Sid Meier's Civilization VI

Sid Meier's Civilization VI

Z Unit Marks
59 Comments
alkurte 31 Jan @ 9:58am 
@Zur13 how can i disable the "attack type icon (your) and attack type icon (other) make base before starting game?
Obb 23 May, 2024 @ 2:00pm 
Well, I played a bit with the code, did not change anything related to barbarian, but now they’re fixed ! Strange enough… Lastly, I really wish the mod had a similar feature than « better unit flag », highlighting units that you’re in war with !
Obb 18 May, 2024 @ 6:59am 
The setting to put the panel under the flag doesn’t seem to apply to barbarians for me.

Also, I wonder ; maybe the land units should lose / hide their attack type icon if they’re on water, if they can’t fight while onboard ? Would indicate they can’t attack nor defend themselves at the moment.

Anyway, very nice mod ! Thanks much !
ninyoshi 18 Mar, 2023 @ 8:16pm 
confirm conflict with CQUI, enabling both would cause disappearance of unit head icons all at once.
Zack 21 May, 2021 @ 9:22am 
I "think" this mod conflits with CQUI right now. When using CQUI, there's no unit tacks that show up, and the game crashes quite quickly on start-up of a new game.
**************________0022DE92 13 May, 2021 @ 7:33am 
hope there is an indicator of the eras above great generals. like there is in the mod "Bette Unit List". It's always a pain to check the AOE effect of great generals.
DB 10 Mar, 2021 @ 2:29pm 
Hi Zur!

Thanks for checking into it. I still have the issue after uninstalling this mod, so it's something else. But hey, at least we'll have error free logs when you get this fixed.

Kind regards,
DB
Zur13  [author] 10 Mar, 2021 @ 1:56pm 
@DB I've just checked my log and found the same error there but I didn't notice any UI issues in my games. I will look at it when I have free time but it might be in a few weeks. I don't think this error could cause UI issues except for some UI element missing background image or mod popup window border frame. What kind of issues do you have?
DB 10 Mar, 2021 @ 12:56pm 
Hi Zur!

I'm having some UI issues in my game and I think this mod is the cause. From the log file Documents\My Games\Sid Meier's Civilization VI\Logs\UserInterface.log...

...

ZUM_ColorSelectorUI: register time: 0.002548
ZUM_ColorSelectorUI: ControlBase::Initialize time: 0.000004
LOADING G:/SteamLibrary/steamapps/workshop/content/289070/1780895460/ZUM_ColorSelectorUI.lua Load time: 0.002227
END LuaContext::Initialize() id: 'ZUM_ColorSelectorUI'
START LuaContext::Initialize() id: 'ZUM_UI' parent: 'AdditionalUserInterfaces' Context: 'NULL'
ZUM_UI: register time: 0.002435
[DataError] Control 'ZUM_UI' missing texture
ZUM_UI: ControlBase::Initialize time: 0.003380
LOADING G:/SteamLibrary/steamapps/workshop/content/289070/1780895460/ZUM_UI.lua Load time: 0.034093
END LuaContext::Initialize() id: 'ZUM_UI'
...


Could you fix this please?

Kind regards,
DB
Zur13  [author] 27 Feb, 2021 @ 10:35pm 
@eurritz
In the mod folder edit this file:

Steam\SteamApps\workshop\content\289070\1780895460\UnitFlagManager.xml

At the end of the file you can find these lines:

<Instance Name="HeroGlowInstance">
<Container ID="Root" Anchor="C,C" Size="auto,auto">
<AlphaAnim Anchor="C,C" Size="auto,auto" Cycle="Bounce" AlphaStart="0.9" AlphaEnd="0.4" Speed="3" Power="4">

< SOME MORE LINES HERE >

</AlphaAnim>
</Container>
</Instance>

You need to delete everything in between

<Instance Name="HeroGlowInstance">
<Container ID="Root" Anchor="C,C" Size="auto,auto">

and

</Container>
</Instance>

the result should look like this:

<Instance Name="HeroGlowInstance">
<Container ID="Root" Anchor="C,C" Size="auto,auto">
</Container>
</Instance>

The rest of the file should not be changed.
eurritz 27 Feb, 2021 @ 4:49pm 
So this was the mod that disabled the hero glow effect? I'm gonna miss that, since I hate this effect.
Zur13  [author] 26 Feb, 2021 @ 6:22am 
Mod updated:
- Added compatibility with Barbarian Clans mode
- Fixed Glow Effect for Hero unit flag in Heroes and Legends mode

I have no much time for modding these days so I run a short test and it looks fine. Let me know if something is still wrong with this new game mods.
imiami 26 Feb, 2021 @ 2:01am 
@Treyund20 I confirm, the unit marker disappears completely when the Barbarian Clan mode is turned on
Treyund20 26 Feb, 2021 @ 1:41am 
I think the Barbarian Clan Update yesterday broke this mod. I am missing the complete unit markers in my game.
Treyund20 6 Feb, 2021 @ 8:50am 
Great mod I use every game! But sometimes (when I have a lot of unit marks, like 10 or more) they get mixed up. Like, I click on my mark "examp1" and it displays another one, e.g. "numb2". It never happens with only a few unit marks. I have seen this across multiple games. Can somebody confirm this happens sometimes?
I have some other UI mods running (e.g. Concise UI), but I don't think they change anything about the unit marks. Tell me if you need more information.
Zur13  [author] 1 Nov, 2020 @ 2:28am 
@Mnichu I might take a look sometimes but right now I'm on a little vacation from modding and there are unfinished updates from my other mods waiting to be finished so it might take a several months until I will be able to check this compatibility issue.
Mnichu 31 Oct, 2020 @ 3:32pm 
Hello, I have been using your mod for a long time and it is a great pleasure to play with it. Well done. However, I recently came across the ARS - Improved Movement v1.2 mod which allows you to group units (and works) and modifies movement points, with my playstyle (massive and gigantic maps with a minimum distance of 4 fields to cities) it is an excellent mod. Unfortunately, it turns out to be incompatible with yours, the layers behave strangely and all possible markings appear above each unit. Tell me, is there a chance for you to check compatibility? I do not press, I know that many things become impossible by the authors of the game, but maybe at least take a look :)
=[NK]= Col. Jack O'Neil 25 Sep, 2020 @ 7:25pm 
Thanks!
Zur13  [author] 25 Sep, 2020 @ 9:54am 
New update:
* Added minimal compatibility with Concise UI (Z Unit Marks logic will overwrite ConUI mod logic related to unit flags so Con UI Hide trader flags and Hide religion flags features will not work but the rest of the features should work fine).

* Fixed promotions indicator not appearing immediatelly.
* Fixed promotions indicator remains until next turn after unit was promoted.
Zur13  [author] 25 Sep, 2020 @ 12:37am 
@Limfjorden As far as I know it does not conflict with Sukitract's Simple UI Adjustments I'm using both. Are you sure that these 2 mods conflicting on your side?
Limfjorden 24 Sep, 2020 @ 11:41pm 
Please make this compatible with Sukitract's Simple UI Adjustments!
=[NK]= Col. Jack O'Neil 24 Sep, 2020 @ 4:51am 
Thanks for CQUI compatibility!
Rhaeven 22 Sep, 2020 @ 3:49pm 
Amazing mod, thank you for the compability with CQUI.
Zur13  [author] 8 Sep, 2020 @ 8:33am 
And new update is here

* Added compatibility with CQUI mod (should not crash at least but some functions might not work as intended)
* Added option to show unit movement path when mouse over the unit banner
* Added available promotion indicator on a small level banner near main unit banner like in CQUI
ChrisMartin 7 Sep, 2020 @ 11:17pm 
Thank you! :) Was missing the AOE and Wonder modifiers, but learned to ignore the issue.
Zur13  [author] 7 Sep, 2020 @ 9:23am 
I've got some time to do "little" polish on this mod, hope you like it:

* Added option to hide empty marks panel
* Added option to disable marks panel mouse clicks
* Right mouse click on top bar button opens mod settings menu (hotkey Alt+N)
* Reimplemented unit modifiers detection code now it should correctly detect all Natural Wonder modifiers (should also detect modifiers from Wonders added by mods) and building modifiers (like barracks and other)
* Better Great Person AOE effect detection after units moved in or out effect area
* Added special icon for Great Persons that shows their passive ability description on mouse tooltip
* Fixed: ESC hotkey now closes the mod window.
alkurte 27 Jun, 2020 @ 5:11am 
thnks a lot for the mod @zur13. this helps a lot when you have some admirals/generals walking around and dont know which era unit they give the adjacent bonus to!
Zur13  [author] 19 Mar, 2020 @ 8:34am 
@Breathlessly It works for me. It may be caused by mod conflict with some other mod try to check it in new game when all other mods are turned off.
amatsuka 12 Mar, 2020 @ 5:30pm 
Mod doesn't seem to work. When I start a game, none of my actual units have their banners and there is a banner attached to a sleeping, invisible unit that has every single banner icon on it. Actual units are almost impossible to find because they don't even have the usual icon.
Solmyr 28 Aug, 2019 @ 7:07am 
When the unit marks are enabled, there is a 5-10 second lag at the start of each turn (though I do have quite a lot of units visible). If the marks are disabled, there is no lag.
Marxist Inaros 28 Jul, 2019 @ 2:49pm 
After further experimentation verifying my game files lets me use this mod without problems (there were 3 files that failed check). False alarm on the bug report.
Marxist Inaros 27 Jul, 2019 @ 10:07pm 
I'm not sure what the mod conflict could be, but when I enable Z Unit Marks the text goes haywire: https://imgur.com/a/DZesVmJ
Zyxpsilon 27 Jul, 2019 @ 4:56pm 
Wow... the Traders really are much more obvious now since they also get a dedicated Tooltip with actual output values -- excellent idea.
:)
Zyxpsilon 27 Jul, 2019 @ 4:22pm 
Cool enough for me, buddy.. specially those extra "History Buttons" should become handy for a few precise situations i've discovered while using this mod in particular!

I'll just have to wait for anything else whenever -- sooooooo, no rush... Thanks for everything.
Zur13  [author] 27 Jul, 2019 @ 2:08pm 
@Zyxpsilon Some of what I could think of with history buttons I've added in the latest release. I don't think it is possible for mods to store information that will be available outside of the save file where it was stored so there will be no in-between save history transfers the only possible solution is to manually edit some file in the mods folder like it is done for default mod settings but I have no time for something like that these days.
Zur13  [author] 27 Jul, 2019 @ 2:03pm 
Yay, a new version uploaded! Had some free time to work on mods so here it is:

Added trade route yield icons on the panel above trader.
Added spy mission turns remaining on the panel above spy.
Added more user marks history buttons.
Added user marks history suggestions buttons.
Various small fixes and improvements.
Zyxpsilon 20 Jul, 2019 @ 12:01pm 
@Zur13.. after extensive tests, i've created a swift method to maintain familiar "Unit-Marks". Won't go into much details but i'd suggest giving us more individually saved kinds.
As of now -- we can keep a maximum of FOUR pre-defined panels in a single UI line.
Since the HUD would probably allow a total of two or three lines in the area above the "Function Buttons".. it could offer more variety with 8 or 12 instances. They loop on/off anyway, right? Fresh entry replaces the last, etc

Not only that .. but a special saving device **in-between** games would let us re-use anything as already known & designed by us in previous games. Please?!

For example.. my first two Galleys would keep showing up as >ONE< or >TWO< & eventually gets updated too. Which actually enforces me to re-use the previous Marker(s). Same goes for a number of other gameplay situations, btw.
LeoPerGustav 2 Jul, 2019 @ 8:35am 
@Zyxpsilon
"One trick would be to de-activate anything One at a time & check out if the error disappears."

Yup. That's what I'm been doing. And that was what led me to accuse this mod (soory for that once again). Problem is that it's an intermittant error that I've yet to learn how to trigger. It also selfheal sometimes...
As always it comes down to putting in the milage/hours. Thanks for the tips anyhow. I'll check the mod log.
Zyxpsilon 1 Jul, 2019 @ 7:28am 
@Zur13..
Yeah.. i had that happen, but it's okay -- just manually edited back again as it was. Next versions should be fine.
Moyocoya 1 Jul, 2019 @ 4:02am 
Great ! Thank you very much. It works as I wish now.
Zur13  [author] 1 Jul, 2019 @ 3:28am 
@Moyocoya It works like this: when the game is loaded the mod loads it settings from the saved game file if there were no saved settings in the save game file it uses default settings from the ZUM_User_Settings.lua file.

So if you have already saved settings in some game by clicking Apply button on the settings tab the default settings from the ZUM_User_Settings.lua file will not be used in that playthrough anymore.
Moyocoya 1 Jul, 2019 @ 3:11am 
I must have missed something. Did exactly what you said, saved the file with its new name and got the vanilla settings.
Zur13  [author] 1 Jul, 2019 @ 1:24am 
@Zyxpsilon In the previous mod version I forgot to remove settings file and now I've uploaded the correct mod version without it and after this update your settings file may be removed by steam. So you need to repeat mod configuration again.
Zur13  [author] 1 Jul, 2019 @ 1:21am 
@Moyocoya It is located inside mod folder that is inside your steam folder:

Steam\SteamApps\workshop\content\289070\1780895460

The file you need to copy the file ZUM_User_SettingsEXAMPLE.lua and rename it to ZUM_User_Settings.lua

You can change mod settings in this new file and they will be applied to the games where you have not changed the settings from mod UI tab (this file works as default settings).
Moyocoya 30 Jun, 2019 @ 11:12pm 
@Zur13 & Zyxpsilon
Thank you very much for your answers.
Please could you tell me where I can find this settings file ?
Zur13  [author] 30 Jun, 2019 @ 10:52am 
@Moyocoya In the mod setting tab you can change "Charges text (other)" color to "Hide". The same way you can hide charges icon too or any other element on your or opponents panel. Or as @Zyxpsilon said those settings are also available in the settings file if you need it to be persistent through different plays.
Zyxpsilon 30 Jun, 2019 @ 10:42am 
@Moyocoya.. The settings file has an option for this...
EDIT the five "other_units_...." colors side with 'COLOR_HIDE'.

@LeoPerGustav.. Yes, that's the flaw.
The only rational way (that i know of) to determine what *YOU* have is to know which precise mods are active when that happens. There's always the Modding.LOG file that identifies their loading process.
But, AFAIC.. most conflicts aren't formally listed in any such LOGS.. people need to discover/guess the guilty Mod(s) intuitively -- somehow.

One trick would be to de-activate anything One at a time & check out if the error disappears. Good luck.
Moyocoya 30 Jun, 2019 @ 10:02am 
I mean to have a button that allows to turn off the oppoenents icons, of course.
Moyocoya 30 Jun, 2019 @ 10:01am 
Hi, I play with a mod called "visibility matters". It allows the player to get informations about science and civic level, as well as many things abouts his opponents, - but only according to visibility level. To use your mod with this mod, could it be possible to turn off opponents icons ? It's wierd to know about the charges a builder has left when you've just met it's owner one turn before...
LeoPerGustav 30 Jun, 2019 @ 9:56am 
Thanks for your help friends.
This is how the bug looks:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1786844464

@Zyxpsilon is there a log or something that I can look in to locate the conflicts?