How long will it take UI mods to work on Rise and Fall?

How long will it take UI mods to work on Rise and Fall?

  • Months, it took that long for a patch that barely added features

    Votes: 16 30.2%
  • A week once modders get a hold of it

    Votes: 27 50.9%
  • Firaxis has been in contact with Modders, most will work on game day

    Votes: 0 0.0%
  • I don't care! With so many new features who needs a production queue!

    Votes: 11 20.8%
  • I'd rather have a UI than a dark age, I've been burned before, and will wait before buying

    Votes: 5 9.4%

  • Total voters
    53
I had to punt and take the update, to many interesting fixes to the AI in there. Now I am back to the stone age UI wise. I hope the mod isn't to broken and the modders are still with us. The city panel is already pissing me off.
 
I personally am NOT going to buy the expansion until there is CQUI support for it. The game is so much worse without it I hate playing without it. Maybe if everyone boycotted the new expansion because of this they might get the message to support the modders, but neither will probably happen.

Boycott it because tens of people want a buggy mod immediately?
Nah: I'll leave that to the self-elected Paladins of the Game Industry and their
tiny band of followers.
 
Boycott it because tens of people want a buggy mod immediately?
Nah: I'll leave that to the self-elected Paladins of the Game Industry and their
tiny band of followers.

A poster in another thread indicated there were 55K people subscribed to the mod so I think your numbers are a bit off.
 
It depends on which UI mods you use, to be honest.

CQUI touches a vast number of UI parts, so will necessarily some time to update appropriately. The extent of the required updates depends entirely on how many minor tweaks Firaxis has made - every file that Firaxis touches that CQUI uses in some way will probably need at least a minor tweak.

This is only one of many reasons why I have a large preference for Sukritact's UI Adjustments.

The lighter "Map Tacks" mod is also broken. The game will play, but no tacks.

A poster in another thread indicated there were 55K people subscribed to the mod so I think your numbers are a bit off.

Those using it are only a subset of those subscribed (I'm subscribed). And those who want it right away are also only a subset.
 
A poster in another thread indicated there were 55K people subscribed to the mod so I think your numbers are a bit off.

So your devilishly cunning plan is to delay the release of R&F for everyone,
even those who don't use the mods you cherish?

I wouldn't bet bitcoins on that working.
 
So your devilishly cunning plan is to delay the release of R&F for everyone,
even those who don't use the mods you cherish?

I wouldn't bet bitcoins on that working.

I already stated: "but neither will probably happen".

In this age of open communication, the developers, and the company itself for the most part, remain mute, probably under orders from someone higher up. The code for this incredible mod is open source and I would bet no one would complain if it were incorporated into the game by the developers, which should be easy as the work has already been done for them. All the modders have asked for is early access to a beta version so they can get ahead of the game in adapting their mods. Neither happens however. Firaxis just keeps doing things the same old ways. Speaking to their bottom line is the only way to get their attention. Either approach I have mentioned would not delay the release or cost them anything.

I am interested in the new features of the expansion, but I would rather play the base game if it means giving up the superior interface. Now I am stuck with 9 separate tabs in the city panel to deal with until the modders can adapt to all the latest changes in the patch. The mod is not buggy, it's layered on top of other code that gets changed by every patch. That is how mods have always worked.
 
It will be a couple weeks to a couple months for CQUI to be updated (fingers crossed). I will play R&F immediately and ‘suffer’, then dance with joy when CQUI is updated.
 
I miss the production queue! The expansion is great and along with some other changes to base game its a good improvement. Yet why o why will not Firaxis at least add the option to have building queues? its fine in the early game as you do want to focus on what you produce but late game is so painful going around to each city nearly every turn! By this time you are homing in on your victory of choice and cities are producing things quickly or things you dont necessarily need now.
 
I just can't wait for Sukritact to re-add the religious lens to his Simple UI mod. I miss it so much.
I've used CQUI but I think i like Sukritact's Simple UI Mod better. It adds subtle clever things. The Religious lens is mandatory for a religious victory :)
 
I've used CQUI but I think i like Sukritact's Simple UI Mod better. It adds subtle clever things. The Religious lens is mandatory for a religious victory :)
Religious victory is kind of my thing, and not having the religious mouse-over is killing me deep in my soul.
 
I miss the production queue! The expansion is great and along with some other changes to base game its a good improvement. Yet why o why will not Firaxis at least add the option to have building queues? its fine in the early game as you do want to focus on what you produce but late game is so painful going around to each city nearly every turn! By this time you are homing in on your victory of choice and cities are producing things quickly or things you dont necessarily need now.

Production queue from steam workshop works still, though you can't remove things from it (but can put more stuff in front).

I'm using it and better trade screen. Any other mods people are still using even if a little buggy?
 
The UI mods I started to use from day one are: Better Civilization Icons, Better Espionage Screen, Better Trade Screen, More Lenses, Real Great People, Tomatekh's Historical Religions, Unique District Icons, Unit Report Screen. They all work without any noticeable glitches. I personally don't care at all for a production queue, so I have never bothered to install such mods and it is why I am not that interested if CQUI working. It is entirely a personal preference, so I understand if other people feel the game's UI is lacking without that mod.

Overall, mods seem to be working relatively fine. Some of the popular map packs do not work yet, as well as some custom-made natural wonders, but apart from that it is fine. Oh, and the More Barbarian XP mod also works just fine, for those of you who care for it (I do). The Gold Resource mod is also working just fine, as well as Diverse Beliefs and other religious enhancements. I personally don't see any problems with playing R&F and I am enjoying it immensely.
 
Production queue from steam workshop works still, though you can't remove things from it (but can put more stuff in front).

I'm using it and better trade screen. Any other mods people are still using even if a little buggy?
I found HellBlazers City Overview Interface! Has production queue and click on city banner to bring up all panels nicely. Also added HellBlazers notifications mod and both together these are superb! Much more efficient in city management now :)
 
Production queue from steam workshop works still, though you can't remove things from it (but can put more stuff in front).

I'm using it and better trade screen. Any other mods people are still using even if a little buggy?

You can click reset to remove all items except the current one.

Map tacks, map lenses, historicity and, sukitract's simple UI all work, too. I do get crashes a lot when meeting a new civ (especially if I meet them when taking a Barb camp), but I don't see why those mods would be the cause of that.
 
You can click reset to remove all items except the current one.

Map tacks, map lenses, historicity and, sukitract's simple UI all work, too. I do get crashes a lot when meeting a new civ (especially if I meet them when taking a Barb camp), but I don't see why those mods would be the cause of that.

Look in modding.log and lua.log for clues.
 
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