Linked & Group Unit Movement
Download here
Units on the same tile can be linked, allowing them to be moved together with a single move order. Basically the "escort formation" feature from Civ6, but here you can theoretically link an infinite number of units as VP has no unit-per-tile limits for civilians. Current and maximum movement points of the linked units will be set to that of the slowest unit, which will be reset when they are unliked. Note that this does not consider the shared movement promotions, so the units may not follow the optimal route in multi-turn move orders. This can be improved if anyone can come up with an efficient way.
The selected unit and all adjacent eligible combat units will move together and try to keep their relative positions. Movement points of the group is normalized to the lowest value as above. Eligibility is defined as thus: If selected unit is an unembarked land unit, only the adjacent unembarked land units will be moved. If the selected unit is a naval or embarked land unit, adjacent naval and embarked land units are moved. This also includes Great Admiral and Generals. The units sharing the same tile with the selected unit will be linked, even if they are not combat units. Unlike the link feature, grouping here is temporary and the group will be automatically disbanded when move mission is completed.
Let me openly state that this does not provide the perfect results yet. You can see one example in the attached screenshot. I've tried to move 28 units (one naval, one embarked land, one GG, one GA on each tile) by issuing a "group move" order to the central unit, but you can see that two units did not move and need to be ordered again. Still, it sure beats clicking 28 times.
You can find a detailed explanation of what's happening in the background here, and the related code here and here. Doesn't support CP (yet). [/SPOILER]
Project Alerts & Assign All Cities to Project
Download here
Shows a pop-up (as an event) when a league project is passed and allows the player to assign all (non-puppet) cities to the project. Very rude implementation, any contribution to code/texts/background images is welcome.
WHoward's Commander Influence Borders for VP
Download here
This is a very minor modification to WHoward's Commander Influence Borders, making it work with unique GG&GA variations. It's not really VP specific, apparently Khan is also in base BNW anyway. Mind that selecting a GG displays influence borders for all GGs, this is not a bug (it can actually be useful) and exists in the WHoward's version too. IIRC the influence border expands correctly with policies/abilities that give GGs more range.
WHOWARD'S MILITARY LOG! (all caps because I'm hyped for this)
Download here
Reworked Top Panel for VP-EUI (RETIRED)
Current state: I've already integrated most of this to VP-EUI so I'm no longer working on this. It can still be used to get larger icons or separators.
v2:
- Fixed some lua errors.
- Added icons for religious units&buildings
- Supports Separate Naval Supply.
Hotfix v1.1: Fixed the happiness tooltip
Makes many changes for better readability and consistency. It started as an update to Condensed Top Panel, while it still shares some of the same concerns and offers many of its features, this turned into a different beast with many aesthetic adjustments. Full list of changes:
Clean-up
- Removes the icon for tech in progress.
- Removes all progress bars. Turn counters are placed at the bottom right of related icons instead.
- Parentheses removed from all yields
- Option - Condense Happiness (default on): Displays only the happiness percentage. Replaces the generic citizen icon with 6 different Happiness icons (2 new), corresponding to Very Happy (>75), Content (>55), Neutral (>50), Unhappy (>35), Very Unhappy (>20) and Rebellious (<20). Percentage is also color coded to match these values. Total happiness&unhappiness is moved to the tooltip.
- Option - Condense Military Supply (default off): Displays only the remaining unit supply, colored green when >0.
- Option - Hide Menu and Civilopedia button (default on for menu, off for civpedi).
Consistency
- Moves Per Turn yields of Faith and Gold to the left of their respective icons.
- Great Person and Pantheon icons are replaced with their smaller and more suitable font icon versions, like every other icon on the panel. This is also a clean-up and readability fix, since those icons were much harder to read even though they were larger than everything else and clipped like hell.
- Luxury Resources uses the Trade icon instead of Great Merchant.
Readability
- Increased contrast for all text/numbers, especially for turn counters.
- Turn counters use a slightly different color of their respective yield to differentiate them.
- Trade Routes will be colored green when you have unassigned ones.
- Less crowded: Moved Great Person, Instant Yield and Luxury Resource sections to the right side.
- Option - Resized Icons (default on): Uses slightly larger (around 25%) icons to better fill out the panel.
- Option - Section separators (default off): Places separators between sections, can be customized with 6 levels of thickness.
(non-cropped screens in attachements)
How to customize:
Options are placed at the top of TopPanel.lua, can be opened Notepad and similar. Simply set the desired option to true, or an undesired one to false. To use the separator version, copy TopPanel.xml from Separators folder, and paste it to the main folder, overwrite when asked. You can also choose between 6 different separators, bar1 being the thickest and bar6 the thinnest, bar4 is the default one. Choose the desired version, rename it to bui_bar, paste/overwrite to the main folder.
Almost forgot, you can also choose between the full black bar top panel and non-full versions in options. Just follow the comments in TopPanel.lua
You can move Icons around by editing TopPanel.xml. Some people will probably want to keep all yields in the same place, so for example, if you want to move Tourism, find the relevant line/section (the row 135 in this case), and cut/paste it to wherever you want. If you are moving items from the left stack to the right or vice versa, change the Anchor (the right stack should have R,T , left L,T). Mind that spacing is optimized for the current order so any changes will likely to require tweaks to spacing&offset.
Other notes: There's an option to hide yields, like in Extra Condensed Top Panel, but it isn't fully implemented (hides only science, culture & faith iirc) and I may remove the option entirely.
Known issues:
- Culture throws an error when at 0, i.e. at the very beginning of the game. It's benign and resolves itself as soon as you found your first city. Similarly, the panel may not be properly sized, but should update&auto-resize itself when you found.
- Spacing issues with the separators.
I haven't completed a full playthrough with this, so there could be minor issues I overlooked. In any case, this mod doesn't affect save games, can be enabled/disabled/customized at any time.
Plans:
- Resource section could be moved to a better place, but it somehow refuses to do that.
- Minor tweaks to offsets etc.
- Try to move the options to the in-game menu
Thanks to bc1 for EUI, whoward for countless tutorials, adan_eslavo and Rek for their comments, Enginseer, Aquini for their work on Condensed Top Panel!
Download here
- Link/Unlink Units (Hotkey L)
Units on the same tile can be linked, allowing them to be moved together with a single move order. Basically the "escort formation" feature from Civ6, but here you can theoretically link an infinite number of units as VP has no unit-per-tile limits for civilians. Current and maximum movement points of the linked units will be set to that of the slowest unit, which will be reset when they are unliked. Note that this does not consider the shared movement promotions, so the units may not follow the optimal route in multi-turn move orders. This can be improved if anyone can come up with an efficient way.
- Group Movement (Hotkey X)
The selected unit and all adjacent eligible combat units will move together and try to keep their relative positions. Movement points of the group is normalized to the lowest value as above. Eligibility is defined as thus: If selected unit is an unembarked land unit, only the adjacent unembarked land units will be moved. If the selected unit is a naval or embarked land unit, adjacent naval and embarked land units are moved. This also includes Great Admiral and Generals. The units sharing the same tile with the selected unit will be linked, even if they are not combat units. Unlike the link feature, grouping here is temporary and the group will be automatically disbanded when move mission is completed.
Let me openly state that this does not provide the perfect results yet. You can see one example in the attached screenshot. I've tried to move 28 units (one naval, one embarked land, one GG, one GA on each tile) by issuing a "group move" order to the central unit, but you can see that two units did not move and need to be ordered again. Still, it sure beats clicking 28 times.
You can find a detailed explanation of what's happening in the background here, and the related code here and here. Doesn't support CP (yet). [/SPOILER]
Project Alerts & Assign All Cities to Project
Download here
Shows a pop-up (as an event) when a league project is passed and allows the player to assign all (non-puppet) cities to the project. Very rude implementation, any contribution to code/texts/background images is welcome.
WHoward's Commander Influence Borders for VP
Download here
This is a very minor modification to WHoward's Commander Influence Borders, making it work with unique GG&GA variations. It's not really VP specific, apparently Khan is also in base BNW anyway. Mind that selecting a GG displays influence borders for all GGs, this is not a bug (it can actually be useful) and exists in the WHoward's version too. IIRC the influence border expands correctly with policies/abilities that give GGs more range.
WHOWARD'S MILITARY LOG! (all caps because I'm hyped for this)
Download here
Spoiler WH Military Log :
View attachment 617107
Last but not least, this modmod introduces a late gem from WHoward, the Military Log, to VP. Any combat event (attack, defense, capture, bombard, intercept etc. etc.) can be viewed through the Military Log screen and clicking on an event will move the map to the event location. Basically, this allows you to replay the lightning-fast on-screen combat notifications that you get with quick combat. I think its psychological impact may even be greater than the practical one, I feel much more at ease with using quick combat since I don't worry about losing information. I made two minor improvements on WHoward's version by making the log screen transparent to get a better view of the map and adding a crossed-swords icon for the pop-up. Big thanks to WHoward for allowing me to repackage his mod with these insignificant changes, and of course for making the mod. Requires VP 1.3 or later.
Limitations:
Currently, the military log data does not persist between saves, i.e. your log will be refreshed with each re-load. Keeping the log intact would require getting into an area of modding (storing data/serialization) which I'm not comfortable with yet, and a poor implementation would carry the risk of save-bloat. I can prioritize this if there's significant demand, but it works just fine this way.
Possible issues:
This was mostly a late-night copy-paste job. There are dozens of combat events, some of which are named differently in WH's DLL and VP's DLL, so it's very possible that I overlooked some of them, in fact, I'm pretty sure I passed over at least one and didn't return, IIRC it was late-game stuff about air warfare or paratroopers. So let me know if you see any event not-logged or logged improperly.
Also, currently, a maximum of 50 events are logged, then the oldest ones are discarded to make room for new events. I think 50 is a pretty safe number, it could even be too much, but I don't play on large maps. I can increase or decrease this depending on feedback.
Special thanks to ilteroi for making sure I didn't break anything
Last but not least, this modmod introduces a late gem from WHoward, the Military Log, to VP. Any combat event (attack, defense, capture, bombard, intercept etc. etc.) can be viewed through the Military Log screen and clicking on an event will move the map to the event location. Basically, this allows you to replay the lightning-fast on-screen combat notifications that you get with quick combat. I think its psychological impact may even be greater than the practical one, I feel much more at ease with using quick combat since I don't worry about losing information. I made two minor improvements on WHoward's version by making the log screen transparent to get a better view of the map and adding a crossed-swords icon for the pop-up. Big thanks to WHoward for allowing me to repackage his mod with these insignificant changes, and of course for making the mod. Requires VP 1.3 or later.
Limitations:
Currently, the military log data does not persist between saves, i.e. your log will be refreshed with each re-load. Keeping the log intact would require getting into an area of modding (storing data/serialization) which I'm not comfortable with yet, and a poor implementation would carry the risk of save-bloat. I can prioritize this if there's significant demand, but it works just fine this way.
Possible issues:
This was mostly a late-night copy-paste job. There are dozens of combat events, some of which are named differently in WH's DLL and VP's DLL, so it's very possible that I overlooked some of them, in fact, I'm pretty sure I passed over at least one and didn't return, IIRC it was late-game stuff about air warfare or paratroopers. So let me know if you see any event not-logged or logged improperly.
Also, currently, a maximum of 50 events are logged, then the oldest ones are discarded to make room for new events. I think 50 is a pretty safe number, it could even be too much, but I don't play on large maps. I can increase or decrease this depending on feedback.
Special thanks to ilteroi for making sure I didn't break anything
Reworked Top Panel for VP-EUI (RETIRED)
Spoiler :
Current state: I've already integrated most of this to VP-EUI so I'm no longer working on this. It can still be used to get larger icons or separators.
v2:
- Fixed some lua errors.
- Added icons for religious units&buildings
- Supports Separate Naval Supply.
Hotfix v1.1: Fixed the happiness tooltip
Makes many changes for better readability and consistency. It started as an update to Condensed Top Panel, while it still shares some of the same concerns and offers many of its features, this turned into a different beast with many aesthetic adjustments. Full list of changes:
Clean-up
- Removes the icon for tech in progress.
- Removes all progress bars. Turn counters are placed at the bottom right of related icons instead.
- Parentheses removed from all yields
- Option - Condense Happiness (default on): Displays only the happiness percentage. Replaces the generic citizen icon with 6 different Happiness icons (2 new), corresponding to Very Happy (>75), Content (>55), Neutral (>50), Unhappy (>35), Very Unhappy (>20) and Rebellious (<20). Percentage is also color coded to match these values. Total happiness&unhappiness is moved to the tooltip.
- Option - Condense Military Supply (default off): Displays only the remaining unit supply, colored green when >0.
- Option - Hide Menu and Civilopedia button (default on for menu, off for civpedi).
Consistency
- Moves Per Turn yields of Faith and Gold to the left of their respective icons.
- Great Person and Pantheon icons are replaced with their smaller and more suitable font icon versions, like every other icon on the panel. This is also a clean-up and readability fix, since those icons were much harder to read even though they were larger than everything else and clipped like hell.
- Luxury Resources uses the Trade icon instead of Great Merchant.
Readability
- Increased contrast for all text/numbers, especially for turn counters.
- Turn counters use a slightly different color of their respective yield to differentiate them.
- Trade Routes will be colored green when you have unassigned ones.
- Less crowded: Moved Great Person, Instant Yield and Luxury Resource sections to the right side.
- Option - Resized Icons (default on): Uses slightly larger (around 25%) icons to better fill out the panel.
- Option - Section separators (default off): Places separators between sections, can be customized with 6 levels of thickness.
(non-cropped screens in attachements)
How to customize:
Options are placed at the top of TopPanel.lua, can be opened Notepad and similar. Simply set the desired option to true, or an undesired one to false. To use the separator version, copy TopPanel.xml from Separators folder, and paste it to the main folder, overwrite when asked. You can also choose between 6 different separators, bar1 being the thickest and bar6 the thinnest, bar4 is the default one. Choose the desired version, rename it to bui_bar, paste/overwrite to the main folder.
Almost forgot, you can also choose between the full black bar top panel and non-full versions in options. Just follow the comments in TopPanel.lua
You can move Icons around by editing TopPanel.xml. Some people will probably want to keep all yields in the same place, so for example, if you want to move Tourism, find the relevant line/section (the row 135 in this case), and cut/paste it to wherever you want. If you are moving items from the left stack to the right or vice versa, change the Anchor (the right stack should have R,T , left L,T). Mind that spacing is optimized for the current order so any changes will likely to require tweaks to spacing&offset.
Other notes: There's an option to hide yields, like in Extra Condensed Top Panel, but it isn't fully implemented (hides only science, culture & faith iirc) and I may remove the option entirely.
Known issues:
- Culture throws an error when at 0, i.e. at the very beginning of the game. It's benign and resolves itself as soon as you found your first city. Similarly, the panel may not be properly sized, but should update&auto-resize itself when you found.
- Spacing issues with the separators.
I haven't completed a full playthrough with this, so there could be minor issues I overlooked. In any case, this mod doesn't affect save games, can be enabled/disabled/customized at any time.
Plans:
- Resource section could be moved to a better place, but it somehow refuses to do that.
- Minor tweaks to offsets etc.
- Try to move the options to the in-game menu
Thanks to bc1 for EUI, whoward for countless tutorials, adan_eslavo and Rek for their comments, Enginseer, Aquini for their work on Condensed Top Panel!
Attachments
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