chaorace
Warlord
- Joined
- Oct 28, 2016
- Messages
- 125
Hey folks, sorry for being a bit absentee on here, it's difficult to maintain a presence on multiple forums of discussion at once! I'm currently prepping for the v0.6 release, so keep an eye out. To address the many questions since my last visit:
This is an intended and major feature of this mod. The amount of overhauling to make this possible makes having it as an option untenable
Persistent settings are a long-term goal, I'm waiting to see how other people implement it before I try myself, as I've no idea where to start.
I would like to integrate the custom city panel, but I've yet to receive permission. Ace's mod has already been integrated. I'll check out the unit report screen and see if I think it's up to snuff
I feel that CQUI works best as a coherent whole. I do eventually plan to touch every menu. That's why I'm so eager to integrate other UI customizations: because I absolutely do plan to make tweaks to them myself in the future.
Unbuilt building icons have been scrapped. We realized nobody was using it and that it made the banners remarkably ugly.
So, something funny about those boxes: they're baked into the background texture. I literally can't do anything about them until we get mod tools, sorry! A lot of the chunkiness of the current GP view is necessitated by the multiple strange design choices made for that specific screen. As for moving the Prophet slot to the right, that's a good idea and I'll look into it.
GPP p/turn should be simple enough, I'll look into it. The popup may or may not be possible, but I'll be looking into that too!
Hello
Having a tough time in city view with the tile purchase and citizen icons being permanently enabled. Any chance these can get a toggle with a memory state?
This is an intended and major feature of this mod. The amount of overhauling to make this possible makes having it as an option untenable
been using this mod and loving it. btw how to disable default QUI: Show Luxury? i dont want to set as default
Persistent settings are a long-term goal, I'm waiting to see how other people implement it before I try myself, as I've no idea where to start.
Great mod, thanks!
I hope you are allowed to incorporate Divine Yuri's Custom City Panel.
Also I was wondering if there were any plans to incorporate (if allowed) GMiller7138's Unit Report Screen ?
Another request would be (if allowed) Ace Cooper's Next City Plot by Ace
I would like to integrate the custom city panel, but I've yet to receive permission. Ace's mod has already been integrated. I'll check out the unit report screen and see if I think it's up to snuff
I had a thought yesterday when I saw chaorace added the trade route mod, you shouldn't add mods just for the sake of adding them, to make a "super mod" to make it more convenient for people. That's an easy way to end up with outdated mods you can't update.
Chaorace should add mods if he plans to modify them in such a way that it needs to be integrated into the rest of the mod, or the other mod changes in such a way that it breaks compatibility with CQUI. Otherwise, there is not really a need for the mod to be integrated.
I feel that CQUI works best as a coherent whole. I do eventually plan to touch every menu. That's why I'm so eager to integrate other UI customizations: because I absolutely do plan to make tweaks to them myself in the future.
Been using the latest build from github. This has the workings of a major upgrade to the game, kudos.
My one and only suggestion would be the ability to customize what exactly are shown on the city banners. The icons for districts are infinitely excellent. The letters for missing city district buildings are infinitely not. Unfortunately, they stick out like a sore thumb. Different color font for pop growth and border growth and amenities wouldn't go amiss either. Everything else about this is terrific.
Unbuilt building icons have been scrapped. We realized nobody was using it and that it made the banners remarkably ugly.
@chaorace .. another ambush attempt!
I miss the Vanilla Great-People HUD structure and its cool "boxes". I wouldn't ming losing the big orbs & still re-use your symbols only in that space though.
So this sample MockUp only does two very simply thing...
-- Recalibrate the space between each panels as to leave just 8 pixels instead of the default 48.
-- Relocate the Prophet to the far right slot. How often should anyone have to scroll away for *IT* in each of their games? Honestly.. maybe ONCE to activate.
There might still be some room to prevent the Musician from being about 60/80 pixels off the right margin, btw.
I understand your initial concept must have been extensive UI components fiddling.. but, as they say -- perfection is rare while Opinions are numerous!
Please??
PS; I've also been considering how to represent the Eras tagging system with specific colors applied to each symbols instead of having to drop a string to indicate it in the panels. Refer to my Z-Eras+Center mod for more details.
So, something funny about those boxes: they're baked into the background texture. I literally can't do anything about them until we get mod tools, sorry! A lot of the chunkiness of the current GP view is necessitated by the multiple strange design choices made for that specific screen. As for moving the Prophet slot to the right, that's a good idea and I'll look into it.
Could you include GPP per turn in the GP screen? I have been looking for a good place to do that. Also, is there a way to have a popup that displays the rewards from projects (ie how much gold/culture/etc and how many GPP you get)? It would be nice to actually see my rewards (it would also be nice to see what the reward WILL be before starting the project but that's a different problem...).
GPP p/turn should be simple enough, I'll look into it. The popup may or may not be possible, but I'll be looking into that too!