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

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

I tried three versions
c80f0111e1041ae2a8f305e8745024690aa3fb1e
180d8233779f780210f10c66e90759a09d5ac9dd
ad0598a7da21b4720dbf40927b08ad5000cc6d27

I have the same problem with any of them

Please note I am running Civ 6 ver 1.0.0.38 (235603) on Windows 7 (not Mac) and have the same error as above....

As a personal note, I found the versioning of this mod pretty klunky... or I am not familiar with GitHub or I am missing something important.
However, for such a great mod with so much effort invested in it, not having a clear version (one which cannot escape an occasional player) is a pity.

Thanks for all this effort, but mod is still not working (for some of us) :)

That's because git isn't a versioning system, it's a version control system. Nightlies do not get their own version numbers, because that would be silly and impractical when the best nightly to be using is going to be the latest version 99% of the time! Keep in mind there are stable versions with a normal versioning scheme, it's just that the latest stable isn't compatible with the latest patch yet. Game version 1.0.0.38 is the Fall Patch, which is not the latest version of the game and something I will not be supporting. I'm guessing you've either left Steam in offline mode or are using a pirated copy, in either case please source an update to the latest game version (Winter Patch - 1.0.0.56) and then try that with the latest nightly release
 
I made an attempt to remake the housing section of the City details into the same style as the Amenities section. What do people think?
9TO587J.jpg
 
Good morning and thank you for all the hard work. When starting a new game all works fine but when I reload a save game I can no longer "check" on or off the boxes found in the options under the tobacco icon. I have set my permanent options via the settings .sql file but even then on a reload the second option for the "wasd" keys no longer functions and again I can not "check" any boxes including the production queue box inside the city-view panel.

I have manually added the "wasd" keys to your worldinput.lua myself to make them function at all times, but had to remove the attack function you gave to the "s" key for planes? I think it was.

Lastly, with resources and yields set to be on they are off on a reload of a save game and if you click on a banner their is a noticably pause before the city-view opens. Clicking yield on via the map drop down fixes this but does not explain why when we have the yields showing picked in the .sql it does not work on a reload.

If this has been discussed or brought forward in another thread or on another forum my apologizes and a happy New Year.
 
I made an attempt to remake the housing section of the City details into the same style as the Amenities section. What do people think?

It's beautiful and should definitely be included in CQUI.

Note: Both the "Amenities" and "Housing" sections could be further improved by removing the redundant "Total Amenities" / "Total Housing" line at the end. This very information is already displayed at the section start.
 
I made a few small tweaks (two of the icons changed and bottom row center aligned) and chaorace just merged it into the mod! If you do a new download from the CQUI github page yours should look like this:
Spoiler :
2PU3mv7.jpg
 
When you turn yield icons off, they still appear when you hold your mouse over a city. I didn't want this information, and it causes a bit of lag every time those icons appear. When yield icons are turned on this isn't a problem, but I don't want to play like that.
How do I remove/turn off this feature? Because I like everything else the mod does.
 
I made a few small tweaks (two of the icons changed and bottom row center aligned) and chaorace just merged it into the mod! If you do a new download from the CQUI github page yours should look like this:

Actually, it looks slightly different: chaorace removed the redundant total amenities/housing lines (many thanks!) and also the space to the left of the circle blocks (I guess accidentally).

Also, the space below the amenities circle block should be slightly enlarged to account for multiline terms like "National Parks".
 
When you turn yield icons off, they still appear when you hold your mouse over a city. I didn't want this information, and it causes a bit of lag every time those icons appear. When yield icons are turned on this isn't a problem, but I don't want to play like that.
How do I remove/turn off this feature? Because I like everything else the mod does.

You can now disable the feature entirely in the latest nightly. I'm also working on optimizing the hover code so it lags much less, so look forward to that

Actually, it looks slightly different: chaorace removed the redundant total amenities/housing lines (many thanks!) and also the space to the left of the circle blocks (I guess accidentally).

Also, the space below the amenities circle block should be slightly enlarged to account for multiline terms like "National Parks".

Well, I did merge his PR, it's just that I then took some time to further compress that panel so it would fit on 1920x1080 without any scrollbars at all (moved city rename button to panel header, removed redundant total lines). The scrollpanel element those elements reside in will automatically hide the scrollbar whenever the contents can fit within a single vertical width of the panel. Since there's no scrollbar now, the elements automatically take up that space instead, which offsets them to the left compared to before. It does look distinctly wrong now that you point it out though, so I'll look into autosizing the horizontal width of the panel to get rid of that dead space. I'll also look into adding a separator between the Amenities and Housing blocks
 
Great mod! I never realized how much I missed the CiV-style City View until I used yours!

I would like to elaborate on the "stuck left panel" issue reported a few pages ago. It seems that if you enter the City View, then change views to "units" via the "previous/next inactive unit" hotkey, the city screen will not close properly, and the left panel will be stuck on the screen. If you change again to "cities" via the "previous/next city" hotkey, sometimes the right panel (production queue) does not appear correctly. It isn't a fatal bug, as one can close the left panel by right clicking and stuff, but it does cause a minor inconvenience when trying to move units, since the first right click will always close the left panel.

If I may ask for another feature: is it possible to allow CQUI to assign custom hotkeys? There are some hotkeys that cannot be assigned right now (Alert command for units, lenses after the first six, etc.). Thanks and keep up the great work!
 
Well, I did merge his PR, it's just that I then took some time to further compress that panel so it would fit on 1920x1080 without any scrollbars at all (moved city rename button to panel header, removed redundant total lines).

I'd leave the original panel header unchanged -- "City Details" is somewhat informative, keeps in line with the "Choose Production" header to the right, and removal of the redundant total lines should suffice to fit the panel (at least the "City Growth" section) on 1920x1080.

Anyway, keep up the good work!
 
Great mod! I never realized how much I missed the CiV-style City View until I used yours!

I would like to elaborate on the "stuck left panel" issue reported a few pages ago. It seems that if you enter the City View, then change views to "units" via the "previous/next inactive unit" hotkey, the city screen will not close properly, and the left panel will be stuck on the screen. If you change again to "cities" via the "previous/next city" hotkey, sometimes the right panel (production queue) does not appear correctly. It isn't a fatal bug, as one can close the left panel by right clicking and stuff, but it does cause a minor inconvenience when trying to move units, since the first right click will always close the left panel.

If I may ask for another feature: is it possible to allow CQUI to assign custom hotkeys? There are some hotkeys that cannot be assigned right now (Alert command for units, lenses after the first six, etc.). Thanks and keep up the great work!

Yeah, ymmv on hotkeys in the cityview. I want to get around to fixing that bug, but finishing promised features and patching regressions for v0.7 is pretty much my #1 right now. Bindings can be fleshed out a lot more now that I have a full menu to work with, but don't expect that until after v0.7 as well

I'd leave the original panel header unchanged -- "City Details" is somewhat informative, keeps in line with the "Choose Production" header to the right, and removal of the redundant total lines should suffice to fit the panel (at least the "City Growth" section) on 1920x1080.

Anyway, keep up the good work!

I don't really see much point to the header and I think just having the city name up there instead does just about the same thing. I'd also consider moving the production completed info to that top header space as well, but I doubt there's enough room... I'll eventually find something to stick in there (maybe more production panel settings like the queue button)

Great mod !!!!
In the latest nightly I can't scroll down the items in the production menu and can't pick them !!!!

I know this isn't incredibly helpful, but angelo had a similar issue in #216. His English isn't always reliable, so I'm not entirely sure how he fixed his issue. My best guess is that he tried a new nightly update which fixed the issue for him
 
I know this isn't incredibly helpful, but angelo had a similar issue in #216. His English isn't always reliable, so I'm not entirely sure how he fixed his issue. My best guess is that he tried a new nightly update which fixed the issue for him

The topic 216 is closed so I don't have any idea how he fixed it. In my game I was using the latest nightly. I also checked github and found that this is happening to other people as well (topic #224). I hope you will fix soon, because I can't imagine playing civ without CQUI !!!!!!!
 
The topic 216 is closed so I don't have any idea how he fixed it. In my game I was using the latest nightly. I also checked github and found that this is happening to other people as well (topic #224). I hope you will fix soon, because I can't imagine playing civ without CQUI !!!!!!!

I've replicated the issue and will be fixing it soon, see issue #224 for now for discussion and workarounds until then
 
I reverted the changes in commit #4676bfb
Then the production list worked as it should again, I don't know what line(s) in that commit broke it.
(I might broke something else, but that is the risk I'm willing to take, when myself is fiddling with stuff I don't know)
 
Yeah, I've just given up on persisting the production tabs for now and have reverted the responsible commit. It's causing too many issues atm so I'll have to revisit it later
 
Why are the resource icons displaying like this?

I41tOQL.jpg


I have the most recent version and extracted it properly to the best of my knowledge.
 
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