Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: add "Civ Pop Count" display on WoldGen GUI  (Read 127 times)

EpicMadness

  • Bay Watcher
    • View Profile
add "Civ Pop Count" display on WoldGen GUI
« on: July 12, 2018, 07:52:25 am »

is there a way to modify the WorldGen GUI to display Civ populations as well?

currently WorldGen only displays:
Code: [Select]
The Age of _
Year _
Hist Figs: _
Dead: _
Events: _

i want it to display something like this:
Code: [Select]
The Age of _
Year _
Hist Figs: _
Dead: _
Events: _

Dwarves: _
Humans: _
Elves: _
Goblins: _
Kobolds: _
Logged

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: add "Civ Pop Count" display on WoldGen GUI
« Reply #1 on: July 12, 2018, 09:54:31 pm »

No. Modding can't do everything.
Logged
It could well be the thing controlling the number of ducklings is the number of homosexual male ducks
Don't trust this toaster that much, it could be a villain in disguise.
If you are hosting a space game, message me, please.

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: add "Civ Pop Count" display on WoldGen GUI
« Reply #2 on: July 12, 2018, 10:17:25 pm »

I've often wondered if it's possible to output the data somehow though. It'd be nice to see what the population of certain towns was, back when the event you're reading about in history happened.
Logged

EpicMadness

  • Bay Watcher
    • View Profile
Re: add "Civ Pop Count" display on WoldGen GUI
« Reply #3 on: July 12, 2018, 10:46:50 pm »

No. Modding can't do everything.

aw too bad, i was thinking that considering the game is already tracking them realtime while doing worldgen simulation it should've been possible to put them in.
exporting worldgen info everytime is a pain, not to mention i can't keep track of which civ goes extinct until worldgen finishes.
Logged

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: add "Civ Pop Count" display on WoldGen GUI
« Reply #4 on: July 13, 2018, 02:58:38 am »

No. Modding can't do everything.

aw too bad, i was thinking that considering the game is already tracking them realtime while doing worldgen simulation it should've been possible to put them in.
exporting worldgen info everytime is a pain, not to mention i can't keep track of which civ goes extinct until worldgen finishes.
Yeah, many things are hardcoded and can't even be DFHacked.
Logged
It could well be the thing controlling the number of ducklings is the number of homosexual male ducks
Don't trust this toaster that much, it could be a villain in disguise.
If you are hosting a space game, message me, please.

kiwiphoenix

  • Bay Watcher
    • View Profile
Re: add "Civ Pop Count" display on WoldGen GUI
« Reply #5 on: July 14, 2018, 06:19:06 am »

As a rule of thumb, direct changes to the UI appear to be mostly impossible.

The DFHack Labour Manager uses its own custom interface, for instance.
While it's very impressive, I doubt they'd have gone through the trouble if there was an easier way.

Reckon a script could print out the populations in the DFHack window, but that just shaves maybe two keystrokes off the normal export method.
Logged

EpicMadness

  • Bay Watcher
    • View Profile
Re: add "Civ Pop Count" display on WoldGen GUI
« Reply #6 on: July 14, 2018, 07:28:32 am »

civ population in realtime would've saved time in waiting for the sim to finish though, i could just abort early when some civ goes extinct interim for example.
this is fairly crucial when worldgen could take a couple of minutes or even a few hours if its set to simulate a thousand years.
« Last Edit: July 14, 2018, 07:30:03 am by EpicMadness »
Logged