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yes I dont maintain this mod anymore. Also the civ6 notification icons were improved by the devs after I recreated this mod, so I don't need this mod anymore myself.
Do you have both versions of this mod (the + and non +) active at the same time?
If not, try the non plus version and report if the same happens there too.
You are right, I just checked the files. I accidently used the wrong file, the file from the mod without UI.... I fear I don't have a backup of it... I will rewrite the settings tomorrow and upload it.
Those are all gone, leaving only four options plus the toggle to restore the original notification icons. Importantly, I can still re-enable the original popups for tech finished and civic finished, which I actually like (and without the latter I often miss the chance to change civic cards).
What earlier version do you mean? I removed no option, what do you mean?
Are options within the UI on the minimappanel gone? If this is the case it might be a problem with the underlying UI Framework, which might be incompatible to other UI mods. I did not change anything myself.
Yes I know what you mean. The EUI mod from Civ 5 does exactly this, but I'm a absolute amateur in regards to UI modding, so I fear I'm not able to implement this. But if you or any other person know how to mod UI, he can read the code from EUI and try to port it over to this mod.
But I already implemented middle-mouse-click to remove all notifications of one kind. This at least helps a bit =/
I liked the earlier version, with more options, better than the current one. Was there some reason you removed so many of the options? By late game, pop growth is just spam, for example.
In this mod or in the stock system, unit promotion notifications are messy. What I'd really like is a single icon that says at least one of my units has a promotion, that appears every turn that it applies, and clicking it cycles through all unpromoted units.
Way better & more information than the original civ 6 notification icon.
Thumbs up.
I use it with GS & Concise UI mod pack & it work.
Some fine tuning needed but anyway still better than the original.
Maybe some big UI moders should work with you to make it more compatible
Keep up the good work.
An essential mod for me
Unfortunately I can not test this without GS =/
But if you do not know a code solution for it, keep collecting those messages, so I have a list to work on after I finally own GS (might take some months, will buy it when it is on sale for at least 50% off)
edit:
just made a "discussion", please report them there.
"LOC_NOTIFICATION_WORLD_CONGRESS_RESULTS_SUMMARY"
P.S. Thanks for the great mod!
"Inca (Pachacuti) Has Declared War On France (LOC_LEADER_ELEANOR_FRANCE_NAME)".
I believe "FRANCE" is too much. In "Expansion2_ConfigText.xml" it says
<Row Tag="LOC_LEADER_ELEANOR_NAME">
<Text>Eleanor of Aquitaine</Text>
</Row>
I just rememberd for goodyhuts, if it is a unknown reward, it will write "hash [bignumber]" in the icon. If this is the case, you could tell me those numbers (also found in lua.log file) and what the reward was, then I can add it to the code (unfortunately I don't know a way to read the goody hut reward from the game, all I have is the hash https://forums.civfanatics.com/threads/ongoodyhutreward-event-what-are-the-parameters.642591/#post-15381773 )
I just tested again with actual version and everything works fine, and I'm also sure it worked fine in previous version (except the small problem explained in changelog).
I can only imagine that after updating the mod the table was emptied for your savegame or sth like this...
Please spent 2 minutes to start a new game and test if it also happens there (maybe it is again a bug I can not reproduce but others can)
So I'm quite sure these are problems with GS expansion. For the pop thing, obviously GS changed the event for it or producing units does indeed cost population-parts or what ever.
Could someone search the code from GS and find out if the event includes more parameters now? When I search for it I find this:
OnCityPopulationChanged(playerID : number, cityID : number, newPopulation : number )
Maybe in GS it has one additional parameter that makes me able to differentiate between correct and false alarm.
Goody huts strings:
I use my own strings and also strings from the game localization. But I can not imagine why they should remove strings in GS...
There's also some formatting issues on certain goody huts not showing proper sentences but codespeak.
I've also not tested it in isolation yet; i've only used it with other mods.
Can you make more tests and find out how I can reproduce this? I started a game with standard ruleset (no R&F and no GS) with Online gamespeed and starting in medival age. Build a city and bought any unit, but nothing unusal happend.
@Remlap1223:
Can you explain this? When I'm purchasing a unit or settler nothing unusual happens, at least I do not see it.
This might be incompatible to other UI mods, so if you have compatibility problems, try the version without ingame settings.
it uses the UI Plugin Framework and can be edited ingame. the other "older" one can't be edited ingame.
@Serp - hab ich das richtig verstanden?