Nasuellia Mods

Hi @nasuellia
Thank you for the extended explanation.
Wanted to share my user experience regarding animation.
When I was testing the mod I did understand the idea behind "oscillating animation" and its logic at current state.
For sure, "sleep/wait action" + "oscillating" might be a bit confusing, but still follows the primary rule of unused movement.
So if you did manage to find a workaround/improvement for it, this would be super great.

As for the animation, at least for my preference (yeah I know, it is subjective) for it feels like it is way too dynamic, and unintentionally takes too much attention to itself.
The idea in the core is nice, no doubt. But if users had a bit more control over that behavior, this would make them happy (at least some part).
I am not an expert, but if the animation-delay/transition-delay comes from CSS rule, maybe it is possible to expose via UI... and this can resolve the "distracting" matter
 
Hi @nasuellia
Thank you for the extended explanation.
Wanted to share my user experience regarding animation.
When I was testing the mod I did understand the idea behind "oscillating animation" and its logic at current state.
For sure, "sleep/wait action" + "oscillating" might be a bit confusing, but still follows the primary rule of unused movement.
So if you did manage to find a workaround/improvement for it, this would be super great.

As for the animation, at least for my preference (yeah I know, it is subjective) for it feels like it is way too dynamic, and unintentionally takes too much attention to itself.
The idea in the core is nice, no doubt. But if users had a bit more control over that behavior, this would make them happy (at least some part).
I am not an expert, but if the animation-delay/transition-delay comes from CSS rule, maybe it is possible to expose via UI... and this can resolve the "distracting" matter
Yes the next version will have some customization for the animations, I have prepared four animations, two of which non-continuous.
More importantly, it will feature an option to use the "highlighting logic" you were asking for, so if a unit has an ongoing operation (eg: sleep) it will NOT be highlighted.
 
@Acid.Crash @GandhiNukes @Lion King @eqn @jsurpless
Thanks everyone! I'm working on modularization and user-settings for the next version, as well as some new stuff like alternative animations and such, I'll try to make it as customizable as possible, within reason.

@Lion King That doesn't sound right, I did everything with relative units, and tested everything with and without the "high resolution UI" option. In fact I'm not entirely sure what you mean by "new banners". There are no new assets in this mod at all, the only "new" element is the dots around the unit-flags, and those are procedurally generated so they scale by definition (it's not a raster image of set size). Would you be so kind to provide a screenshot to better understand what you mean exactly? Would help a lot!
Please see attached, it might be due to the fact that I am running it at 3440 X 1440
 

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Please see attached, it might be due to the fact that I am running it at 3440 X 1440
Thanks for the screenshots but I'm still quite unsure about what you mean, what is the discriminating factor between the two images?
I see a very strange thing indeed: the unit flags changing size, but not the city-banners, which would in fact indicate something not working properly.
Except I can't reproduce it so I am probably misunderstanding under what conditions you are taking the screenshots.
On my end (clickable links):

<High Resolution Scaling> option OFF vs ON = everything scales, as it should
1440p vs 1080p (both ultrawide 21:9) = no difference whatsoever in UI size
 
Thanks for the screenshots but I'm still quite unsure about what you mean, what is the discriminating factor between the two images?
I see a very strange thing indeed: the unit flags changing size, but not the city-banners, which would in fact indicate something not working properly.
Except I can't reproduce it so I am probably misunderstanding under what conditions you are taking the screenshots.
On my end (clickable links):

<High Resolution Scaling> option OFF vs ON = everything scales, as it should
1440p vs 1080p (both ultrawide 21:9) = no difference whatsoever in UI size
This one should make it clear, they are oversized a bit in this resolution..
 

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It might be that the translation software didn't do a good job. What I meant was that on the mod release page, there are tabs like "Overview Updates (11) Reviews (36) History Discussion." Some mods don't have the last "Discussion" tab. My browser translated this option into my native language as "Discussion Area," which is where people can directly reply and discuss or provide feedback about the mod. Your mod doesn't have this option, and I'm not sure about the website's mechanism—whether the mod author needs to enable the Discussion tab for it to appear. I noticed that some mods have it, while others, like yours, don't.
However, I have now discovered that your homepage has your posts, so I am replying to you here, and I am also attaching the pictures of the issues I mentioned,And I also added multi-language support for this mod.
 

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attaching the pictures of the issues I mentioned,And I also added multi-language support for this mod.
Hey there, I'm not sure what the problem you're mentioning is: my mod, for version 2, does not change anything whatsoever about city-banners, the poorly-aligned text is entirely vanilla.
The next versions will have some changes to the city-banners to bring them in line with the unit-flags a bit (likely not the next version though, it might take more time).

In regards to the multilanguage support, I am also quite confused: my mod does not touch any text whatsoever, so there's no need for any translation. What am I missing?
 
Hey there, I'm not sure what the problem you're mentioning is: my mod, for version 2, does not change anything whatsoever about city-banners, the poorly-aligned text is entirely vanilla.
The next versions will have some changes to the city-banners to bring them in line with the unit-flags a bit (likely not the next version though, it might take more time).

In regards to the multilanguage support, I am also quite confused: my mod does not touch any text whatsoever, so there's no need for any translation. What am I missing?
It's just the multi-language support for the mod titles and descriptions displayed in the mod manager interface. Consider it me being bored with nothing better to do. If you'd like, you could incorporate this into future updates. I casually added it to help myself better distinguish things during debugging.
 
Probably already aware of this but it seems that having 'nasuellia-alt-unit-flags-and-bars' enabled with v1.1.1 results in the unit panel not showing up properly.

Thanks again
 
@jsurpless Yep, working on it right now! Thanks for letting me know anyway! ;)
Cheer! I really miss it. The latest patch actually made the default unit flags worse, with a big black edge and overlapping town name labels.
 
Cheer! I really miss it. The latest patch actually made the default unit flags worse, with a big black edge and overlapping town name labels.
Don't worry that ugly black thing (severely misaligned for many unit-types by the way...) which is supposed to be a "shadow" is gone in the upcoming version, and replaced by an actual (subtle) shadow.
 
Version 0.3 is out! It's basically a cut-version of what was supposed to be released, due to the patch-related emergency.
It's stupidly late here and I released this half asleep, I hope I didn't mess up the zip package or left out something.
Please read the update details and let me know if you find something broken!

Have a good one!
 
The mod "nasuellia-non-sticky-selection" indeed has a bug in version 1.1.1 that prevents the upgrade panel for the military unit "Commander" from opening. You can try it out.
 
The newly updated version 0.3 of "nasuellia-alt-unit-flags-and-bars" also has a minor bug. When you first load into the game and enter the initial turn, if you don't manually issue commands to units on standby or alert status, their flags will remain stuck—even if they still have movement points—and appear slightly tilted, like those circled in red here...
Honestly, as someone with OCD, this really bothers me. Only after manually issuing an alert or standby command to units with stuck flags, or when moving to the next turn, will the flags of these units (which still have remaining movement points) return to a swaying state, like the one I circled in blue here.
The 'Flag-Glow' effect on hostile units also seems to have no visible impact. As shown in the image, it appears completely identical to the status of friendly units.
 

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Thanks for the quick 1.1.1 compatibility! I tested it out this morning, got the same issue mentioned in the previous reply, and manually moved each unit to get all the units unstuck. There was another issue, though. A couple of turns in, when I was at war with the AI, I noticed the unit I clicked on had the wrong label (it was a spearman but it said Hulche). I clicked around a bit, not sure exactly what I did, but the action menu disappeared and I couldn't get it back. Reloading from the last autosave brought it back. Anything I can do/provide to help with that?
 
The mod "nasuellia-non-sticky-selection" indeed has a bug in version 1.1.1 that prevents the upgrade panel for the military unit "Commander" from opening. You can try it out.

@v480615
I am unable to reproduce the promotion-panel issue, it opens up just fine under every circumstance on my end.
Another guy, several versions ago, was also having issues with the promotion panel specifically, you might have a common cause! But I wasn't able to nail it down for him.

The newly updated version 0.3 of "nasuellia-alt-unit-flags-and-bars" also has a minor bug. When you first load into the game and enter the initial turn, if you don't manually issue commands to units on standby or alert status, their flags will remain stuck—even if they still have movement points—and appear slightly tilted, like those circled in red here...
Honestly, as someone with OCD, this really bothers me. Only after manually issuing an alert or standby command to units with stuck flags, or when moving to the next turn, will the flags of these units (which still have remaining movement points) return to a swaying state, like the one I circled in blue here.
The 'Flag-Glow' effect on hostile units also seems to have no visible impact. As shown in the image, it appears completely identical to the status of friendly units.

@v480615
I am also a bit uncertain about what you mean by 'their flags will remain stuck'. What is the exact ordered list of things I should do to reproduce the issue? Because the new default logic (called "movement and operations" in the settings) considers units with ongoing operations as "busy", so immediately after issuing an operation (such as "alert") the oscillation should stop (upright). So how are you getting to the next turn's computation with the animations still going? (I am assuming they are at that point otherwise how would they get stuck at a tilted angle?). I am a bit confused.

The flag-glow effect not working is also a bug I have been unsuccessful at reproducing, on my end it works perfectly as it always did.

Maybe you can throw a save file my way so I can check all those? The answer to those issues might lie in a discriminating factor that I'm missing! Would appreciate a lot if you could attach it to a reply here! ;)

Thanks for the quick 1.1.1 compatibility! I tested it out this morning, got the same issue mentioned in the previous reply, and manually moved each unit to get all the units unstuck. There was another issue, though. A couple of turns in, when I was at war with the AI, I noticed the unit I clicked on had the wrong label (it was a spearman but it said Hulche). I clicked around a bit, not sure exactly what I did, but the action menu disappeared and I couldn't get it back. Reloading from the last autosave brought it back. Anything I can do/provide to help with that?

@anafu
Can you be more specific to what you mean by "the same issue mentioned in the previous reply"? Because the reply before yours had multiple issues mentioned, which one are you experiencing? The stuck/tilted flags? The hostility glow not showing up? Let me know!
EDIT: Sorry I had missed the additional sentence there, so you're also experiencing the animations stopping in a not-upright position? I am still a bit uncertain about what the both of you mean by "stuck" though. I guess I'll have to see it for myself to understand. Maybe you can make a short clip?

In regards to the "wrong label", are you referring to the unit-flag's tooltip? I never touched anything about tooltips, but I guess the answer, for now, is the same I gave to the other user above: the best thing you can do is to attach the save file to a reply here, so that I can run some testing on it!

The third issue you mention (the entire action panel disappearing and not coming back until after reloading) very much sounds like a script crashing in response to some specific action you took. To help debugging this sort of things, the best thing you can do is to enable the game's console and play normally. As soon as the bug happens again, you bring it up with its hotkey (by default it's ~), go to: debug > ui > console, and just brutally copy-pasting the log here (or send me a PM which might be less spammy for others, as those logs can be quite long).

Sorry to both of you for not being able to provide answers for now, I'll try my best to figure out what's wrong in your specific cases! ;)
 
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Not sure what the best way to share videos is, here's a link to the recording I made and uploaded to my Onedrive: Sid Meier's Civilization VII - 2025-03-26 9-56-11 AM.mp4

I don't know, maybe this is a feature and not a bug, but I was expecting the units to be bobbing back and forth, but I found I had to do an initial movement for each one before the animation would play next turn. Otherwise they stayed as-is, like the video shows for a few turns. Maybe they were all sleeping before I saved the game so it's not a bug after all? I honestly can't remember, but the other poster's description was what I experienced which was why I chimed in about it.

I'll definitely keep an eye out for that action menu bug again, thanks for letting me know what to do! And thanks again for making my favorite mod!
 
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