Viewports

This is correct - it's purely a play session thing - not related to the save game in any way, so you can load the same game with them on or off. As Sgt says, it requires a restart of Civ to toggle them from off to on or visa versa though.

I'd like to request (assuming it is simple) a way to designate a tile to automatically center the viewport on on load. That would make things slightly easier for me as a player.
 
after a while you get used to the quirks in this marvellous system where to click to get your Viewport at exactly the right spot what to do with a unit still able to move though hitting a border Etc. although the Border thing is more off an annoyance then anything else a hunter able to travel 5 tiles i usually have it that i can't get it to finish it's turn as i can't send him off the edge of the map though Go To does work behind the edge though the Go to location does need to be visible
 
I am brand new to viewports as I didn´t need them in the past. There are 3 issues that I really don´t like about it and maybe there is a solution how this can be changed:

  1. After finishing my turn the city views with empty building lists pop up. If those cities are not in the viewport I don´t see anything useful about the city tiles (some of the tiles shown are black, others are from somewhere else on the map. It is important for me to see my city tiles as this can have an effect on what I want to build next in this city.
  2. Airlift doesn´t work at all, not even inside the viewport. Very bad thing as my strategy depends on this.
  3. If have no idea how can I send a unit to the other side of the world (e.g. if I have a Pangäa-like continent) with just one order.
 
I am brand new to viewports as I didn´t need them in the past. There are 3 issues that I really don´t like about it and maybe there is a solution how this can be changed:

  1. After finishing my turn the city views with empty building lists pop up. If those cities are not in the viewport I don´t see anything useful about the city tiles (some of the tiles shown are black, others are from somewhere else on the map. It is important for me to see my city tiles as this can have an effect on what I want to build next in this city.
  2. Airlift doesn´t work at all, not even inside the viewport. Very bad thing as my strategy depends on this.
  3. If have no idea how can I send a unit to the other side of the world (e.g. if I have a Pangäa-like continent) with just one order.

When the city view pops up the map under it should switch to the correct viewport and show the correct tiles (though it may take a few seconds to do so). If this is no happening it's a bug.

You're the first person to ever get far enough to have airlift available on a viewport game I suspect. Not a known bug, but post a save with instructions for an inside-viewport airlift example that doesn't work in the bugs thread so I can be looked at

You cannot do I with one order I'm afraid. You have to move it a bit at a time.

PS - I hate viewports too. They're just better than not being able to play at all in large memory-footprint games.
PPS - your game shouldn't really need them since it's only a standard map, and I'll be looking into why you are getting MAFs that force you to use viewports on that map
 
You cannot do I with one order I'm afraid. You have to move it a bit at a time.

<snip>

Would it be a good idea to perhaps make button to give a unit a destination city in a popup (ie, it would allow you to enter the city name in, and if that city is valid and reachable it calculates a path, ignoring any viewport considerations)?
 
Would it be a good idea to perhaps make button to give a unit a destination city in a popup (ie, it would allow you to enter the city name in, and if that city is valid and reachable it calculates a path, ignoring any viewport considerations)?

Wow the "go to city.." I wanted but was rejected as even necessary:mischief:.
 
Would it be a good idea to perhaps make button to give a unit a destination city in a popup (ie, it would allow you to enter the city name in, and if that city is valid and reachable it calculates a path, ignoring any viewport considerations)?

Unfortunately that is a decent idea in principal (same for airlift which just needs a choice of target cities), but in practise it cannot be accommodated by the game engine, because it always tries to display the units path when you selectit (for u it's that have orders). The way the game engine works makes it impossible for it to display a subset of a path that actually continues off the edge of the viewport. To address hat needs an entirely new layer between the game engine and the unit to generate a 'pseudo path' that terminates whoever the real path leaves the viewport and present that to the game engine. It's probably doable, but it's far from trivial.
 
Unfortunately that is a decent idea in principal (same for airlift which just needs a choice of target cities), but in practise it cannot be accommodated by the game engine, because it always tries to display the units path when you selectit (for u it's that have orders). The way the game engine works makes it impossible for it to display a subset of a path that actually continues off the edge of the viewport. To address hat needs an entirely new layer between the game engine and the unit to generate a 'pseudo path' that terminates whoever the real path leaves the viewport and present that to the game engine. It's probably doable, but it's far from trivial.

Out of curiosity, why would it have to display the path if the selection is being made on a selection list that pops up from a special mission selection? The underlying plot x & y values are still maintained underneath the viewport definitions right? Thus a city, by plot coordinates, can still be selected could it not? (or do the x&y definitions of plots themselves change as the viewports change... still haven't fully absorbed all the vp stuff yet - been too sucked into the projects I'm focused on.)
 
Out of curiosity, why would it have to display the path if the selection is being made on a selection list that pops up from a special mission selection? The underlying plot x & y values are still maintained underneath the viewport definitions right? Thus a city, by plot coordinates, can still be selected could it not? (or do the x&y definitions of plots themselves change as the viewports change... still haven't fully absorbed all the vp stuff yet - been too sucked into the projects I'm focused on.)
The UI part that gives the order is no problem. The question is what the UI will display when you next select the unit.
On the other hand, that should happen all the time with automation or you moving the viewport.
 
The UI part that gives the order is no problem. The question is what the UI will display when you next select the unit.
On the other hand, that should happen all the time with automation or you moving the viewport.

Fair point - I'm not sure exactly what it does do in that circumstance currently.
 
Fair point - I'm not sure exactly what it does do in that circumstance currently.

If we did this we could also allow it to queue orders for pathing. For instance, you could select an entire stack, tell it to go to your capital first and then from there go somewhere else, because the direct route is dangerous or something else like that.
 
What happens then to units that are outside of the viewport that have a defined path themselves? What happens when you select a unit at the middle of the viewport, tell it to move to a point at the edge of the viewport, then move the viewport so that the path target now exists off the visible map, then select the unit? Does the path still display off the viewport or does it cause a problem for that unit?
 
What happens then to units that are outside of the viewport that have a defined path themselves? What happens when you select a unit at the middle of the viewport, tell it to move to a point at the edge of the viewport, then move the viewport so that the path target now exists off the visible map, then select the unit? Does the path still display off the viewport or does it cause a problem for that unit?

The unit itself will have no issues and the move will work fine. However, if you move the viewport so that the terminus of the path is off it then select the unit I'm not sure what (if anything) will display - that's the case AIAndy pointed out above.
 
The unit itself will have no issues and the move will work fine. However, if you move the viewport so that the terminus of the path is off it then select the unit I'm not sure what (if anything) will display - that's the case AIAndy pointed out above.

If that is the case (and any display that is there is already handled) why could we not add a go to city mechanism after the freeze without that extra layer of translation for UI pathing?
 
If that is the case (and any display that is there is already handled) why could we not add a go to city mechanism after the freeze without that extra layer of translation for UI pathing?

If you know how to do the necessary (Python I assume?) UI stuff go for it.
 
Is it just me or do forests turn brighter with viewports on? Other tile features like savannas seem unaffected, it's just the forests that seem off for some reason.
 
Wouldn't it be (Thunderbrd knows how to do this I know) a DLLButtonPopup thing? If so I can probably do it in C++, as I sincerely hate python.

I don't know - I'm something of a newbie on the UI aspects.
 
Wouldn't it be (Thunderbrd knows how to do this I know) a DLLButtonPopup thing? If so I can probably do it in C++, as I sincerely hate python.
A DLLButtonPopup would be the easiest thing to use for that as long as no more sophisticated UI is needed. In this case I guess a sorted list of city names is enough which is something that the button popup does fine.
 
Back
Top Bottom