Z-Eras -- Reality alternatives

Still needs a lot of work here.

Oh well... if you should know, just the Industrial Era composite of Steam Train / Smoke Stacks / Liberty Statue took about two hours to fine-tune & mask for some approximate blending quality.

Perfection has never been Artistic enough to the many and the few - so to speak.
 
Still needs a lot of work here.

If you are using stock photos try that all of them have the same quality.

Do you go to grade school plays and attempt to explain to the actors why their performances arent oscar worthy?
 
Done... only available through the new Workshop.
 

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Re: the Ancient Era popup, when do you want the popup to occur? At the beginning of turn 0? After the first city is built? At the moment, I have a simple version that adds an ancient era popup, and causes a popup to occur for whatever the current era is any time the game starts (including if you have an advanced start in a different era, which I think is nice--but also if you've loaded from a saved game, which I'm not sure about).

As for the Center popup, I don't know if I'm the one to tackle it (I might try as a learning exercise), but when did you want it to be launched? Would it be a new item in the Additional Information menu?
 
Ideally... two simple choices for trigger condition;

1) Capital settled. Exit the CityView screen. Ancient-Era screen POPs up.
2) Or.... First Tech discovered. The usual PopUp for it has just been "Closed" by the player. Poufffff - New Era screen.

Whichever way is faster and easier to implement in a tiny mod or in a different manner.

Secondly,

-- If you look at any Z-Eras Splash-Pictures you'll see that a number of items are inserted as overlays to the main image. Some Icons at the top have values that represent how many Wonders, Units, Techs, Buildings become available during the Upcoming Era.

-- At first i simply wanted to dispatch the stuff via XML functions (to a newly developped Eras-Popup sequencer) while "scanning" through Tech-Tree and other default places to pull all of this data and fill the requested slots (easier said than done - cuz, whatever i tried has never-ever worked!). Thus making the feature and its principles flexible and adaptable to any customized assets or external variations by other mods, etc.

-- Generally speaking, i would (also, as a secondary feature) try to "Localize" this extra-info in a completely independant process invoqued from a dedicated UI Button (possibly at the bottom to the right of the Turn-Timer). The 7 colors Wheel with again 7 new buttons (per each Eras at the time.. now it's 8) would then spike in the middle of the WorldView where people could quickly access a sort-of-alternate source of gameplay Data. But parsed and assembled within every Eras spanning individually.
Reasoning? Nearly a custom Civilopedia - simplified - rapid - direct stuff only. Accessible any time during a game! Reproducing default Tech-Tree methods ***BUT*** with advisory spoofs or rational hints. I even polled the membership here for a quick sense of what is important enough to (for example) winning a Space victory. That quest failed as well. Terrible set-back. I dumped the idea in a drawer. Dust piled up ever since.

-- Everything needed to be symbolic and in context.

The dream is still ON overhere... but as you might have guessed already - i'd need a gracious CODER (or two :)), once again. :D
 
OK, here's some Lua for your popups [but see below]:
Spoiler :
Add one of the following to a new Lua file in your mod, InGameUIAddin:

OPTION #1: On game load, always do new era popup
Code:
Events.SequenceGameInitComplete.Add( UI.AddPopup({ Type = ButtonPopupTypes.BUTTONPOPUP_NEW_ERA, Data1 = Game.GetCurrentEra() }) );
OPTION #2: On game load, if a capital city doesn't exist, do new era popup
Code:
function StartEraPopup()
	if (not Players[Game.GetActivePlayer()]:GetCapitalCity()) then
		UI.AddPopup({ Type = ButtonPopupTypes.BUTTONPOPUP_NEW_ERA, Data1 = Game.GetCurrentEra() });
	end
end
Events.SequenceGameInitComplete.Add(StartEraPopup);
OPTION #3: On city founding, if it's a capital city, do new era popup
Code:
function StartCapitalEraPopup(hexPos, playerID, cityID, cultureType, eraType, continent, populationSize, size, fowState)
	if (playerID == Game.GetActivePlayer()) then
		if ( cityID == (Players[playerID]:GetCapitalCity()):GetID() ) then
			UI.AddPopup({ Type = ButtonPopupTypes.BUTTONPOPUP_NEW_ERA, Data1 = Game.GetCurrentEra() });
		end
	end
end
Events.SerialEventCityCreated.Add(StartCapitalEraPopup);

I like #2, but #3 is the one based on your instructions (with EUI, the popup is displayed after the automatic popup of the city view is closed; without it, the popup is displayed after the smoke clears from the founding animation). As a matter of principle, I don't like the fact that it will continue to do its checks every time a city is founded when a run-once alternative works effectively, but obviously the overhead is negligible.

You also need to add to the mod a copy (VFS=true) of Assets\DLC\Expansion2\UI\InGame\Popups\NewEraPopup.lua, and add the following (starting at line 24):
Code:
	-- Change Image for Era
	[COLOR="RED"][B]if (strEra == "ERA_ANCIENT") then
		lastBackgroundImage = "ERA_Ancient.dds";
	else[/B][/COLOR]if (strEra == "ERA_CLASSICAL") then
-- (...)
You can use the same file for all versions of CiV, since ERA_POSTMODERN simply won't occur in vanilla, and that line can be redundant without causing any problems. You'll obviously have an incompatibility with mods that add new eras, but that was going to be problematic with this mod anyway.

As for generating some of the information in your popup images programmatically for mod compatibility, it's certainly do-able... I've started with the easiest and arguably most important part: the number of techs/units/buildings/wonders.

See the pic. The readout text is color-coded based on the era, and they each display a tooltip when you hover over them that lists the appropriate assets. [The extra circular frame within yours is obviously unnecessary, but I was using it to cover up the existing numbers and didn't feel like reinventing the wheel with a custom frame.] Unfortunately, the font is already the largest of the bitmap fonts included with CiV.

FYI, the placement of the readout circles (for the G+K version at least) varies a bit from pic to pic; you're going to want to make them consistent, or just add them after the fact with the XML.

In any event, I've attached my test mod (which also includes the Starting Era Popup stuff from the spoiler at the top of the post). Note that I've removed your era art files, since they're rather large, and I assume you have updated or are updating them for BNW anyway; at least adding one for the postmodern [atomic] era.
 

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Fantastic -- for a great starting point! :D

Including the extra Ancient-Era PopUp code within the other mod was an excellent initiative since i can simply work from such a solid template to generate everything else "wished for or determined as essential" progressively.

As for having to add the custom circular-frame to hide previous stuff... this should be very easy to fix, i'll only have to modify the (current) background images and leave the locations empty and ready for the numerical inserts. I didn't even realize there was some slight differences in their corresponding distances within each individual frameworks. Coloring the fonts is a sweet detail that i appreciate a lot... that "respects" the original intent and the general idea behind a thematic approach to such datasets dispatching to the UI.

Using ToolTips (heck - we could even color-code some TXT on these!) is freakingly ingenious - i have to admit. Straight, no fuss, just the facts... case in point - symbolic context. You read me quite well, buddy.
If you can put numbers on "Icon-ORBS", it means we could even refine the whole screen where the central Image (ex;Top-Middle part of Classical has the Iron-Working tech!) and other elements would be added for each Eras automatically too. XML area ready to receive whatever referenced assets via code acrobatics. :)

I'll surely test phase this amazing code stuff and inform you about my progress in the coming days. As usual, we should have great fun and acceptable results -- with some patience and refined accuracy.

Speaking of Refining assets... have a look;
DMSCT_128.png


These were intended (more than two years ago!) as color-coded place-holders for Victories components attached to procedural functions. Just a tip of the huge Iceberg waiting in my PC folders.

...and I assume you have updated or are updating them for BNW anyway; at least adding one for the postmodern [atomic] era.
Z-UI Recoloring Assets_BNW ... already provides these actually. It's just a matter of transferring them in an upcoming external MOD. Sooner than never, it seems.

Thanks, again. :)

PS; omg -- look at what i just found;
Tag_Units.png

This asset file was created on November 9th 20---10! :D
It's like a treasure chest of jewels down there.
 
Now that the ball has started rolling wild...

Quick initial stuff;

1) Is it possible to "Dynamically" build every ERA screens through run-time dispatch of all necessary assets when needed? Instead of freezing the final screens composition like the old version.

-- Backgrounds_Check.. Trims and Corners_Check.. 8_Tops and 8_Bottoms of various colors_Check..
-- Units+Buildings+Wonders+Techs Pods for numerical values_Check.. Central-Images (within Atlas, anyway)_Check..
-- Special-Overlays (ref-BenHur & Gladiator)_Check... etc.
:)
-- In two different contexts; BNW & GKV (God&Kings + Vanilla - since both are similar enough not to warrant doing distinctive sets for each).
:crazyeye:
...more later? You bet!

2) I'm already juggling with the idea of adding two new Pods for some very specific features!

3) Do you know if CFC PM system allows attachments of Zips (etc) -- it would make our lives a LOT simpler when we need to share our results and test stuff?
 
...it means we could even refine the whole screen where the central Image... and other elements would be added for each Eras automatically too.
If it's going to be hardcoded to e.g., the Iron Working tech, there's really no need to build it dynamically just because you can.

This asset file was created on November 9th 20---10! :D
It's like a treasure chest of jewels down there.
Yeah, I'm a packrat too. I was quite upset a number of years ago when I had a HDD controller issue that ended up screwing up the data on a hard drive with content that went back 20 years.

1) Is it possible to "Dynamically" build every ERA screens through run-time dispatch of all necessary assets when needed?
Of course. However--as above--you have to wonder what the added complexity really gets you.

...In two different contexts; BNW & GKV (God&Kings + Vanilla - since both are similar enough not to warrant doing distinctive sets for each).
This is easy enough [-- and important]. However, if you're going to do BNW and G+K, you might as well do vanilla since it'll be the same elements as BNW with a different color scheme. G+K is a bit harder to keep the dimensions the same, but you can adjust the offsets where necessary. (Then of course you're going to want to ensure compatibility with your ZUI recolors... :) )

2) I'm already juggling with the idea of adding two new Pods for some very specific features!
Like I said earlier, I don't know if I'm your man for the heavy-duty UI stuff; but I'm slowly learning. We'll see...

3) Do you know if CFC PM system allows attachments of Zips (etc) -- it would make our lives a LOT simpler when we need to share our results and test stuff?
Well, up 'til now, I wasn't able to PM you at all because of your friend-only setting ( :p ), but... no, it doesn't. I use Mediafire or Google Drive for such occasions. Or we could just open up a new thread in the main C&C subforum.
 
Firstly... just fired up a quick test game; amazing feeling to finally see that (Reality Alternatives inspired) StoneHenge popup in all its glory (not mine.. of History!). Just couldn't wait witnessing these magical ToolTips for the remaining ERAS -- but *HAD* come right back here to (guess what) Thank you.

Alright then.. seems you're a lot faster (this monday evening) than me on the thoughts front. Let's see if i can keep pace with the genius. ;)

If it's going to be hardcoded to e.g., the Iron Working tech, there's really no need to build it dynamically just because you can.
In that specific case... i would agree. Let's stick to some (key) choices and glue these things in their respective Top-Panels permanently unless new "backgrounds" are altered later on for any good or bad reasons.

Of course. However--as above--you have to wonder what the added complexity really gets you.
This is some really profound rational thinking, i'll have to digest both the consequences and limitations of tricky upcoming decisions about such an issue. Gimme a few hours or more. But i should add and pretend that i'd want such stuff for VERY few elements - maybe. IF the coding aspect is not too complex or superfluous - indeed.

However, if you're going to do BNW and G+K, you might as well do vanilla
That's easy to deduct; BNW (Gold/Emerald) + Vanilla (Silver with a touch of Cyan glows) stuff only -- then. They only recolor most items anyway. I don't mind much if Z-UI (few people dare using it, lot less than the general public that play with "Stock" versions - probably) has different coloring schemas waiting to return in focus. After all, Users get to watch such Popups only 8 times per game. Basicly, it's a question of worthy versus futile - once more. Dunno, yet!

Like I said earlier, I don't know if I'm your man for the heavy-duty UI stuff; but I'm slowly learning. We'll see...
Crossing fingers a bit. But let the marbles and pins drop where they should and will, nevertheless. I don't even want to worry about or predict anything at this juncture. In God we Trust. Be devil, be angel.

I use Mediafire or Google Drive for such occasions. Or we could just open up a new thread in the main C&C subforum.
Outlook-MSOneDrive here... seems like a fine device/host when transmitting files. But we can still use the old ways Forums/Attachment -- up to you. Maybe it's just too much troubles to plug them in, give a link, wait for your downloads, watching for a response, proceed.. multiple times or more than once or twice. Bof. What's more comfortable to you?

Too bad that (CFC file transits) reveals our development stuff to the wolves, though! Not like we're making spectacular discoveries or trying to hide industrial secrets with this! :D

Another busy week ahead, that's a given.

** Until then click on the SpreadSheet'ing the Facts Poll thread in my sig below... grab its file (not up to date with BNW, doesn't really matter.. it's the intention that counts) and fill in the blanks to get an idea of what the "CENTER" sub-component of ZN-Eras was imagined for. Just in case, we both reach that far into developping a_-_nother cool gameplay feature for everyone!

See ya.
 
Good news code-wise.

I'm gonna make your task(s) much simpler.

1) The framework will be redesigned to clear and distinct standards. Every Eras will receive the usual items in a coordinated fashion where locations of Drop_Pods, Icons, Strategic Resources available and Unit Actions (mostly for Workers in the Ancient Era, btw) will be normalized throughout.

-- Examples; (smaller) Horse, Uranium, Iron, Coal... will be located at the bottom & centered. Hovering above that "spot" should trigger a Tooltip with "X (+..Y..Z for Industrial special case) available".

-- Everything else remains almost the same as the G&K version currently in Steam-Workshop; Unit-Actions still are displayed in various locations on each screens but their Data & Tooltip would be offered by a new Pod right beside the old Units-Pod. The top center Tech(s) shown in the "inverted" top1024icontrim underlay will still have some key gameplay features on its left and right side (ex; Atomic Era Projects or Medieval 25%_Production_to_Wealth_Research). Another Pod will be created to (in theory) introduce an Advisors reference system. We'll discuss its tricky but cool premise later.

2) The bottom Grid area is presently "empty" except for the "Welcome to..." text string (which btw i would prefer to be on the Grid Header instead of "New Era"). There's plenty of room there for a few extra features... namely, the Victory Conditions Bubbles hinted about earlier by the snapshot. Some secondary (still important for better functionality to me) things might also become available from that section but, let's not rush development for these at this point. It can wait.

3) In general terms, ZN-Eras + Center mod would become a ToolTips bonanza (thanks to your great idea) with an Info Corner shortcut Icon that leads to a new "8/9 Items colored Wheel" which would simply allow players to directly access any such Era popups at will where timely scanning provides rapid data when needed.

I can't think of anything else. I feel it sums up the whole design plans. Some precisions -- later.
:D
 
Quote:
However, if you're going to do BNW and G+K, you might as well do vanilla
That's easy to deduct; BNW (Gold/Emerald) + Vanilla (Silver with a touch of Cyan glows) stuff only -- then. They only recolor most items anyway. I don't mind much if Z-UI (few people dare using it, lot less than the general public that play with "Stock" versions - probably) has different coloring schemas waiting to return in focus. After all, Users get to watch such Popups only 8 times per game. Basicly, it's a question of worthy versus futile - once more. Dunno, yet!

Oooopppsss, i suddenly realize that you were speaking about a different issue.
The fact that different versions of the MOD would need to be made specifically for Vanilla, G&K and BNW... right?

If so - well, my current priority is to do the BNW stuff. And, if people actually YELL loudly that they want these other versions... then i'll wrapup new MODs.

Yet, there's another version which would certainly need to be provided as well upon release. One that keeps the default backgrounds (with Urania statue tiny globe holders on both sides!) but simply adds Pods and possibly some other elements to the screens. I'm fairly sure players will request it.

PS; Previous comment...
Unit-Actions still are displayed in various locations on each screens but their Data & Tooltip would be offered by a new Pod right beside the old Units-Pod.

Or we could just append these Unit-Actions details straight into the regular Units Tooltip. No extra Pod to create.
The other Advisor pod could even be replaced by a simple Icon to click (or again... only with some ToolTip functions) that i'd place near the top-right corner in place of the previous Horse tag on Ancient. Consistant through all 8 PopUps.
 
Oooopppsss, i suddenly realize that you were speaking about a different issue.
The fact that different versions of the MOD would need to be made specifically for Vanilla, G&K and BNW... right?
No, one version for all/no expansions is possible (and in fact not at all difficult with this particular popup).

As for the rest, just give me a new pic with a new mockup, and the layered Photoshop/Gimp file, so I can take it apart for its individual components, and we'll see what we can accomplish. :D

EDIT: If I understand what you're saying, I think a new pod would be better...
 
Weird - i was just about to provide a snapshot of the new (and most probably final) Framework... attached!

-- It only took a few pixels for proper re-calibration of the values on each Pods.
As follow; First.. "148,47" -- "202,47" -- "666,47" to Last -- "720,47"... should you want to copy the same changes i made on my local (benchmark) file. Hidden "1" for each of these Iconframe rows would be enough to hide them, right? Haven't tried it yet.

-- Nevermind the faulty "Wisdom:" string on the Header - it's a failed attempt to transfer the "Welcome to the -X- Era" text for that Label slot. Still need a workaround solution for this though.

-- Haven't dropped an Advisory gimmick Icon to the top-right corner yet... we just have to know that *IT* might used as a shortcut to an extra PopUp or simply be a ToolTip driven asset where some Info could be supplied automatically or programmatically with slightly more complex routine & its dedicated functions.

Sooooo this is exactly how the general setup will be. All the features required are already explained in earlier post(s).

No, one version...
Good to know! ;)
!--and the layered Photoshop/Gimp file--!
Believe it or not -- i haven't used layers for these. (Although i made all the Ideology tenets that way)

Reasoning is simple; not enough components to alter an/or reproduce in rationalized time. The task is easy since i track anything with a "coordinates" system while i create everything in sequence.

In fact, there's only two major elements... the Pod Duos. TU & BW which are 114x110 in sizes. But i *DO* get where you're going with this... precision references. Okay -- easy;

Background is 924x472 (PS; i don't understand why the grid has it defined as 924x470, btw);
Coordinates system = L, T/B, R. Thus...

TU: 146, 0/110, 260
BW: 664, 0/110, 778

Top-Middle-Trim (inverted from default file): 252, 0/128, 672
Middle Icons slot for it: 398, 0/128, 526

Top Lefty (Trireme): 320, 30/110, 400
Top Righty (Great Library): 524, 30/110, 604

Bottom Middle Icon (Horse): 422, 392/472, 502

ONLY! :D

I've also inserted a zip of the Ancient-Era TU & BW Pods for (somehow) convenience along with a few more essentials. DDS is really toooooo big -- except for Mod compiling and distribution. RGBA8, no compression -- better results and optimal quality. :lol:

PS--- Pods & Trims will also be "Color-Themed" for the rest!! ;)

EDIT: If I understand what you're saying, I think a new pod would be better...
Maybe -- indirectly.

Background #1 Down... 7 more to go!
 

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ooooppps forgot somethin'...

The Tooltips header rows (*New* Units, etc) should have a recolor principle attached.
Such as; Techs=Cyan, Units=Red, Buildings=Green, Wonders=Magenta, Nationals=Violet. ((EDIT: Temporarily done with some try-outs!))

The numericals on Pods would also get a fine-tuning choice. Atomic Blue is a bit too crisp and saturated. Industrial Red, too light.
But this is easy to fix... i can only scan through the available Color-Listings reference stuff i have to find the "alternates". It boggles me that decimals are used by Firaxis in some places while the more standardized HSL or RGB factorials are present in other features. Weird.

PS; I'll try making you a PSPRO-X3 file with layers for the next Classical, while i re-create the design for it. Don't have PhotoShop and only use GIMP 2!6 sparingly for DDS conversion. But even just the png version will be a BIG file!
 
Ah, I guess I see what you're saying about not needing separate border filigree for vanilla or Z-UI Recolor. I personally don't think it's necessary (nor consistent with the rest of the game) to color-code those elements... but this is your baby, so you make the call. It certainly makes the job easier.

Hidden="1" would hide the extra circular trim, but I'm pretty sure it would deactivate the tooltips... and maybe hide the numeric as well (if it inherits hidden status from its parent).

If you don't want to generate the unit action or resource icons on the fly, then it still seems like the best and easiest way is to leave (almost) everything as part of the background pic. Code-wise, the only things that change are the picture itself, the content of the numerics, and the text of the tooltips that are defined by various invisible "images."
 
1) ...so you make the call. It certainly makes the job easier.

2) Hidden="1" would hide the extra circular trim, but I'm pretty sure it would deactivate the tooltips... and maybe hide the numeric as well (if it inherits hidden status from its parent).

3) If you don't want to generate the unit action or resource icons on the fly, then it still seems like the best and easiest way is to leave (almost) everything as part of the background pic. Code-wise, the only things that change are the picture itself, the content of the numerics, and the text of the tooltips that are defined by various invisible "images."
1) Exactly, let's use a single hybrid set of standardized backgrounds. General framework with specific colors -- permanent. This way, all further decisions are made knowing the facts right from the start. Much easier to "continue" development.

2) Is that so? Well - HOW do we just get rid of 'hem.. since they are no longer needed.

3) After some careful thinking, i feel it would be best if two more pods were added. First to the left of Techs-Pod, the second to the right of Wonders-Pod. While maintaining the Tooltip feature for these also. #1 would be for Unit_Actions and #2 for something else to be determined - possibly for other data.
Resources Icons could simply get their corresponding Tech-Tree tooltip (Reveals X on map). Anything else (such as the TopTrim trios) would require custom Tooltips only.

4)... The Advisory gimmick i want to include while developping these Popups might become a simple gathering of previous Tooltips content. Summary of some kind. At first i just wanted to "insert" some tiny bullets (color-coded) before text lines on the left that would hint on optimal choices. REF; Spreadsheet, have you checked it?

5)... The bottom area (Welcome to.. and presently empty - gosh, i hate that void!) will also be put to good use. Victories, other quick infos or Data, maybe Quotes (like Wonders), buttons, etc.

6) Finally - Center feature is a different beast altogether which will probably require a bit more complex coding stuff. It can & should wait for the final phase -- icing on the cake, AFAIC.

PS; Couldn't find the individual Top+Bottom 1920trims (specific colors for each Era). Thought i had them safely archived somewhere too. Bof, these are easy to remake - if needed.
 
HOW do we just get rid of 'hem.. since they are no longer needed.
Just change the reference to an invisible texture (like blank_texture.dds). If you want to go crazy, we can try to make them glow on mouseover.

#2 for something else to be determined
#2 should perhaps be for National Wonders; I don't really like the 2 number solution.

REF; Spreadsheet, have you checked it?
I've looked at it; there's a lot of data. It needs to be pared down to the essentials.

The bottom area (Welcome to.. and presently empty - gosh, i hate that void!) will also be put to good use.
We can just remove the text block altogether, and you can make the pic bigger, or whatever you want to do.

Center feature is a different beast altogether which will probably require a bit more complex coding stuff.
Isn't it just a pic with buttons that pop up each of the era popups? Easy peasy.
 
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