Giter Site home page Giter Site logo

cqui_community-edition's Introduction

Community Quick User Interface (CQUI)

CQUI is an open source Civilization 6 mod that is maintained by its community.

CQUI is a UI mod that replaces parts of the original Civ 6 UI, with the intention of letting you manage your empire with fewer mouse clicks.

This repository is the official repository of the CQUI steam mod.

CQUIReadmeScreen

Installation

Steam Workshop

If you want to install the latest official version, you can go to the steam workshop page of CQUI and add it to your game.

Manually

If you want to have the cutting edge version (that might be not in steam workshop yet), you can download this repository and place the cqui folder into your mod folder :

Windows : Documents\my games\Sid Meier's Civilization VI\Mods
Mac : /Users/[user]/Library/Application Support/Sid Meier's Civilization VI/Mods
Linux : ~/.local/share/aspyr-media/Sid Meier's Civilization VI/Mods

Customizing Settings

See CQUI_Settings_Local section later in this document.

Key Features

  • Civ V Style Cityview - image
    • Produce or buy units with gold and faith from a single production panel
    • Production panel elements compressed and reordered
    • Improved amenities city details screen (clean icons) - image
    • Growth/Production progress is enumerated in the city panel
  • "Smart" City Banners that show useful info in the banner and in tooltips - image
    • Icons showing districts built and if more are available to be built
    • Housing, turns until population growth, turns until culture growth displayed in banners - image
    • City State banners show Suzerain icon (Configurable: Civ Symbol or Leaderhead)
    • City State banners display an icon when at war with you
  • Additional Tooltips to quickly find information:
    • Tooltip on City Banner showing districts built, districts available, housing, turns until growth
    • Tooltip on Unit upgrade includes maintenance costs (current and upgraded unit)
    • Tooltip in City State list shows all envoys sent from all Civs
    • Tooltip on Plot shows additional information, such as Tourism generated
  • Improvements for Units
    • Builders, Engineers, and Religious units show the remaining number of charges on the Unit flag
    • Non-religious unit flags are dimmed when Religion lens applied (with option to hide completely)
    • Unit actions are no longer hidden behind an expand button - image
    • Unit XP bars are twice as tall - image
    • Unit flags show a "+" icon when able to be promoted
    • Hero units have a brighter glow
  • Great Person panel revamped - image
    • Reduced or eliminate side scrolling
    • Adapts to the screen height
    • Heroes entries are twice as wide for better readability
  • Policy Reminder Popup - image
    • If new policies are available, a popup reminds you to check them out
  • City State Panel shows additional information
    • Envoy list also shows 2nd place Suzerain and tooltip lists all Envoys sent to that City State
    • City State quests are shown in-line with a resizable font
  • "My Government" tab removed from Government panel - image
  • Leaderheads expanded tooltips - image
  • Map Pinning system enhanced - image
    • New pins
    • Long pinlists are now scrollable
    • Shift-Right click to quickly delete pins
    • Enter key now bound to finalizing a pin in pin creation menu
  • Tech/Civic Tree and Civilopedia now autofocus the search bar
  • Civic/Tech popups can be disabled
    • Civic/Tech voice-overs can be set to only play manually
  • Recommendation UI can be enabled/disabled
  • Citizen management icons are overhauled to make seeing yield info easier - image
  • Growth/Production progress is enumerated in the city panel - image
  • Improved resource icons are dimmed to emphasize unutilized resources - image
  • Available customized key bindings
  • Luxury resources are displayed in the top bar alongside strategic resources - image
  • Right clicking the action panel (bottom right button) instantly ends turn even when things like production/research/unit moves have not been decided
  • Dedicated mod settings menu - image

Integrations

Below are a list of mods that have been integrated into CQUI. You do not have to download these mods separately. Downloading and using these mods at the same time as CQUI may cause those mods or CQUI to not function correctly.

Improved Deal Screen

Mod originally by mironos (on the Steam Workshop), now incorporated into and maintained as part of CQUI. A totally revamped diplomatic deals screen, with an improved and expanded layout, easier to read and navigate offer area, color-coded icons, and more in-depth information.

improveddealscreen

  • All resources a civilization has access to are now listed, including those acquired via trade with other civs and those imported from city states, to avoid trading for resources you already have
  • Resource icons have been color-coded and custom sorted
    • Resources you have direct access to are sorted by decreasing quantity
    • Resources you only have 1 of are considered scarce, and are given a red font
    • Resources that both you and your trading partner already have are color-coded with a tan button
    • Resources that you own but that can't be traded (typically, those that are imported from elsewhere) are listed for reference, but cannot be selected
  • Cities are now sorted alphabetically
  • City details are displayed right on the city buttons for easy reference
  • Additional city information has been added the city tooltips - image
  • When negotiating peace treaties, currently occupied cities are highlighted and sorted to the top
  • Great works buttons include a 'type' icon
  • All great works with a creator now display that creator
  • Artifacts include civ leader names so you can tell at a glance what nation or city state the artifact originated from, as well as the artifact's era.

Better Trade Screen

Mod by astog, the stand-alone version can be found on github. The goal of this mod is to improve the trade screens in Civilization VI and help manage and monitor running trade routes.

  • Shows turns to complete a trade route rather than the distance between the cities
  • Overhauled Trade Overview screen - image
    • Shows all possible routes, even if the trader is not present in the origin city
    • Clicking on a route where a free trade unit is not present in the origin city takes you to a free trade unit and opens the Change City screen
    • Route entry is colored based on destination player
    • Player/City header are also colored
    • Shows origin city and destination city yields in the same screen
    • Added Group and Filter settings
    • My Routes tab tracks active routes, so you know when a trade route completes
  • Sort bar in Make Trade Route screen and Trade Overview screen. Sort the routes by left clicking on a button - image
  • Trade Routes can be sorted based on yields, and turns remaining. Queue multiple sorts by holding SHIFT and the left clicking on a sort button. Right click on any sort button to remove it from the sort setting
  • When opening Make Trade Route screen, the last destination is automatically picked
  • Set a trader to repeat its last route by selecting the Repeat Route checkbox when initiating a trade route
  • An additional checkbox is provided that sets the trader to repeat the top route from the sort settings when the trade was initiated. This allows the trade route to always be the best one, hence reducing micromanagement of always checking the trade routes
  • Cancel the automated trader from the My Routes tab in Trade Overview screen

More Lenses

Mod by astog, the stand-alone version can be found on github. The goal of this mod is to add more lenses to the game, that help with empire management and in general quality of life improvements.

morelenses

  • Add a Builder Lens to highlight unimproved resources, hills and removable features. This lens auto applies when a builder is selected (can be toggled in the settings)
  • Add an Archaeologist Lens to highlight artifacts and shipwrecks.
  • Add a City Overlap 6 or 9 to show how many cities a particular hex overlaps with
  • Add a Barbarian Lens to highlight barbarian encampments on the map
  • Add a Resource Lens to highlight resources on the map based on their category (Bonus vs Strategic vs Luxury) and if they are connected or not
  • Add a Wonder Lens to highlights natural and player made wonders
  • Add an Adjacency Yield Lens to show the various adjacency bonuses in a gradient, allowing you to relish in your pristine city planning skills
  • Add a Scout Lens to highlight goody huts on the map. Automatically applies when a scout/ranger is selected (can be toggled in the settings)

Better Espionage Screen

Mod by astog, the stand-alone version can be found on github. The Espionage Screens are overhauled to reduce the number of clicks and find the right information quickly.

  • District Filter Options
    • Allows you to filter the cities based on their districts
    • You can also filter based on civilizations
  • Mission list is shown as a side screen, rather than replacing the destination list

Divine Yuri's Custom City Panel

Mod by Divine Yuri, the stand-alone version can be found on civfanatics. The mod adds additional tooltips to the city panel.

Amenities tooltip

  • Hover over the new "Districts" bar show the built districts in the city, and the buildings in each district. As well as telling you when a building or district is pillaged - image
  • The tool tip for the religions bar shows how many citizens follow each religion, your pantheon belief, and benefits of the dominant religion in the city - image
  • The tool tip for the Amenities bar shows the current mood of the city the benefit/hindrance of that mood, and the breakdown of what's causing the lost/gains of Amenities
  • Hovering over Housing will give the current food modifier from housing - image
  • Added food lost from population, and modifiers to the food tool tip - image
  • The production bar on the city panel has been changed to show total production on the right side of the bar
  • The Growth bar has been shortened to make room
  • Added a Expansion Bar which will show how long until the city expands it's boarders
  • Expansion Bar that show total Food and Culture
  • Added tooltips to the Growth Bar
  • Added info to current production in the form of a tooltip in the same way a tooltip would be displayed in the production panel
  • Right clicking the current production icon will links to the civilopedia of what ever is being produced

Simplified Gossip

Mod by FinalFreak16, from the steam workshop. This mod simplifies the gossip history log in the leader diplomacy view.

gossip

  • Each message has its own icon to categorize each entry and make it easier to see what happened at a glance

Maintaining CQUI Settings in New Games using CQUI_Settings_Local.sql

CQUI will maintain your configured settings for every saved game without issue, however, Firaxis has not made maintaining configured settings easy to do when creating a new game. The CQUI_Settings_Local.sql file can be used to maintain these settings.

CQUI_Settings_Local.sql is a copy of the CQUI_Settings.sql file found in the mod's root folder. CQUI_Settings.sql contains all of the default settings for CQUI, the settings that are applied at the start of every new game if CQUI_Settings_Local.sql is not in place.

CQUI_Settings_Local.sql loads after CQUI_Settings.sql, meaning it will replace/update any of those default values to the value you prefer.

The version of CQUI_Settings_Local.sql packaged with this mod has all of the lines "commented" out, meaning that Civ VI will not load that setting. Remove the double-minus sign ( -- ) from the beginning of a line to "uncomment" it, and save the SQL file.

NOTE: When subscribing to the CQUI mod on the Steam Workshop, the copy of CQUI_Settings_Local.sql located in the mod's root directory [SteamFolder]/SteamApps/Workshop/Content/289070/2115302648 is overwritten every time a new update for CQUI is pushed to the Steam Workshop. Save a copy of this file elsewhere on your machine so you can restore settings whenever the Workshop version is updated.

New (August 2020): CQUI_Settings_Local.sql located in Mod's Parent Folder

It was discovered recently that files in the mod's parent folder can ben referenced, and those files are not updated when new versions are pushed to the Steam Workshop. With that in mind, CQUI will now also look for CQUI_Settings_Local.sql in the parent folder of where CQUI.modinfo is located.

Example: CQUI From Steam Workshop Subscription

Place CQUI_Settings_Local.sql in the [SteamFolder]/SteamApps/Workshop/Content/289070 folder

image

Example: CQUI Downloaded and Placed in Civ VI Mods Folder

Place CQUI_Settings_Local.sql in the "Mods" folder:

image

Credits

@Vans163 for his original QUI mod, @Chaorace for the Chao's QUI, @alexeyOnGitHub, @alimulhuda, @the-m4a, @Infixo, @Sparrow, @astog, Aristos/@ricanuck, @JHCD, Greg Miller, Ace, Divine Yuri, @ZhouYzzz, @deggesim, @e1ectron, @sejbr, @frytom, @maxap, @lctrs, @wbqd, @jacks0nX, @RatchetJ, @Frozen-In-Ice, @zgavin, @olegbl, @Proustldee, @kblease, @bolbass, @SpaceOgre, @OfekA, @zeyangl, @Remolten, @bestekov, @cpinter, @paavohuhtala, @perseghini, @benjaminjackman, @velit, @MarkusKV, @apskim, @8h42

Firaxis for eventually delivering mod tools and steam workshop.

The lovely folks over at Civfanatics for their guides, knowledge, tools, and resources.

The even lovelier folks contributing on GitHub and over at /r/civ for their input and testing.

The, arguably, lovely folks back at the Steam Workshop :p

cqui_community-edition's People

Contributors

8h42 avatar alexeyongithub avatar alimulhuda avatar astog avatar azurency avatar bollbas avatar chaorace avatar deggesim avatar eporres avatar evolsknaht avatar frozen-in-ice avatar frytom avatar infixo avatar jacks0nx avatar jamienyanchi avatar jhcd avatar minuzzzz avatar oerms avatar olegbl avatar proustidee avatar remolten avatar ricanuck avatar sejbr avatar solo-s avatar spaceogre avatar sparrow8332 avatar swarsel avatar the-m4a avatar vans163 avatar webfischi avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

cqui_community-edition's Issues

Leader screen not showing when having Extended Diplomacy Ribbon enabled

Describe the bug
Meeting a civ for the first time, or open the leader screen by clicking on another leader's city, won't show the leader screen. Instead, all UI elements are gone and only the map is visible.

To Reproduce
Steps to reproduce the behavior:
Use CQUI and Extended Diplomancy Ribbon, click an AI's city.

Expected behavior
The leader screen should pop up.

General informations

  • OS: Windows 10
  • Expansion R+F and GS
  • Mods:
  • Better Deal Window
  • Better Loading Screen
  • Better Report Screen
  • CQUI
  • Environment Skin: Sid Meier's Civilization
  • Extended Diplomacy Ribbon
  • Great Works Viewer
  • Happiness and Growth Indicator
  • Leugi's Unique District Icons
  • More Lenses
  • Radial Measuring Tool
  • Real Era Tracker
  • Removable Districts
  • Starting Scout
  • Vegetation Variety

Disabling Enhanced Diplomacy Ribbons fixes the problem

Unable to sacrifice units with the Soothsayer

Investigate:
From the Workshop page:

This mod makes it so I'm unable to sacrifice units with the soothsayer during the Appease The Gods emergency. This is the only bug I've come across so far, but it is annoying having to disable the mod whenever the emergency pops up

Errors parsing XML Files when Loading

From the Modding.log file when CQUI is loaded:

Investigate why these are unable to be parsed... repair and fix...

[2870315.106] Error parsing ... My Games/Sid Meier's Civilization VI/Mods/CQUI_Community-Edition/Integrations/BTS/Text/bts_text_pt.xml
[2870315.171] Error parsing ... My Games/Sid Meier's Civilization VI/Mods/CQUI_Community-Edition/Integrations/IDS/Text/ids_text_de.xml
[2870315.256] Error parsing ... My Games/Sid Meier's Civilization VI/Mods/CQUI_Community-Edition/Integrations/IDS/Text/ids_text_pt.xml
[2870315.325] Error parsing ... My Games/Sid Meier's Civilization VI/Mods/CQUI_Community-Edition/Integrations/BES/Text/bes_text_de.xml
[2870315.338] Error parsing ... My Games/Sid Meier's Civilization VI/Mods/CQUI_Community-Edition/Integrations/BES/Text/bes_text_es.xml
[2870315.353] Error parsing ... My Games/Sid Meier's Civilization VI/Mods/CQUI_Community-Edition/Integrations/BES/Text/bes_text_fr.xml
[2870315.367] Error parsing ... My Games/Sid Meier's Civilization VI/Mods/CQUI_Community-Edition/Integrations/BES/Text/bes_text_it.xml
[2870315.395] Error parsing ... My Games/Sid Meier's Civilization VI/Mods/CQUI_Community-Edition/Integrations/BES/Text/bes_text_pt.xml
[2870315.409] Error parsing ... My Games/Sid Meier's Civilization VI/Mods/CQUI_Community-Edition/Integrations/BES/Text/bes_text_ru.xml

[2870315.561] Error parsing My Games/Sid Meier's Civilization VI/Mods/CQUI_Community-Edition/Integrations/ML/Text/morelenses_text_pt.xml

Restore Improvement recommendations when a builder is selected

Describe the bug
I tried to reactivate the improvements recommendation for the builder view (which is disabled by default), but no icon shows up on map. I tried disabling other mods but it won't fix the issue. Disabling CQUI does restore the recommendation icon.
I'm running the Vanilla Epic Games store version, the one they gave it away for free.

To Reproduce
-Go to CQUI menu
-Recommendation tab
-Toggle "Show Improvements Recommendation" (third option)
-No recommendation icon shows up on map

Expected behavior
Recommendation icon should show up, as it would without CQUI mod.

Screenshots
image
image

General informations

  • OS: Windows 10 Pro x64
  • Version 1.0.1.501 (504666) DX12- Epic Games store
  • No expansions
  • Other mods:
  1. Better Civilopedia
  2. Better Leader Icon
  3. Better Loading Screen
  4. Better Report Screen
  5. CQUI
  6. Real Great People
  7. Real Strategy
  8. Real Tech Tree

Save game and logs
bugattachments.zip

Setup.exe

I would also like you to make an application for setting up the mod. Very inconvenient to customize in a text document. Make a graphical application in which you can configure everything that is in "cqui_settings.sql". Informative and understandable, since 0 and 1 are not clear to everyone

Show Luxuries option is not honored if set in cqui_settings_local.sql

Example from cqui_settings_local.sql:

INSERT OR REPLACE INTO CQUI_Settings -- Don't touch this line!
  VALUES
      ("CQUI_AutoExpandUnitActions", 0),
      ("CQUI_ProductionQueue", 1),
      ("CQUI_ShowLuxuries", 0),
      ("CQUI_Smartbanner_Districts", 0),
      ("CQUI_TechPopupVisual", 0),
      ("CQUI_TechPopupAudio", 0),
      ("CQUI_WonderBuiltPopupVisual", 0),
      ("CQUI_WonderBuiltPopupAudio", 0),
      ("CQUI_ToggleYieldsOnLoad", 0);

When starting a new game, a look at the options will show the CQUI_ShowLuxuries as unchecked.
image

Once a setting is changed in the CQUI Options Menu (even if that setting is NOT the Show Luxuries), the option will be honored and the luxuries will no longer appear in the top panel.

The way this is implemented makes me think something else is wrong and this may not be the only setting affected by this.

Investigate: City Banners not appearing with only R&F Enabled

Issue from Workshop discussion (Penpa):

Is there also a fix for city banners not showing up coming at a later date? I have tried testing it by disabling every other mod except for CQUI but it still doesn't show city names and not being able to ESC out to the main menu. This only happens when R&F is enabled. With R&F disabled the mod works correctly. This is why I assumed it only worked with GS since this seems to not be an issue with GS people. Also, I double checked and cleaned out my mod folder or unsubscribed from previous versions multiple times, and I still get the issue.

Review Settings no longer needed or functional

Settings that appear to do nothing and/or are no longer needed:

  • CQUI_BlockOnCityAttack - built into game, setting hasn't been applicable since the Summer 2017 patch (it applies to nothing)
  • CQUI_Smartbanner_Cultural - only applies to basegame (I would like to have this in expansions, just haven't gotten to it)
  • CQUI_ShowCityManageAreaInScreen - only applied to basegame, Code was commented out in Azurency master and expansion branches
  • CQUI_ProductionItemHeight - was in the CQUI replacement version of productionpanel.lua, apparently was not implemented in the productionpanel_CQUI.lua (that I could find)

Seasteads are not counted for housing

I am playing a late game and noticed that after putting 4 seasteads there was no increase in Housing in the city. It was showing 31. I disabled CQUI and the vanilla interface shows a correct value of 39.
Also, I may add that Better Report Screen also shows the correct value, so the issue is the routine in CQUI that calculates housing from improvements.

Settings not showing

Well... I did test it yesterday, however, I reproduced the issue where the settings aren't showing at all now.

Which is weird.

And the suggested fix of moving the database load back into the InGameActions section didn't seem to take care of it... so I'm investigating that right now and will update ASAP.

Request for improved build queue

The CQUI version was removed when the Vanilla game added it's own version but it doesn't work right. It won't let you queue a Harbor AND a Lighthouse and every time you capture a city you have to keep coming back and adding damaged buildings to the queue rather than all at once. Really annoying to me as I take a LOT of cities.

General Discussion Thread

(Starting this just to cover this question):
How do we get this published to the Workshop? @alexeyOnGitHub do you own that publishing mechanism? I recall that Azurency said someone else needed to do the publishing as he could not.

If we need to re-publish it ourselves, we should change the Mod ID GUID in the ModInfo file and list the old (current) GUID as an incompatible mod.

Bug (?) with Environment Skin and Tactical Camera mods

Describe the bug
Hello! I found a bug. Some kind of conflict with the mods Environment Skin and Tactical Camera. After loading the save game, these mods do not work.
Sorry for my english :)
Environment Skin: Sid Meier's Civilization V https://steamcommunity.com/sharedfiles/filedetails/?id=1702339134
Tactical Camera by Tom Illar https://steamcommunity.com/sharedfiles/filedetails/?id=871412359

To Reproduce

  1. Starting a new game with CQUI
  2. I'm playing
  3. I save the game and exit the game.
  4. Then, load the save.
  5. The game works, but I can’t zoom out the camera (Tactical Camera does this) and the visual of the game becomes normal for CivVI (Environment Skin should change the visual).

It is possible to play, but these two modes do not work. If i disable CQUI, then the mods work again.
I tried disabling ALL other mods and I’m sure that the reason is in CQUI.

General informations

  • OS: Win10 1909
  • Version of the CIV VI: 1.0.1.501 (504666)
  • Expansions: ALL exept New Frontier Pass
  • Other mods: a lot of mods, but i tried to disable all of them.

Logs
Whole Logs folder https://yadi.sk/d/m9xdaeJpYxDAwg

Relocate the City Range Strike button?

City Range Strike button can get hidden sometimes and it's easy enough to relocate dynamically
Before:
image

After:
image

Code to do this:
Basegame

BASE_CQUI_CityBanner_UpdateRangeStrike = CityBanner.UpdateRangeStrike;
function CityBanner.UpdateRangeStrike(self)
    -- Move the CityStrike icon and button to the top of the City bar; similar to the Sukritact Simple UI Mod (which puts it on the right)
    BASE_CQUI_CityBanner_UpdateRangeStrike(self);

    local cityBanner = self.m_Instance;
    if (cityBanner == nil) then
        return;
    end

    if (self.m_Type == BANNERTYPE_CITY_CENTER) then
        -- The standard icon has an "attachment" piece that looks like it hangs down from the City Banner
        -- Rotating it makes it look like it's attached to the part above
        -- TODO: Make this configurable?  (Where if not set, it just uses the standard location)
        cityBanner.CityAttackContainer:Rotate(180);
        cityBanner.CityAttackContainer:SetSizeVal(36,45);
        cityBanner.CityAttackContainer:SetAnchor("C,T");
        cityBanner.CityAttackContainer:SetOffsetVal(0,10);
    end
end

Expansions

BASE_CQUI_CityBanner_UpdateRangeStrike = CityBanner.UpdateRangeStrike;
function CityBanner.UpdateRangeStrike(self)
    -- Move the CityStrike icon and button to the top of the City bar; similar to the Sukritact Simple UI Mod (which puts it on the right)
    BASE_CQUI_CityBanner_UpdateRangeStrike(self);

    local cityBanner = self.m_Instance;
    if (cityBanner == nil) then
        return;
    end

    if (self.m_Type == BANNERTYPE_CITY_CENTER) then
        -- The standard icon has an "attachment" piece that looks like it hangs down from the City Banner
        -- Rotating it makes it look like it's attached to the part above
        cityBanner.CityStrike:Rotate(180);
        cityBanner.CityStrike:SetSizeVal(36,45);
        cityBanner.CityStrike:SetAnchor("C,T");
        cityBanner.CityStrike:SetOffsetVal(0,10);

        cityBanner.CityStrikeButton:SetAnchor("C,C");
        cityBanner.CityStrikeButton:SetOffsetVal(0,0);
    end
end

The city-pip on the minimap doesn't scale at some point

First, how things should look like. This is a minimap from late game, vanilla game:
good

How things look with CQUI (the same savefile as above):
bad

The problem is Minimap.artdef which is added to CQUI. I don't why, maybe it was needed long ago when vanilla city-pip were horrible (big squares). Anyway, it is not needed anymore, imo. The city-pip auto-adjusts to the area visible on the minimap, so to see the problem a big chunk of the map must be discovered,

Consider (Re)Integration of Better Report Screens

Is your feature request related to a problem? Please describe.
CQUI once had the Unit Report Screen integrated, though this is no longer the case. The mod "Better Report Screen" released to Steam Workshop by infixo is the updated version of URS, and works nicely alongside CQUI.

Describe the solution you'd like
Integrating this into CQUI once again would be a nice thing, with the current author's permission, of course.

Additional context
Link to Mod I speak of:
https://steamcommunity.com/sharedfiles/filedetails/?id=1312585482&searchtext=better+report+screen

CQUI_RealHousingFromImprovements still necessary / can we share code?

CQUI_RealHousingFromImprovements calculates the housing value for each city from the improvements around it, which required work when the Maya pack was released. The base game did this calculation without apparent issue. CQUI_RealHousingFromImprovements is something we may not need to maintain any longer and just let the base game do its thing.

However IF we do, then we DO have similar code in 3 places (vanilla, exp1, exp2) that feels like it doesn't need to be repeated like this. the code itself isn't the most clear, either...

For a simple example:

            local kImprovementData = GameInfo.Improvements[eImprovementType].Housing;
            if kImprovementData == 1 then    -- farms, pastures etc.

kImprovementData is the amount of housing that comes from that improvement type. Note that except for the Maya, farms provide 0.5 housing, though it says 1 above. This is because in the database (debugGameplay.sqllite), the housing values are all integers in the Improvements table.

For what it's worth, there doesn't seem to be a consistent flow with finding these requirements:
for example, walking through finding the data for Kampung:

Table: Improvements

  • Filter: IMPROVEMENT_KAMPUNG
  • (all other values no meaning right now)

Table: ImprovementModifiers

  • ImprovementType: IMPROVEMENT_KAMPUNG
  • ModifierId: KAMPUNG_HOUSING_WITHTECH

Table: Modifiers

  • ModifierId: KAMPUNG_HOUSING_WITHTECH
  • SubjectRequirementSetId: PLAYER_HAS_KAMPUNG_TECHNOLOGY_REQUIREMENTS

Table: RequirementSetRequirements

  • RequirementSetId: PLAYER_HAS_KAMPUNG_TECHNOLOGY_REQUIREMENTS
  • Value: REQUIRES_PLAYER_HAS_MASS_PRODUCTION_TECHNOLOGY

Table: Requirements

  • RequirementId: REQUIRES_PLAYER_HAS_MASS_PRODUCTION_TECHNOLOGY
  • RequirementType: REQUIREMENT_PLAYER_HAS_TECHNOLOGY
  • ProgressWeight = 1
  • All other values 0

It's unclear from there exactly how from there as there's no specific consistency in picking out that technology...

Does not work easily with linux

Describe the bug
The mod does not run out of the box on linux.
I believe this is because linux uses a case sensitive file system.

To Reproduce
Steps to reproduce the behavior:
clone repo in to "~/.local/share/aspyr-media/Sid Meier's Civilization VI/Mods/"
start game
see mod listed and enabled in "addition content" > "mods"
start game

Expected behavior
all the UI feature the mod provides are usable
or a script to modify the files an folders to use lowercase and alternative modinfo

General information

  • OS: Ubuntu 18.04
  • Version 1.0.1.104 ( I think there is a different versioning number for linux builds )
  • Expansion Gathering Storm
  • Other mods None

Additional context
i was able to rename the files and folder for the mod to all lower case and then change them in the modinfo file and it seems to be working now
cqui.modinfo.txt

Investigate proper use for Air Attack and WMD with Keyboard shortcuts

The soothsayer fix disabled the hot keys for Air Attack and WMD shortcuts because those they require additional parameters that were not being passed along. Preferred to defer the fixes for these as it's not obvious how useful either of those commands are when they require pointing at something to attack

Problem with Mayas'home (farms) and CQUI

Hello, I discover today, when I build a farm with Maya'civilisation, the +1 home is not working, it gives only 0,5 home classical like other civs.
I tried to play without CQUI in a new game, and the +1 home was back correctly with Mayas.

Thanks for reading, and hope you can fix it !

Compatibility with "City Original Owner" mod (or similar functionality)

Information about city original owner is always good one before you conquer some city, so I think good to have installed mod with that name (author is Imhotep: https://steamcommunity.com/sharedfiles/filedetails/?id=2021476879).
There is only one small glitch: both mods aren't totally compatible (but COO is compatible with Sukritact's Simple UI-A).

So is there any chance to make it compatible or to include that nice functionality in CQUI?

Mouse over is not working correctly on city banner

If you open the city panel, the worker hexes are colored green/red to indicate locked or not. This coloring is not shown outside the city view on mouse over (unless you open/close the city first). Clicking a unit breaks it again.

Screenshots
If applicable, add screenshots to help explain your problem.

General informations

  • OS: [e.g. iOS]
    Win 10
  • Version [e.g. 1.0.0.256]
    Latest Civ (all DLCs except this years new ones)
  • Expansion [e.g. None, Rise and Fall]
    All
  • Other mods [e.g. YnAMP]
    Free Walls for City States, Constant Brightness (forget the name)

Save game and logs
Please attach if you can your save game and the logs. You can find them in ..\documents\my games\sid meier's civilization vi\ on windows or /Users/[user]/Library/Application Support/Sid Meier's Civilization VI/ on Mac OS.

Additional context
This has been mentioned in discussions but no issue was open.

Reduce reliance on replacement files

Work through the various replacements and wherever possible, convert to the extend-and-replace-functions-only-if-necessary mechanism.

meaning: don't copy entire files into a mod when you don't need to. Replace functions when you have to, but try not to. (see explanation below in one of my replies if not clear)

I created a branch (ReduceReplacements) for this

Files that we should look at:
Base\UI

  • ActionPanel.lua (turns out it does have customization)
  • CitySupport.lua Done
  • InGame.lua Cannot be modified/extended, replace only (see comment in orig file)
  • Launchbar.lua Done (in Soothsayer PR)
  • SupportFunctions.lua
  • TechAndCivicSupport.lua
  • WorldInput.lua Done (in Soothsayer PR)
  • WorldTracker.lua

Base\UI\Choosers

  • CivicsChooser.lua
  • ResearchChooser.lua

Base\UI\Instances

  • LeaderIcon.lua

Base\UI\Panel

  • CityPanel.lua
  • CityPanelOverview.lua
  • StatusMessagePanel.lua

Base\UI\PartialScreens

  • CityStates.lua

Base\UI\Popups

  • GreatPeoplePopup.lua
  • PolicyReminderPopup.lua
  • TechCivicCompletedPopup.lua

Base\UI\WorldView

  • CityBannerManager.lua

Expansion1\CityBanners

  • CityBannerManager.lua

Expansion1\Replacements

  • CitySupport.lua
  • LeaderIcon.lua
  • CityPanelCulture_CQUI.lua (rename file only to be consistent with other files)
  • CityPanelOverview_expansion1_CQUI.lua (rename only to be consistent)
  • WorldTracker_expansion1.lua (rename to be consistent)

Expansion2\CityBanners

  • CityBannerManager.lua

Expansion2\Replacements

  • Citypaneloverview_expansion2_CQUI.lua (rename for consistency)
  • CitySupport.lua Done
  • InGame.lua Cannot be modified/extended, replace only (see comment in orig file)

Consider Restoring Show/Hide WorldTracker button functionality

Describe the bug
The small circular button to the right of the Science/Culture/Government/Climate does not appear to do anything of use. In reality it is opening a context menu, but that menu is currently empty... so it does not do anything of use.

image

In Vanilla, this button hides the World Tracker.

To Reproduce
Steps to reproduce the behavior:

  1. Click on the button circled in picture above.
  2. Observe the appearance (or disappearance) of a line below that button.
    image

Expected behavior
We should consider restoring this functionality, or at least providing a menu option that allows the user to restore this functionality.

General informations

  • OS: Win10
  • Version 1.0.1.501 (Spring 2020 Patch)

Fix casing for DiplomacyActionView loads with Exp1

The diplomacyactionview_CQUI_expansion1.lua file and diplomacyribbon_CQUI_expansion1 file use Camel casing for the "include" statements to load the CQUI game files

update the casing to match how they appear in the file system, as it likely affects Linux

Reformat - 4 spaces, not 2.

After sticking with the 4-spaces instead of 2 in the CityBannerManager changes, it became very clear to me that it makes a significant difference in terms of my readability. There was a significant amount of shifting around code, and in spite of things where multiple nested if statements required a wide monitor, the experience was much better.

I'm happy to start clicking through and updating some of these, and intend to do so once the Seasteads issue is done and we figure the other remaining issues (like the Settings being applied properly, and whatever comes from today's update from Firaxis).

Changes for this issue should be in formatting only - no logic changes. If we see changes to the logic that should happen, we should open an issue and track it.

Investigate: Damaged Holy Sites not repairable?

Issue from the Workshop comments feed (via carlageek):

Tried CQUI for the first time on a fully updated Civ VI with all add-ons, NFP, etc. It looks terrific and I'm excited about all the improvements. But I have run into some bugs.

  • I pillaged a Holy Site and then captured the city. The site now shows as pillaged on the map, but in the production queue there is no option to repair it. (The production screen has a checkmark by the holy site as though it's complete, and also lists Synagogue, though it says I can't build a Synagogue because I have no temple. But I can't build a temple because the site is pillaged!)
  • This one is only cosmetic, unlike the previous one, but I missed my chance to get the last Great Prophet, and now the prophet column in the Great People screen is showing a bunch of placeholder strings like X/Y and so on.
    I can provide a save if needed, but I'm not sure how. Is there a better way to report these bugs? Thanks again for maintaining such a useful mod as the game evolves.

Investigate interoperability with Sukritact's Simple UI Adjustments

Is your feature request related to a problem? Please describe.
A number of folks that have subscribed to this mod also have subscribed to Sukritact's Simple UI adjustments. The two mods do not coexist at the moment and considering Sukritact typically produces high-quality mods, I would like to see if we can make the two co-exist.

We should not integrate that mod unless we explicitly receive permission to do so.

https://steamcommunity.com/sharedfiles/filedetails/?id=939149009

Describe the solution you'd like
We are able to use both mods simultaneously.

Describe alternatives you've considered
We can mark our mod as incompatible by adding the id of the Simple UI adjustments mod to our Block list.

Additional context
The mods nearly work together as is, as it appears there's conflicts with the city banner (simple UI adjustments shows a tooltip on mouseover) and closing the city screen requires using the ESC key as the [X] does not seem to respond to the click.

Minor XML typos

I've noticed a couple of typos in XMLs that I'm not sure how they do not break things, but they should probably be fixed

Maybe the game has some logic built in to deal with invalid characters in the XML?

base\CityPanelOverview.xml: There is an extra > character on line 282. As best I can tell this is in the actual released code, so this showing up in CQUI is just because the file was copied over

base\CityPanel.xml: Invalid tag at the end of the file (has , should be ). This issue has existed for about 2 years - Azurency introduced this with the "Update for 1.0.0.229" checkin about 2 years ago.

exp2DiplomacyActionView: There's a mysterious trailing 'y' on line 518. It exists as far back as I can find it in the CQUI Github history. It apparently also exists in the basegame unmodified version. Weird.

Number of followers in the religion banner

Religion banner shows only religion icons which is totally not helpful and forces you to click on it to open the enhanced version.
This enhancement simply adds num of followers and pressure info in the tooltip, so whenever a Religion Lens is activated, it can be easily seen at once what is happening in all visible cities. No need to click anything.

religionbanner

A small modification of the city banner in needed, so I will upload this once #49 is pulled in.

need to document the release process

let's add a file explaining how to release the mod to Steam.
is some build stage required? validation, compilation, etc?
do you have to use Civ 6 Development Tools / Workshop uploader UI? are there any scripts that we can set up in Jenkins? etc
I launched the Workshop Uploader on Win 10 and it consistently crashes when I open the current CQUI modinfo file.

support one-click "add this item and repeat forever" in production queue

I find it tedious to keep adding something to the build queues in cities captured in the late game.
I can click the same "add project" button multiple times, but I would rather have a single-click option to add something to the queue and just make the City produce it on repeat, forever.
it can be a builder, or (more likely) some project, like commercial or theater square.

configure a script to release mod release and upload to Steam

proposed requirements:

  • no credentials saved in the script. the credentials (user/passw/api-key) should be accepted from command line params. these will be provided by Jenkins (CI tool running the builds).
  • should run on a standard Linux VM with Python2/3 or bash, etc.
  • should bump the mod version on each release build.
  • should upload the distributive (set of files? zip archive?) to Steam, if the credentials are valid. should print an error message if the credentials are not provided
  • I see a version number in "CQUI.modinfo" file. should this version be updated on each release? if yes, it should be a part of that script

once we have a script ready, I can:

  • add it to a running Jenkins instance where it will be executed on each commit (merge) to master branch.

idea - support hotkeys configuration for Air units - range attack and rebase

one of the things that makes the late game painful for hands is extra mouse clicks for Air unit range attacks and rebase operations. there is a hotkey for a range attack, but it conflicts with "camera left".
let's see if we can allow these things to be configurable in UI:

  • range attack for air units
  • rebase for air units

"District available" flag / info

I find it very helpful to know in which cities I can build another disctrict.
In CUI which I used, this info was added to the City Panel instead of no. of religion followers. It was ok, but still a click is needed to actually find out about that.
I implemented a small feature for myself - the city banner shows an empty district icon if one can be built. If you hover over it, it shows exactly how many district slots are available.
Look at the Moscow banner on the picture in #59 .

[Compatibility Issue] Incompatible with Extended Diplomacy Ribbon - Breaks Diplomacy Ribbon

Describe the bug

When using both CQUI and Extended Diplomacy Ribbon mods, the Diplomacy Ribbon disappears, only showing your leader's icon.

Without EDR mod:

With EDR mod:

To Reproduce

  1. Enable both CQUI and Extended Diplomacy Ribbon mods
  2. Load into a game
  3. Note the missing leader icons in the ribbon at the top of the screen.

Is there a way to make CQUI play nice with EDR? Or at least a way to disable CQUI's Diplomacy ribbon so I can use EDR's instead? Any help is appreciated.

[Compatable Problem] Incompatable with CIVITAS City-States Expanded, breaking the city states panel

Describe the bug
As reported by Izzle in posts https://forums.civfanatics.com/threads/city-states-expanded.630256/page-6#post-15658014 and https://forums.civfanatics.com/threads/city-states-expanded.630256/page-6#post-15658157, when using both CQUI and CIVITAS City-States Expanded mod, the city state panel only shows one city state, and the send envoy button doesn't function.

To Reproduce
Steps to reproduce the behavior:

  1. Enable CQUI and CIVITAS City-States Expanded mod.
  2. Click on the city states button;
  3. See error

consider creating a reusable library/mod with basic Civ6 game calculations

I noticed that at least some Civ6 plugins (like CQUI and others) have their own methods to calculate basic things like housing and such. while ideally I would want the UI-level plugins to focus on UI and just use the calculating functions from the base game, I understand that sometimes it is not possible due to the base game source code being closed (please correct me if I am wrong).

now, if we do have to re-implement the basic game calculations in a plugin, can we extract this into a reusable library (a separate mod?) that other mods can include or depend on? not sure if Steam Workshop supports mods dependencies, but having this code in one place would hopefully greatly simplify its maintenance. developers working on various mods/plugins (not just CQUI) could hopefully import this reusable library into their UI-level plugins.

e.g. the same "how much housing" function can be used in all kinds of UI plugins.

again, ideally this should be available in the base game's API, but if it is not, we can benefit from creating the "base game API" ourselves.

tagging @alimulhuda @the-m4a

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.