Further progress:
v7:
- new version numbering system: dropped "28m" part because mod was changed so hard including code refining; now any version start from "v7".
- reworked main file.
- resources:
- Paper to "Strategics" part,
- "Other luxuries" to "Luxuries" part; makes all mod which add new luxuries compatible with TO; significantly reworked basic feature.
- UI:
- totally reworked "Colour Key" tab,
- totally new colour palette in main window:
- cyan or blue - one or more cities respectively demands that resource (unavailable for non-active players),
- dark green, light green, yellowish green - player has more than 3, 1 or equal to 1 tradable resource copies respectively:
- yellowish green is not available for non-active players.
- orange - player has no tradable resources,
- red - new category: player uses more resources than he has (has deficit - means that he uses imported ones from CSs or from other players),
- brownish grey - rest of cases; new grey colour is much darker; now other colours are visible at first glance.
- now numbers are centred in the window instead of aligned to the right,
- new markers:
- ' shows strategic monopoly bonus for the resource,
- " shows strategic global bonus for the resource.
- bigger "No player met" text label,
- "War" status is now moved to the right; red background shows up instead with increased opacity; it now does not hide content below (you can still see numbers underneath),
- now different columns' colours for luxury (light gold) and strategic (light silver) resources,
- added ICON_CAPITAL icon before capital city on list with cities demanding some resource; added icon, name and some generic text; city names coloured,
- added icon, name and some generic text for unavailable resources,
- deleted resource icon before city-state name in tooltip,
- slightly scaled down CS icons to better fit the frames,
- added "Monopoly bonus" info to resource icon (header) tooltip,
- added "Current Deals" tooltip separate for every non-active player,
- few things moved in the main and City-State windows for better alignment.
- code:
- cleaned UI xml code,
- cleaned and refined main lua code,
- fixed resource calculation: now it takes also resource used for units or buildings into account,
- hovering over CS icon shows all its resources instead of only strategic ones,
- reduced spoiler informations:
- now player on start can see only its own resources,
- during exploration, after meeting new players, new sources are "discovered",
- code checks available resources and resources in nearby area from cities,
- fixed resource logic for strategics: same like in CSL mod (now shows resource visible for active player not for target player; means that if active player researches iron then it will be searched for every other player including CSs):
- hovering the CS's icon still shows resources improved by that CS.
v8:
- code:
- deleted check for useful resources at the lua file load (now only on window opening left),
- texts:
- modified tooltips (those with monopoly info) for standard resources to be compatible with "Other luxury resources",
- "..." instead of "?" for "Other luxury resources,
- "City-State" instead of "CS" as a header for luxury resources form City-States,
- some capital letters substituted by small ones (Protected (B)y, Allied (W)ith, Current (D)eals and so on),
- fixed "Colour Key" tab,
- fixed spelling errors.
- UI:
- made "..." mark for "Other luxury resources" more visible (orange),
- fixed alignment like always.
v8:
- code:
- deleted check for useful resources at the lua file load (now only on window opening left),
- texts:
- modified tooltips (those with monopoly info) for standard resources to be compatible with "Other luxury resources",
- "..." instead of "?" for "Other luxury resources,
- "City-State" instead of "CS" as a header for luxury resources form City-States,
- some capital letters substituted by small ones (Protected (B)y, Allied (W)ith, Current (D)eals and so on),
- fixed "Colour Key" tab,
- fixed spelling errors.
- UI:
- made "..." mark for "Other luxury resources" more visible (orange),
- fixed alignment like always,
- files:
- renamed few folders and files.
[1501.157] Runtime Error: C:\users\ryan\My Documents\My Games\Sid Meier's Civilization 5\MODS\UI - Trade Opportunities for VP (v 8)\UI\InGame\Popups\DiploTradesStatus.lua:862: attempt to index upvalue 'gAvailableUsefulResources' (a nil value)
[1501.525] Runtime Error: C:\users\ryan\My Documents\My Games\Sid Meier's Civilization 5\MODS\UI - Trade Opportunities for VP (v 8)\UI\InGame\Popups\DiploTradesStatus.lua:862: attempt to index upvalue 'gAvailableUsefulResources' (a nil value)
I don't get second error. It must be from some other mod (I guess). If you are sure it is from TO then give me complete description.
First error: Was it at the beginning of the game? It was caused by Mercantile CS hich founded a city. Recent code simplification was a reason.
v8.1 with lua fix only.
https://www.youtube.com/watch?v=qHFxR15pTbc
Contrast is perfect, I don't think it should be changed unless you see that it should. I just was making an observation about the transparency. The grid background you use makes it very easy to locate information.Transparency is default. And to be honest there's no need to change it. I made all things visible and with good contrast. Any problems with that? Colour change needed?