
You can see it happen, with the AI not having completed its turn yet and beats you to the Wonder right as you’re opening up the Wonder screen. I’ve had turns where those popups are literally what stops me from beating the AI to picking something, where the turnover completes and I’m trying to claim a Wonder before anyone else can, and the AI gets it first simply by virtue of me having to close out all the damn popups first. Some can be hidden by closing the notification track, like diplomacy alerts, curiosities, etc, but others can’t - such as Era Stars, Research Unlocks, and Wonders Completing. Namely, we have no way that I’ve found to disable notifications popping up. Or rather, its annoying due to lack of a single UI feature, lol. The low turn-complete wait is largely due, I think, to the fact that the AI take their turns while you do, instead of doing them all at once at the end, like so many 4X games do.īut that has an annoying consequence. Message = 'addImmediateMessage: You selected Event: %s' % (eventTriggerName, eventTriggerNumber)ĬyInterface().What annoys me about this feature is kind of petty, lol. # some standard event trigger names as they apperar in theĮventTriggerName = eventTriggerKeyĮventTriggerNumber = CvUtil.findInfoTypeNum(gc.getEventTriggerInfo, gc.getNumEventTriggerInfos(), eventTriggerName) PopupInfo.addPythonButton(CyTranslator().getText("TXT_KEY_POPUP_SELECT_NEVER_MIND", ()), "") PopupInfo.addPythonButton(CyTranslator().getText("TXT_KEY_POPUP_SELECT_INSPIRED_MISSION", ()), "") PopupInfo.addPythonButton(CyTranslator().getText("TXT_KEY_POPUP_SELECT_SPORTS_LEAGUE", ()), "") PopupInfo.addPythonButton(CyTranslator().getText("TXT_KEY_POPUP_SELECT_EVENT_GOLD_RUSH", ()), "") PopupInfo.addPythonButton(CyTranslator().getText("TXT_KEY_POPUP_SELECT_EVENT_TIN", ()), "")
#Civ 6 news popups series
you will find all the most recent news on the Release Date for one of the greatest video game series of all time as well as an analysis of the previous release. including the release dates for the previous versions of Civilization and their expansions packs.
#Civ 6 news popups Pc
PopupInfo.addPythonButton(CyTranslator().getText("TXT_KEY_POPUP_SELECT_EVENT_SEA_TURTLES", ()), "") All the latest information about Sid Meier’s Civilization 6 Release Date for PC and Mac. PopupInfo.addPythonButton(CyTranslator().getText("TXT_KEY_POPUP_SELECT_EVENT_TRUFFLES", ()), "") PopupInfo.addPythonButton(CyTranslator().getText("TXT_KEY_POPUP_SELECT_EVENT_SALTPETER", ()), "") PopupInfo.addPythonButton(CyTranslator().getText("TXT_KEY_POPUP_SELECT_EVENT_BLACK_PEARLS", ()), "") PopupInfo.addPythonButton(CyTranslator().getText("TXT_KEY_POPUP_SELECT_EVENT_SPICY", ()), "") PopupInfo.addPythonButton(CyTranslator().getText("TXT_KEY_POPUP_SELECT_EVENT_HORTICULTURE", ()), "") # The following keys must be defined in the Text\CIV4GameText_Events_BTS.xml file. tOnClickedPythonCallback("selectOneEvent") # the following python routine must exist in the CvScreensInterface.py file. tText(CyTranslator().getText("TXT_KEY_POPUP_SELECT_EVENT",())) tButtonPopupType(ButtonPopupTypes.BUTTONPOPUP_PYTHON) Present the user with a list of event triggers and How exactly do you do this? I figured the answer may involve using something like getData1, but I couldn't get it to work. I tried various solutions, ranging from the ridiculous to the obvious, to no avail. The problem is, since the Python routine is in CvScreensInterface, it doesn't seem to pass it back to the main events file where I have my other functions.
#Civ 6 news popups update
For the third button, I want the game to update iTurnWar to reflect the new turn (something like iTurnWar = iTurnWar + 10) so it will display the popup again 10 turns later. The trouble, however, lies in the effect. The popup itself comes up just fine on the appropriate turn. There are three options, corresponding to "Yes," "No," and "Ask me again X turns later." I have queued it to trigger on a specific turn using a simple "if iGameTurn = iTurnWar" check. Live breaking news, national news, sports, business, entertainment, health, politics and more from CTVNews.ca. Here's a concrete example of what I'm trying to do: I have written a popup that asks the player if he wants to declare war on another player. Canada news, COVID-19 news and headlines from around the world. Perhaps I've just missed something obvious.


#Civ 6 news popups code
Your example was pretty much a self-contained operation (all the effects were coded right under the ID check), and I haven't found any others that work outside of the few lines of code after the "if ButtonID = x" statement.

I have a question about the effects of clicking on a button: I can't seem to get my results outside of the new function.
