Dear all,
Here you have it, the feature list of PowerSLICs 1.6. Is is sent to Dan for uploading and contaings two changes
- minor cosmetic things (detailed in the below feature list)
- English translation as optional installation.
This is my last PowerSLICs version until German patch 1.2 is available to me, when I will start checking for need to update my MOD to the patch and to include new code.
Regards,
TP
Feature List:
=============
1. Updated Dominique's Building MOD
Each time you build an improvement for a city, you will get a message informing you about this fact (including the info what you have just finished to build). This code has been published previously by Dominique, but with one tiny bug: I was slightly irritated by those double messages ("you have build XXX" AND "city queue in YYY is empty"). So I changed the code: Now you will get only one message directly after an improvement has been built (telling exactly this). From the next turn on, you will get the nice note that the queue is empty in case you forgot to build something new.
2. Public Work reminder
I belong to those people who do not look constantly on the public work status and therefore sometimes collect huge masses of PW before actually using them. This MOD will give you a friendly reminder in case you have too much PW unused which is not good for your productivity (working in Market Research, we like to call such things "opportunity costs"). So from now on, CTP will bang on your head as soon as you have too much unused PW. The absolute level needed to trigger this warning depends on the current player’s terrain improvement building abilities. To put it in words, this warning will be triggered in general when having 1000 PW unused. The following Advances will increase the amount of PW needed to trigger the warning as with those advances new and significantly more expensive terrain improvement options will be available:
Beginning with Stoneworking: 1500
Beginning with Seatravel: 1800
Beginning with Electricity: 2000
Beginning with Intelligent Materials: 2800
Beginning with Superconductor: 3200
Beginning with Robotics or Genetic Tailoring: 4400
I have changed this to my previous MOD as people have correctly telling me that my warnings pop up too often in later stages of the game. This flexible solution should put of the necessary PW level to the ”correct” stage, i.e. reflecting both terrain improvement options and higher absolute PW collection per round due to bigger civilisation size and city improvements like factories.
3. Disappearing Unit syndrome workaround
After I found out that this phenomena may be caused due to a interface inconsistency after you have researched a new advance, this SLIC part will force the user interface to be updated with the game’s internal status each time a human player begins its turn. I am not sure whether this really works, but it surely does not negatively effect the game at all. If it does not work for you, simply save the game (not via quicksave or autosave) as soon as a unit seems to be placed on the wrong tile.
4. Warning on spotted bombard-capable enemy units
As my copy of CTP is not able to autocenter on bombardments of my units, I have established two warning systems (second one follows later): As soon as one of your units or cities spots a bombard-capable enemy unit, you will get a nice warning. Therefore you should be able to "proactively" react. A small eye icon will allow you to center the map to this enemy unit. Note: This message will not be shown if your units spot a bombarding-unit which is currently in an enemy city as this would not be very realistic. For your convenience, you will be informed about the type of the bombard-capable unit and the type of the unit having spotted this enemy. I once got an error message telling me that the loop I programmed was out of bound. I am not sure whether this is relevant as it only happens to me when I artificially increase number of cities from one of my enemies for testing purposes. If you get this error message while playing normally, please inform me about it and I will dig into my code again.
5. Warning on bombarding
**** happens. Therefore you will get a warning as soon as one of your enemies has bombarded one of your units or cities. For your convenience, you will be informed about the type of the attacker and the type of the attacked unit.
6. (Improved) Ranking messages
Each round, there is a 10% chance that a ranking will be shown in a turn (however only if there have been at least 12 rounds played since the last ranking was displayed). Of course, the player will only be ranked on specific dimensions in case he has researched the necessary advances (Trade for Trade ranking, Undersea Colonies for Undersea Power, Space colonies for Space Power).
a) In 60% of those cases, the player will get informed on his current ranking for one of the following dimensions: Number of cities, Geographic spread, Amount of gold, Number of advances, Military power, Number of population, Power in Space, Power underseas or Number of trade routes.
b) In the remaining 40% of all ranking messages, the human player will be informed about his current rankings on all of the above described dimensions.
I have made this split as my previous version 1.2 of this MOD only made a) possible and I didn’t want to say goodbye to my previous approach. I think that it is somewhat more interesting to have two different kinds of ranking messages available. The 60%-40% chance split will make your heart bump whether you get the big picture about your relative position to competition or only limited knowledge (and thus have to wait for at least another 12 turns for the chance to get the full ranking information).
7. Updated alertboxes "You have found an advance after entering a goody hut" and ”You have found an advance after capturing an enemy city”
Due to a specific request, I have added a link to the Great Library for those two pieces of information so people can easily look at what they have just found or captured. I do not know anymore who requested it but I hope you are happy now
8. Synchronizing of important war messages work now
Although I am not a friend of real-time warfare at all, I like to watch the war animations in CTP especially as one can learn a lot on optimal stacking by looking at those animations. Unfortunately, with a little bit of experience, you can tell whether you will win a fight or whether you will capture a city (or get captured) by just looking at the icons which pop up before the actual war animation starts. This is a major spoiler, so I fixed it in the hope that I did change all potential spoiler icons. No worries, you will still get each of those messages, but now after the fight is over.
9. New messageicons for new messages
Bombarding warning messages now have their own icon (yellow arrow = bombarding-capable unit is spotted, red arrow = enemy has bombarded a unit/city). Same is valid for the Public Work reminder (the classical hammer), for the small ranking (the big one is displayed via an alertbox), for improvements having been built and for empty city queues (same icon as for improvements being built but with a big questionmark added). Finally Depp sent me a happyness icon so you will now get a blue smiley if one of your cities starts celebrating.
10. PowerSLICs 1.6 is available in German and English language.
Nothing major to say to this point. I hope you non-german speakers out there are happy now. I have simply translated everything in the hope that you like my English. If not it should be no problem at all anymore to change wordings to your personal style.
NOTE: FUTURE VERSIONS OF THIS MOD WILL NOT COME WITH THE GUARANTEE TO BE AVAILABLE IN OTHER THAN GERMAN LANGUAGE. I DID THIS BECAUSE THERE WILL BE NO FURTHER VERSION OF THIS MOD UNTIL THE GERMAN LOCALIZED PATCH 1.2 IS AVAILABLE AT LEAST.
Here you have it, the feature list of PowerSLICs 1.6. Is is sent to Dan for uploading and contaings two changes
- minor cosmetic things (detailed in the below feature list)
- English translation as optional installation.
This is my last PowerSLICs version until German patch 1.2 is available to me, when I will start checking for need to update my MOD to the patch and to include new code.
Regards,
TP
Feature List:
=============
1. Updated Dominique's Building MOD
Each time you build an improvement for a city, you will get a message informing you about this fact (including the info what you have just finished to build). This code has been published previously by Dominique, but with one tiny bug: I was slightly irritated by those double messages ("you have build XXX" AND "city queue in YYY is empty"). So I changed the code: Now you will get only one message directly after an improvement has been built (telling exactly this). From the next turn on, you will get the nice note that the queue is empty in case you forgot to build something new.
2. Public Work reminder
I belong to those people who do not look constantly on the public work status and therefore sometimes collect huge masses of PW before actually using them. This MOD will give you a friendly reminder in case you have too much PW unused which is not good for your productivity (working in Market Research, we like to call such things "opportunity costs"). So from now on, CTP will bang on your head as soon as you have too much unused PW. The absolute level needed to trigger this warning depends on the current player’s terrain improvement building abilities. To put it in words, this warning will be triggered in general when having 1000 PW unused. The following Advances will increase the amount of PW needed to trigger the warning as with those advances new and significantly more expensive terrain improvement options will be available:
Beginning with Stoneworking: 1500
Beginning with Seatravel: 1800
Beginning with Electricity: 2000
Beginning with Intelligent Materials: 2800
Beginning with Superconductor: 3200
Beginning with Robotics or Genetic Tailoring: 4400
I have changed this to my previous MOD as people have correctly telling me that my warnings pop up too often in later stages of the game. This flexible solution should put of the necessary PW level to the ”correct” stage, i.e. reflecting both terrain improvement options and higher absolute PW collection per round due to bigger civilisation size and city improvements like factories.
3. Disappearing Unit syndrome workaround
After I found out that this phenomena may be caused due to a interface inconsistency after you have researched a new advance, this SLIC part will force the user interface to be updated with the game’s internal status each time a human player begins its turn. I am not sure whether this really works, but it surely does not negatively effect the game at all. If it does not work for you, simply save the game (not via quicksave or autosave) as soon as a unit seems to be placed on the wrong tile.
4. Warning on spotted bombard-capable enemy units
As my copy of CTP is not able to autocenter on bombardments of my units, I have established two warning systems (second one follows later): As soon as one of your units or cities spots a bombard-capable enemy unit, you will get a nice warning. Therefore you should be able to "proactively" react. A small eye icon will allow you to center the map to this enemy unit. Note: This message will not be shown if your units spot a bombarding-unit which is currently in an enemy city as this would not be very realistic. For your convenience, you will be informed about the type of the bombard-capable unit and the type of the unit having spotted this enemy. I once got an error message telling me that the loop I programmed was out of bound. I am not sure whether this is relevant as it only happens to me when I artificially increase number of cities from one of my enemies for testing purposes. If you get this error message while playing normally, please inform me about it and I will dig into my code again.
5. Warning on bombarding
**** happens. Therefore you will get a warning as soon as one of your enemies has bombarded one of your units or cities. For your convenience, you will be informed about the type of the attacker and the type of the attacked unit.
6. (Improved) Ranking messages
Each round, there is a 10% chance that a ranking will be shown in a turn (however only if there have been at least 12 rounds played since the last ranking was displayed). Of course, the player will only be ranked on specific dimensions in case he has researched the necessary advances (Trade for Trade ranking, Undersea Colonies for Undersea Power, Space colonies for Space Power).
a) In 60% of those cases, the player will get informed on his current ranking for one of the following dimensions: Number of cities, Geographic spread, Amount of gold, Number of advances, Military power, Number of population, Power in Space, Power underseas or Number of trade routes.
b) In the remaining 40% of all ranking messages, the human player will be informed about his current rankings on all of the above described dimensions.
I have made this split as my previous version 1.2 of this MOD only made a) possible and I didn’t want to say goodbye to my previous approach. I think that it is somewhat more interesting to have two different kinds of ranking messages available. The 60%-40% chance split will make your heart bump whether you get the big picture about your relative position to competition or only limited knowledge (and thus have to wait for at least another 12 turns for the chance to get the full ranking information).
7. Updated alertboxes "You have found an advance after entering a goody hut" and ”You have found an advance after capturing an enemy city”
Due to a specific request, I have added a link to the Great Library for those two pieces of information so people can easily look at what they have just found or captured. I do not know anymore who requested it but I hope you are happy now
8. Synchronizing of important war messages work now
Although I am not a friend of real-time warfare at all, I like to watch the war animations in CTP especially as one can learn a lot on optimal stacking by looking at those animations. Unfortunately, with a little bit of experience, you can tell whether you will win a fight or whether you will capture a city (or get captured) by just looking at the icons which pop up before the actual war animation starts. This is a major spoiler, so I fixed it in the hope that I did change all potential spoiler icons. No worries, you will still get each of those messages, but now after the fight is over.
9. New messageicons for new messages
Bombarding warning messages now have their own icon (yellow arrow = bombarding-capable unit is spotted, red arrow = enemy has bombarded a unit/city). Same is valid for the Public Work reminder (the classical hammer), for the small ranking (the big one is displayed via an alertbox), for improvements having been built and for empty city queues (same icon as for improvements being built but with a big questionmark added). Finally Depp sent me a happyness icon so you will now get a blue smiley if one of your cities starts celebrating.
10. PowerSLICs 1.6 is available in German and English language.
Nothing major to say to this point. I hope you non-german speakers out there are happy now. I have simply translated everything in the hope that you like my English. If not it should be no problem at all anymore to change wordings to your personal style.
NOTE: FUTURE VERSIONS OF THIS MOD WILL NOT COME WITH THE GUARANTEE TO BE AVAILABLE IN OTHER THAN GERMAN LANGUAGE. I DID THIS BECAUSE THERE WILL BE NO FURTHER VERSION OF THIS MOD UNTIL THE GERMAN LOCALIZED PATCH 1.2 IS AVAILABLE AT LEAST.
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