Open Azurency opened 5 years ago
As usual the diff are visible here https://github.com/Azurency/Civ6-UIFiles/commit/14e657fc569b99e6f1166bd175ba67edea5dc3fd for the base game, https://github.com/Azurency/Civ6-UIFiles/commit/f1ee7551b3254349550198a730e327f1e6ed7302 for expansion 1 and https://github.com/Azurency/Civ6-UIFiles/commit/daf3a4111add80d7343369de693a7dca2f768bd9 for expansion 2.
base game changes :
actionpanel.lua
,civ6common.lua
,diplomacyactionview.lua
,diplomacyactionview.xml
,diplomacyribbon.lua
,instances/leadericon.lua
,launchbar.lua
,mappinmanager.lua
,panels/citypanel.lua
,panels/citypaneloverview.lua
,panels/citypaneloverview.xml
,panels/notificationpanel.lua
,panels/productionpanel.lua
,panels/unitpanel.lua
,partialscreens/citystates.lua
,partialscreens/citystates.xml
,popups/greatpeoplepopup.lua
,popups/greatpeoplepopup.xml
,popups/techciviccompletedpopup.lua
,popups/wonderbuiltpopup.lua
,screens/civicstree.lua
,screens/governmentscreen.lua
,screens/techtree.lua
,supportfunctions.lua
,tooltips/plottooltip.lua
,toppanel.lua
,unitflagmanager.lua
,worldinput.lua
,worldtracker.lua
,worldview/citybannermanager.lua
,worldview/plotinfo.lua
,Expansion 1 changes :
replacements/citystates.xml
,replacements/toppanel_expansion1.lua
,worldview/citybannermanager.lua
,Expansion 2 changes :
replacements/citystates.xml
,replacements/toppanel_expansion1.lua
,worldview/citybannermanager.lua
,Integrations :
choosers/espionagechooser.lua
,choosers/traderoutechooser.lua
,choosers/traderoutechooser.xml
,espionagesupport.lua
,minimappanel.lua
,minimappanel.xml
,partialscreens/espionageoverview.lua
,popups/mappinlistpanel.lua
,popups/mappinlistpanel.xml
,popups/mappinpopup.lua
,popups/mappinpopup.xml
,replacements/minimappanel.xml
,replacements/reportscreen.xml
,replacements/diplomacydealview.lua
,tradeoverview.lua
,Any chance the default build queue can be upgraded to prevent duplicate buildings and more importantly allow district buildings to be queued when you have the dependent build/district already queued? This gets really annoying when districts get pillaged to queue up the repairs.
Any chance the default build queue can be upgraded to prevent duplicate buildings and more importantly allow district buildings to be queued when you have the dependent build/district already queued? This gets really annoying when districts get pillaged to queue up the repairs.
You're better off making a feature request instead, it'll get lost in this thread over time.
I don't have much hope for a feature getting implemented just hoping it will get fixed soon so I can go back online in Steam and let the April 2 update get applied.
amen, such a fantastic mod, and so many mods being pulled into the game, Firaxis should just pay Azurency to [atch the actual game
Pushed the update on the expansion2
branch. You can test the updated version here : https://github.com/Azurency/CQUI_Community-Edition/archive/expansion2.zip
If it's working fine we'll update the steam version this week 🎉
does this mean the problem with disappearing UI upon entering leader screen (meeting a new civ for instance) is now fixed?
The clicking "Change Government" in the Policy Reminder popup doesn't actually open the change government panel in the pre-release of the new patch version.
The "A World Wonder has been created!" overlay cannot be dismissed. Neither the red 'X' in the right hand corner, nor the 'return' button in the top left work dismiss the overlay, and no other user action can make it go away. This breaks the game, since you can't get passed any wonder creation.
The "A World Wonder has been created!" overlay cannot be dismissed. Neither the red 'X' in the right hand corner, nor the 'return' button in the top left work dismiss the overlay, and no other user action can make it go away. This breaks the game, since you can't get passed any wonder creation.
Been testing the https://github.com/Azurency/CQUI_Community-Edition/archive/expansion2.zip version today, and i can confirm this bug.
BUT - you can avoid this bug by unticking the "wonder popup movie" option. Wonder gets built OK and game continues normally.
The wonder bug is fixed.
The clicking "Change Government" in the Policy Reminder popup doesn't actually open the change government panel in the pre-release of the new patch version.
I don't have this issue, can you try again with the latest version ? If you still have this bug can you send me a save game ?
Thanks, wonder bug indeed is now fixed, can enjoy the wonder movies again. Cannot get the government bug mentioned by @denverpierce to appear either, 'change government' button works ok every time here.
Retested on latest and couldn't repro either issue. LGTM.
Great, I didn't run into much more issues either. So we'll update the Steam version very soon 🎉
Great, I didn't run into much more issues either. So we'll update the Steam version very soon 🎉
As someone who has set his homepage to this github page since The Update and have been playing solely on my crappy laptop (as I could d/c from wifi before steam did it's thing). I can confirm that the mod is pretty much back to it's best. I have been testing things out for about 10 hours now and not run into anything.
Just wanted to say thanks to all you do because without this mod, Civ 6 isn't worth playing, and I know there's a lot of other people out there who feel the same. Sorry if this isn't appropriate place for all this but playing this game is good for me, mentally, so yeah thanks :)
Another report that game with CQUI is playable again, thank to you, mod-developers. However, "ShowYieldsOnCityHover" option in file cqui_settings.sql doesn't do it's job, there isn't any yield when set to "1". You have to turn it on manually with "Y" key (and off again)...
I was still getting this problem (no UI after 1st meeting another civ) with the latest extension 2, but after disabling all mods, and re-enabling one at a time, discovered it was 'Extended Diplomacy Ribbon'. Can't remember if it was one that I installed to stand in for CQUI, or if I had it previously with no problems.
Cheers for all your hard work.
The new diplomacy deal view is available for testing on the new-diplomacydealview
branch, or download a zip here : https://github.com/Azurency/CQUI_Community-Edition/archive/new-diplomacydealview.zip. I would very much like to have your feedback as it's an almost complete rewrite so there might be some bugs !
I've been testing the version above. So far the new deal view looks like it's working fine. I did run into a build queue issue with an incomplete wonder. I have a save, and it is repeatable. I'm not sure where/how to upload the save.
I had a wonder mostly built, placed an encampment in the same city (queue position 2), swapped it to position 1 to commit the tile. So far, so good. Then I tried to swap the incomplete wonder back to position 1 and it didn't work. The encampment was still in position 1. Position 2 was blank. The incomplete wonder appears in the list below. This may be related to #389
Maybe Sparrow could transfer the Steam Workshop ownership to Azurency ? So the mod could be updated there also.
I had a wonder mostly built, placed an encampment in the same city (queue position 2), swapped it to position 1 to commit the tile. So far, so good. Then I tried to swap the incomplete wonder back to position 1 and it didn't work. The encampment was still in position 1. Position 2 was blank. The incomplete wonder appears in the list below. This may be related to #389
I'm going to take a look at that bug, see if it's in vanilla also.
Maybe Sparrow could transfer the Steam Workshop ownership to Azurency ? So the mod could be updated there also.
Well that's not possible to transfer ownership on Steam I think ? There's a lot of missing feature on their workshop 😞
Sparrow updated the Steam version of CQUI to the latest GitHub version about 5 hours ago. :mega: :mega:
Question: Is it safe for me to disable 'AffectsSavedGames' and maybe change a few settings directly in the cqui_settings.sql file instead? I mean, is it safe to do so in multiplayer games? Or would doing so potentially cause desyncs? I'd hate to have a game cut short by another civ6 update.
I'm excited to see CQUI updated on Steam. :tada: :tada:
You should be able to change the settings as you wish, and touch AffectsSavedGames
without issues. Although CQUI may still have a few old bugs never resolved with multiplayer games.
Pushed a few more fixes on the expansion2
branch
I've noticed in the Expansion2 branch that the tech/civic popup audio never completes (I have "popup visual" unticked, and "popup audio" ticked)
I've noticed in the Expansion2 branch that the tech/civic popup audio never completes (I have "popup visual" unticked, and "popup audio" ticked)
Should be fixed in 2622118277ca6307308aa9d6242adae7195a1263
Should be fixed in 2622118
Yes, that's fixed it
The great people popup is now updated, you can test it on the expansion2
branch. Let me know if there's any issue. If there are no issues, we'll push it on Steam as soon as possible.
You should be able to change the settings as you wish, and touch AffectsSavedGames without issues. Although CQUI may still have a few old bugs never resolved with multiplayer games.
I really hope to contribute to some of the hot seat bugs myself this year since my wife and I only play this mode.
I really hope to contribute to some of the hot seat bugs myself this year since my wife and I only play this mode.
That would be awesome. A lot of mods have issues with Hot Seat Multiplayer. I wish there was a resource available to modders, to help them resolve such issues. As for CQUI, I know the More Lenses contributor has Hot Seat Multiplayer support on his to do list. He's been busy with school though.
@Azurency I've played a multiplayer game with a friend with cqui enables (git checkout 11th of June), and had no issues really.
👍
so far in multiplayer I've noticed a couple things, but not sure which of them are new with the patch...
Another day, another patch.
We haven't finished update UDS, the great people popup and the URS from the latest patch #380. But we're going to work on this update as quickly as possible.