Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Z Tactical View Mode - War Focus
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Type: Mod
Mod: UI
File Size
Posted
Updated
76.985 KB
21 Aug, 2020 @ 5:34am
1 May, 2021 @ 7:29am
4 Change Notes ( view )

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Z Tactical View Mode - War Focus

In 1 collection by Zur13
Zur13 UI and QoL Improvements
9 items
Description
Mod switches map display options and different map UI elements and highlights important tiles to minimize visual noize during battles when your combat units are selected.

Brief description

When your combat unit is selected mod hides and dims unit banners that are not related to the battle or war you are in, highlights map tiles based on accessibility for your battle units, and reduces city banner sizes to minimize cluttering.

Effects are only applied to objects and units in radius 10 around the selected unit.

The new button at the top right corner near the Civilopedia button allows to turn on and off the mod in-game.

Mod does not affect the save game it is UI only so it could be added to or removed from the ongoing games.

Inaccessible tiles highlight is visible through the fog but only for tiles inaccessible due to relief and political (territory owned by other civilization) reasons, tiles occupied by units is not highlighted through the fog.

Effects that are applied when you select the combat unit
  1. Hides city names from city banners to shrink the banner size

  2. Hides resource icons and yield icons from map tiles if they are enabled in options

  3. Hides religious unit baners

  4. Highlights inaccessible map tiles and tiles occupied by your units, enemy units, and ally units

  5. Hides trade unit banners for traders owned by neutral civilization (you are not at war with and that is not at war with any of your ongoing war opponents)

  6. When at war with some civilization hides unit banners of units owned by neutral civilization (you are not at war with and that is not at war with any of your ongoing war opponents)

Tile colors
  • white - your combat units

  • red (dark red in FOW) - tiles your combat units have no access to due to relief or political (owned by civilizations you have no open borders with)

  • cyan - tiles occupied by "Ally" units (units of civilization that also at war with the same civilization you at war with)

  • magenta - tiles occupied by combat units of your enemy and tiles with tribal villages (goody huts)

  • light red - tiles occupied by units owned by neutral civilization (you are not at war with and that is not at war with any of your ongoing war opponents)

P.S. Don't forget to give a "Like" and "Add to favorites" the mods you are interested in this affects the time I'll spend to further develop those mods.
22 Comments
Obb 1 Jun, 2024 @ 4:51pm 
Yeah that’s too bad for the conflict with « Detailed appeal lens » !
Both mods are cool, I wish I knew what / how to merge them ^^
I wish I could magically make all conflicting mods works together ! x)
artormentor 8 Jun, 2023 @ 8:32am 
My games have been crashing recently and I thought it was normal, but I discovered that it was this mod that causes the crash. I think the conflict with the More Lenses Mod causes the crash, but I can't be too sure. If your games have been crashing recently, try disabling this.
Local-State 26 Jan, 2023 @ 3:09am 
There is conflict with mod "Detailed Appeal Lens". Once I select a military unit, the appeal number will show everywhere. Sometimes it's good, but after I check appeal lens manually, the problem appears again.
I test it with only these 2 mods.
DB 3 May, 2021 @ 7:08am 
correction: when I said "hidden" ability, I should have said "hidden" modifier
DB 2 May, 2021 @ 9:03pm 
Thanks Zur! Too bad the code won't let you mark the hidden units when they're adjacent... but this is certainly better than it was before.

It looks like you're relying on localPlayerVis:IsUnitVisible(otherUnit) to provide the info (line 59 of TVM_Base.lua). Is that the game function you say is flawed?

If so, have you considered using otherUnit:HasHiddenVisibility() to get a bool of whether the unit has "hidden" ability (like a privateer or camouflaged scout) or not... and then checking if the local player has an adjacent unit?

Kind regards,
DB
Zur13  [author] 1 May, 2021 @ 7:31am 
New version uploaded.
Fixed the issue with camouflaged units positions revealed. But due to the error in game function which should detect when the camouflaged unit is revealed by another unit next to it such units will not be marked at all.

Now TVM mod also highlights Tribal Villages (Goody Huts) in the area around selected unit.

@DB This issue should be fixed it now.
DB 25 Apr, 2021 @ 10:12pm 
Hi again!

Just wanted to say that the same issue also shows up with Warrior Monks who have the Twilight Veil promotion. That's ostensibly a bigger issue than camouflage, since Twilight Veil is a first-level promotion. In my Play-By-Cloud game, my opponent's warrior monks with that promotion are sitting ducks. Kind of lame that this mod makes his promotion completely worthless.

Kind regards,
DB
DB 10 Apr, 2021 @ 9:11am 
Hi Zur!

Thanks for an excellent mod! I'm noticing in my game that the tile highlighting here can reveal the position of a scout with camouflage that should otherwise be invisible. Here's a picture of what I'm talking about. [imgur.com] Do you notice this in your game, too?

Kind regards,
DB
josearte777 7 Dec, 2020 @ 2:26am 
Don't I see spies as you can appear?
SenseiSub 7 Dec, 2020 @ 12:29am 
Zur13: This is awesome man, many many thanks!