Sid Meier's Civilization VI

Sid Meier's Civilization VI

Z Tactical View Mode - War Focus
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!
Zur13  [author] 6 Dec, 2020 @ 9:06am 
New version:
Added minimal compatibility (some mod functions are turned off) with this mods:
CQUI (Community Quick User Interface)
SukUI (Sukitract Simple UI Adjacements)

Sorry guys I was planning on a complete mod rethink and rewrite from scratch but I don't have time for modding these days so this is quick fix that turns off some mod functions when detects incompatible UI mods.
SenseiSub 6 Dec, 2020 @ 6:49am 
"This mod is phenomenal, but I would really like it to be compatible with Sukitract's Simple UI Adjustments. That would sell it for me." ... Same - the city banner changes incompatibility is a deal breaker :( Awesome work otherwise, but a lot of other mods change the city banner. I understand you cant make it compatible with all other mods, however it would be great to have at least an option to toggle on/off the city banner specific changes.
Bumble 5 Dec, 2020 @ 5:32pm 
Is it possible to enable every part of this mod except for the city banner names disappearing? How would I do this, if it is possible?
Zur13  [author] 26 Sep, 2020 @ 7:49am 
@Limfjorden I'm stuck on mod concept rethinking I want to rewrite it because as for now it is hard to make it compatible with every UI mod out there.
Limfjorden 24 Sep, 2020 @ 11:40pm 
This mod is phenomenal, but I would really like it to be compatible with Sukitract's Simple UI Adjustments. That would sell it for me.
blazeknave 17 Sep, 2020 @ 10:21pm 
In that case, executed perfectly! Thanks @Zur13!
Zur13  [author] 25 Aug, 2020 @ 11:50pm 
@blazeknave You've pointed the exact reasons why I've decided to make this mod :)
blazeknave 25 Aug, 2020 @ 6:05pm 
Cyan for allies was a nice touch I didn't know I needed. Seeing where by ally had his pieces on the board, allowed me to more easily and intelligently make decisions on where I needed coverage.
blazeknave 25 Aug, 2020 @ 6:03pm 
This is game changing! Took a few minutes to get used to, but I can't go back now. No more squinting to try and figure out if a tile is passable. War really feels like it's playing out like a tactical game, new element makes it really fun! Kudos!
ChrisMartin 21 Aug, 2020 @ 1:05pm 
Of course... Silly me :D I'll turn it on this evening.
Your solution will work for me. Thank you.
Zur13  [author] 21 Aug, 2020 @ 12:08pm 
> Nice!! But now I have to start a new game of Civ6 :p
Why do you need it? This is UI mod and it does not affect save game you should be able to turn it on and continue with your existing save.

1. There are no options except ON/OFF yet, maybe sometime in the future I will add the settings screen but right now it would require too much time. Hotkey for ON/OFF is in the tooltip for the on/off button in the top right corner, it is Alt+D if I remember correctly.
2. Maybe in the future
3. I thought about 2 types: War Focus and Religion focus, but had no time to implement the religion part, so maybe in the future. About "pillageable" resources I will think about, the main idea of this mod was to get rid of those situations during big wars where a lot of units lead to the banners cluttering and hard to "read" the battle situation.
ChrisMartin 21 Aug, 2020 @ 11:55am 
Nice!! But now I have to start a new game of Civ6 :p
Few short question, since I didn't get around to test it yet:
1) Can we have the option to keybind so we can switch on the go, or is it always on?
2) If we can get it to switch on-off at will, can we then have a small box in a corner, explaining the colors?
3) Maybe have the opportunity to check what action we wish the mod to trigger? Like will I have the Religious units to dimm, or do I wish that enemies resources are highlighted as "pillageble"? In Civ6 wars I try to look for opportunities to have some "quick-wins" if it matches my goal for the war.