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[Mod] A proper score graph

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  • #76
    Originally posted by ulfn


    Not easily. The problem is that the technology history isn't readily available (that I know).
    I made a class that stores the research points for each player every turn, allowing for a complete research history. Plugged it into your mod, seems to work fine. If you're interested in it, I can throw it up for you (it uses pickle to store the data in each player's StringData).

    The actual value it uses is the total RPs invested in all techs (partially or completely researched).

    Bh

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    • #77
      Originally posted by ulfn
      I agree that these would be nice graphs to have. A problem is that I'm not sure that this information is even available. It is possible to add things to the save game files, but that would be a much more invasive procedure than what I do at the moment.
      Maybe the SD ToolKit could help you some with this, check it out:
      SD-ToolKit 1.22 by Stone-D ( Laga Mahesa ) For Civilization IV Compatibility : 1.00+ Data Source : 1.09 New Game Req : N/A Well, for a start, it isn't something for a regular player to use, so if you're not a python modder, stop now. During my python escapades, I've had cause to...

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      • #78
        Originally posted by Bhruic
        I made a class that stores the research points for each player every turn, allowing for a complete research history. Plugged it into your mod, seems to work fine. If you're interested in it, I can throw it up for you (it uses pickle to store the data in each player's StringData).
        Bh
        That sounds great.

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        • #79
          The only problem with that is that there are modifiers to the beaker cost for techs to prevent run-away tech leads; for example, if you slingshot to civil service while everyone else is researching Bronze Working, then try to trade CS for older techs, you'll find that the beaker difference isn't as much as it was before.

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          • #80
            Originally posted by Impaler[WrG]
            The guy at Firaxis who made the original score graph should comit seppuko.
            Sometimes I wonder if Firaxis made some screens less good on purpose, to give the mod-community a good start and make us all enthousiastic about the modding possibilities.

            It's just a thought.

            This mod is great btw! MUCH better then the 'original' score graph. Very professional!
            Formerly known as "CyberShy"
            Carpe Diem tamen Memento Mori

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            • #81
              Need a bit of help.

              Is there anything that must be done other than putting the correct file in the correct folder? I have done that, but still get the old score graph.
              Early to rise, Early to bed.
              Makes you healthy and socially dead.

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              • #82
                have you tried clearing the cache (press and hold Shift key while civ is starting)?

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                • #83
                  Originally posted by Meisterkrieger
                  have you tried clearing the cache (press and hold Shift key while civ is starting)?
                  That worked. I have not seen that documented anywhere before now. Thanks.
                  Early to rise, Early to bed.
                  Makes you healthy and socially dead.

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                  • #84
                    I'm going to assume you're familiar with adding custom events, as this requires its onBeginGameTurn() function called.

                    The actual usage is pretty simple, however. Simply add 'import ResearchProgress' to the screens file, and then call 'ResearchProgress.getResearchHistory(iPlayer, iTurn)' from myGetHistory().

                    Oh, and I do recommend adding a check on 'max' (in updateGraph()) to see if it's 0, and returning if it is. Otherwise, you can get a divide by 0 error if someone tries this with a in-progress game (because none of the research points will have been saved yet).

                    If anything isn't clear, just ask.

                    Bh
                    Attached Files

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                    • #85
                      Thanks, I'll try it.

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                      • #86
                        Release v1.7

                        New version!

                        Changes:
                        • Research score graph! (Major credit to Bhruic.)
                        • Shows the name of best/worst rival.
                        • Shows the city in which a wonder has been built.

                        With Bhruic's research history, installing the mod is suddenly a much bigger deal (possibly requiring a manual edit of CvCustomEvents). I wrote long and hopefully comprehensible instructions in the readme, and I would appreciate it if some of the hardened veterans could look through them and make sure that they make sense .

                        Download version 1.7
                        Last edited by ulfn; December 14, 2005, 14:47.

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                        • #87
                          I think its more understandable to tell people exactly what to click for a default installation only. If they didn't do a default installation they're either: a) a decent windows hacker or b) screwed


                          Something along the lines of:

                          (1) There are two ways to navigate to the correct folder for custom game changes, either go to

                          C:\Documents and Settings\(The Installation User Name)\My Documents\My Games\Sid Meier's Civilization 4

                          or Click the 'My Documents' shortcut in your start menu and then double click 'My Games' and Sid Meier's...

                          Both routes get you to the correct folder. The important part is to realize that this is different from the installation folder of: c:\Program Files\Firaxis\Sid Meier's Civilization 4.

                          (2) If you have NOT installed any other mods, or have only installed previous versions of this mod, you may now just unzip the files to this folder overwriting the previous version now.

                          (3) If you have installed other mods you must check first to see if certain files are already in place that will be overwritten by step (2).

                          Then go into the detailed description of file changes which was more readable for me than steps 1-3
                          ~I like eggs.~

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                          • #88
                            I was wondering if there is an easy way to combine this mod with one which splits the units and buildings on the statistics tab. I have tried editing them together, but for some reason I keep ending up with nothing showing up in the info screen. Both mods work when I have them in there separately. I think I am missing something very simple, I just can't figure out what. Basically I would like to know if either there is an easy way to combine them or is this already done?

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                            • #89
                              Release v1.8

                              I was wondering if there is an easy way to combine this mod with one which splits the units and buildings on the statistics tab.
                              Not without getting your hands dirty. From your description it sounds like you are getting a python error. Check the log file (Logs\PythonErr2.log). Anyway, I split the tables for you.

                              Changes v1.8:
                              - Split the statistics table in two, one for units and one for buildings.
                              - Doesn't show the names of leaders you haven't met in the demographics tab.

                              Download version 1.8

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                              • #90
                                When you update your mod, you should also update the directory entry:

                                Creator of the Civ3MultiTool

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