wltk's Detailed Map Tacks

wltk's Detailed Map Tacks 1.0.7_Beta

Hey @wltk, I've been enjoying sinking my time plotting using your Map Tacks instead of actually playing. I just noticed something, though: Buildings that have adjacency bonuses based on constructibles instead of tiles do not reflect properly if there are two constructibles on the same tile. Example here:
Spoiler Sample screenshot :


I plotted a City Park and a Department Store on the same tile. The Shiguan (the UB with the science base) has a happiness adjacency from other happiness constructibles. However, it seems like both buildings are only counted as one. Not sure if this is intended behavior and is consistent with the game's implementation. (Someone please verify!)

Nevertheless, I'm enjoying this mod a lot, even at its beta stage. You're a hero!
Thanks for raising, will fix this bug in next update.
 
May I suggest to enable the Map Tacks layer for the Settler lens by default? That way the placed City Hall map tacks stay visible when selecting a settler.
Currently I’m enabling the lens layer by default in Settler lens, but also would like to see if it is too crowded. I can also change it to highlighting the plots with city hall map tacks only, or maybe both.
Another thing I plan to do is enabling settler lens layer when placing city hall map tack. Even though I think that lens layer is a bit ugly lol.
 
lol that’s from the game itself. Pretty funny right.
I just realized that when I saw it in a different area of the game tonight and just shook my head lol. I should have known better than to attribute it to you!
 
Currently I’m enabling the lens layer by default in Settler lens, but also would like to see if it is too crowded. I can also change it to highlighting the plots with city hall map tacks only, or maybe both.
Another thing I plan to do is enabling settler lens layer when placing city hall map tack. Even though I think that lens layer is a bit ugly lol.
I was thinking earlier that it would be nice that if at least the city hall tacs would show in the settler lens. As I do throw down some tacs for potential settlement spots but have to click back and forth after look at the tac, then reselect the settler (who can be some distance away), sometimes several times, because my brain is small lol.

Oh man, and this would be a pipe dream, but it would be cool if dropping the city hall tac would show an opaque highlight designation up to or around what the 3rd ring would be, that way when you put a tac down it shows everything that you will be able to claim. May be able to use the existing asset that lightly highlights all the tiles that a unit can move to when you have it selected?
 
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I was thinking earlier that it would be nice that if at least the city hall tacs would show in the settler lens. As I do throw down some tacs for potential settlement spots but have to click back and forth after look at the tac, then reselect the settler (who can be some distance away), sometimes several times, because my brain is small lol.

Oh man, and this would be a pipe dream, but it would be cool if dropping the city hall tac would show an opaque highlight designation up to or around what the 3rd ring would be, that way when you put a tac down it shows everything that you will be able to claim. May be able to use the existing asset that lightly highlights all the tiles that a unit can move to when you have it selected?
Yep the latter is also in my plan for next update. Many people have requested the 3 tiles radius coverage. And the commander radius border is what I plan to see if I can reuse.
 
Really a great mod!

Not sure if already mentioned, but the Greek special building Parthenon tack does not reflect the +2 influence when build on rough (sorry, do not know the correct word as I play on german language) terrain.
 
Such a great mod! Couple of ideas...now that you've added generic tacks, maybe you could allow some tacks to stay across the age transitions? So like, the generic tacks and city center tacks and whatever else makes sense. Also, wondering if you could allow the tacks to be moved by click and dragging them, both when the tack editor is open or not. Thanks!
 
Thank you so much for this mod. It is absurd how much it improves the game. I feel that I am finally able to dive into it. Just wonderful
 
The new generic buildings section is nice, however I would like to have e.g. a combined science / production map tack since they have the same adjacency bonuses
 
wltk updated wltk's Detailed Map Tacks with a new update entry:

Settler and delete improvements

  1. Show settler lens layers when placing city center map tack.
  2. Show 3 tiles radius for city center map tack in chooser mode.
  3. Merge city hall and palace into one generic city center map tack.
  4. Auto delete map tack when a constructible is placed.
  5. Support double click to delete map tack in all screens.
  6. Misc UI improvements and bug fixes.
Check my git repo for more upcoming updates.

Read the rest of this update entry...
 
some really nice features in the last two updates!
  • i really like the automatic switch to settler mode when placing a City Center.
  • the glowing highlights are great! (Settler and Building Placement lenses)
  • the icon organization makes it much easier to find things. i like the separation of warehouses, uniques, and regular buildings.
  • my existing City Hall tacks upgraded smoothly to the new City Center.
mixed feelings:
  • the 3-tile radius is cool, but i'm not sure how to make good use of it. currently i'm only seeing it when dmt-map-tack-lens is active, after the tack is placed. i also expected to see it on the Settler lens (around the glowing highlight). i see that you're planning to show a preview while placing the City Center tack, which sounds great.
  • the 3-tile radius will cross borders into claimed land, which gets very confusing when it crosses City-State borders. it might be nice to exclude claimed territory from the outline. it also gets confusing if two tacks are close enough for their radiuses to overlap.
  • the big "Double Click to Delete" message at the top of the screen is helpful, but please move it to the bottom of the screen where it'll be more noticeable & readable to us old gamers with bifocals.
  • i like the mechanics of the new City Center tack, but i strongly dislike the icon. specifically, the floating question mark suggests uncertainty: "settle here?" rather than "settle here!" my personal favorite for this is CITY_CENTERPIN, but there are a few other good options.
some bugs/quirks:
  • when placing a City Center, it doesn't register if you click directly on one of the white "recommended plot" icons. it works fine if you click on one of the white "flood warning" icons, though.
  • when i delete a City Center tack from the Settler lens, the tack disappears but the glowing highlight remains until i change lenses.
  • clicking and dragging on a map tack doesn't pan the screen like clicking & dragging on unit flags or city banners.
and some strong feedback about the new deletion method:
  • i'm having a lot of trouble deleting tacks. the double-click timing is too tight for me, and there doesn't seem to be any way to adjust the timing in game settings or in the DMT code. it's really frustrating – it makes the mod unusable for me. if you can't adjust this, please provide an option for one-click deletion in the tack chooser.
  • i preferred it when tacks were locked outside of the chooser, because it protected against misclicks (and cat clicks). perhaps make the delete-anywhere feature optional too?
  • i especially dislike the red "Double-click to delete" message in the tooltips. the red is very distracting & looks too much like warning text in other parts of the game. i also dislike having a large instruction message in every tooltip. please use smaller, gray text for the instructions if you keep them in the tooltips.
those three things together make this update a huge downgrade in usability for me. i made some local edits to work around these problems for now. unfortunately, i couldn't find a fix for double-click timing, but at least i was able to re-enable single-click deletion in the chooser.

still really excited about the update and the future plans! thanks!
 
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some really nice features in the last two updates!
  • i really like the automatic switch to settler mode when placing a City Center.
  • the glowing highlights are great! (Settler and Building Placement lenses)
  • the icon organization makes it much easier to find things. i like the separation of warehouses, uniques, and regular buildings.
  • my existing City Hall tacks upgraded smoothly to the new City Center.
mixed feelings:
  • the 3-tile radius is cool, but i'm not sure how to make good use of it. currently i'm only seeing it when dmt-map-tack-lens is active, after the tack is placed. i also expected to see it on the Settler lens (around the glowing highlight). i see that you're planning to show a preview while placing the City Center tack, which sounds great.
  • the 3-tile radius will cross borders into claimed land, which gets very confusing when it crosses City-State borders. it might be nice to exclude claimed territory from the outline. it also gets confusing if two tacks are close enough for their radiuses to overlap.
  • the big "Double Click to Delete" message at the top of the screen is helpful, but please move it to the bottom of the screen where it'll be more noticeable & readable to us old gamers with bifocals.
  • i like the mechanics of the new City Center tack, but i strongly dislike the icon. specifically, the floating question mark suggests uncertainty: "settle here?" rather than "settle here!" my personal favorite for this is CITY_CENTERPIN, but there are a few other good options.
some bugs/quirks:
  • when placing a City Center, it doesn't register if you click directly on one of the white "recommended plot" icons. it works fine if you click on one of the white "flood warning" icons, though.
  • when i delete a City Center tack from the Settler lens, the tack disappears but the glowing highlight remains until i change lenses.
  • clicking and dragging on a map tack doesn't pan the screen like clicking & dragging on unit flags or city banners.
and some strong feedback about the new deletion method:
  • i'm having a lot of trouble deleting tacks. the double-click timing is too tight for me, and there doesn't seem to be any way to adjust the timing in game settings or in the DMT code. it's really frustrating – it makes the mod unusable for me. if you can't adjust this, please provide an option for one-click deletion in the tack chooser.
  • i preferred it when tacks were locked outside of the chooser, because it protected against misclicks (and cat clicks). perhaps make the delete-anywhere feature optional too?
  • i especially dislike the red "Double-click to delete" message in the tooltips. the red is very distracting & looks too much like warning text in other parts of the game. i also dislike having a large instruction message in every tooltip. please use smaller, gray text for the instructions if you keep them in the tooltips.
those three things together make this update a huge downgrade in usability for me. i made some local edits to work around these problems for now. unfortunately, i couldn't find a fix for double-click timing, but at least i was able to re-enable single-click deletion in the chooser.

still really excited about the update and the future plans! thanks!
I agree the double click is annoying, I also cannot click fast enough. After spending way to long setting up various city/town locations with tacks I think I will just go play Enshrouded for a while. I cannot see a reason for the need for a double click anyway and actually preferred seperate city/palace pins.
@beezany I reverted back to the previous version via the mod manager for now, everything is back to single click. I had a wee bit (about 50+) fishing boat icons to delete :)
 
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Will revert the double click to delete feature as a hotfix today. I did see people struggling with deleting map tacks in default view though. I also tried shift+click or ctrl+click but seemslike the click event won’t be triggered when shift or ctrl is pressed down. Let me know if anyone here has better ideas around that. Thanks.
 
Will revert the double click to delete feature as a hotfix today. I did see people struggling with deleting map tacks in default view though. I also tried shift+click or ctrl+click but seemslike the click event won’t be triggered when shift or ctrl is pressed down. Let me know if anyone here has better ideas around that. Thanks.
thanks!

what were people struggling with? were they accidentally deleting in chooser view, or trying to find a way to delete from outside the chooser?

if they are trying to delete from outside the chooser, this might help:
  • clicking on a tack opens the chooser panel, just like selecting a merchant opens the trade panel.
  • because the chooser is open, another click will delete the tack.
that will have a similar effect to the current double-click, but without the difficult timing.

on the other hand, if it's too easy to delete tacks, then here are some possible alternatives:
  • left click places and deletes (like now), but there's a short delay (1-2 sec) before you can delete.
  • clicking a tack makes a trash can appear. clicking the trash can deletes it.
  • clicking a tack tints it red, clicking again deletes it.
  • left click places, right click deletes.
i rely heavily on right-click to close panels, so if you do anything involving right-click, please make sure that it still works as a close button.
 
There is a double click setting. It's the first entry under UI in AppOptions.txt., DoubleClickTIme. There was also a tick interval that, I believe, was for click and hold to auto-increment. It seems to be gone since the last release. There's three new ticks, FrontEndTickIntervalInHZ, InactiveTickIntervalInHZ and TickIntervalInHZ which are, apparently, the frame limiting they mentioned in the release notes. I should add those to my mod. A bit off topic. The DoubleClickTime defaults to 200ms meaning you have to complete the second click in that time. With the tick they removed I could see that ticking before I released on the click. It's real marginally getting that second click in before the 200ms mark. I'm over 60 though and a most teenagers could likely get it with no problem. Likely best to not use it though they could just increase it and not have a problem.
 
wltk updated wltk's Detailed Map Tacks with a new update entry:

Hotfix for deletion issue

Revert back the delete behavior to "click-to-delete" in map tack chooser screen, as double-click to delete causes some problems. Special thanks to @beezany for the feedback and fix, as well as calling out a bug I had in my code. Will keep looking for better "quicker delete" mechanism. Feel free to leave your feedback in the discussion thread. Thanks.

Read the rest of this update entry...
 
wltk updated wltk's Detailed Map Tacks with a new update entry:

City center radius improvements

  1. Add plot overlays with city center map tack radius. Different colors for occupied, available and overlap.
  2. Add stronger city radius when city center map tack is hovered.
  3. Show stronger city radius when placing city center map tack.
  4. Update generic city center and wonder map tacks.
  5. Misc UI tweaks and code cleanup.
Check my git repo for more upcoming updates.

Read the rest of this update entry...
 
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