Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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)
I test it with only these 2 mods.
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
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.
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
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
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.
Your solution will work for me. Thank you.
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.
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.