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View Code? Open in Web Editor NEWCivilization 6 mod - UI enhancements, reduce clicks and manage your empire faster!
License: MIT License
Civilization 6 mod - UI enhancements, reduce clicks and manage your empire faster!
License: MIT License
Issue by 0SirLoin
Friday Nov 25, 2016 at 12:07 GMT
Originally opened as CQUI-Org/cqui#143
Especially in the late game and with the added popups for having reached inspiration and eureka limits one often misses a lot of this information. Would it be possible to have an option to convert these popups to these permanent infos on the right screen where you can choose when to read them (like having a dow, unit attacked, unit killed etc.)
Also on that matter another suggestion: Like in the community mod pack for Civ5 having such notifications for border growth and population growth would be very helpful because when playing with a lot of cities you often miss these events.
Issue by layzsmurf
Monday Nov 14, 2016 at 15:31 GMT
Originally opened as CQUI-Org/cqui#98
Religious Units can replenish health near holy sites, but the Interface does only offer Skip turn or Fortify - I am not sure if it is possible within the code to enable a button for "Fortify until healed" if such a unit is on/or adjacent to a holy site.
Issue by layzsmurf
Friday Nov 11, 2016 at 07:52 GMT
Originally opened as CQUI-Org/cqui#75
The default UI does hide this information from the player. E.g. if you lose access to Iron, your Swordman won´t heal, but you still can issue the "rest until healed" command.
One Idea would be to grey out this the rest until heal button - with a mouse over message saying, that its missing resources.
Maybe a message on the right would also be helpful - E.g. damage unit $Name cannot heal due missing strategic ressource $Ressource.
Issue by ProustIdee
Sunday Nov 13, 2016 at 15:15 GMT
Originally opened as CQUI-Org/cqui#94
Just wondering how cases like this should be handled, or left as-is.
Issue by jacks0nX
Sunday Nov 06, 2016 at 12:03 GMT
Originally opened as CQUI-Org/cqui#50
Similar to the tech/civic popups, disable popup for wonders/natural wonders and play the audio instead, if selected in the CQUI options.
Issue by chaorace
Saturday Oct 29, 2016 at 08:58 GMT
Originally opened as CQUI-Org/cqui#3
Haven't tested it myself, but it's something to look at for sure
Issue by DavidGasku
Wednesday Nov 09, 2016 at 18:35 GMT
Originally opened as CQUI-Org/cqui#63
This would improve the usability.
Issue by Hulkster
Sunday Nov 06, 2016 at 21:23 GMT
Originally opened as CQUI-Org/cqui#51
Hi
At the moment advisor icons are enabled only in tutorial mode.
Could you make them a configurable option so that they can be easily turned on instead of editing files?
Issue by Auda35
Thursday Nov 10, 2016 at 22:24 GMT
Originally opened as CQUI-Org/cqui#71
Firstly, congratulations for your work, the mod is becoming amazing.
I really like the new Map Pins with the districts and the wonders icons, but i think it is failing to take advantage of all its potential. What I would like is to use this system not only for planification of future wonders or districts but to assign labels to the map to name Features (mountains, forests, lakes, rivers, deserts) and Regions on the map. Something similar to the Map Labels mod for civ 5 http://forums.civfanatics.com/threads/map-labels.530637/
I've tried to edit it for myself and this is what i've got.
What i miss are icons for rivers and other features.
Could it be possible to add icon for rivers, mountains, jungles, natural wonders, etc the same way you've added for districts? Or if you dont like the idea could you indicate me how can i add them for my personal use? Thanks in advance and excuse my poor english, obviously is not my native language.
Hi Sparrow,
A few strings are hardcoded.
Woudl you make it possible to translate them?
(1) DEAL TERMS
cf.
\Integrations\IDS\diplomacydealview.xml
Line: 189
<Label ID="DealTermsLabel" String="DEAL TERMS" Anchor="C,T" Style="FontBoldFlair26" FontStyle="glow" Color0="GoldMetalDark" Color1="0,0,0,200"/>
(2) - Cede
cf.
\Integrations\IDS\diplomacydealview.lua
Line: 1917
button.IconText:SetText(button.IconText:GetText() .. '[COLOR_Civ6Green] - Cede[ENDCOLOR]');
(3) - Return
cf.
\Integrations\IDS\diplomacydealview.lua
Line: 1922
button.IconText:SetText(button.IconText:GetText() .. '[COLOR_Civ6Red] - Return[ENDCOLOR]');
(1) Promotion Available
cf.
\Integrations\URS\reportscreen.xml
Line: 1125
<Image Offset="0,-1" Texture="Stats32" Size="32,32" Anchor="R,C" ToolTip="Promotion Available" Icon="ICON_PROMOTION"/>
(2) In Formation
cf.
\Integrations\URS\reportscreen.xml
Line: 1135, 1173, 1244, 1280, 1320
<Image ID="Formation" Hidden="1" Offset="0,-1" Texture="Stats32" Size="32,32" Anchor="R,C" ToolTip="In Formation" Icon="ICON_UNITCOMMAND_ENTER_FORMATION"/>
Issue by SeanV12
Thursday Nov 24, 2016 at 04:25 GMT
Originally opened as CQUI-Org/cqui#139
Building an offshore oil rig improvement does not cause the Oil resource icon on the map to be dimmed as expected.
EDIT:
This is using commit 0cf9708
Issue by chaorace
Saturday Oct 29, 2016 at 21:02 GMT
Originally opened as CQUI-Org/cqui#8
Self-explanatory, I'm thinking science icon links to science victory ui, religion to religious victory ui, tourism to culture victory ui, trade to trade ui, diplomats to city state ui, luxury icons to City Status page in reports ui. Unsure of what to do with tourism/gold yields
Issue by vttale
Monday Dec 19, 2016 at 22:24 GMT
Originally opened as CQUI-Org/cqui#172
It has the same wording, yet "Your delegate, Abby, has learned that Russia has built a [sic] Ancient Walls in St. Petersburg" was not filtered out like the external district messages have been.
Issue by RealAntithesis
Sunday Nov 06, 2016 at 03:10 GMT
Originally opened as CQUI-Org/cqui#47
Proposed enhancement to the city screen: hotkeys to switch the various views as follows:
Issue by vttale
Friday Nov 18, 2016 at 01:44 GMT
Originally opened as CQUI-Org/cqui#110
Could the number of spillover hammers you have after completing a project be displayed in the top box? Like, right now I'm looking at my city screen after having overproduced on a builder and not only does it say "Art museum completed" because of that other bug with showing the previous thing made, it also has a pretty useless "0/265" below it which would be a whole lot more useful if it were instead "42 excess {cog}" or such.
Issue by vttale
Monday Dec 19, 2016 at 16:34 GMT
Originally opened as CQUI-Org/cqui#168
Denounce could really, really use a confirmation popup. Twice now I've been too quick to denounce a leader I was actually trying to declare friendship with.
can't open the Policies screen :(. Sound triggers, but screen never appears. Other screens appear just fine so far. Thank you!
Issue by zeyangl
Friday Nov 25, 2016 at 02:19 GMT
Originally opened as CQUI-Org/cqui#142
Civ 6 map scrolling suffers from a few issues.
I'm putting this up as a feature request. It would be nice if this can be properly implemented.
Issue by kpagcha
Wednesday Nov 09, 2016 at 08:52 GMT
Originally opened as CQUI-Org/cqui#60
I wonder if there is any way to disable the Civ 5 style cityview component, otherwise it might be a good idea to implement a toggle option. Why?:
Issue by chaorace
Monday Nov 07, 2016 at 08:28 GMT
Originally opened as CQUI-Org/cqui#53
Compress information on the victory panel so it's easier to use. See here for discussion
goverment screen fixed -
city build screen reverts to vanilla after loading a save game reverts to vanilla and cannot place district/wonder
Issue by RealAntithesis
Sunday Nov 06, 2016 at 03:25 GMT
Originally opened as CQUI-Org/cqui#48
If a city requires a production build to be selected, clicking the next action button (or using the hotkey - which is my standard way of doing it - which I've mapped to an extra button on my mouse) should bring up the full city screen view with the left and bottom information panels and the build list on the right.
However, if a city requires a build order ("Choose Production") and this is the next action, but I'm currently in another city's city screen, going to the next action (using the hotkey) will focus on the city requiring the build order, but only open left and bottom city panels, without the build list. Pressing the next action hotkey again (or just clicking on "Choose Production") will then open up the production list, but then inexplicably hide the bottom information panel.
It's also worth mentioning that this screen cannot be right-clicked out of to exit.
It would be great if progressing to the next action that requires choosing production in another city when I'm currently in a different city screen, just opens up the full (proper) city screen of the city that requires the build order. The strange behaviour with the city panels could be a bug?
Active mod:
Save file:
00001-test.zip
Log file:
Logs.zip
Note that I play Civ6 in Japanese.
Interestingly, I can't reproduce this issue when I switch the language.
Similar report?
Civ 6 UI Disappears while loading turn Modded [1.0.0.167]
http://forums.civfanatics.com/threads/civ-6-ui-disappears-while-loading-turn-modded-1-0-0-167.622472/
Issue by chaorace
Monday Nov 28, 2016 at 20:57 GMT
Originally opened as CQUI-Org/cqui#148
I have been curious about this for a while, how do people feel about the hex highlighting in the city screen (or during hover). The hex highlighting basically shows the worked and locked tiles. I added this in ML Summer Update, but have not heard any feedback. Do most people just disable it? How would you like me to improve on that? Like a delay on the hover?
I would post this in my repo, but this has more active users...
Issue by zxcvforz
Thursday Dec 01, 2016 at 12:19 GMT
Originally opened as CQUI-Org/cqui#157
This is what it looks like:
Note how the map pins labeled "HS", "CH" and "EC" are almost completely covering up the empty citizen buttons that are supposed to be there; we can only just make out the outline of those citizen buttons, and only because we are actually looking for them.
And both the pins and citizen buttons scale with mouse zoom, so at all zoom levels the map pins will still cover the empty citizen buttons.
Suggestion: offset the map pins downwards. The map pins are also covering up the yield icons in both normal world view and strategic view. Something needs to be done about them sooner or later anyway.
Issue by olegbl
Saturday Nov 12, 2016 at 03:14 GMT
Originally opened as CQUI-Org/cqui#85
The new panel looks great, but it's tool big when UI Scaling is on:
It also doesn't respond to hotkeys (esc, etc...) so there doesn't seem to be any way to close it once opened.
This can be worked around by changing options, quick saving then quick loading.
Quite late game I couldn't come off the demand window. I had to force close the game.
Issue by vttale
Saturday Nov 19, 2016 at 03:57 GMT
Originally opened as CQUI-Org/cqui#116
The popup that lists that we've gotten a boost for something it doesn't really say why clearly, though the prose often hints at why. It'd be nice if where it said BOOSTED it gave what the requirement for the boost was.
Ideally, it would depend on how the boost was REALLY earned, but I don't know if you have access to that. That is, while it is usually from the requirement listed in the tree they can come from any of a goody hut, a great person, or a city-state bonus. It'd be nice if it was explicit how the boost happened.
I clearly have seen this issue multiple times now (I can often reproduce this bug by double clicking on the city banner for exemple)
What it think it is
It's seems to be related to the new city banner hovering, this line to be exact (when it's commented, I don't see the bug when clicking on the banner)
We should also not exclude the fact that I tweaked the CQUI_OnInterfaceModeChanged
of the citypanel.lua
and it might have introduced a buggy behavior (but I don't think so, it's only when I click the banner that I see this endless sliding, when I click on the city itself on the map, it's working fine)
Playing 3 or 4 days ago and the game wouldn't let my turn progress without using the city ranged attack. Which I didn't want to use as I wanted to get some exp for one of units the following turns and there was no where for the enemy unit to escape or pillage.
Didn't right clicking on the Big Button used to end your turn no matter at one point? (may be thinking of a different game too!)
Issue by jacks0nX
Sunday Nov 20, 2016 at 13:10 GMT
Originally opened as CQUI-Org/cqui#124
I can collapse and thus hide certain items in a cities production panel, which reduces the panel to the items I intend to use. For some reason the devs decided to not remember this setting upon reentering said city.
Would be a QOL and for people with smaller screen probably more than that.
Issue by vttale
Monday Dec 19, 2016 at 20:20 GMT
Originally opened as CQUI-Org/cqui#169
When you've played a lot you start to remember that learning Guilds will provide a eureka for Banking, and so on, but it'd help if this was highlighted in some way -- like a bold font and colour change for the thing that leads to a boost. For example, the eureka for Gunpowder is "Build an armory" so in Military Engineering the Armory icon could have a highlighted border.
Along those lines, if there's a city-state quest active for something like "Build a Swordsman" it'd be great if that were highlighted as well, both in the tech/civics tree and in the build screen.
Issue by chaorace
Sunday Oct 30, 2016 at 16:23 GMT
Originally opened as CQUI-Org/cqui#25
I'd like pretty much every screen and panel that can be dismissed to have a RMB bind for quick closing. For example: Tech/Civic trees, Gov, Religion, and GP views, Rankings, Reports, City-States and Trade views as well. If possible, also work on a way to quickly exit leader dialogs that don't require interacting (denounce, compliment, etc)
Issue by chaorace
Friday Nov 04, 2016 at 23:53 GMT
Originally opened as CQUI-Org/cqui#40
Barring the very early game, great prophets don't really bear any relevance to someone visiting the GP view. Because of this, it makes sense to move the great prophet panel to the last slot on the GP view... and to possibly even hide it entirely once all available great prophets have been created
Issue by Rapsynrev
Sunday Dec 18, 2016 at 22:11 GMT
Originally opened as CQUI-Org/cqui#166
Sometimes it can be over a minute for the AI to go through their turns so it would be nice to be able to get up, grab a drink, and have the banner notifications of what happened stick around (ie Japan's city center bombarded unit X for 20 damage). In Civ V there was a log that you could click which would store all of those notifications so all you have to do is click it and you can scroll back as far as you want. Would this be possible to implement?
When a city has an enemy unit in attack range and I click on the targeting icon, instead of the targeting interface, it brings up the city's construction interface.
Reloading the savegame seems to solve the problem, though.
Issue by White-Oak
Sunday Oct 30, 2016 at 17:30 GMT
Originally opened as CQUI-Org/cqui#27
Currently, there is a lot of unused space in Tech Tree, which is why it looks rather sparse and is difficult to scroll along. Is is possible to squash technologies closer to each other?
Issue by ucolaf
Wednesday Nov 16, 2016 at 21:03 GMT
Originally opened as CQUI-Org/cqui#108
Please include a border info like the pics, i cant see any overview for this.
maybe 2 icons , green open for me , red open for other
many thanks, great mod, but i must remove
UI/Screens/TechTree.lua
UI/Screens/CivicsTree.lua
i use improved Improved Tech Tree, maybe you can include ?
toppanel.lua & toppanel.xml need updating to post patch to allow top bar addon mods to work without having to override the files
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