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抱歉,夏天的时候忙着搬家忘了这事。已经更新了,应该没有问题了(大概
咦🤔 我之前用的时候还是好使的。 改天有空康康
Or I’ll remember the changes I made, or I can find them back, thanks to backups of my mod folder I often make, for this very reason. (I hate how Steam manages mods…)
Well, all thanks to you !
Actually, I am not considering this kind of change will be problematic or cause conflict. I am just thinking about the future, if I make new updates, the changes you made in the local copy may be overwritten by the updates, for example , the index will be updated to 3 (I am not sure here, need to do some googling Xd). Moving them to setting file allows you to save a copy of it and withstands the changes. ☺️
Anyway, I will figure it out before moving forward. Thank you again for your comments and kind words. 😊
Do you think it could be problematic ?
When I modify something, it's blindly, by trial and error, hoping that it works. x)
Worst case scenario I simply reset said mod ! ( And ask the modder… ) ^^
Here that seems to do the trick. I also reorganized some other UI mods icons with a similar « child index » modification, and haven't encountered any unforeseen effect yet. But never know, with all mods out there… Conflict isn’t rare !
Ah, great catch! Thank you. There are so many things to play with in setting up the UI.😂Do you think it is a good idea to put these indices as variables in the setting file?
Well, that’s been quick ! Can’t tell about Babylon yet, gonna try soon.
But for the buttons it’s working ! I just lowered their « ChildAtIndex » and boom ! Top left ! It really is just a detail, but damn, it really is very pleasing ! x]
Thanks much ! Top-notch !
Hi,
I just post a new update to the mod. You can have a try.
Babylon tech reminder: Now it is possible to activate it. By default it is unable, but you can click the tech button and it will activate for the whole game until you click it again. If you want to make it available anyway for any Babylon games, you can change "user_defaultBabylonTechStop" to false in the AnPo_User_Settings.lua.
Button position: You can change the value of "AnPo_ButtonPosition" to "InfoStack" in AnPo_User_Settings.lua. By doing so, the buttons come after the trade route or envoy detail button. I am not sure if I can make it to the beginning of the top panel. Let me know and I will try. xD
Have a great day!
I should have guessed, it’s never as simple as it may seem x)
Well I can switch it back then ^^ Haven’t played Babylon since anyway so I don’t know how it would have turned out !
For the buttons, if you find, that would be so cool !
I think they would fit perfectly top left, just over the other research buttons / panels.
But that’s mostly mania speaking ^^ it’s just an aesthetic detail, so, otherwise, it’s right as it is now already anyway ! Thanks for your attention =)
Thank you for the comments. ☺️
Regarding the reminder for Babylon, I think some logic needs to be rewritten. The buttons are introduced later so there is some nasty stuff to handle the tech reminder for Babylon. I intended to improve it. Thank you for reminding me. 😄 I try to push the changes today, probably.
When it comes to the buttons, tbh, I am not very familiar with the UI but I can take a look to see if it is possible to put it to the leftmost of the top panel.
I looked at mods that adds their things to that place instead of the right side of the top panel, but at most I only managed to make the buttons disappear ^^
I’d find them to be better there. But that’s nickpicking though.
It’s really nice, very useful and well-made. Thanks much !
@号码菌 十分感谢!已经更新了。之前计算一直都搞不明白。
文明冷知识:
游戏中触发尤里卡给的科技值 = 向下取整(研究项目所需的科技 × 尤里卡比例 - 0.5)
例如一个科技所需花费时40点,你选了中国领袖有50%的尤里卡值,触发尤里卡后的科技值为:math.floor(40*50% - 0.5) = math.floor(19.5) = 19。并非手动计算得到的 20点科技。这是官方特性,为此我也困扰很久。
The mod is not hardcoded in terms of figures, instead it reads ingame info about the cost, progress and boost of a specific civic/tech each turn. So, yes, it works with China's extra bonus (you may also notice that the Near Future Governance civic can be boosted to 90 % if receiving an inspiration), and the cost will be cheaper if the civic/tech is from previous era.
However, this mod only cares about cost, progress and boost. So, before the turn of a new era, it still just compares if the current progress plus potential boost is equals to or greater than the cost. Let's say that it is not predicting anything. It may be a good idea to add this feature, but tbh I am not sure how to do it accurately. Need to do some homework before starting coding.
爱你