User Interface Tweaks

Is it possible to make mini map getting bigger an option? Really would prefer it to stay as it is. Now it just jumps on my eyes every time I try to access map options. :mischief:
 
I don't know if this is related to the mod or not - I'm still in my first game with the mod (which is awesome, btw!) and I failed a few quests (stations got destroyed).

Now in my quest list, the failed quests show up when the "Show Failed Quests" box is UNCHECKED, and hide when it's checked. I didn't notice this behavior in my pre-mod games (although I don't remember if I had failed any quests, either).

Another visual artifact I'm occasionally noticing - again, not sure if it's related to the mod or not - sometimes the terrain texture seem to partially overlay resource textures. For example, an unimproved petro source will have the desert texture of an adjacent tile partially covering up the oil slick texture. Will get a screenshot next time I play and see it. Didn't notice in my previous non-mod games, but this is also my first game on an 8-player map (vs 6-player)

Thanks again for such a great mod, and hope I can help contribute to it in some small way!
 
Hi there and THANK YOU TO FIGURE OUT how to use it for MP as DLC ...

please continue to include only things, which also work in MP ... there are millions of mods for SP ... I really don't care , but prefer to Play modded games with my brother and my friends !

So this will be the only one I (we) will use.

We already have EDITED some of the game data to include other ideas from SP Mods, like fewer income from traderoutes, longer Lasting traderoutes, spies not that lethal and so on !
ATM we are only able to EDIT the gamedata in GLOBALDEFINES.XML , and it works !

SO CONGRATULATIONS FOR ME IT IS THE ONLY SENSEFULL MOD out there, as I am already bored to death with SP !

Thank you


OUR EDITING which are working in MP

1) SUPPORT THE ALIENS: To help the ALIENS a Little bit more to survive. Special if they are around their natural Environment ! So Players have to be more careful.
Now you could even support them with the satellite, which builds MIASMA.
I even would prefer to use -20 and 20 , but my brother don't like the idea ! :-)

<Row Name="MIASMA_HEALTH_MOD_BASE">
<Value>-15</Value>
</Row>
<Row Name="ALIEN_LIFEFORM_MIASMA_HEALTH_MOD_BASE">
<Value>15</Value>

2,) WONDER SPAWNING: I really hated that in CIV , even most of the time it was me, who have done it :-) ... so we feel it is enough to allow 2 wonders in each city ... so you have to think which you really want in you city !

<Row Name="MAX_WORLD_WONDERS_PER_CITY">
<Value>2</Value>

3.) TRADEROUTE nerfing: reducing outcome around 33% and lasting 50 turns

<Row Name="TRADE_ROUTE_BASE_TURN_DURATION">
<Value>50</Value>
</Row>
<Row Name="TRADE_ROUTE_ORIGINATOR_BASE_RATE">
<Value>40</Value>
<Row Name="TRADE_ROUTE_RECEIVER_BASE_RATE">
<Value>20</Value>
 
I don't know if this is related to the mod or not

...

I don't think it would be my mod... It doesn't touch any of those things.


Is it possible to make mini map getting bigger an option? Really would prefer it to stay as it is. Now it just jumps on my eyes every time I try to access map options. :mischief:

I'm leaning towards the suggestion that:

1. Minimap is basically normal
2. But when you click on it, it becomes larger
3. After that, you can click to move it around
4. Minimap shrinks after mousing out

Is that acceptable? Or would you still want an option on top of that?
 
If it only gets bigger on click, I guess it's fine with me. Really in no place to complain here. :)

EDIT: But there's the problem that if I want to go fast to certain point on the map (say other capitals or my own etc.), I'll be clicking on the map, so it will jump in my face again. So maybe an option is still... a good option? :)
 
Spoiler :
473e367003.jpg


Removed the "buy plot" highlights, and added a city-limits highlight.

Thoughts?
 
It's nice. Now a little mini map change and it will be perfect. :)

In my local version, it only enlarges when you click on it (subsequent clicks move around the map), and there's an option to turn the feature off :)

Tomorrow I'm going to upload the new version, and it has a HUGE number of improvements :D
 
Removed the "buy plot" highlights, and added a city-limits highlight.

Thoughts?

Nice and clean, I like it!

Also something very low priority: I also noticed that the city view does not seem to remember the Show Grid setting. With the new stylish hex highlight citizen management, I actually prefer not to see the grid anymore in City View. How about checking the Show Grid setting every time we enter the City View and display the grid accordingly?
 
Nice and clean, I like it!

Also something very low priority: I also noticed that the city view does not seem to remember the Show Grid setting. With the new stylish hex highlight citizen management, I actually prefer not to see the grid anymore in City View. How about checking the Show Grid setting every time we enter the City View and display the grid accordingly?

The city view very explicitly overrides your grid setting and turns it on. I might be able to add a setting that overrides this override, but I don't want to turn it off entirely.
 
In my local version, it only enlarges when you click on it (subsequent clicks move around the map), and there's an option to turn the feature off :)

Tomorrow I'm going to upload the new version, and it has a HUGE number of improvements :D

Niceee!
 
NEW VERSION OUT!!!!

  • There is now an "Auto-Renew" trade route option that can be turned on when you start a new trade route. It can also be turned off from the Trade Route Overview window. This setting isn't saved between games, so you will have to re-enable it each time you start or load a game.
  • Ryenji's More Tech Filters mod has been merged into this mod
  • You can now see the Top Panel (that contains your yeilds, and other resource information) during diplomacy discussions with AI
  • The minimap now only expands when you click on it, as opposed to when you mouse over it. In addition, there is now a map option to turn the feature off entirely
  • There is now a mouse over display while colony units are selected that predictions whether it is possible to build an outpost at a location, and the range of the outpost/colony
  • The new sorting options for trade routes will hide the sections they no longer apply to
  • Re-arranged the new trade route list so that Stations appear before Outposts, before your own Colonies, before other players' Colonies
  • Fast turns should now automatically turn off when you go to war with the other player
  • In the City View: the building list is visible by default, and each section is also collapsed by default. Also added an "Auto-Collapse" toggle which will automatically collapse the building list categories when you close the City View.
  • The Queue Toggle check box has been moved to near the production buttons for City View image
  • The buy tile highlights have been removed, and a new highlight displaying the maximum work range of the city has been added while in City View
  • If you're in Orbital View when your turn ends, the game will now exit from Orbital View automatically
 
This is SeriousSeriously from Steam:

Yes, have other mods (SiegeRangePlus, Cities 5 Tiles Away, Units: Eplorer Affinity Upgrades, Map Revealing Technology, Improved Trade, Colorful Tech Web, Larger Maps, Time victory disabled Selectable, User Interface Tweaks). No, do not have auto-renew on, not sure how to turn it on. Yes, will upload a save game.
 

Attachments

NEW VERSION OUT!!!!

  • There is now an "Auto-Renew" trade route option that can be turned on when you start a new trade route. It can also be turned off from the Trade Route Overview window. This setting isn't saved between games, so you will have to re-enable it each time you start or load a game.
  • Ryenji's More Tech Filters mod has been merged into this mod
  • You can now see the Top Panel (that contains your yeilds, and other resource information) during diplomacy discussions with AI
  • The minimap now only expands when you click on it, as opposed to when you mouse over it. In addition, there is now a map option to turn the feature off entirely
  • There is now a mouse over display while colony units are selected that predictions whether it is possible to build an outpost at a location, and the range of the outpost/colony
  • The new sorting options for trade routes will hide the sections they no longer apply to
  • Re-arranged the new trade route list so that Stations appear before Outposts, before your own Colonies, before other players' Colonies
  • Fast turns should now automatically turn off when you go to war with the other player
  • In the City View: the building list is visible by default, and each section is also collapsed by default. Also added an "Auto-Collapse" toggle which will automatically collapse the building list categories when you close the City View.
  • The Queue Toggle check box has been moved to near the production buttons for City View image
  • The buy tile highlights have been removed, and a new highlight displaying the maximum work range of the city has been added while in City View
  • If you're in Orbital View when your turn ends, the game will now exit from Orbital View automatically

Excellent work! Many thanks!
 
IphStich
I've read you at steamcommunity, telling us you have plans to incorporate Vice Virtuoso's "UI: Notification for Units Nearing Death in Miasma" mod.
So I would like to ask if you have already incorporated it in any of your recent upgrades, or will it be soon?
Thanks in advance.
 
IphStich
I've read you at steamcommunity, telling us you have plans to incorporate Vice Virtuoso's "UI: Notification for Units Nearing Death in Miasma" mod.
So I would like to ask if you have already incorporated it in any of your recent upgrades, or will it be soon?
Thanks in advance.

it is in the last version and the current version. helpful too.
 
Does this new update, v.3, have conflicts with the Aggressive Aliens - Hostile planet mod? Does the addition of the filter expounder change the basics of the game? Reason I ask, @IphStitch, is because my aggressive aliens ain't so aggressive and my More Info Bar at the top is not working as intended....

Great mod by the by :D :goodjob:

:edit:

I fixed the issue by unloading the "conflicting" mods loading the game, launching a game and then quitting. Then I resubbed, loaded the and enabled the mods and it now works as intended, afaik.
 
Is it possible to add "rename unit" functionality (right-click on the unit name in the unit panel)? There is a mod doing this for CivV, only a few lines of codes.
 
Back
Top Bottom