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

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

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Sorry for nagging, but where is the GPP counter on the priority list?

Just committed today thanks to RatchetJ in PR #129

Any quick advice on which code to delete/edit in the mod files to re-enable builder improvement suggestions?

Undo the changes in commit 849da953be8f479eb4c90fa953024c0644313bf8

Having a hard time telling if a "post fall patch" update has been released..

Can anyone help?

\Skodkim

The latest nightly is fully 1.0.0.38 compatible, no release version has the compatibility changes yet, but that should change in v0.7. You can get the latest nightly here
 
Would there be a way that when you are in teh city management, that the city you're looking at's name, could either be reduced in size, or made opaque? It just seems so big and in the way sometimes!

And I think in divine yuri's mod he made a nice little turns till cultural expansion box that was at the bottom right next to growth and production turns.. And chance of that being added in the future??

Also with the production que, the old unit is staying there, and I have to right click to delete it, is there anyway that it doesn't repeat??

This mod really is coming along :D
 
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Would there be a way that when you are in teh city management, that the city you're looking at's name, could either be reduced in size, or made opaque?

You mean to make it transparent or translucent? Opaque means a solid fill, like how it is now. I think it makes sense, although I'm not that much bothered by it. As to the turns until border expansion, it's already there. The "4 [4/7] 16" number just above the population number means 4 turns to grow, current population 4 with 7 housing available, and border expansion in 16 turns.
 
I noticed yesterday that the Modpack Master Balance has a way to make the num pad usable for moving units, which is REALLY something I miss. I think the change is in WorldInput.lua.

Is this something that could be incorporated in CQUI too (I noticed that you modify the WorldInput.lua file too).

\Skodkim
 
I noticed yesterday that the Modpack Master Balance has a way to make the num pad usable for moving units, which is REALLY something I miss. I think the change is in WorldInput.lua.

Is this something that could be incorporated in CQUI too (I noticed that you modify the WorldInput.lua file too).

\Skodkim

I dont have a numpad to try but I would just take the worldinput.lua from masterbalance and overwrite the cqui one. It should work from what I can see.
 
I removed the little green writing. I was just thinking if chorace has been using yuri's, why not steal the nice looking culture growth at the bottom. The green looks too out of place.

And yeah I meant see through, not solid :)
 
Really appreciated your efforts for making this great ui mod!

Check out the latest nightlies, they might tide you over until the next major release

I have a dumb question. How can I get the lastest nightlies? It seems I can download latest version via clicking master branch and download green button. Is this the latest nightly version?

Edit) I also wanted to report issue I encountered pre patch. (It may be reported already) When I shift click for tech or civic path, unit-city view ticks really alot. It would be nice if the toggle thing turned off in tech/civic tree screen.

Edit2) I just tested the master branch download, it works well! Also the shift issue is fixed already. Thank you very much! :)
 
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I think the problem with the production que not wanting to be empty?? But when it's got one in there after the pop up says my unit is complete, it doesn't remove the old one when I select a new one??
 
Would there be a way that when you are in teh city management, that the city you're looking at's name, could either be reduced in size, or made opaque? It just seems so big and in the way sometimes!

And I think in divine yuri's mod he made a nice little turns till cultural expansion box that was at the bottom right next to growth and production turns.. And chance of that being added in the future??

Also with the production que, the old unit is staying there, and I have to right click to delete it, is there anyway that it doesn't repeat??

This mod really is coming along :D

I'm gonna be honest, there's already 3 distinct visual indicators for border growth in CQUI, I don't think it needs a fourth. In my opinion, the limited screen real-estate in the citypanel is best used for the additional food/production info

9CqktZD.jpg


Thanks for reporting the queue issue, I'll start working on that

You mean to make it transparent or translucent? Opaque means a solid fill, like how it is now. I think it makes sense, although I'm not that much bothered by it. As to the turns until border expansion, it's already there. The "4 [4/7] 16" number just above the population number means 4 turns to grow, current population 4 with 7 housing available, and border expansion in 16 turns.

The citybanners are already transparent in-game. Obviously not a lot, but it should be simple enough to add a slider for adjusting that value.

I noticed yesterday that the Modpack Master Balance has a way to make the num pad usable for moving units, which is REALLY something I miss. I think the change is in WorldInput.lua.

Is this something that could be incorporated in CQUI too (I noticed that you modify the WorldInput.lua file too).

\Skodkim

It's worth considering in the long term, thanks for the suggestion!
 
It's worth considering in the long term, thanks for the suggestion!

Fantastic! For now it works if I just use the lua file from the Master Balance mod with CQUI but I don't know what I'm missing doing this so it would be nice if it was incorporated.

\Skodkim
 
I've used the latest cqui mod(yesterday ver) which includes integrated production queue mod. I encountered the same problem as @Littlebob86 , the previously built unit stayed in the queue so I had to select new production even if I set production queue.
 
I've used the latest cqui mod(yesterday ver) which includes integrated production queue mod. I encountered the same problem as @Littlebob86 , the previously built unit stayed in the queue so I had to select new production even if I set production queue.
+1

Not that big a problem though - just right-click on the item you'd like to remove.

\Skodkim
 
+1

Not that big a problem though - just right-click on the item you'd like to remove.

\Skodkim

Every single time you build a unit across every single city??

I'm not complaining, I've no idea if the dev is aware, and seen as he replied 'Thanks for reporting the queue issue, I'll start working on that', I take it he didn't.

Cheers for the input anyway

\Littlebob86
 
+1

Not that big a problem though - just right-click on the item you'd like to remove.

\Skodkim

Yes, we can right-click to order new/next production but it's the very core of PQ mod that we don't have to look until all queue'd production done. So I don't think it's minor.
 
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