Requests for new components (and features)

There's value to having backup power plant in case the wondrous one gets captured or razed.

True, but I could see the value of adding a note when the city already has a clean power source such as "City already has clean power."

Also, Japan gets +10% hammers from Shale Plant even if it's not needed for power.

Really? That's really dumb. If you're not using the power plant, how the heck do you get extra production from it?

There's value to having backup monuments in case Stonehenge gets captured or destroyed. That doesn't mean you're allowed to build them. :p

You've now stumbled into anti-UG territory. I will say, however, that these wonders are different. TGD provides power while SH provides a free Monument, even though losing the wonder has the same effect for both.
 
Really? That's really dumb. If you're not using the power plant, how the heck do you get extra production from it?

Call it dumb but it's how it works. The 10% bonus to production is applied regardless. When I modified power plants in PIG Mod, I put a production boost (10%) on nuclear plants and +1:) both requiring uranium, and a +2:hammers: on hydro plants. All of those could apply simultaneously regardless of what the source of power is.
 
Shale Plant without the production bonus would require making it better in some other way. Sure, it could be done, but it's not UG.
I do agree that information (eg. note about power already being provided) would be reasonable, while changing which improvements are and are not buildable given a situation is not UG. I don't need to agree with the decisions (Stonehenge / monuments post-Astro vs. duplicate effect of more than one power plant), but that's a decision for some other mod. I'd expect the note to be for any powerplant though when power is available. Builiding hydro plant in a city with nuclear plant would remove meltdown chance, or in coal city remove unhealthiness - so hydro plant does actually provide some distinct benefit in both cases. But it's still primarly adding power to a city with power.
 
Is it enough to say "City already has power", or should be delineate all the cases with a message for each?

Power from wonder

This is the case where you have TGD in some other city and no other power plants in the city. "Provides backup power"

Replacing Dirty Power

Building Hydro or Nuclear Plant in a city with only a Coal Plant. "Provides clean power" I think this is already the message displayed for any clean power source so perhaps "Replaces dirty power"

City Has Clean Power Plant

If the city has at least one clean power plant and you build another power plant. "Provides backup power" This applies in case a Spy blows up the clean plant. This also covers the case where you build a dirty plant in a city that already has a dirty plant.

Hydro Plant Replacing Nuclear Plant

"Removes chance of meltdown" Is this really what happens? You still get clean power but no chance of meltdown? Or can meltdown happen as long as you have a Nuclear Plant?
 
I think a single message "City already has power" is enough. Number of cases is fairly small so it probably wouldn't be so much work to have different messages, but they provide very little additional information past the primary.
 
Another option I just thought of is to add the power icon (lightning bolt) to the Actual Effects only if the power plant actually supplies power (city doesn't have it yet).

Or if I add the single "City already has power" I could show the power icon only when the new power plant will be used.
 
Would it be possible to add a "(<Playername> has 1.)" type of line to the coal plant? It reads "Provides power with Coal (+2 :yuck:)" right now, IIRC, and I hadn't realized before this game that the plant is an allowed build even if you don't have coal. It would be nice to see "Provides power with Coal (+2 :yuck:, player has 0)" or something like that, maybe. I mean, yeah, usually I am well aware of when I have coal but this time I hadn't realized that you can build these suckers without coal (in which case they appear to be a no-op until coal appears) and so I spent a few minutes scouring my empire for unexpected and hitherto unnoticed coal!

It is entirely possible that consensus will be that this is unnecessary clutter since you usually are aware of your coalishness, but I thought I'd toss the idea out there.
 
In the building description when you check them in city screen to decide what to build there's both what it does and what it actually provides (eg. Market: +25% gold (Actually: +2.5)). Maybe that would work with coal plant too: provides power with coal (actually: no power) ?
 
Would it be possible to add a "(<Playername> has 1.)" type of line to the coal plant?

As it stands now, BULL will show you the additional :hammers: a power plant will provide if and only if a) the city doesn't have power yet and b) you have the resource for it if needed. This means you should see no additional :hammers: when you don't have Coal, but it also means you'll see the same thing if you have Coal but already have a Hydro Plant or TGD.

I think the addition of the power symbol to that line would help greatly.
 
Would it be possible to add the list of corporation to the city information when the mouse hovers above a particular city?
 
Could you please provide an easy to find link in order to get BULL? I just noticed that there's a new version of BUG that has some BULL features I've wanted for a long time now, namely the city screen that only shows established religions/corporations. But I haven't a clue where to get my hands on the BULL version I need in order to get that to work. A special thread for BULL with download links and update info like you have for BUG would be really nice. Or better yet, include BULL in the current download thread, along with BUG and BAT.
 
Would it be possible to add the list of corporation to the city information when the mouse hovers above a particular city?

What would I show other than the icons for the corporations that are already shown above the city bar on the map?

Could you please provide an easy to find link in order to get BULL? I just noticed that there's a new version of BUG that has some BULL features I've wanted for a long time now, namely the city screen that only shows established religions/corporations.

Yes, I've seriously dropped the ball on this one. I need to just compile the latest version and post up a ZIP file. I've been wanting to build a real install script for it because I know as soon as I post the ZIP I'm going to get inundated with installation questions, and my time is very limited now. :( I promise to post a ZIP this weekend, however.

BTW, the new city screen doesn't require BULL.
 
BTW, the new city screen doesn't require BULL.

Yes, I see that. I kind of got it mixed up with the ChangeLog line right below that. Thank you very, very much for that BTW. I've been wanting that option for such a long time now. In fact, I was just about to post a request for it when I noticed there was a new version out that already included it. Now I can finally add the Corporations I want to my game.

Which also brings me to another BULL request. There's only room for so many Corporations/Religions in the GameFonts.tga file, only 11 more can be added right now IIRC. WoC has one that allows much, much more, but then I'd have to use that mod exclusively which means I can't use BUG. Plus I had a problem being able to edit their version. The only utility I've been able to get to work with that file was DXTBmp, but for some reason it was corrupting the version they were using. It works just fine on the default file, so I'm not quite sure why theirs was giving me problems. So it would be great if you could somehow allow us to add more to the GameFont file than is currently possible. Currently, after you reach a certain point it starts wrapping over in to the resources icons.

BTW, I'm having a bit of a problem with 4.1. In the Advisor screen, I'm seeing Missing Advisor errors for the Domestic Advisor options, so I can't make any adjustments to it. I prefer something a bit smaller but there seems to be something that is missing in this current version in order to make it work.

Well, it looks like I have some heavy modding ahead of me thanks to that new city screen.
 
There's only room for so many Corporations/Religions in the GameFonts.tga file, only 11 more can be added right now IIRC. WoC has one that allows much, much more, but then I'd have to use that mod exclusively which means I can't use BUG.

I'll have to think about how to make that work. The main issue is that BUG has one font file while BULL has the other (large) font file, but allowing more icons requires modifying BULL. Getting the two to play nicely together might be tough. WoC has the benefit of requiring that it be installed as a mod whereas BUG has the requirement of working in the CustomAssets folder. :(

In the Advisor screen, I'm seeing Missing Advisor errors for the Domestic Advisor options, so I can't make any adjustments to it.

This is fixed in 4.1.1 which I will be releasing this weekend. You can change those settings in the "UserSettings/Customizable Domestic Advisor.ini" file. The valid values should be described in the comments.
 
You can change those settings in the "UserSettings/Customizable Domestic Advisor.ini" file. The valid values should be described in the comments.

I changed the value of the first two to 4 in order tomake the screen as small as possible but it didn't do anything. Also, anytime I alter anything in those ini files manually, the format gets all screwed up and it becomes almost gibberish afterwards. It becomes really difficult to make anything out once it's been saved. I'm just using Notepad BTW.
 
I changed the value of the first two to 4 in order tomake the screen as small as possible but it didn't do anything.

Make sure Civ4 isn't running when you modify them.

Also, anytime I alter anything in those ini files manually, the format gets all screwed up and it becomes almost gibberish afterwards. It becomes really difficult to make anything out once it's been saved. I'm just using Notepad BTW.

That happens to me too sometimes. Try using Notepad++ (free) or even WordPad.
 
Make sure Civ4 isn't running when you modify them.

No, the game wasn't running when I changed the values but it had no effect. No big deal though if there's a fix on the way, I can wait. I don't really use that screen all that much. Speaking of which, is there a way of having the sorting method stick if you go to a city screen? The main thing I use it for is to find the cities that are producing the most Hammers when I'm ready to make my spaceship parts. But as soon as I go back to the screen the Hammers are no longer selected, so I have to emphasize those again and go through the list all over.

That happens to me too sometimes. Try using Notepad++ (free) or even WordPad.

Thanks, I'll keep that in mind. As for that request about the Gamefonts file, the best way would be to make it possible for people to just add more space to the file if they need slots. It looks like there's a set number right now and if you go past that, then it starts to wrap into the resources. You wouldn't actually have to make any changes to the file yourself, just make it possible for people to do so if they wanted to. I'm not sure how they have the restrictions set up right now, but it would just be a question of removing them. Though it's not a big deal if you can't do it, I can still do alot with 11 more Corporations. BTW, did you also include johnysmith's scrolling Corporation screen?
 
Is there a way of having the sorting method stick if you go to a city screen?

We can't tell when you click on the headings to sort, nor can we get the current sort for the table. The way to solve this partially is to allow you to specify a default sort for each page that is applied every time the list is drawn. It might slow down opening the screen slightly but I doubt enough to notice it much.

The best way would be to make it possible for people to just add more space to the file if they need slots.

The size of the grid is compiled into the DLL. You wouldn't be able to change the grid on the image without recompiling a new DLL from the source.

BTW, did you also include johnysmith's scrolling Corporation screen?

I think I haven't done that yet, but I don't recall offhand. We haven't touched the Corporation Advisor in BUG yet, so you could easily copy his CvCorporationAdvisor.py to your installation of BUG.
 
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