grayed out due to not meeting prereqs yet). That can make my life slightly easier.

Not an urgent request, however. Just would be cool.
 
Fine-tune the building recommendations in Happiness and Health mouse-over pop-up to just these buildings buildable now instead of all possible ones.

This is a part of BULL, and the reason I ignore the prereqs for buildings is because some of those are other buildings. For example, you must build a Factory before you build a power plant, but I'd like to see the effects of both buildings since they pretty much go together. It would suck to build the prereq only to find that the building it enables doesn't provide enough benefit to make constructing both buildings worthwhile.

Hiding buildings you can't build yet would make future planning harder. Does Afforess's mod add that many more prereq buildings over the normal game? One idea would be to mark buildings that cannot be built yet with either a color or icon. Would that help?
 
This is a part of BULL, and the reason I ignore the prereqs for buildings is because some of those are other buildings. For example, you must build a Factory before you build a power plant, but I'd like to see the effects of both buildings since they pretty much go together. It would suck to build the prereq only to find that the building it enables doesn't provide enough benefit to make constructing both buildings worthwhile.

Hiding buildings you can't build yet would make future planning harder. Does Afforess's mod add that many more prereq buildings over the normal game? One idea would be to mark buildings that cannot be built yet with either a color or icon. Would that help?

Not Afforess, Zappara's mod.

But as I played more, I realized you are right. It is better the way it is. It helped me to plan out my future building preparation by satisfying certain prereqs. For example, I was in process of getting Treasury, a National wonder, and it required 4 cities to work. But fortunately, another building came up because of new tech I researched. So it is all good.

Nice work there!
 
I wonder if it would possible to have some sort of stack sentry button included. So, that ships posted in the middle of the ocean would automatically wake up in the presence of a stack (regardless of whether you were at war or not with that AI). The same concept would apply towards units in border cities. We could have the option to set how big of a stack would trigger the unit to wake up.
 
I wonder if it would possible to have some sort of stack sentry button included. So, that ships posted in the middle of the ocean would automatically wake up in the presence of a stack (regardless of whether you were at war or not with that AI). The same concept would apply towards units in border cities. We could have the option to set how big of a stack would trigger the unit to wake up.

Neat idea. You'd be happy with a single game-wide stack size option? Otherwise, how would you set it on a per-unit basis?
 
That's what I had in mind with the player being able to adjust it whenever he/she wanted. Maybe something could be done if automated recon was effectively implemented, although I have no idea how this could implemented.
 
Taking the opportunity to bring forward a request connected to the "Button of Doom", hilariously called by Silu in this thread:

http://forums.civfanatics.com/showthread.php?t=337543

...would it be possible to have an icon or whatever in the city bar (e.g. a yellow colour of the city size circle), when the "avoid growth" button is active ?
 
Would it be possible to have an icon or whatever in the city bar (e.g. a yellow colour of the city size circle), when the "avoid growth" button is active ?

I've been contemplating an icon to add over the city bar for this--probably the pinkish food icon. I haven't found the code that determines the color of that circle on the left of the city bar yet.
 
Is it possible to add a button below the GameOptions button that access BUG options, so that the BUG options are intuitively accesible by mouse? Or is this hardcoded in the .exe? If it's not, it would be really nice to add that feature.
 
I've been contemplating an icon to add over the city bar for this--probably the pinkish food icon. I haven't found the code that determines the color of that circle on the left of the city bar yet.

Sounds good! :thumbsup: Thanks!
 
Is it possible to add a button below the GameOptions button that access BUG options, so that the BUG options are intuitively accesible by mouse? Or is this hardcoded in the .exe? If it's not, it would be really nice to add that feature.

Yes, adding buttons for all the hidden BUG elements (options screen, dotmap tool, reminders, logging, etc) has been on the list for a while. I'm quite backlogged on features at the moment. Also at issue is that theme-based buttons (all the original BTS buttons on the main interface) are much nicer than python-based buttons (the PLE buttons), but installing them differs for mod vs. CA in enough of a way as to make it a PITA.
 
That's understandible. However it is a little strange to have a UI based mod with no intuitive way to access it's options (once you disable the annoying flashing press ctrl + alt + o message) and simply no means to access the options via mouse altogether. This one should be bumped up on the priority list.
 
That's understandible. However it is a little strange to have a UI based mod with no intuitive way to access it's options (once you disable the annoying flashing press ctrl + alt + o message) and simply no means to access the options via mouse altogether. This one should be bumped up on the priority list.

You can disable the Ctrl ALT O message? How?
 
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