UI - Map Pins

Is there someplace I can download the mods files? I'm on a Mac, and the Workshop doesn't work. I've followed all the instructions to enable the MODS menu in Civ5, but I have to download the mods manually, which I also can't do in the Workshop. ::crazyeye:

In particular, I'm interested in
Map Pins
Auto Map Pins
Unit List Enhancements
Promotion Tree
 
RTFM - "and uploaded them (in 4 parts) into the CFC CivV file database "
 
yes but those are the old mods can you download the new versions not on the workshop?
 
RTFM - "but I have no intention of updating this archive as the mods evolve (it's just too much work)"
 
Map pins and auto map pins are great mods.

I don't want to be pushy but an enhancement idea for this mod would be to include:
* the ability to auto add more things like ruins, barbarian camps etc...
* make all items in auto map pins toggle if they are automatically added or not
 
Untested, but the first one is as simple as

Code:
function OnNotificationAdded(iNotificationId, iNotificationType, sDescription, sTitle, iData1, iData2, iPlayer)
  -- print(string.format("OnNotificationAdded(%i, %i, %s, %s, %i, %i, %i)", iNotificationId, iNotificationType, (sDescription or ""), (sTitle or ""), (iData1 or 0), (iData2 or 0), iPlayer))
  if (iNotificationType == NotificationTypes.NOTIFICATION_EXPLORATION_RACE) then
    AddPinForWonder(iData1)
  elseif (iNotificationType == NotificationTypes.NOTIFICATION_MET_MINOR) then
    AddPinForCityState(sTitle)
  elseif (iNotificationType == NotificationTypes.NOTIFICATION_DISCOVERED_STRATEGIC_RESOURCE) then
    AddPinsForResource(iData1)
[B][COLOR="Red"]  elseif (iNotificationType == NotificationTypes.NOTIFICATION_BARBARIAN) then
    AddPinForPlot(Map.GetPlot(iData1, iData2), 6, "TXT_KEY_IMPROVEMENT_ENCAMPMENT")
  elseif (iNotificationType == NotificationTypes.NOTIFICATION_GOODY) then
    AddPinForPlot(Map.GetPlot(iData1, iData2), 5, "TXT_KEY_IMPROVEMENT_GOODY_HUT")[/COLOR][/B]
  end
end
Events.NotificationAdded.Add(OnNotificationAdded)

not sure I'm following what you mean for the second one
 
Thank you for the response.
I follow the code in the first idea and will implement it for myself.

The second would be to allow a player to have a selection list panel at game setup or in game with all possible potential map markers such as camps, goody huts etc... listed. The player would check those he wants automatically marked whenever ctrl x is pressed. Only those checked would be placed onto the map pins panel list and the others would be ignored.

So in theory a player could check barbarian camps and strategic resources while leaving natural wonders unchecked. The player presses ctrl - x and only camps and strategic resources would be added to the list. However a potential problem might be the amount of items included in the toggle list selection could make it rather unwieldy.
 
However a potential problem might be the amount of items included in the toggle list selection could make it rather unwieldy.

Not to mention the amount of my time it will take to respond to all the requests for other things to add.

It's modular, just write another mod or three to add pins for specific events and then use the Mod Browser to enable/disable them
 
Tried the code last night. I copied it exactly as you have it and inserted the red lines into the function at the same point. It fails to recognize the camps or huts. Next I tried it by replacing the entire function with the same result. Both times I tested with just DLC, map pins and auto map pins. Same result each time.
I will try it later today by typing in the respective code. Perhaps it is an UTF-8 kind of issue copying from the webpage. I will edit and update this post with the results after I attempt it.

EDIT: It is not a character encoding issue with copying from the website.
 
Soooo strange...

Does the UI-Auto-Map Pins mod **still** requires Utils - Modular MiniMap Overlays as stated on your Pick'n'Mix site to function correctly??

EDIT; Ooooppppsss, something i forgot to ask for - if you can, of course.

More specific Pins added to the default "quantity"!! I'd need (maybe) --- the entire set of Color_Flags (11 in total - except the US), Citizen, Flower, Pirate, Revolt, Shield(Strength), Target(Range_Strength), these Squares (Coal, Oil, Aluminium, Uranium), Archeological dig sites (incl-hidden). That's -cough- all -cough-. Please?

Now onto the Auto-Mapping "features"... dunno if this is possible or not but i believe the reasoning behind having automatic Pins is to have some quick & rapid references of key locations on a map. Sooooo, there's Nothing i hate more than reaching Industrialization and having to scan a whole map for just a few Coal spots (even if IN the fog) -- it should be (well) automated, wouldn't you agree?
Similar technicality with Archeo-Digs. Do i even recall where the actual LAST spot was? Duh - just GO to the Pins listing and simply cycle through whatever - again, automatically. Next.
Once improved the Strategic resources Pins should be (somehow, autom---) removed from the list.

Now --THAT's-- even more User-Friendly.
;)
 
For those wanting labels on the map, see this mod "Map Labels"

(Not by me, I'm just linking to it as a community service)
 
There is another one of my mods "UI - Overlay Resources" that greatly improves finding resources - as you can select the one(s) you want and then next/prev among them to shift the map focus
 
Yep... another approach that i already tried as well.
BUT -- this search & sorting process happens into Strategic-View mode only while i'd rather have some alternate design to perform similar functions directly from the World-View_Map.
Think about what bc1 adds to his EUI features; Hex-Tiles recoloring for example.

I could see some Overlay Hexes (color coded just as what SV does with YBG resource categories) auto-deployed straight on a given map layer while these (hints and cues) would be linked to a simple parsing procedure just like when we scan for next or previous Units, etc.

There's even a cool animated cycle that occurs at the beginning of Turns on the Mini-Map. Ya know, those flashy "colors+white" dots (sound effect included!) indicating any key locations, events, production complete and so on. Could be added in as a bonus feature too.

All of it... begging for some rare talented coders to develop and distribute as specific MODs.

Oh- well- we're (still) waiting! :D

PS; Does this still need some "Modular Mini-Map" Util_Component to work correctly? Cuz, when i tried it... it wouldn't put Bonus resources in the pool of available icons. Just Strategic & Luxury. IIRC, normal resources weren't listed also.
 
Hi there,

I'm new to adding mods to my game. I really like the functionality of this mod. However, is there anyway I can move the main input box up so it syncs with IGE?
Do I need to go into the mod files? If so, what file and what section do I look for to amend?

Thanks in advance.
 
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