Recent content by jacks0n

  1. J

    Changing City Names

    Changing the name in Civilizations.xml doesn't do anything because it's not the actual name, it's just a variable name used for localization. Search for one citiy's name, e.g. LOC_CITY_NAME_LONDON, and you will find where you have to change the cities actual translated name.
  2. J

    Production Queue

    Those two don't work together, conflicting files. We were already working on this, it's going to be integrated.
  3. J

    Divine Yuri's Custom City Panel

    Load order is definitely important when deciding which files of a given mod are used over anothers. I can hardly believe that it's possible to properly use both at the same time with all their features.
  4. J

    CQUI - A UI Overhaul (Now out on Steam Workshop!)

    The color of map pins is just fine when, for example, I save a Lua class and the whole class gets initialized again. Black pins are suddenly displayed correctly,its basically "only" the new ones which cause problems. Still looking into it. Last information was that mods for the main menu don't...
  5. J

    Quick UI [Civilization 6]

    The turns until the cities next border expansion.
  6. J

    CQUI - A UI Overhaul (Now out on Steam Workshop!)

    I'm in the same boat, I just don't see how these particular pins would be helpful and what exactly they would be representing. I thought about adding the "found city" icon, which clearly shows what's it supposed to display. Nevertheless, I think pins for certain wonders would be really helpful...
  7. J

    CQUI - A UI Overhaul (Now out on Steam Workshop!)

    There is still a bug though, which makes the district icons appear very dark. Only occurs for certain civs though, didn't get behind what exactly causes it yet. :( So you might ahve to grab the files in a future release again.
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    CQUI - A UI Overhaul (Now out on Steam Workshop!)

    Don't know if I understand you correctly. You would have to take a look at the files in the mod folder. For example in MapPinPopup.lua, at the top there's a line ICON_DISTRICT_HOLY_SITE (among others), which adds the district icons to the popup.
  9. J

    CQUI - A UI Overhaul (Now out on Steam Workshop!)

    Every file with map pin in its name, so manager/popup/list I think, have code for that functionality. You should be fine by just taking those files.
  10. J

    CQUI - A UI Overhaul (Now out on Steam Workshop!)

    I'm just wondering what tile one would place a pin with a food or gold icon on. I added the district ones because they are really helpful for city planning. Would the food and gold icons help with planning? I'm probably just a bit confused and misunderstanding you. :)
  11. J

    CQUI - A UI Overhaul (Now out on Steam Workshop!)

    Could you explain what you mean by that? What icons would you like to see? Don't know what yield icons would bring to the map pins. I think there's a ToggleYields or ShowYields function somewhere in the files. A somewhat scrappy but fast way would probably be to just call that in a initialize...
  12. J

    Next City Plot by Ace v2.3

    Awesome, that's a really great help. Good find on that function returning the next plot!
  13. J

    How to alter map resources to make them more or less plentiful

    The code for this can be found in ResourceGenerator. As far as I can see a function iterates over all possible plots of the map and checks if a given resource is placable on that tile. If so a score of 500 is set, but in the next step divided by a number that is calculated from the number of...
  14. J

    Quick UI [Civilization 6]

    Probably not, can't guarantee it. You can hide the labe in the file CityBannerManager.lua. Simply add the line the line "self.m_Instance.CityPopTurnsLeft:SetHide(true);" after the line "self.m_Instance.CityPopTurnsLeft:SetText(CTLS);". That should probably work.
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    Quick UI [Civilization 6]

    The AlphaAnim are easy to fix, one just has to set the Begin and End alpha to 1, this seems to (almost) completely skip its animation. The SlideAnims are a bit trickier it seems, as setting another offset for the production panel makes it appear almost isntantly, but apparently there's an...
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