TCS Improved Mod Page

TCS UI Mods 5

So I've put this together as part of a UI modpack in the vein of CQUI (as I see more, I'm adding them). For now, keeping it private to myself. Would it be permissible for me to list this under modpacks with due credit given, and upload it to Github in the interest of collaboration? Won't do it unless all the mod owners I'm drawing from consent to it.
 
So I've put this together as part of a UI modpack in the vein of CQUI (as I see more, I'm adding them). For now, keeping it private to myself. Would it be permissible for me to list this under modpacks with due credit given, and upload it to Github in the interest of collaboration? Won't do it unless all the mod owners I'm drawing from consent to it.
Sure!
 
Major update released - version 4.

Question: should the yields be moved back to its original location immediately below feature information?

This version revamps the tooltip layout and adds additional enhancements:
  • Towns now display whether they are Growing or Specialized
  • Fortified Districts now show which walls (if any) are present as well as health stats
  • Additional information is shown when hovering over the City Center
    • City Connections
    • How many Cities are being fed by Specialized Towns
  • Unique Quarters now display their tooltips (in addition to Wonders and Natural Wonders)
  • Improvements to Resource tooltips
  • A few other miscellaneous updates
Upcoming versions will revisit building and unit information in the plot tooltip.

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Is your mod compatible with Sukritact's Simple UI Adjustments? Thanks!
literally came to ask this question
Good question - it's the first one I've seen about compatibility in Civilization VII too!
I don’t expect it to be compatible. Both modify the tooltip script, so you will only get the tool tip functionality of whoever has the higher load order (Sukritacts, I believe)

Note: not the mod developer, just someone combining as many UI mods as possible.
 
Major update released - version 4.

Question: should the yields be moved back to its original location immediately below feature information?
Great work, thecrazyscot! Fixing all the game’s lack of info one tooltip upgrade at a time! (Or in this case a few at a time) Love seeing the connections especial here.:king:

WRT your question, I would say yes - the yields area seems out of place where it is in the Donjon screen especially. Also, perhaps move the fortification line down either to the unit area or constructible area?

Is it just me or are the last three images in the OP broken?
 
You never know, TheCrazyScotsman and Sukritact are old hands at this modding game, so they might be compatible! If not, then they'll perhaps sort something out between them once things settle down a bit and the initial game patches have been released.
 
Is your mod compatible with Sukritact's Simple UI Adjustments? Thanks!
I don’t expect it to be compatible. Both modify the tooltip script, so you will only get the tool tip functionality of whoever has the higher load order (Sukritacts, I believe)

Note: not the mod developer, just someone combining as many UI mods as possible.
A few people are poking around trying to figure out how to set load order as the LoadOrder property in the ModInfo doesn't seem to do anything. I've tried a few different things (using a Reference for example) but had no luck.

For now, to have both mods you simply need to comment out this line in Sukritact's modinfo file:
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A few people are poking around trying to figure out how to set load order as the LoadOrder property in the ModInfo doesn't seem to do anything. I've tried a few different things (using a Reference for example) but had no luck.

For now, to have both mods you simply need to comment out this line in Sukritact's modinfo file:
View attachment 719328
For my info - is there a crash if you don’t comment out the line, or is it just an override? Haven’t tested.
 
For my info - is there a crash if you don’t comment out the line, or is it just an override? Haven’t tested.
No crashes in my tests - it just always loaded Sukritact's mod and overrode mine for some reason. :crazyeye:
 
Version 5 update.

This version makes further layout adjustments and adds additional enhancements.
  • Completely refactored the script as all my additional queries were adding occasional lag to the tooltip
  • Moved Yields location back to default
  • Fixed bug where town city centers always showed "Specialized Town"
  • Now shows whether tile is Distant Lands
  • Changed how Rural districts and Improvements are displayed
  • Buildings flow horizontally rather than vertically
  • Added Specialist info for Urban tiles
  • Moved Fortification information to bottom of District section
  • Added tag for Full Tile buildings
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Thank you, your mod is so useful! I installed it when I was already in a game in the modern age, and I realised that one of my towns never fed a city since antiquity... I'd like Firaxis to clarify how the connections work, but in the meantime, thanks for your work!
 
Here's the screenshot of the garbled-tooltip for my capital! Let me know if you need any specific info in order to find out what's wrong with it.
This happens with v5 and no other mod installed.

Side-note: would be great to add the yields-sum on the plots (which helps with exploration age's science objective)

bug.jpg
 
Here's the screenshot of the garbled-tooltip for my capital! Let me know if you need any specific info in order to find out what's wrong with it.
This happens with v5 and no other mod installed.

Side-note: would be great to add the yields-sum on the plots (which helps with exploration age's science objective)

View attachment 719501
Huh - that's really weird, something went wonky with the flex box, but I don't see anything awry at first glance. Could you upload a save file and I'll see if I reproduce it on my end?
 
Huh - that's really weird, something went wonky with the flex box, but I don't see anything awry at first glance. Could you upload a save file and I'll see if I reproduce it on my end?
Oh wait! I encountered it - let me investigate.
 
Oh wait! I encountered it - let me investigate.
I was about to get my savefile in order to deliver it to you, and I noticed the issue went away on that very capital city. So apparently there must be some specific circumstance triggering the issue.
 
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