Slothoth's Global Relations Panel

Slothoth's Global Relations Panel v1.031

Smayo

Warlord
Joined
Mar 1, 2019
Messages
169
Implemented a 'diplomacy at a glance' panel to see the relationships between other leaders.Mostly made it because I was struggling to keep track of other player wars, and also it was annoying declaring war and finding out my opponent had 6 Horses. Doesn't use any privileged information, it gets the resources from information gathered from visible cities. A spiritual successor to Sukritact's Global Relations panel from Civ VI.

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Linked resource:
 
I really love the idea, one of the great mods from Civ6! But there are still some bugs to squash. See screenshots below, with your mod being the only mod active. But I'm looking forward to using this in the future.

The relations between me and the other leaders in this screen is incorrect, as if the order is shifted clockwise by one (the line to Friedrich should go to Tecumseh instead. Maybe an index number of 0 instead of 1?
Also, when pressing Esc while the window is shown, the window goes up halfway and the menu comes up also only half.
Edit: The resource displayed is incorrect as well. I do have 4 Niter. Nevermind, I misread your description about that. This one is fine :)
Save file attached.

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Really cool mod. I see the same issues as the previous commenter, but it is a great start.
 
Update 1.0 said:
Allows using Leugis Diplomacy tweak icons if installed. Fixes a nasty bug when a civ was eliminated resulting in
incorrect relationships. Also doesn't preload the strategic resources, meaning faster load ins. Can be toggled back
on though.
Thanks for the fix. I've tested this on 2 saves and all relations are now displayed correctly. Nice! I also like the toggle for resources.
And awesome for including the use of Leugi's icons with that mod installed. I didn't expect that so soon. It works great!

One minor thing: in the legend, the icons go from allied to friendly to helpful. I think helpful and friendly should be reversed.
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Sorry to bother you again. I noticed something weird going on with the Wonders Screen mod I'm using, made by @KayleeR, and it only happens if I use your mod and theirs together. The Wonder Screen that KayleeR's mod provides, went back to a small font that was used in the original version of that mod, but was patched in an update last saturday. Now it is as though I'm using version 1.0 of that mod again, but I checked and I'm definitely on version 1.2.

Looking at the css file from both mods, I noticed your css file has several entries with 'wonders' in it, that are identical to the entries in the css file from Wonders Screen. And I think that might be interfering with the Wonder Screen mod. I hope you can look into this, please.
 
...Also, when pressing Esc while the window is shown, the window goes up halfway and the menu comes up also only half.
I had this issue with my Wonders Screen mod. You'll need to listen to InputEngineEventName, here's the code for that. I also still have a bug with beginning of turn popups coming up like that but haven't had the time to figure out how to handle that issue as it only happens if you're looking at the screen while the turn passes and hitting escape a couple times closes everything. Probably just some other event to listen to.

JavaScript:
import { InputEngineEventName } from '/core/ui/input/input-support.js';

    constructor() {
        super(...arguments);
        this.engineInputListener = this.onEngineInput.bind(this);
    }

    onAttach() {
        super.onAttach();
        this.Root.addEventListener(InputEngineEventName, this.engineInputListener);
    }
    onDetach() {
        this.Root.removeEventListener(InputEngineEventName, this.engineInputListener);
        super.onDetach();
    }

    onEngineInput(inputEvent) {
        if (inputEvent.detail.status != InputActionStatuses.FINISH) {
            return;
        }
        if (inputEvent.isCancelInput() || inputEvent.detail.name == 'sys-menu') {
            this.close();
            inputEvent.stopPropagation();
            inputEvent.preventDefault();
        }
    }

    close() {
        super.close();
    }

This looks great though. I think increasing the line thickness for war and alliances could be useful to make those stand out as they're the most important relationships. I wonder if showing war score in some way would be nice as well. Especially since you're able to provide one support for other player's wars. I like the idea of showing strategic resources as stacking combat bonuses are quite important in this version.
 
I am colorblind, so it is difficult for me to easily tell the colors apart since the lines are very thin. Would it be possible to make all the lines thicker or even vary the thickness? Or maybe make the lines have dashes or some other difference other than just colors?
Thanks.
 
As someone already mentioned, I don't think this mod is compatible with the "Wonders Screen" mod. Would be nice to have both!!
 
As someone already mentioned, I don't think this mod is compatible with the "Wonders Screen" mod. Would be nice to have both!!
Can confirm, I was able to resolve this by referencing Wonders screen in Global Relations. Also after applying @KayleeR's input fixes the window behavior.
 
Sorry to bother you again. I noticed something weird going on with the Wonders Screen mod I'm using, made by @KayleeR, and it only happens if I use your mod and theirs together. The Wonder Screen that KayleeR's mod provides, went back to a small font that was used in the original version of that mod, but was patched in an update last saturday. Now it is as though I'm using version 1.0 of that mod again, but I checked and I'm definitely on version 1.2.

Looking at the css file from both mods, I noticed your css file has several entries with 'wonders' in it, that are identical to the entries in the css file from Wonders Screen. And I think that might be interfering with the Wonder Screen mod. I hope you can look into this, please.
Sorry for the dead thread! I wasn't getting notification on this discussion, funnily enough a lot of those features you requested came independantly from other people.
Ah yes, I have been referencing the Wonders Screen, its possible im overriding their CSS, ill try pare it down so it doesnt do anything, there was time I was throwing everything I could at the wall to get my icon to appear, and so I was just adding their CSS ad nauseum.

Also planing an update as the strategics was using the Trade route screen to count them, so if you traded to a civ for strategics they would disappear from that list! fixed that, and update to come soon.

By the way, that clockwise shifting issue is also fixed in the current build, I found it was caused by dead civs still being counted for realtions, but being hid on the panel.
 
Sorry for the dead thread! I wasn't getting notification on this discussion, funnily enough a lot of those features you requested came independantly from other people.
Ah yes, I have been referencing the Wonders Screen, its possible im overriding their CSS, ill try pare it down so it doesnt do anything, there was time I was throwing everything I could at the wall to get my icon to appear, and so I was just adding their CSS ad nauseum.

Also planing an update as the strategics was using the Trade route screen to count them, so if you traded to a civ for strategics they would disappear from that list! fixed that, and update to come soon.

By the way, that clockwise shifting issue is also fixed in the current build, I found it was caused by dead civs still being counted for realtions, but being hid on the panel.
Thanks for the answer. I'm using the last build and everything works great indeed. Well, except for that css problem :cool: I've hotfixed that for myself by commenting a few lines in your css file (the first .wonder-description-text entry and .wonder-buildable-container).
 
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