Rightfuture's - To Doing List

rightfuture

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This thread is to chart and collect my thoughts and intended pursuits.

Always a WIP Work-In-Progress
Caution - committed ideas may be closer or farther than they appear.

1. Launch Marketing Campaign: In Progress.

2. Figure out how to coordinate creating a VLOG with everyone.

3. hold your horses! One thing at a time - or twenty if I feel like juggling.

I have lots of health and RL - Real Life challenges, please expect the unexpected. Please be patient with my extended starts and ...
I have that ancient chinese curse "May you live in interesting times."

Longer term plans:
1. Start modding event with Dancing Hoskuld - as we both have time.
2. Make promotional video for C2C - I have more done already than you probably think. Glad to anyone who want to help. I'm a video amateur with good friends in video.
3. Consolidate personal threads. One thread to unite them all!
4. Redo Intergrating Mods thread.
5. Update Idea Organization thread.
6. Change the world for the Better.
7. and of course some hidden surprises..

Do you want to know more??? Just ask.
 
Reserved 1 - Extended plans, promises, promotions, prognostications, pitfalls.
 
Reserved 2 - Lists of -I just want to make lists of what I want - dernit.
 
Reserved last - yes more lists - some of my favorite links and personal ones
 
I think this may be the right place to discuss the work we are going to do on the UI so here goes.

I think there is one priority thing we need to get done in CvMainInterface.py for C2C and two others which will make our life easier down the road.
  • fix the specialist box
  • remove the RoM Resource display
  • encapsulate and abstract the fuel gauges

I am suggesting we do the latter two first because they are simpler and the last will test the theory that we can use abstraction and encapsulation in this file to reduce the amount of code to a more understandable level.

I about half way through documenting the existing fuel gauges (what they do etc.) and classifying them into an object hierarchy. I will post when finished.

With the specialist box if encapsulation and abstraction work, I suggest we apply the lessons learned there to it. We will probably use a variant on Platyping's code extending it to the needs expounded by c2c users.
  • I don't like the fact that P's code means you loose (to me) important visual information about angry and unemployed citizens
  • ability to give priority order to assign specialists in a city
  • ability to freeze a specialist so no more are added to it by the ai under any circumstance
 
I think this may be the right place to discuss the work we are going to do on the UI so here goes.

I think there is one priority thing we need to get done in CvMainInterface.py for C2C and two others which will make our life easier down the road.
  • fix the specialist box
  • remove the RoM Resource display
  • encapsulate and abstract the fuel gauges

I am suggesting we do the latter two first because they are simpler and the last will test the theory that we can use abstraction and encapsulation in this file to reduce the amount of code to a more understandable level.

I about half way through documenting the existing fuel gauges (what they do etc.) and classifying them into an object hierarchy. I will post when finished.

With the specialist box if encapsulation and abstraction work, I suggest we apply the lessons learned there to it. We will probably use a variant on Platyping's code extending it to the needs expounded by c2c users.
  • I don't like the fact that P's code means you loose (to me) important visual information about angry and unemployed citizens
  • ability to give priority order to assign specialists in a city
  • ability to freeze a specialist so no more are added to it by the ai under any circumstance

I've done some work in the dll already that sets us up for those last two points. There's more I wanted to do there but it was shelved for a bit so once you need more or just some information on what I've been able to setup for you let me know.
 
Rightfuture, I can teach you building and technology XML. I'm self-taught but can teach you the basics.
 
All right guys, Ready to get started.


MrAzure - Just tell me where you would like to start. I am self-motivated and ready to learn.

I'm open to help as you all think is best. Have to start somewhere.

Buildings are great, I love technologies, I also like the idea of tackling the specialists, or one of our major obstacles like chewing on multi-maps, but anything that will get us going is fine with me.
 
I have a problem that needs looking into volcanoes. At the moment I a not sure if it is the event or the python that is causing problems. Unfortunately I suspect it is a mixture of both because I keep getting a volcano in the middle of my land erupting with the message "unknown volcano" when I have known of it for thousands of years.

The events are defined in the folder modules/ori in the files ori_CIV4EventTriggerInfos and ori_CIV4EventInfos. The Python is in the Python/EntryPoints folder file CvRandomEventInterface.py. look for the C2C Volcano comment.
 
Glad to look at volcanoes. Events still interest me a lot.
I was hoping to be ready today, but they needed me at work. Was my day off.
Should be ready tomorrow evening. Planning on it.

I'll pull those files and give some initial perceptions on what I see. Good place to start.
 
You have probably figured all this out but just in case others want to comment here is some background and some suggestions.
Background

In BtS there is a volcano event that causes a volcano to spawn next to a city and destroy nearby units. After awhile it goes away.

In C2C we found graphics for a dormant volcano so thought we should extend the whole volcano cycle a bit. Not only for new volcanoes next to a city but even those in the wilderness unowned by anyone. Also, while the volcano was active it should provide extra food due to increased fertility on neighbouring plots.

Current Implementation

Implemented in Ori's modules area and python in the random event python file. There are
  • EVENTTRIGGER_VOLCANO_ERUPTION_EXTINCT for when an extinct volcano erupts
  • EVENTTRIGGER_VOLCANO_ERUPTION_NEW for a new volcano
  • EVENTTRIGGER_VOLCANO_GOES_EXTINCT a dormant volcano goes extinct
  • EVENTTRIGGER_VOLCANO_ERUPTION_DORMANT a dormant volcano erupts
  • EVENTTRIGGER_VOLCANO_ERUPTION_ACTIVE an active volcano erupts
  • EVENTTRIGGER_VOLCANO_GOES_DORMANT an active volcano goes dormant

These use a combination of features and python call backs to identify when the event can happen but all then call the same python to do the work (doVolcanoEruption).

Any eruption removes improvements on the plot and neighbouring plots. It also damages and moves units on the plot of the eruption and damages units on neighbouring plots to a lesser extent. (known to be bugged)

New volcanoes and extinct ones that erupt give +1 food on all neighbouring plots - land or sea.

When an active volcano goes dormant the extra food on the plots is lost.

Suggestions

I think that the link between the event trigger and the python called to do the event may not be functioning correctly and the triggers themselves have problems.

I think we need to
  • be more explicit in our triggers
  • split the one python module doing everything into smaller and simpler units

Rather than just the triggers above I think we need one set for volcanoes inside the borders of the nation having the event and one for outside.

We may also want to look at the Natural Wonders that are volcanoes. Do we want them to behave in the same way?

Do we want sea based volcanoes to have the possibility of spawning tsunami?

 
You can just post the relevant files or codes here and I highlight the problems
 
Update guys, It's going to be a little slow for the next week, since I'm working Christmas and going to visit family for a week, but I'm picking up python quickly.

Discovered a nice resource I can play with if I have free time at work tomorrow and on Christmas.
http://www.codecademy.com/
I can only look at work, and that is if there is enough downtime.

I'm fine with anyone else jumping in, especially with volcanoes being such a problem.
I am just looking for a good place to get started moving here.

It is my primary project for a good while, so I am making time.
 
I was actually expecting someone to say "All this will need to be replaced when we have the GeoRealism mod in, so simplify for now and get rid of the bugs!"
 
Who doesn't want to visit volcano-land?; I'm sure we'll pin it down and simplify.

Merry Christmas everyone!
 
Who doesn't want to visit volcano-land?; I'm sure we'll pin it down and simplify.

Merry Christmas everyone!

Merry Christmas to you too. :)

Now why didn't you get your US MP turn done last night? :hmm:

JosEPh
 
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