nci
Warlord
- Joined
- Apr 7, 2016
- Messages
- 154
Isn't it supposed to?the gold gives you like 80% chance to win
Isn't it supposed to?the gold gives you like 80% chance to win
is it possible to make a graphical representation of the fact that someone is already studying in the natives' village? some icon, for example.
if possible, I will create an issue on GitHub.
View attachment 594831
Of course it is technically possible.is it possible to make a graphical representation of the fact that someone is already studying in the natives' village?
Only for your own colonists that train in the village.Isn´t there already a line below the job?
as Ray said, only in your colonies..Isn´t there already a line below the job?
yes, it was something like thisThere need to be some small "Damn these ..., they have stolen my Training Spot again!"
...
Only for your own colonists that train in the village.
You will simply not see on the screen that a colonist of another Nation is training there.
Personal Opinion to such a change:
Actually I like the way it currently is.
There is no need to know and get visualized everything that other Nations do.
Simply because it is not predictable that way.
Why should you know in advance that another colonists of another Nation already trains there before actually being at the village?
Other Nations will not tell you about their plans and the Natives are not going to tell you either.
Not everything in a game needs to be convenient.
There need to be some small "Damn these ..., they have stolen my Training Spot again!"
...
o.k. but does that argument not contradict the other guys presence in the village?
We can have a missionary (who right away builds a coloured cross to show off his presence),
a trader (who right away advertises his presence by building a box in front of the village)
and a colonist who learns from the natives.
There is no real difference between "coded" and "modded" for us.Is the way the engine spreads buildings around the city tile hard-coded or can it be modded?
There is no real "system" in terms of easily configurable.It does almost look like melcher kürzer has a system to give cities a more logical layout..
he promised to release his mod when he finished it a little. maybe even this year...But it seems that he is not active anymore...
Are you talking about the colony screen or the map view?Is the way the engine spreads buildings around the city tile hard-coded or can it be modded?
It's just at times they look way too off when looking at them closely, then again, this is not SimColony.
I've just thought about this as my government palace is in a corner far out. This is merely an aesthetic quibble.
It does almost look like melcher kürzer has a system to give cities a more logical layout..
That is true, but the technical possibilities and knowledge is not the problem here.... we have full control of the colony screen.
Sure, it is a good idea to modularize and make it easier to enhance and maintain.In fact I have announced long term plans to make it more modular in the code as that will allow the next step of drawing the screen differently on different monitor aspects.
Yeah, it will surely be nice to have it ...It looks awful on ultra wide screens and it makes very little use of the screen space as it's a 4:3 (12:9) screen stretched to fill 22:9. 16:9 could also improve as that one is stretched too.
Like so many other things ...It's sadly far down the TODO list at the moment.
Yes, it is actually very complex and yes it was not really designed for a programmer. (Even much less than the Screens and 2D graphics.)If you are talking about the map view, then there is the LSystem in xml.
No idea how it works though as it's complex.
I'm in the process of splitting the domestic advisor into one file for each screen. It works well and the plan is to eventually do the same again and make a file for the colony screen and one file for the yield bar at the bottom (it's also used in the domestic advisor, hence would likely benefit from being a standalone). I don't feel like modding the colony screen until after the split because without a proper overview, the risk of adding hard to fix bugs is too great.Sure, it is a good idea to modularize and make it easier to enhance and maintain.
(CvMainInterface.py is really a mess of way too many different Screens and way too much code in one file.)
Of course that is possible as well and was actually heavily modified by @Schmiddie who created lots of City Sets and 3D Building graphics.I was talking about the colony in the 3d map view.
It is not trivial, but @Schmiddie our graphics expert is very experienced in it.I had a good hunch that it would not be trivial ...
The source code for the game logic and UI is 100% open source.... since civ iv isn't completely open-source and a few things the engine does seem to be off-limits from what I've read on the forums
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.Hi,
can someone tell me where I get an overview about the domestic market?