Got you about the horsemen, where is that in case I want to disable it please?
It does that production thing every time, it always shows the wrong thing, ill have alook there, (im no expert though)
The only thing I found that I thought might be the right info for surplus was
Controls.NetFoodPerTurn:SetText( toPlusMinusString(data.FoodSurplus) );
But I have no idea how to integrate that if it is correct.
Let me look into disabling the horsemen and adding the proper locking mechanism I wanted. Also looking into the food.
To do it yourself looking at commit
TEMPORARY: Create horseman by default always
Change line 2148 of ProductionPanel.lua from:
Events.CityProductionCompleted.Add(OnCityProductionCompleted);
to
--Events.CityProductionCompleted.Add(OnCityProductionCompleted);
(You can change it as the game it running, save the file twice an the game will
automatically refresh the mod live)
Holy sweet coincidence is there was ever one..
http://steamcommunity.com/sharedfiles/filedetails/?id=630404126
My
qUIck projects for XCom2 have been getting stuff for more than eight months now! Wild.
Okay.. here's why i actually wrote in this thread.
-- All i really want is a TRUE system of H(ue)S(aturation)L(ightness) controls (maybe just numeric sliders) to edit anything worthy of '
UI+HUD changes' such as...
#1) FOW -- Image itself & the generic coloring schema. (Brownish to Greyish scales/gradients, etc)
#2) Allow anyone to fiddle with whichever contrasting elements of choice. Resources-Icons from the map(s) - resize them at will, sharpen, keep colors in the FOG and many other details.
#3) Since you are trying to touch many Panels.. a few actually need to be (somewhat) bigger for clarity. Doubling the Mini-Map would help out, i guess.
Good luck, with everything you have in mind.
Interesting coincidence, but I have never even played the XCom series!
To work with images like that is definitely doable. It will probably require using tools from Civ5 to change the images. I have never worked with images in that way. If anyone wants to contribute
the community would be more then happy. I agree a lot of the art looks like its blending in together, its hard to tell FoW from land, its hard to tell rainforest from forest, its hard to spot resource icons.
Also citizen icons need to be made smaller, and yield icons on tiles larger. Perhaps recolored so the damn food does not blend in with the forest.
im new to mods, and cant work out how to install this...
what do you mean by "Inside the directory do a "git clone
https://github.com/vans163/civ6_qui ."
I don't think i have gt installed, and have no idea what a git clone is.
"If you do not have git installed, you can download and extract the archive of the repo from
https://github.com/vans163/civ6_qui/archive/1.0.0.26.zip"
i downloaded this and extracted it to its folder, now what?
I also would like to know how to install this mod.
Thats it, you had two choices, git clone or extract, you chose extract. Its installed.
Exactly as jadel said. It is now installed, if you start a new game and click on the Mods button when you go to save/load game. You should see it.
Looking good.
I'm guessing for multiplayer you need it disabled?
If Civ6 follows in Civ5 footsteps, where you can play online by changing Lua files. You cant play online by changing game .dlls, database or xml files. So this mod should work online.
If this is not the case, applying the mod vs the Base lua files should work online. If so I can add a script that will copy the mod over the base files.
vans this is awesome, thanks!
Two things that'd be extremely helpful that I've heard many streamers complain about:
- The city tooltip (including the growth info you added) doesn't update until the next turn, but the city details and city info (at the bottom) does update that turn if you change tile assignments. Hope this helps: if you change what you are producing and then change back, that will force the tooltip to update.
- There are some hotkeys missing, most notably a toggle for change tile assignments ("manage citizens")
I see so you mean the banner yields (TilNextPop, [Pop/Housing], TilBorder) don't update? Or the actual game itself does not update right in the first place. In either case, that could take a lot of
hunting down to find the exact triggering events responsible for refreshing things. This is open to contribution, if I notice the code responsible I will fix it.
That toggle you mean to bring up the citizen selection screen?
In your screenshot I see "TilBorder" - does that mean you found out how and when borders pop? That's information I still can't seem to find even if I look at city details. Is it controlled by culture output as everyone assumes or by food output, as the font color green suggests?
Yup that is time until your borders pop and add an extra tile to your empire.