wltk's Detailed Map Tacks

wltk's Detailed Map Tacks 1.0_Final

Another group of tacks that would be nice is generic yield symbol for districts/quarters. I often plan for groups of the same type of building in a tile based on yields and not concerned about the specific buildings. So for example a tack for the science quarter, production quarter, happiness quarter, gold quarter, etc. I also plan for a diplomacy quarter with the monument/villa combo. Having a generic symbol for each yield type, including diplomacy, wonders and unique quarters without specifying the building would eliminate some of the micro of placing tacks and reduce the clutter of so many icons. Plus the yield icons would be more visually recognizable vs the building icons. You wouldn't be able to calculate the yields with generic tacks but that would be an acceptable trade off.

Having a few extra generic symbols for players to decided their own custom purpose would also be nice for things that might not fit into the established yield tacks.

For some background, I had been using this website for city planning (link below). I used the yield symbols to place districts and since it is using the Civ 6 icons there are no diplomacy district or unique quarters so I would use the food and wonder symbol as place holders. I would also use the production tack in water to plan for where the shipyard go since I normally keep that seperate from the fishing quay. I try to map where the shipyard goes in antiquity even if that building is not available yet so having a generic symbol for a place holder would be nice or just having a production symbol on water mean shipyard for me.


Loving having the map tacks in game so I don't have to manage a dozen+ tabs in a browser to store my city planning.
 
Thank you, great initiative. Just tested K'uh Nah on a vegetated tile. Map tacks says +3 science, but it should be +5. Or am I missing something?
Yes that is part of "bonus yields" that I plan to support later.
 
Thats a useful mod. Here are my findings that do not work as they should be(mondern age). I can not say for other ages, I did not test those ages.

Some buildings not considering tile placement restrictions, fishing quay, modern bridge and port do consider placement restriction:
Gristmill(Must be placed on a river, but can be placed anywhere)
Sawmill(Must be placed on a river, but can be placed anywhere)

All land buildings, wonders and improvements can be placed on costal and ocean tiles, except those that calculate restrictions and placements correctly.
Yes more validation checks will be supported later.
 
wltk updated wltk's Detailed Map Tacks with a new update entry:

UI hotfix and misc improvements

  • Hotfix a bug which was introduced in last update that results in placement details panel failed to show.
  • Increase icon size in chooser screen and reduce colored border size so the icons are clearer.
  • In building placement layer, highlight the plot that has the corresponding map tack.
Sorry for the frequent updates. I'll work on a bigger update next unless there's a crucial bug like the placement details panel issue above.

Read the rest of this update entry...
 
Currently working on generic map tacks and hotkeys. They should be out in next update.
Will add auto delete, improvement merging, icon size setting to my backlog.
Showing an overlay with yield data on hovered plot and its adjacent plot in map tacks placement screen is also in my backlog.
 
This is awesome, thanks a lot for making it!

I had two quick thoughts for additional functionality:
  1. An option that allows your pins to only show up when you're in the Map Tac menu. Additionally, if one chooses to use that option, the icons also appear if you simply hover over the Map Tac icon.
    • I really like being about to plan out my cities but don't want to always see the icons there during the game, it is busy and takes a bit away visually.
  2. An option to make the icons disappear as the buildings that were planned are completed on that tile.
  3. Slightly less important one, but if you have a tile marked and you accidently build it somewhere else, maybe a red X that goes through the icon to alert you that you're a doofus and placed it elsewhere?


These are both awesome ideas as well, specifically #2.
Actually you can do #1 today by toggling the map tack lens layer on the bottom left. Next update will include a hotkey to toggle the layer too. #3 with the latest update, you should see an outline around the plot that has the corresponding map tack when you are placing a building. Hope that helps.
 
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 :

1743294411160.png



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!
 
wltk updated wltk's Detailed Map Tacks with a new update entry:

Generic map tacks and Hotkeys

  1. Add generic building and wonder map tacks.
  2. Add hotkeys for opening map tack chooser panel (default: F2) and toggle map tack lens layer (default: X).Configurable in Options->Keyboard+Mouse
  3. Enable map tack layer by default in settler lens.
  4. Misc UI improvements. Thanks to @beezany for their feedbacks.
  5. Refactor some code.
Check my git repo for more upcoming updates.

Read the rest of this update entry...
 
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.
 
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.
 
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!
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.
 
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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