Thx for all the feedback. I don't think the mod can hide units itself. I suppose there could be a little more processing going on to record events to the autologger and to check for events in Civ4lerts, but I can't imagine it could have a significant effect on the game display system.
I'm readying a new version of the mod. I don' t think it will have any significant changes compared with the (fixed) version you have now - just a couple of cosmetic adjustments to the screen layouts. However, it will be in a Mac OS X installer, so I'll pre-release it tonight for testing, in case I've screwed up the installer config.
The installer will install the mod under a new name, so your existing games in progress will continue to work with the current beta, but I would welcome feedback on whether the new installer works OK for people with game software installed in different locations from mine. Watch this space ...
I'm readying a new version of the mod. I don' t think it will have any significant changes compared with the (fixed) version you have now - just a couple of cosmetic adjustments to the screen layouts. However, it will be in a Mac OS X installer, so I'll pre-release it tonight for testing, in case I've screwed up the installer config.
The installer will install the mod under a new name, so your existing games in progress will continue to work with the current beta, but I would welcome feedback on whether the new installer works OK for people with game software installed in different locations from mine. Watch this space ...