What's Thunderbrd up to anyhow?

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?
 
I think many players (me obviously included) would highly appreciate such a page.
I doubt it'd take more than an hour or so...
You probably know how frustrating NOT knowing such hotkeys can be at times...
Thanks in hopes you do it.
 
My wife was talking just yesterday about trying to help with compiling more instructional info for stuff like that. Not sure how much she really means to yet but we were having such a similar conversation. I told her too that a concepts page in the pedia for hotkeys like those could be one of the main things we need right now - that and a full exposition on all options. She was thinking of doing a pdf C2C manual... might be really helpful for some.
 
AIAndy/Koshling: question for you:
<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?

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...
 
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...

Do you actually need a new class at all? I suspect it would be overkill. Why not just add a 'CategoryName' attribute to the game option XML (and associated getCategoryName() API to CvGameOption), then just have the Python that paints the option screen group them by category name?
 
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?
 
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.
 
I thought there was a short cut page in the pedia. Almost all actions/missions and some units, civics etc have XML for short cuts. We may need to go through them all and sort them out as I think some just got copied.
 
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.

At which point a simple set of adjustments and edits could update to such a system. Yep... I didn't want to do a big overkill investment here but wasn't sure about how to go about this without doing so and you've provided a great alternative. Thanks!
 
An FYI to the team: I just got a promotion at work! Woohoo! Very happy about that but it does mean I'm a bit mentally exhausted during the week at the moment so if I seem a bit distracted more than usual from modding during the weekdays, that's all it is. The weekends should be fine as usual though.
 
Congrats!!!

You know what I read at first? "I've got a promotion to work. Very happy about that." so I thought 'Yeah! combat mod close to release!' Well, selective perception strikes again... :D
 
Thanks guys! I tend to think that the mental acuity I'm gaining by working on this project may have something to do with the personal growth that has led to this step up in my position at work. In otherwords, working on this mod has helped me to become a more organized and disciplined person in general. And the forum has been teaching me how to improve on some communication skills. So really, I feel I have C2C to blame for a lot of it.

We went out to celebrate last night. Caught dinner and a movie (the new Star Trek is absolutely amazingly mindblowingly awesome by the way! Definitely worth seeing it in its amazing 3D form before its off the bigscreen!)

But I'm back to work on things here as much as I can. I've updated my first post here. Now, a number of the items on that post are the bugs I hope to address. If anyone has any insight or feels they can get them resolved faster so I can get freed up to get back to forward mod development, by all means, feel free!

Also, @ls612 and SGTSlick: As I was going through my to-do list here I realized I've just now enabled us to write out Strategy texts for our traits. Your sets are of your design and it would be cool if you'd be willing to setup some Strategy texts for them so you can share your design concepts and the strategic factors you intended for those with players visiting the traits in the pedia. Unless you really don't want to do anything there, I won't put words in your mouths and fill those in for you - and if I do it will be to cover the very basics of a brief description/strategy notes on each. Anyhow, otherwise its in your capable hands!

Enjoy! :D
 
[*]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.

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)

Anyhow keep up the good work i'm already drooling over most of your planned stuff :)
 
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)
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...
 
[*] <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.
 
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.

Updated in what way? Our current version has been debugged for multi-player while the original AND implementation caused OOS errors. I'd be wary of including another version in light of this potential issue being brought back. We merely need to add the button I made for it - or one he made... either way. And get that button, when pressed, to act as the hotkey combination ctrl-a.

What upgrades did he implement that would make it worthwhile to take the OOS risk once more?

EDIT: Not sure if I shared my button design with you but you can compare it if you wish. Here's a link.
 
I have not looked at the code that does the actual work just the code for making it buttons rather than hot-key. I assume that platyping would use the latest version of the code which is one later than we use and removes a RoM/Rom:AND/C2C dependency that is not needed. I a downloading the latest code to have a look at it now.

Edit yes it uses the multiplayer friendly sendModNetMessage method.
 
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