Or just generate a page with all of the hotkeys the DLL knows about and the help text the DLL sees for it.
Not sure they are all in the DLL - some might be triggered from keyboard events passed to Python mightn't they?
Or just generate a page with all of the hotkeys the DLL knows about and the help text the DLL sees for it.
Not sure they are all in the DLL - some might be triggered from keyboard events passed to Python mightn't they?
<DLL/XML> Adding a Generic Categories class and a tag to designate the category for each Game Option. Categorize the Options in the XML.
Note: @AIAndy/Koshling: How would you suggest to add this Generic Category class object exactly? It doesn't really need to be much of anything more than a name list I think - possibly a tag to let us know what sort of class it's helping us to categorize but I'm not sure it even needs to be able to offer that - might just be helpful for the pedia programming. Otherwise a basic list should suffice and I'd think that could be done somehow in a global document but I'm not sure. What say you on this matter?
AIAndy/Koshling: question for you:
I would like to have this feature so I can also loosely categorize other things, such as combat classes, without much of anything in the way of actually using the categories to structure game rules. Mostly just to help with pedia displays and to help us keep some things straight for our own purposes. I may need the category to display its name in some places I suppose...
I was thinking it'd be overkill too... but shouldn't I have a defined option list that can still be drawn on? I suppose its not TOO important to define that list for the game itself. I suppose it could simply be a text reference eh? That would give me the ability to make a list that can be drawn on while also adding the text for the entry at the same time...
Thus the CategoryName attribute would actually be a text call. hmm... does that sound about right do you think?
That's what I had in mind.
However, if you later planned to give categories attributes of their own then you WOULD need a class, so it really depends on how you see it developing in the future.
[*]Check out the bug on the Great Zimbabwe grow while using food to build effect. If its found to be python driven, generate a tag (or tags) that replicates the effect for the dll and implement it on the Great Zimbabwe, then try to find the offending python and eliminate it.
The 'reporter' is Whisperr (my wife) and we're looking for what you could be talking about here but coming up with a blank. If you could kindly let us know what you're referring to it could be helpful...i did notice a method to grow while having it due to another wonder allowing Pop growth during Food usage maybe the Bug reported was something related to that handy combination of wonders that the reporter missed if that's the case i hope (and stays) a WAI (or how the short from of Working as intended get's writen)
[*] <Graphics> Develop a button for a 'Sell Building/Demolish City' function to go on the city screen so it doesn't have to always be a hotkey accessed ability. Have made one attempt here and pm'd it to AIAndy. Still need to try to help to figure out where this button should be placed!
Platyping has made a mod we can use for this, basically a more recent version of what we already have. We still have the problem of where to put it. I would like to put it where he has it but the arrows for changing cities has been mover to there from the city effort settings box below.
Perhaps if we moved one arrow to the right hand side of the city name bar there would be room.