席德·梅尔的文明VII

席德·梅尔的文明VII

Enhanced Town Focus Info
32 条留言
johnyoga 10 月 9 日 上午 6:53 
Thank you for the mod.

I hope that the mod continues to be updated here in the Workshop, too, please. It makes it simple to add to the game.
zatygold  [作者] 10 月 8 日 下午 11:57 
zatygold  [作者] 10 月 5 日 下午 9:54 
Antis00 and anyone else, due to me being extremely busy, I have uploaded the mod to a public repo on Github.

It is now open to the public for updates, any help is appreciated, especially with language changes. Any questions, you can message me on Discord via DM or join my personal server.
antis00 10 月 4 日 上午 9:48 
Hi zatygold

1. We have wrong "\text\en_us\InGameText.xml". This xml does not have corect format.

You lost tags at the end of this file

<Text>HAPPINESS_PER_RESOURCE</Text>
</Replace>
<Replace Tag="LOC_MOD_ETFI_RESOURCES">
<Text>RESOURCES</Text>
</Replace>
</EnglishText>
</Database>


2. Another mods use another format for localization.

<Database>
<LocalizedText>
<Row Tag="LOC_OPTIONS_GROUP_LF_YIELDS" Language="de_DE">
....
</Database>

We use
<?xml version="1.0" encoding="utf-8"?>
<Database>
<RussianText>
<Replace Tag="LOC_MOD_ETFI_SPECIAL_QUARTERS">
<Text>Уникальные Кварталы</Text>
</Replace>


I'm not sure if that's accurate. But why not
zatygold  [作者] 10 月 3 日 下午 5:37 
Initially, looking into it, I found that the mod works fine on its own. Therefore, this suggests what you have experienced is mods being incompatible. I am not surprised because this mod was not designed properly and most other mods, if needed, work around this issue.

I am currently trying to figure out how to refactor the code to be more mod friendly as a separate instance, but I am not a skilled modder yet. The code is not originally mine and I need to read a lot and learn. The other option is to have a more experienced modder help me, contribute to this mod, or add their own version of this feature to their existing mod.
Tian'anmen890604 10 月 2 日 上午 5:06 
zatygold thank you
zatygold  [作者] 10 月 1 日 下午 4:46 
I am very busy right now and it may take me a while to find the problem and fix it. I will try to find some time to review the mod and see what I can do this weekend.
Tian'anmen890604 9 月 30 日 下午 11:49 
I can't start the game with this mod
grim 9 月 30 日 下午 9:34 
Game will not run after mod update.
The stoic prince 8 月 15 日 下午 3:55 
I have the Italian version of civ 7, I can't see the parameters, it doesn't show them... I only installed user interface mods
zatygold  [作者] 8 月 15 日 上午 8:35 
I don't know if it causes lag, I doubt it though. However, I did find a memory leak in the Modern Age when opening the resource manager. It has already been confirmed by a representative, reported to the devs, and there should be patch for it soon
Patient 8 月 15 日 上午 8:03 
@Coolio and @zatygold thank you thank you :)
Jägermeister 8 月 15 日 上午 4:32 
does it also cause lag in the late game on a big map?
zatygold  [作者] 8 月 14 日 下午 8:13 
At the moment there is a mod conflict in the code, but beezany already (long time ago) resolved any mod conflicts with their mods regarding this one. This means there could potentially be mod conflicts with other mods, but not from any of beezany's. I intend to resolve this issue in the future so that there won't be any conflicts
Del Alcázar 8 月 14 日 下午 7:43 
So glad this is back! Absolutely crucial mod!
coolio6556 8 月 14 日 下午 7:36 
Patient, I've been using them together since before they've been posted on the steam workshop with no issue.
Patient 8 月 14 日 下午 3:47 
Nice nice! Sorry I'm out of the loop, does this work with beezany's City Hall mod?
frazerslp 8 月 14 日 下午 3:27 
Thanks for adding it tto the workshop!
zatygold  [作者] 8 月 14 日 上午 10:19 
I understand now. Right now it does not count the Unique Improvement such as the great wall even if it has production on it because the Mining Town check currently is for Camps, Woodcutters, Clay Pits, Mines, and Quarries.

I will look at resolving this, I think I will be able to get it working; just need some time to read
The Pope 8 月 14 日 上午 9:45 
That's what I'm getting at; Resort Town just checks for Happiness yields, so if a tile has happiness, you can call it a day. But for, say, Ming Great Wall, you can't say "Check for production, if yes assign it to mining town", because if it's built in the Plains for example, there's always going to be Production on it even if it's built over a Farm.
zatygold  [作者] 8 月 14 日 上午 9:31 
This is what I am using:
GameplayMap.getYield(location.x, location.y, 'YIELD_HAPPINESS', GameContext.localPlayerID)
zatygold  [作者] 8 月 14 日 上午 9:29 
The Pope, if you have any screenshots to support its not working for unique improvements like the Great Wall, please share. I am certain I am checking the tile for a specific yield and not was is associated with the tile.

For example, the Resort Town if a mining tile has a happiness yield on it then that mine will be counted.
The Pope 8 月 14 日 上午 9:26 
Unfortunately you can’t just check a tile for production or food because production can be on a farm and food can be on a mine, based on the terrain. Now if you can compare it to the default state of that tile that’d be different.
SamofWilds 8 月 14 日 上午 9:25 
Thanks for bringing this back! This and the policy yield previews mod should honestly be in the base game so thanks for the hard work to bring this to steam workshop
coolio6556 8 月 14 日 上午 8:23 
I'm a big fan of this mod so I'm glad it's being updated. That being said, I would recommend adding credits to the original author in the description. Thanks for this!
zatygold  [作者] 8 月 14 日 上午 2:30 
I think I found the solution to that problem with the Resort town, I check all the improved tiles for the happiness yield. In one of my testing saves, I have an Ortoo on a farm improved with happiness on it and it accounts for that.
The Pope 8 月 14 日 上午 12:20 
Understandable; I went some time messing with the code trying to get it to work.

Religious town is honestly pretty easy, it's just a building count and adding a happiness modifier. I was actually able to figure that one out on my own even with my own loose understanding of javascript.

The real nightmare was improvements. While I was able to get the mod to register all, say, Ming Great Wall tiles for Farming/Mining Towns, I couldn’t figure out how to get the mod to look at the underlying terrain to determine if the Unique Improvement in question was replacing a farm, mine, fishing boat, clay pit or woodcutter. Some are reasonably simple; obviously Hidden Fortresses can only go on mines, but most unique improvements are flexible, meaning it has to always be checking the underlying terrain. I tried to ask the developer of Map Trix for help, but they basically just suggested I use their code and try to figure out on my own, which I attempted for hours before giving up in frustration.
zatygold  [作者] 8 月 14 日 上午 12:01 
I am working on Urban Town and Religious Site, but its not my original code, so I need to read and understand what is going on. I worked primarily on the Resort Town this time while making the small changes to the Hub Town and Mining Towns.

Hopefully by next week, I will have something for the Urban Town, but its going to be difficult because the original code is not organized very well and not easily reusable.
The Pope 8 月 13 日 下午 11:04 
Thanks for doing what you could. Is the Urban Town update something you can fix going forward, or is that out of your purview?

The other big problem was that Unique Improvements were not being calculated into these. Is that something you could do? Or would that be too hard to manage?
zatygold  [作者] 8 月 13 日 下午 7:36 
This is the same, I edited the files to update what I could understand. I fixed the hub and mining towns. I also added in the Resort town. The urban town has been taken out due to that code needing a lot of rework.
coolio6556 8 月 13 日 下午 7:29 
Is this the same as Enhanced Town Focus Info by "mallek561" on CivFanatics?