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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 !
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
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
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.
- 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.
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.
* 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.
* 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
* 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.
:)
I'll just have to wait for anything else whenever -- sooooooo, no rush... Thanks for everything.
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.
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.
"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.
Yeah.. i had that happen, but it's okay -- just manually edited back again as it was. Next versions should be fine.
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.
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).
Thank you very much for your answers.
Please could you tell me where I can find this settings file ?
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.
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?