Nasuellia Mods

Nevermind, version 0.6.3 fixed this. Thanks for the super quick fix, 20 minutes before I reported this.

I'm sorry to say that with the latest version, I got completely new banner issues again in one specific savegame. Below are my capital and a city, while all other cities and towns seem fine. I've checked three other saves, and they all look fine as well, including a save from 14 turns before the one with the issues. So it might be savefile corruption or something, but it doesn't happen on version 0.6.1. UI reload or changing any of the mod options doesn't help. Renaming the city didn't help either. This is with only your mod active, I've removed all others. Save attached, although I think I might have shared this one two times before already :cool:.

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Glad to make you drool! LOL.
Jokes aside, the problem with doing a total color overhaul for independent powers is that Fireaxis likely reserved black&white for them specifically, any other color combination would be at risk of conflicting with future leaders, so that's not doable.
In regard to making an exception to the rule just for them, and giving them a red glow, I find that it could be quite confusing for players: a hostile indepependent is likely the first hostile a user encounters, a red glow would be at risk of teaching the user that hostiles have a red border (that's precisely what vanilla did to me the first time: I was expecting a red border on hostiles, not just a special case for minor factions). I also really dislike inconsistencies and exceptions. I also have no issues whatsoever seeing those black/white glows, frankly. Not to mention that the skull-swapping is there too as an alternative, which is not color-reliant.
With all that said: a bagillion people keep asking me this, so I made a note on my issue tracker to try and think of another solution.
EDIT: oh by the way I think I fixed the settings initialization issue you reported, thanks for that!
FWIW Firaxis is very unlikely to use a pure black background with an inside color due to confusion risk with independent powers. They had the same visual language with CIV 6 (city states had a black bg with colored middle based on yield type) so realistically they would probably avoid it. Plus the IPs in vanilla 7 have the middle coloring with the black BG too, so that would be too confusing to introduce a civ with the same pallette.

In that case you could use the yield type to add the middle color/faction color to the units without getting rid of the black. This would color the glow, give you a future proof color scheme, and it would also alleviate a lot of the confusion of units. Separating units by yield type colors allows you to see which units are from which city-state at a glance, so you dont have to hover over them.
 
FWIW Firaxis is very unlikely to use a pure black background with an inside color due to confusion risk with independent powers. They had the same visual language with CIV 6 (city states had a black bg with colored middle based on yield type) so realistically they would probably avoid it. Plus the IPs in vanilla 7 have the middle coloring with the black BG too, so that would be too confusing to introduce a civ with the same pallette.

In that case you could use the yield type to add the middle color/faction color to the units without getting rid of the black. This would color the glow, give you a future proof color scheme, and it would also alleviate a lot of the confusion of units. Separating units by yield type colors allows you to see which units are from which city-state at a glance, so you dont have to hover over them.
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Kinda like this. Maybe leaving the city name text white (Its still consistent because it would be a mechanic only used for independent powers, black and white labels). It wouldn't just fix the glow problem, it would also address the lack of an intuitive way to discern what city state troops are from
 
View attachment 728698View attachment 728700
Kinda like this. Maybe leaving the city name text white (Its still consistent because it would be a mechanic only used for independent powers, black and white labels). It wouldn't just fix the glow problem, it would also address the lack of an intuitive way to discern what city state troops are from
Yeah I will experiment with it when I get back to modding at the end of the month (next patch), as I am now on a break, but frankly I think you convinced me, that looks good, is functional, and you are right in that Fireaxis is unlikely to use black as a part of a leader's palette.
Thanks!
 
FWIW Firaxis is very unlikely to use a pure black background with an inside color due to confusion risk with independent powers. They had the same visual language with CIV 6 (city states had a black bg with colored middle based on yield type) so realistically they would probably avoid it. Plus the IPs in vanilla 7 have the middle coloring with the black BG too, so that would be too confusing to introduce a civ with the same pallette.
and you are right in that Fireaxis is unlikely to use black as a part of a leader's palette.

Xerxes, King of Kings, would like to have a word with you both 😄

screenshot of an unmodded game:
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And modders do it as well:
  • Custom Leaders Colors keeps Xerxes as yellow on black.
  • Leader Colour Overhaul has black backgrounds on alternate palettes for Friedrich, Ibn Battuta and Charlemagne. And dark green on some others, which is dark enough that it's very similar to black.
  • Prismatic has yellow on black for alternate palettes of Xerxes and Friedrich.
  • Only Matt's Colours doesn't use black as background.
 
Xerxes, King of Kings, would like to have a word with you both 😄

screenshot of an unmodded game:
View attachment 728739

And modders do it as well:
  • Custom Leaders Colors keeps Xerxes as yellow on black.
  • Leader Colour Overhaul has black backgrounds on alternate palettes for Friedrich, Ibn Battuta and Charlemagne. And dark green on some others, which is dark enough that it's very similar to black.
  • Prismatic has yellow on black for alternate palettes of Xerxes and Friedrich.
  • Only Matt's Colours doesn't use black as background.
A big F to Freaxis (and I don't mean it as their initial).
But also: Matt's Colours is what I use (and recommend), which is why I never knew Xerxes had a black base.
I'd say that I could still implement the above color-scheme, but I'll have to make it optional.
 
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A big F to Freaxis (and I don't mean it as their initial).
But also: Matt's Colours is what I use (and recommend), which is why I never knew Xerxes had a black base.
I'd say that I could still implement the above color-scheme, but I'll have to make it optional.
I was trying Custom Leaders Colors, but there are too many blues in that one. I'll give Matt's a try. The example image shows a good amount of variety at least, and not mostly red and blue like similar mods.
 
Xerxes, King of Kings, would like to have a word with you both 😄

screenshot of an unmodded game:
View attachment 728739

And modders do it as well:
  • Custom Leaders Colors keeps Xerxes as yellow on black.
  • Leader Colour Overhaul has black backgrounds on alternate palettes for Friedrich, Ibn Battuta and Charlemagne. And dark green on some others, which is dark enough that it's very similar to black.
  • Prismatic has yellow on black for alternate palettes of Xerxes and Friedrich.
  • Only Matt's Colours doesn't use black as background.
FWIW I've always found the pure black Civ uses for IPs and the Xerxes charcoal to be visually distinct. With that said, I get that its close enough to potentially cause some confusion. An optional pallette would be perfect
 
Hello! For the alt unit flags and bars mod, I'd prefer if users have the option to use the vanilla city bars but keep the unit flags.
 
Hey, for when you're back from your break, no hurry at all, but I will forget if I don't post it now:

Alt-unit-flags gives a lot of these two messages in the ui.log:
Code:
[2025-04-12 19:46:58]    No handler specified for engine.on
 While executing JS :15:23
[2025-04-12 19:46:58]    Trying to set justifyContent property to invalid value!
 While executing JS fs://game/base-standard/ui/city-banners/city-banners.js:630:51

This is with only your mod active, I've removed all others. I don't see anything wrong, and don't spot a difference when changing the justifyContent to 'center', but I guess the engine.on message might mean some proces/listener isn't initializing. The attached UI.log is from loading a savegame, forcing end of turn with shift-enter and exiting the game. For good measure I also attached the save related to the UI.log, but I see this on all my saves.
 

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Hey, for when you're back from your break, no hurry at all, but I will forget if I don't post it now:

Alt-unit-flags gives a lot of these two messages in the ui.log:
Code:
[2025-04-12 19:46:58]    No handler specified for engine.on
 While executing JS :15:23
[2025-04-12 19:46:58]    Trying to set justifyContent property to invalid value!
 While executing JS fs://game/base-standard/ui/city-banners/city-banners.js:630:51

This is with only your mod active, I've removed all others. I don't see anything wrong, and don't spot a difference when changing the justifyContent to 'center', but I guess the engine.on message might mean some proces/listener isn't initializing. The attached UI.log is from loading a savegame, forcing end of turn with shift-enter and exiting the game. For good measure I also attached the save related to the UI.log, but I see this on all my saves.
Thanks mate. I did see some of those once during development, seems to be harmless but will look into it!
 
Hello everyone, I am still on a hiatus from Civ7 but of course I wanted to at the very least rebase my mods on the new game-version and port-over any features, reconciliate soft incompatibilities, and fix hard incompatibilities.
All my mods have been updated, here's a status update:

- non-sticky-selection had no actual incompatibilities whatsoever, but I ported over some unrelated changes on the script. I don't expect to see any issues with the new version.
- no-popups had no actual incompatibilities whatsoever, but I ported over some unrelated changes on the script. I don't expect to see any issues with the new version.
- alt-settlement-view had a hard incompatibility which caused the entire city-view to get messed up (now fixed); I also ported over all the changes (truncated yields, and many small additions and changes) except the new "last production" element from Fireaxis because I find it uglier and less readable then mine. Note that their logic is superior though, as it doesn't lose data between reloads while mine does, but I deemed it inconsequential enough to stay with my own version of the feature for now.
- unit-flags-and-bars I expected a bloodbath but was instead surprised to see not much has changed. There were a bagillion little changes throughout all the files, but I saw nothing that smelled like hard incompatibility. I have rebased all the scripts on the new game version of course and ported over everything that wasn't in direct contraddiction to my own changes, but I haven't really tested the new version of the mod all that thoroughly. If anyone encounters issues, please let me know!
 
Thanks! Regarding unit-flags-and-bars:

Could you split the unit flags and city bars into two different mods, or add an option to disable either part of the mod? I really like the unit flags, but I don't like the aesthetics of the city bars.
 
Thanks! Regarding unit-flags-and-bars:

Could you split the unit flags and city bars into two different mods, or add an option to disable either part of the mod? I really like the unit flags, but I don't like the aesthetics of the city bars.
It's not something I'm going to do right now unfortunately, although something like that is in the plans for future versions
 
Thanks! Regarding unit-flags-and-bars:

Could you split the unit flags and city bars into two different mods, or add an option to disable either part of the mod? I really like the unit flags, but I don't like the aesthetics of the city bars.
Try going to the civmods-nasuellia-alt-unit-flags-and-bars-38776 folder, then enter base-standard, then enter ui and in this folder delete the city-banners folder. This should work, let me know if it did.
 
I can't really see the HP bar of the unit. Can you mark the HP bar in red like the original, or change it to select?
 
excellent mod
5star-rating
is it possible to have this mod without the city-banner overhaul?
just the unit banners?
 
You may already be aware, but the action panel is broken with your mod as of the 1.2.1 update. Here are some pics with and without.
 

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  • action_panel_withoutnau.png
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  • aerodrome_commander.png
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  • aerodrome_commander_withoutnau.png
    aerodrome_commander_withoutnau.png
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