Update includes:
Works with Latest Patch
You can now turn off the mod from the main menu. It'll still enabled from the start.
Hovering over the current production will display information about the current production.
Right clicking the current production will link you to the civilopedia of...
Just to answer a few questions:
Is this mod dead?
No, I've just been busy.
When are you updating for the latest patch?
I'm working on it I just want to make sure the new functionalities work in a way I like. So I want to make sure to do these before releasing:
Make the next growth tile show...
Yeah, it's working just fine on my end, and that's usually all I can do without getting reports. It's always a weird thing when something just doesn't work for someone that works for you, but I'll try my best with finding out what's going on. It's weird hearing that break, because I didn't...
I didn't do anything to the ProductionPanel.xml file yet so that's probably why it went unnoticed. I probably would of spent hours like "Why are non of my changes working!?!?". :lol:
Thanks for pointing that out!
If you started the game before the mod was downloaded then yes you have to start a new game, or you can replace the UI files directly by droping the UI folder in:
"Sid Meier's Civilization VI\Base\Assets" (Make sure you backup the files!)
If it doesn't show up as a mod like this then it's not...
Update:
The Growth bar has been shortened to make room.
Added a Expansion Bar which will show how long until the city expands it's borders. (The color of the bar is temporary as I write this)
Added tooltips to the Growth Bar, and Expansion Bar that show total Food and Culture.
Unzip the folder into the DLC folder, and when you start a new game it'll be active with it.
Somewhat - it's not going to break it. Also I've tried where I can to make sure I use as much info that's already available in multiple languages. Too fill out the tooltips I needed to manually write...
I've added an update to the city panel, and here's what I added:
The production bar on the city panel has been changed to show total production on the right side of the bar.
Whenever the production panel is open the city-panel now moves the the left as to not be covered up by the production...
I've been hearing some complaints, and had some myself of the City Panel. I generally thought the lack of information on the panel itself was it's greatest downfall, and wanted to correct this.
Mostly what I've done is added a ton of the information that can be found in additional information...
The first scenario fails twice, because checking for nil with:
if not table == nil then
doesn't work. "not table" is being thrown together as a boolean function itself, and then being compared to nil.
This would work to alleviate that problem:
if not (table == nil) then
But these methods...
Update:
Mod Details now loads faster.
Added sort by Authors.
Sort methods that aren't title will also sort by title after sorting by their type.
Screenshot of new Authors Sort:
So as I have made at least a couple times now a way to add a yield from a Great Work using buildings. I decided to simplify (Well for others) the whole ordeal, and made a mod with a table where you can insert a building, and Great Work into. Which will give a copy of the building for every Great...
For a while now I've been bothered by enabling, and disabling mods between my normal game, and testing my mods. I had an idea at a time to make a Java program that did this, but wasn't so keen on that. Then I thought can I just do this in game? So I was being lazy for 5 months began work to try...
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