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

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

chaorice,

In case it helps with your diagnostic, here is a list of the other mods I was using with cqui:

A+ v9
Diplomatic Total v1.10
Embark Earlier v1.1
Even MOAR Units: Aztecs v1.2
Even MOAR Units: Hooves & Holy War v1.2
Even MOAR Units: Poland v1.1
GDG's No Penalty Different Governments v3.8
GDG's Scout, Submarines, Ranger Ignore Borders v2.2
Historicity++ v4.0
Less Gossips v1.0
Lumbermills for Rainforests v1.0
Machine Gun Ranged Mod v1.0
Milder Agendas & Relations v1.0
MOAR Units v0.71
Production Que v0.1.6
Quos' Rocket Boots v1.1
R.E.D. Modpack v2
Sink Those Transports v1.1
Smoother Difficulty v1.4
TCS Improved Forts v1.2
TCS Improved Water Yields v1.3
TCS More Barbarian XP v1
Tomatekh's Historical Religions v3.0
Tundra Farms v0.1
WO Better Sewers 2017-01-01
 
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Production Queue as a separate package is not compatible with cqui. I am almost certain your issue will be resolved by removing the Production Queue mod. There is already a custom version integrated into CQUI, so there's nothing to lose by disabling the standalone version
 
I was really enjoying the game with this awesome mod but encountered a total game breaking bug with it two times in the same game at different times but with the same trigger..

I began a game with Gilgamesh. After quite many turns (had 4 or 5 cities), the construction panel to the right just stopped showing up in one city. All the panels were visible except the Construction panel which simply did not appear (so impossible to change construction etc.)

Other cities were still showing everything working.
Reload did not do anything.

I suppose a parameter was not changed somewhere but this totally broke my game which is never nice considering the time investment.

I reloaded a way earlier save, followed a different construction path and it happened again.
Both times the city construction panel disappeared after I finished a Temple in the holy district in the bugged city.


Also the construction queue is not working as pointed before. At the moment it would be better to remove it. As it is now, it adds mandatory clicks to the interface.

Is there any way to use a simpler (no construction queue, no fancy bug prone function) version of the mod by removing some elements of it for better compatibility ?

I don't have a save file for that unfortunately. I found another bug, though.
When building a temple in a city, and come back into that city's screen, the right panel(with production) is missing. See screenshot below. I suspect this might only happen if you have a religion, or it's from one of your recent updates, because in former games building temples didn't do this (and this is the only time I've had a religion). I've also included a save file for this issue.View attachment 463437

Whenever I load a saved game, I am no longer able to open the production queue for any city. This is using the latest nightly build (as of 28/01/17). I've tried loading autosaves and manual saves. I've had this with 2 different games. I have attached a save file. I'll have to disable the mod until this is fixed unfortunately.

This issue is finally fixed in the latest nightly, thanks in particular to stebobibo, who captured a very good example case in the save supplied to me.
 
chaorice,

In case it helps with your diagnostic, here is a list of the other mods I was using with cqui:

A+ v9
Diplomatic Total v1.10
Embark Earlier v1.1
Even MOAR Units: Aztecs v1.2
Even MOAR Units: Hooves & Holy War v1.2
Even MOAR Units: Poland v1.1
GDG's No Penalty Different Governments v3.8
GDG's Scout, Submarines, Ranger Ignore Borders v2.2
Historicity++ v4.0
Less Gossips v1.0
Lumbermills for Rainforests v1.0
Machine Gun Ranged Mod v1.0
Milder Agendas & Relations v1.0
MOAR Units v0.71
Production Que v0.1.6
Quos' Rocket Boots v1.1
R.E.D. Modpack v2
Sink Those Transports v1.1
Smoother Difficulty v1.4
TCS Improved Forts v1.2
TCS Improved Water Yields v1.3
TCS More Barbarian XP v1
Tomatekh's Historical Religions v3.0
Tundra Farms v0.1
WO Better Sewers 2017-01-01
I will not even try to understand your motive, when using so many mods, and know so little about potential mod conflict.
What you need to do, is to check every file a mod brings to your mod list, and see if cqui has the same file. Of course you'll should cross-check between all your mods, and see if any other mods conflicts, as well.
To resolve a conflict, you can merge the files and use the merge file, in both mod-folders. Or you can ditch the lesser important mod.

The you need to start a new game...
 
I...I.....I think I love you. Granted I run a laundry list of mods to a-la-carte a lot of this, but I'm happy to put some compatibility work into making this happen.... So Thank You, this looks perfect!
 
Production Queue as a separate package is not compatible with cqui. I am almost certain your issue will be resolved by removing the Production Queue mod. There is already a custom version integrated into CQUI, so there's nothing to lose by disabling the standalone version

Thank you very much. I've previously used numerous other Civ 6 mods together successfully without cqui. However, I really do like the improved interface and added features from your cqui mod, and was hoping to find a way to use it without sacrificing too many other mods.

Am recovering from the flu right now, but hope to try a new game this weekend using cqui WITHOUT the production que mod, plus will remove some of the other mods that I'd recently added. Hopefully that will work. If not, then I'll drop back to using cqui with none or just a few mods, and then gradually expand my mod selection over time.

Best wishes, and thanks again for creating this mod.
 
As someone who hasn't played Civ 6 since early December, I tried this mod alongside the AI+ mod.

Must say, this mod addresses some massive pet peeves I had, specifically:
  • Overhaul of the policies is fantastic, especially early game. I actually have to think about which one I'm going to choose;
  • Really like what has been done with the districts and their buildings; and
  • Pacing of the game (due to I'm guessing tech tree layout, costs, and additions) feel much better. I actually get a chance to build things before progressing to the next era
Really enjoying the game now. To be honest I can't understand why people are anticipating the next patch when its not going to be anywhere near as substantial as this mod.

tumblr_inline_obo6svRsgq1unmfg0_400.jpg
 
I've been hearing this a lot, and it's certainly an interesting design problem! Popups are too intrusive, but the voiceover just isn't enough. I'm considering the possibility of adding the option for the end turn button to be blocked by pending policy changes, like the kind you already get for when you have unoccupied card slots.

Any word on implementing a policy change block, or automatically opening the government screen when a civic is researched?
 
Any word on implementing a policy change block, or automatically opening the government screen when a civic is researched?

We're in feature-freeze until all planned v0.7 release features are finished and translations catch up. You can read more about what that means and discuss here
 
was the "right click minimap to make it smaller" feature removed in the latest nightly?

It was replaced by a slider that allows any custom size to be set, from excessively tiny to nearly 1/3 of the screen
 
Um, every time I start a new game, and meet a civ, the entire interface disappears and nothing happens. I have to quit to main menu and load a save to fix it
 

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You know the drill haftor, respond with a save attached along with a list of the other mods you're using, if any
 
It was replaced by a slider that allows any custom size to be set, from excessively tiny to nearly 1/3 of the screen

I've seen that, the problem is that even if I change the size in the settings file to 400, when I launch a game the size is still 512 ( even though the slider is at 400, the size updates only after I click it )
 
I apologize if this has been asked before but what is the feasibility of changing the minimap to display cities as 1 hex/tile (instead of the massive square icon) and limiting borders displayed to only the land?
 
I've seen that, the problem is that even if I change the size in the settings file to 400, when I launch a game the size is still 512 ( even though the slider is at 400, the size updates only after I click it )

Woops! That's a bug and I'll see about getting that fixed soon

I apologize if this has been asked before but what is the feasibility of changing the minimap to display cities as 1 hex/tile (instead of the massive square icon) and limiting borders displayed to only the land?

The minimap is weird and I frankly have no idea what I'm doing when I mess with it. I think I saw a promising sql file when I was grepping around earlier, but no promises on when or if I can deliver a feature like this
 
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