Sid Meier's Civilization VI

Sid Meier's Civilization VI

Better Visual Notifications +
36 kommentarer
time_please 13. jan. 2021 kl. 13:31 
Loved this mod before it stopped getting updated. If you play with it now you're UI will eventualy dissapear and you need to disable the mod. Does anyone know of a similar up-to-date mod that takes the Civ 5 notification system and adds it to Civ 6?
leszek.j966 8. juni 2020 kl. 1:40 
This mod conflicts with the modem: 'Bear's Mods - Religious Overhaul', when both are enabled you cannot choose beliefs. Which blocks further play.
Serp  [ophavsmand] 24. maj 2020 kl. 0:46 
@Remlap1223:
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.
Remlap1223 23. maj 2020 kl. 16:32 
So, this is really good, it's way better than vanilla, especially since I've got the Civ V skin on. However, there are a couple of weird ones like Buttresses that don't work. But it doesn't break the game, which is impressive since this hasn't been updated in a while.
Serp  [ophavsmand] 17. aug. 2019 kl. 1:31 
Was this always the case or after a specific game update?
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.
Eunomiac 16. aug. 2019 kl. 21:47 
I'm getting double notifications --- each notification bubble appears twice. Any idea why this might be happening? (Let me know if you need my mod list or any other information; I'm not sure what to provide to you here!)
weregamer 16. juni 2019 kl. 16:58 
Oh good, thanks!
Serp  [ophavsmand] 16. juni 2019 kl. 15:29 
restored the UI settings, thanks the the "restore previous version" option from steam workshop :)
Serp  [ophavsmand] 16. juni 2019 kl. 15:02 
@weregamer:
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.
weregamer 16. juni 2019 kl. 11:39 
When I first installed the mod, the in-game UI panel had about a dozen options, individually controlling each notification type - pop growth, barbarian spotted, civic boost, tech boost, etc.

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).
Serp  [ophavsmand] 16. juni 2019 kl. 5:46 
@weregamer: You can contribute in aboves discussion and provide me with missing strings and other GS related stuff.

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 =/
weregamer 15. juni 2019 kl. 14:02 
Generally works OK with GS; you rather obviously don't have the strings file entries for the new stuff but it's usable.

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.
FR33L0RD 13. apr. 2019 kl. 20:53 
Very good mod.
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 :steamhappy:
Shitdivers 21. mar. 2019 kl. 2:11 
I've just not had time to play Civ VI lately, so that's why I didn't do any bug reporting yet.
Serp  [ophavsmand] 20. mar. 2019 kl. 12:01 
I'm currently waiting for more reports about GS with my mod, so I can improve it, but no one wants to participate (except Perry, thank you)?
Serp  [ophavsmand] 9. mar. 2019 kl. 5:57 
Hi, I just added to the description of the steam page, that I do not own GS yet, so there might be string problems like this.

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.
Perry 9. mar. 2019 kl. 5:36 
After the world congress the notification only says:
"LOC_NOTIFICATION_WORLD_CONGRESS_RESULTS_SUMMARY"

P.S. Thanks for the great mod!
Perry 9. mar. 2019 kl. 4:44 
If you play France as Eleanor you get the following war declaration message:
"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>
Kuroi.Kitsune 5. mar. 2019 kl. 8:37 
This didn't happen in new game. Looks like issue was in existing.
Serp  [ophavsmand] 4. mar. 2019 kl. 5:01 
@Remlap1223:
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 )
Kuroi.Kitsune 4. mar. 2019 kl. 3:54 
I'll test it after work
Serp  [ophavsmand] 4. mar. 2019 kl. 3:48 
@Kuroi.Kitsune: thank you, the table stuff should be in the OnImprovementVisibilityChanged function.
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)
Kuroi.Kitsune 4. mar. 2019 kl. 3:36 
@Serp bugreport here (maybe already fixed :D) - I get notifications for second/third time about the same Outpost when I move unit within visibility range. From what I glanced in mod script - you're checking NewCampSet variable, but not insert new camp's data into it.
Serp  [ophavsmand] 4. mar. 2019 kl. 1:09 
I just tested even more, with R&F rules, but was not able to reproduce neither the pop bug, nor goody huts with codespeak (tried german and english localization). What language do you play with?

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...
Remlap1223 3. mar. 2019 kl. 18:41 
@Serp: A notification that the population changes every time you purchase a unit in the city. Literally every time. It could be caused by other mods, but it's a 100% reproduction rate. It doesn't actually change the population.

There's also some formatting issues on certain goody huts not showing proper sentences but codespeak.
Shitdivers 3. mar. 2019 kl. 17:02 
It's happening to me in Gathering Storm ruleset; i haven't tested it in vanilla yet. But I do know it happens every time a new unit is created, whether it's by purchasing or production.

I've also not tested it in isolation yet; i've only used it with other mods.
Serp  [ophavsmand] 3. mar. 2019 kl. 10:54 
@N7 Commander John:
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.
Shitdivers 3. mar. 2019 kl. 9:48 
I'm experiencing the same issue, Serp; when i purchase a new unit in any of my cities, it appears as a new population for that city and I get the new population notification when it does so.
Serp  [ophavsmand] 3. mar. 2019 kl. 0:07 
@Kuroi.Kitsune: Good idea, with help of the ingame setting I can add one so you can choose a number of how many tiles it should max away of one of your cities. Will add this within the next 12 hours.

@Remlap1223:
Can you explain this? When I'm purchasing a unit or settler nothing unusual happens, at least I do not see it.
Kuroi.Kitsune 2. mar. 2019 kl. 13:59 
It would be very helpful to have limit on Outpost notifications only when they are close to your borders.
Remlap1223 2. mar. 2019 kl. 12:58 
Great mod except for the bug when purchasing units in cities causing the pop indicator to go off. Very nitpicky bug for an amazing headache remover.
Kuroi.Kitsune 25. feb. 2019 kl. 2:40 
Oh, barbarian outpost notifications! I need those!
十三先生 23. feb. 2019 kl. 6:50 
@Serp @migrosch thx,that mod is very comfortable。i think it is very suitable for the player that like the UI style of civ5,just like me。
Serp  [ophavsmand] 23. feb. 2019 kl. 5:57 
yes, the only difference is the ingame setting to enable/disable notifications.
This might be incompatible to other UI mods, so if you have compatibility problems, try the version without ingame settings.
migrosch 23. feb. 2019 kl. 1:34 
@十三先生 - i think this one here is the improved version.

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?
十三先生 22. feb. 2019 kl. 21:49 
what different with your another mod Better Visual Notifications ?