Hi Everyone - New here, and a very huge fan of WtP.
- Has there been any thought of a "Maroon" type gameplay. Maroon referring to Caribbean colonies (very unstable) comprised largely of escaped slaves.
- Specifically, can one of the starting Civs be modified with the following characteristics?
-- 100% tax rate with Europe and Africa at the start of the Game
-- War with all European entities at start of Game
-- Ability to free slaves though schooling
-- Smaller (but not zero) detrimental effects from employing slaves

Thanks in advance everyone. Something about pulling together a colony under extremely hostile conditions and working hard to build Port Royale ships and weaponry for self defense is incredibly appealing!
 
on the colony screen, press the "Governor" button, and then on the "domestic market" button. unfortunately, I can't provide a screenshot yet. I can only in the evening, if it is still relevant.
yeah, thanks a lot! I never got the idea to press the gourverneur button!
 
can someone tell me where I get an overview about the domestic market? What did the people consume? What do they need/want? How much money did I earn?
There is also the domestic advisor. The General button (leftmost button) and then click two times on the right button in the top right and you will see a list of your colonies and how they are doing according to the domestic market.
 
HELLO , the MOD does not have any info about Master Cabinetmaker , ... MOD does not contain any information .

@peter kosmas

What is the problem ? :confused:
Have you even bothered opening Colopedia ?

The Unit is perfecly described there.
And it is also perfectly linked to e.g. the Yield, the Profession, Buildings ...

Please do not directly claim such things as "MOD does not have any info about ..." and "MOD does not contain ..." and boasting in "...what the hell is this Unit ?"
simply because you did not take time to read it or simply because you just do not know. :thumbsup:

For the future, please:
Ask friendly and relaxed and you shall be answered friendly and relaxed. :)
 
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(CvMainInterface.py is really a mess of way too many different Screens and way too much code in one file.)
that file is a monster, lol :scan:

I really wanted to get Plot info in City screen, as I found myself constantly switching between City view and global view to check what improvements I have and where (way too often I put Farmer on a Plantation and Grow Specialist on a Farm)

boy, was I in for quite a ride to navigate that file :hammer2: and others :wallbash:

but, achieved what I wanted (can't capture screenshot with mouse pointer, that yellow triangle represents it)
Civ4ScreenShot0002.jpg
 
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Amazing!:goodjob: :thumbsup:
Nightinggale and Ray, could you please integrate this in the next update?
I found myself constantly switching between City view and global view to check what improvements I have and where
Same here!
 
Nightinggale and Ray, could you please integrate this in the next update?
Maybe. Right now I don't have the code for it meaning it would be kind of tricky to add.
boy, was I in for quite a ride to navigate that file :hammer2: and others :wallbash:
Sounds like you encountered CvMainInterface.py :lol:
Somehow it feels like Firaxis made themed files and then they made the main interface for "anything not fitting anywhere else". Out of the 40 screen files, it makes up 20.6% of the code in vanilla. To make it even more fun, the modded main interface file is 28% bigger than the vanilla one.

And yes I do have a plan to move the colony screen to a new file to avoid it being mixed with all the other stuff. It's just that it won't be quick to do that and so far other stuff have been more important.
 
I really wanted to get Plot info in City screen, ...
View attachment 595121

I am not sure if understand you right? :dunno:
(But we need to clarify before we talk about integration in WTP core mod.)

Those things I want to ensure that they did not happen:

Possibility 1:
You coded additional "Mouse Over Info" for Improvements as Textbox into CvMainInterface.py
instead of enhancing existing DLL Mouse Over Helper Widgets that it calls?

Or is it this?:

Possibility 2:
You added a yellow triangle into the Plot-Display in CvMainInterface.py to visualize that there is an Improvement.
That may be ok as prototype and great work for a begginer to figure it out.
But considering graphical quality (that also matches our style and theme) we simply could not include that.
We would have to ask @Schmiddie to create some better more suitable Icons we could display.

--------

Before we actually see what you did and how, we can not promise to integrate it.

By the way:

I could swear that current Mouse Over already tells you about Improvements or Yields.
So I am not even sure why this new "Display" is needed ... :dunno:

--------

Sorry, to sound critical. :blush:
(I hate being the bad cop all the time.)

I simply want to make sure that the things we do for WTP make sense.
(Thus I rather check and consider a few things first.)

--------

But as I said, considering technical challenge it seems to be great work for a beginner. :thumbsup:
  • In the beginning you simply have to try diffferent solutions to figure out what is already there and how it works.
  • Simply having the mod do what you want is already success, even if it is technically not the ideal solution or does not look pretty yet.
  • So just continue trying your first solution idea and then afterwards discuss it with other modders to figure out if there is maybe a better way to do it.
--------

Thus please continue to show us what you did. :thumbsup:
(And never get demotivated by criticism or other personal taste.)

Please also understand that we do not question or critizise to make you as new modder feel bad.
(We question each others ideas and solutions a lot as well ... :))

In fact we really appreciate that new modders start and we like to share our experience.
(It may not sound like that, but we really are willing to teach and provide support.)

We simply want to find the best possible solutions and by discussions we often do.
(And also, old conservative guys like me are very critical and meticulous when it comes to changes of the core mod itself ...)
 
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I could swear that current Mouse Over already tells you about Improvements or Yields
Ray, please don't make a false oath:nono::lol:
The present City Screen looks like this:

So, no info about improvements. (Large Farm in this case.)
I think the yellow triangle on inaiwae's screenshot is just as a placeholder because he couldn't make a screenshot including the mouse pointer (which shows the info he later pasted(?)).
*btw ScrShot incl. mouse is easy with IrfanView*
 
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I thought that the picture cannot be more clear, I guess I was wrong ... that triangle has nothing to do with the game, I added it to the screenshot in paint afterwards, as I am somehow unable to include mouse pointer in the screenshot and without mouse pointer it felt not complete as a screenshot ... nothing else ... I am not sure why you picked it as a major theme of your post

current mouse over tells you about yields on the main screen, not on city screen

it was others who asked for this to be part of WTP, it is already part of my mod of WTP mod

it is neither 1) nor 2) ... I added it to DLL as part of widget enhancement

I mentioned CvMainInterface.py more in tongue-in-cheek manner, that file was just a starting point to check what widget in CvDLLWidgetData attach my parsecityplothelp procedure

it's late, I am tired, apparently grumpy and somehow think that this discussion was not necessary before asking me for code of what I added and only then comment on what I did or didn't do and if it was right

GOOD NIGHT
 
Hi,
I have trouble using the automated trade routes. I already used this functionality in the past with TAC, but now it's not working as I'm used to.

I created a trade route, set two products to export from one city and import to another city. I activated this two entries and pressed the button "done".
Afterwards, the wagon moves to the nearest of this two cities but then, it stays there. It doesn't load anything and doesn't transport anything.

Any idea what I made wrong?
 
Ray, please don't make a false oath:nono::lol:
You are right, I was really wrong. :)
(Improvement Effects are not included in the Yield calculation of the existing Mouse Over - which should be changed though.)

Then my question is simply:
Why not simply include the information of the Improvement into the existing "Mouse Over Help". :dunno:
(It is personal taste, but I do not like to add additional places to explain such thing if there already is a place where such things are explained.)

Thus I suggest simply the following:
(By improving the existing "Mouse Over".)
  • Flat Base Yield
  • Flat Bonus Increase
  • Flat River Increase
  • Flat Improvement Increase (For all its aspects)
  • Expert Percentage Modifier
  • Rebel Sentiment Percentage Modifier
  • City Health Percentage Modifier
Then we have all that information cleanly in one place. :thumbsup:
(And we will also explain to the player how the Total Yields are calculated.)

----

This is the place where the info for the Improvement belongs to my opinion.
(As I said, it is the existing Mouse Over.)



----

See, I do not ask my questions to annoy, judge or criticise. :(
(Even if it may sometimes sound like it.)

I ask them to suggest an idea that may be a cleaner or better solution.
(But of course, it is all my personal taste but I simply like things cleaned up in the place where it belongs for me ...)

----

@inaiwae

Sorry I did really simply not understand what you did. :dunno:
  • My brain simply did not understand why you did not use the existing Mouse Over Help and improve it and added a new one instead ...
  • And my brain also did not understand how the Player should know that there are 2 different Mouse Over Help if we would not give it a visible icon ...
---

I added it to DLL as part of widget enhancement

Great, that is something I wanted to hear. :thumbsup:
(Since I simply did not understand why you created a new Widget I was confused about that.)

I am not sure why you picked it as a major theme of your post

Simply because I did not understand how the player should know that there are 2 Mouse Over Helps on almost he same place if there was no visible icon to tell him.
Thus I thought that you had created some visualization for it.

---

I really only ask such questions to understand and maybe find the best solution for WTP ...
And no, you really did not start asking for integration, but others did, so we had to discuss.

---

If nobody would have asked about integration, I swear I would not have opened my mouth ...
I really do not care what other modders do, but I do care what people want us to integrate in WTP ...

---

Sorry if you felt that I attacked your work - which was not my intention. :)
I fully understand that and often feel the same, when somebody asks such questions. :hug:

We are simply modders by heart. :mischief:
"Question my concept and implementaion again and I will bite off your head and eat it !!!!" :mad:
(If you read our threads you should have seen me react like that a couple of times as well.)

But again, once discussion start about integration into WTP I will ask such things - no matter who starts that discussion.
Because I really only want to have the best possible solution integrated in the mod ... (And thus we may have to discuss what was really done or different ideas.)
 

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Hi,
I have trouble using the automated trade routes. I already used this functionality in the past with TAC, but now it's not working as I'm used to.

I created a trade route, set two products to export from one city and import to another city. I activated this two entries and pressed the button "done".
Afterwards, the wagon moves to the nearest of this two cities but then, it stays there. It doesn't load anything and doesn't transport anything.

Any idea what I made wrong?

It seems to be a bug - I just found an answer/workaround:

Automated Wagons, ships, not doing their job | CivFanatics Forums
 
Why not simply include the information of the Improvement into the existing "Mouse Over Help"
Of course!
But it would be nice to have the name of the improvement on Mouse Over:

Is that possible?
Like inaiwae said: "as I found myself constantly switching between City view and global view to check what improvements I have and where (way too often I put Farmer on a Plantation and Grow Specialist on a Farm)"
 
But it would be nice to have the name of the improvement on Mouse Over:

see here

@inaiwae
What do you think about the idea to bring it all together into the one single existing Widget? :dunno:
 
Firstly, new to WTP. The original Col was one of the first 4X games I played as a kid and remains a favourite. Civ 4 Col was ok but didn't capture the magic of that first one and I've been looking for an alternative ever since. Only discovered WTP last week, and just wow.... not only does this take my back to the magic of being 12 and playing the original but it thoroughly surpasses it; it is exactly what I wished Civ4 Col had been and more. So I guess I'm saying to the devs of this, thank you.

Secondly, I'm interested in the soundtrack. Particularly the opening piece - I don't believe it was from the Col4 Civ, and cannot find it elsewhere. Can anyone tell me if it was created for this, and if so by whom? I've done a bit of Googling and cannot find anything, so any help would be appreciated.
 
The Seven Seas Journey (2014)
By Grégoire Lourme

It's in the OpeningMenu.mp3 information.
 
just quickly, busy day

I didn't combine it together for a few reasons

1) I don't want to combine citizen/worker related info with plot/tile related data ... information overload
2) we only pass worker id, with WIDGET_CITIZEN, and I am not sure how easy it would be to pass plot id together with it ... also WIDGET_CITIZEN shows no mouse over when no citizen/worker is on the plot
Code:
screen.addDragableButton(szName, pUnit.getFullLengthIcon(), "", int(screenPosition.x), int(screenPosition.y) - ButtonSize / 2, ButtonSize / 2, ButtonSize, WidgetTypes.WIDGET_CITIZEN, pUnit.getID(), -1, ButtonStyles.BUTTON_STYLE_IMAGE )
3) I wanted to see plot information even when there was no citizen/worker on the plot, so I attached it to WIDGET_ASSIGN_CITIZEN_TO_PLOT which also conveniently passes plot id
Code:
screen.addDDSGFC(szName, ArtFileMgr.getInterfaceArtInfo("INTERFACE_CITIZEN_SLOT").getPath(), int(screenPosition.x), int(screenPosition.y) - ButtonSize / 2, ButtonSize / 2, ButtonSize, WidgetTypes.WIDGET_ASSIGN_CITIZEN_TO_PLOT, iPlotIndex, -1)

at the beginning I only had Improvement name there, later I decided to have more information like yields, features, bonuses ... 1) and 3) were important enough to me to have 2 separate mouse overs

there is bit of a problem with it, mouse over area on plot/tile when in city view mode is shifted south by about 1/3 of plot size and east by a few pixels compared to real plot/tile boundaries ... it's historical as it applies to WIDGET_CITIZEN mouse over as well ... this probably needs to be fixed

CvDLLWidgetData.cpp
Spoiler :
Code:
    case WIDGET_ASSIGN_CITIZEN_TO_PLOT:
        parseCityPlotHelp(widgetDataStruct, szBuffer);
        break;

    case WIDGET_CITY_CENTER_PLOT:
        parseCityPlotHelp(widgetDataStruct, szBuffer);
        break;
Spoiler :
Code:
void CvDLLWidgetData::parseCityPlotHelp(CvWidgetDataStruct &widgetDataStruct, CvWStringBuffer &szBuffer)
{
    CvWString szTempBuffer;
    BonusTypes eBonus;
    ImprovementTypes eImprovement;
    PlayerTypes eRevealOwner;
    int iI;
    int iYield;
    int iTurns;
    CvCity* pCity = GET_PLAYER(GC.getGameINLINE().getActivePlayer()).getCity(widgetDataStruct.m_iData2);
    if (pCity == NULL)
    {
        pCity =    gDLL->getInterfaceIFace()->getHeadSelectedCity();
    }
    if (pCity != NULL)
    {
        CvPlot* pPlot = pCity->getCityIndexPlot(widgetDataStruct.m_iData1);
        if (pPlot != NULL)
        {
            if (pPlot->getTerrainType() != NO_TERRAIN)
            {
                if (pPlot->isPeak())
                {
                    szBuffer.append(gDLL->getText("TXT_KEY_PLOT_PEAK"));
                }
                else
                {
                    if (pPlot->isWater())
                    {
                        szTempBuffer.Format(SETCOLR, TEXT_COLOR("COLOR_WATER_TEXT"));
                        szBuffer.append(szTempBuffer);
                    }
                    if (pPlot->isHills())
                    {
                        szBuffer.append(gDLL->getText("TXT_KEY_PLOT_HILLS"));
                    }
                    if (pPlot->getFeatureType() != NO_FEATURE)
                    {
                        szTempBuffer.Format(L"%s/", GC.getFeatureInfo(pPlot->getFeatureType()).getDescription());
                        szBuffer.append(szTempBuffer);
                    }
                    szBuffer.append(GC.getTerrainInfo(pPlot->getTerrainType()).getDescription());
                    if (pPlot->isWater())
                    {
                        szBuffer.append(ENDCOLR);
                    }
                }
            }
            if (pPlot->hasYield())
            {
                szBuffer.append(NEWLINE);
                for (iI = 0; iI < NUM_YIELD_TYPES; ++iI)
                {
                    iYield = pPlot->calculatePotentialYield(((YieldTypes)iI), NULL, true);
                    if (iYield != 0)
                    {
                        szTempBuffer.Format(L"%d%c ", iYield, GC.getYieldInfo((YieldTypes) iI).getChar());
                        szBuffer.append(szTempBuffer);
                    }
                }
            }
            if (pPlot->isLake())
            {
                szBuffer.append(NEWLINE);
                szBuffer.append(gDLL->getText("TXT_KEY_PLOT_FRESH_WATER_LAKE"));
            }
            eBonus = pPlot->getBonusType();
            if (eBonus != NO_BONUS)
            {
               szTempBuffer.Format(L"%c " SETCOLR L"%s" ENDCOLR, GC.getBonusInfo(eBonus).getChar(), TEXT_COLOR("COLOR_HIGHLIGHT_TEXT"), GC.getBonusInfo(eBonus).getDescription());
                szBuffer.append(NEWLINE);
                szBuffer.append(szTempBuffer);
            }
            eImprovement = pPlot->getRevealedImprovementType(GC.getGameINLINE().getActiveTeam(), true);
            if (eImprovement != NO_IMPROVEMENT)
            {
                szBuffer.append(NEWLINE);
                szBuffer.append(GC.getImprovementInfo(eImprovement).getDescription());
                if (GC.getImprovementInfo(eImprovement).getImprovementUpgrade() != NO_IMPROVEMENT)
                {
                    if ((pPlot->getUpgradeProgress() > 0) || pPlot->isBeingWorked())
                    {
                        eRevealOwner = pPlot->getRevealedOwner(GC.getGameINLINE().getActiveTeam(), true);
                        iTurns = pPlot->getUpgradeTimeLeft(eImprovement, eRevealOwner);
                        szBuffer.append(NEWLINE);
                        szBuffer.append(gDLL->getText("TXT_KEY_PLOT_IMP_UPGRADE", iTurns, GC.getImprovementInfo((ImprovementTypes) GC.getImprovementInfo(eImprovement).getImprovementUpgrade()).getTextKeyWide()));
                    }
                }
            }
            if (pPlot->getRevealedRouteType(GC.getGameINLINE().getActiveTeam(), true) != NO_ROUTE)
            {
                szBuffer.append(NEWLINE);
                szBuffer.append(GC.getRouteInfo(pPlot->getRevealedRouteType(GC.getGameINLINE().getActiveTeam(), true)).getDescription());
            }
        }
    }
}
CvDLLWidgetData.h
Spoiler :
Code:
    void parseCityPlotHelp(CvWidgetDataStruct &widgetDataStruct, CvWStringBuffer &szBuffer);
CyMainInterface.py (just added iPlotIndex here istead of -1 for center plot to show plot info as well)
Spoiler :
Code:
       screen.setImageButton("PlotDragOn" + str(iPlotIndex), "", x, y, size_x, size_y, WidgetTypes.WIDGET_CITY_CENTER_PLOT, iPlotIndex, -1)
 
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