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New feature: Auto apply Barbarian lens for military units #8
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JustNilt
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This should fix the minor issue where the citizen icons that appear when hovering over the banner end up blocking it and making it harder to click
* Added "More Lenses" mod Combined code from original CQUI and my "More Lenses" mod.
This merge should resolve any incompatibilities that the core CQUI mod has with the latest patch, as a result, #182 is now considered resolved. Keep in mind that other included mods like URS, BTS, and ML may still be affected by incompatibilities. Fortunately, these seem to be minor and fixes for any small issues that have arisen should be trickling downstream into CQUI as their respective authors push out compatibility changes Resolves #182
The production queue can now be enabled or disabled at any time from the in-game mod settings menu. This commit addresses item 7 in issue #134
Toggling this was already possible in the mod by clicking the cultural growth button in the cityview, but now it's persistent and also accessible from the mod options menu. Resolves item 8 in #134
This can be used to prevent settings controls from getting out of sync if they can be toggled from many different places. It is only necessary to register a control in this way if it can be changed from multiple places, otherwise they should remain in sync with the mod settings on their own
Now that the Winter Patch has fixed broken custom LOCs, I'm switching over to using that instead of hard coding strings. I've also made some minor tweaks to the LOCs stored within CQUI_Text_Settings.xml where broken or outdated, also removed the now obsolete cowboy/badcowboy strings
Credit to @ZhouYzzz for their excellent translation! Squashed commit of the following: commit 4fb9688378aecfe962a4f867aba9d548128114c6 Merge: 0ba862d 33cfe41 Author: chaorace <[email protected]> Date: Thu Dec 29 13:03:30 2016 -0500 commit 33cfe41 Merge: 07fd9b7 180d823 Author: Yizhuang Zhou <[email protected]> Date: Fri Dec 30 00:39:21 2016 +0800 commit 07fd9b7 Author: ZhouYzzz <[email protected]> Date: Thu Nov 17 21:38:17 2016 +0800 zh_Hans_CN pack 1
This is why I wish I could see previews when I merge via Github...
It's been way too long since I've done this! Huge thanks to @jacks0nX, @zeyangl, @RatchetJ, @velit, @astog, @the-m4a, and @ZhouYzzz for their excellent work on CQUI! I cannot aqequately express my appreciation for all of the consistently high quality work the CQUI contributors bring to the table, you folks are the lifeblood and magic of the open source community and the reason CQUI is as good as it is. ❤️
Resolves line 8 in #134
* Fixed an index nill error * Added a few missing lines of code that were missed from the update to v1.1
) * Icon Based Housing on City Panel Overview Applies the new icon-based amenities style to the housing section in the city panel overview * Great People Popup Improvements Added turns left indicator (resolves #149), improved spacing of UI elements, and added the GP class title back in even when there are none left to be claimed
Most of the entries are concerning mods that have already been manually integrated into CQUI which would be broken by also loading in their standalone counterparts. This also blocks use of YnAMP, which for some reason breaks CQUI in some circumstances (see issue #207 and issue 43 on the YnAMP Github tracker for more information)
This eliminates some unnecessary space from the header, freeing up room for the city details below
It's now a much prettier button!
This happened when the setting was changed using the culture button from the cityview. Now the mod control will update whenever the setting is updated
This only affects Amenities / Housing, where the total line was redundant. Food has been unchanged
These tooltips just duplicated the contents of the label text, there was no point in having them there and it was inconsistent with the rest of the UI
Disabling this setting could help improve performance on slower computers, especially if you normally play with tile yields set to off
This should help alleviate the stuttering caused by the show city info on hover feature
This commit adjusts the default settings to be less confusing for new users The bindings mode has been changed to "Enhanced" by default, since users keep complaining they lose their WASD binds when using CQUI The SmartBanner Unlocked Citizens icon has been disabled by default, since new users were confused by this icon and would frequently complain about it The default size of the Smart Work Icons has been lowered, as well as the default base size, to make the icons less offensive to look at without needing to adjust the setting. Permanently set the number of deck slots to 9!
Fixes #549 when game crashes if we try to choose trade routes since we have no available traders to make these routes.
This is a theoretical fix for an issue which I've been unable to reproduce. For some reason, TeamRibbon does not seem to load up after a BulkHide for some users, this may be by design or a bug in the core game, either way, now our code checks for this issue and sidesteps it now.
This commit fixes an issue where the incorrect housing values could appear between turns. Also fixed are some minor UI issues caused by the additional space taken by the fraction and stepwells not being correctly accounted for
Previously real housing from improvements function was updating data between turns or when changing city focus or changing government and so on. And as soon as housing from improvements never changes on these actions now we don't recalculate the same values and take them from a table. We recalculate these values when tiles improved/pillaged, when swap tiles and when tiles lost by culture bomb only. This should also improve performance a bit.
Removed trailing whitespace in citypanel.lua, notificationpanel.lua, citybannermanager.lua, plotinfo.lua to meet style standards
Builder lense settings were never enforced at the very start when I had them to zero in settings. Same probably happened to scout and archeos. This small fix should take care of it once and for all.
Production panel now updates on 'Events.CityFocusChanged'. Removed unnecessary lines when swap tiles and when change city yield focus as soon as they were added to update production panel.
Fixed 'CQUI_UpdateAllCitiesCitizens' function to not to use incorrect variable that caused crash sometimes when try to quickload a game right after swap tiles. And also fixed 'OnTileImproved' and 'RefreshOnTurnRoll' functions to not to use incorrect variable.
Removed trailing whitespace to meet style standards
This seems to fix the problem with InlandSea by avoiding a call to ClearHex if the list contains an invalid tile. Should also resolve #207
Introduces spanish LOCs for the Better Espionage Screen
This commit updates all files to conform to the style standards established in .EditorConfig. Going forward, I'll be enforcing this much more closely
The conflict with YNAMP has been resolved as of e4ee91d
This change should, along with f0d6fdc, resolve the crashing issues with Linux systems
Integrates @astog 's Modular Screens component: https://forums.civfanatics.com/threads/modular-screens.620112/ This enables modular additions to the UI in a portability-friendly manner
Introduces new Russian LOCs for the BES mod integration
All good things must come to an end. The mantle has been passed on and the mod, wonderfully, lives on! Here's one last big shoutout to the following amazing people, whose efforts are undoubtedly the reason CQUI exists today: Translators (first now and always): @deggesim @E1ectron @frytom @Lctrs @maxap @sejbr Simone1974 @wbqd @ZhouYzzz My favorite programmers on the whole planet: @vans163 <-- THE OG @astog @bolbass HellBlazer @jacks0nX @JHCD @ricanuck @SpaceOgre These amazing mod authors: Ace @astog Divine Yuri Greg Miller (GMiller7138 on Civfanatics) HellBlazer @kblease mironos And the rest of the old guard: @RatchetJ @Frozen-In-Ice @zgavin @olegbl @Proustldee @kblease @ofeka @zeyangl @Remolten @bestekov @cpinter @paavohuhtala @perseghini @benjaminjackman @velit @the-m4a @MarkusKV @apskim And finally a round of applause for the new guard: @Azurency @sparrow8332 @oerms @8h42 @cpinter @igorbrum @Timmeey86 It's been a wild ride and I had an amazing time! Apologies in advance to those I've failed to properly attribute. I <3 you all
Let's pretend I didn't just let a typo like that slip by after basically doing an endzone dance...
JustNilt
changed the title
New feature: Auto apply Barbarian lens for military uinits
New feature: Auto apply Barbarian lens for military units
Dec 8, 2017
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I'm working on auto-applying the Barbarian lens for military units. I've got it working, at the moment, but need to add the function for having it be enabled via the settings and ensure I added all the appropriate units. I've also added settings for auto applying both the scout and barbarian units for the MOAR unit units I use at the moment, so I'll need to strip those out later. This is tested only for very basic functionality with a single unit at the moment. Needs more extensive testing later.
Edit: OK, I'm confused and probably overtired. Shelving this until I look into things more and determine how to get my changes in here. I thought I could drop my modified file (just one to date) in but clearly that didn't work. My apologies for any confusion from a Github newb. :/
Edit2: Well, hell. Turns out I managed to be working in the wrong repository this whole time. LOL, Github newb indeed, eh? I'll go work in the other one. Turns out I needed to fork the project anyhow, then do my work in there. :D