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Anyone having issues with this mod on a steam deck (and possibly other devices), the latest update changed the launcher (to aysc or something) which broke a couple of mods. Reverting to the last version of the proton launcher fixes it
Symptoms: cannot open production menue on city
Fix steps:
1. Go to settings
2. Click "Compatibility"
3. Click "force the use of a specific steam play compatibility tool"
4. Choose a proton version (experimental works for me)
Worked for me.
https://steamproxy.com/workshop/filedetails/discussion/939149009/3409803709049081543/
Credit to Aiur
It involves (--heavy--) editing on some critical *lua* codes and related data hooking steps.
Hint = "Suk_ScreenshotMode_Controls.lua" & (possibly) AdjacencyBonusSupport.lua.
Every modders i know of and work with do that for free.
Sooooo, cross fingers Suk will find some time to fix that issue.
PS; Civ7 is imminent - also.
if not m_ImmuneContexts[pChild:GetID()] and not pChild:IsHidden() then
Seems to fix/workaround the issue. My hunch is that some pChild elements get inspected multiple times w/out the code above and an incorrect value of false/hidden gets persisted in Suk_ScreenshotMode_StoredStates.
I only figured out it's not after adding 6t's Grand Eras mod and associated unit additions and upgrades.
It worked for a while, but upon entering the first era change suddenly no icons showed up upon hovering over a city.
Removing Grand Eras and suddenly it was back to life.
Just dropping a note so you are aware of the incompatibility, I rely on this too much to sacrifice it for a few interesting unit changes and the other changes 6t brings with it. As it is a first game only in the second era, I haven't really seen the differences 6t's mod makes, so restarting at this point is pretty easy.
Thanks for all of your mods, I use a lot of them!
and also would be nice to make those buttons not overlapping the 'hide mini-map button'
Give me please!!!!!!!
* event notifiers (unit XP, disaster yields, village rewards) no longer appear
* no icons to manage citizens
* the number of turns for city culture growth no longer shows over the purple/pink hex
Yeah the fix works fine now on full game, well if base game wasn’t the issue then I don’t know what was ! But I know that playing without tooltip was heartbreaking lol
Thank you. That did the trick.
Yes the tooltip works. I removed some lines as suggested in posts.
Well, sadly I don’t exactly recall… I searched in files for the line, then simply removed it. Just took a quick look again for the « Icon_SukPressureRight » you stated, only place I can find it is the « UI\Common\Additions\Suk_ReligionTT.lua », line 108. Try transforming the "[Icon_SukPressureRight]" in "", or something like that.
It has to be a better way to fix it though, I just didn’t know myself ! ^^
Yes I have the base game only. What line did you remove, if you remeber ? I already edited the Sukritact's Simple UI Adjustments.modinfo to show the tiles tooltips.
I was seeing the same when playing base game version.
(Is displayed correctly since I’m on the full game version.)
Only fix I had back then is removing that text line in the code to hide it in game…
Text is shown after top middle religion icon, I suppose it is not meant to display.
Basically what I'm asking - is it possible for you to add to your production info panel what modifiers are active ? It's such an incredible QOL to actually see the real production amount!
Most recent version of this mod contains handler for calculating river floodplains. This functionality seems to fail on vanilla. You can try disabling it in modinfo file.
To do so, open "Sukritact's Simple UI Adjustments.modinfo" for edit. Then find and remove the following section (should be lines 125-131):
<ReplaceUIScript id="ReplacePlotTooltip">
<Properties>
<LoadOrder>201</LoadOrder>
<LuaReplace>UI/Common/Suk_PlotTooltips.lua</LuaReplace>
<LuaContext>PlotToolTip</LuaContext>
</Properties>
</ReplaceUIScript>
File location - cd ~/.local/share/Steam/steamapps/workshop/content /289070 /939149009/
Name file "Sukritact's Simple UI Adjustments.modinfo"
There is a bug, in the area occupied by each population in the city, after clicking on other areas, the original area will be highlighted, which is very uncomfortable and the experience is extremely poor!!
this is a base-game trick where the fortification is actually not cancelled, and so the unit both fortifies and promotes in the same turn.
Suk_ReligionTT.lua - line:206
local iPPT = pCityReligion:GetTotalPressureOnCity(iReligion)
iPPT = round(iPPT * 100 / iSpeedCostMultiplier, 1)
The ingame function :GetTotalPressureOnCity() is already applying the SpeedCostMultiplier, so it shouldn't be manually applied on the next line.
Also iOutwardPressure should be rounded to 1 decimal on line:108 as I have seen quick games with 6 decimal places.
这个mod对UI进行了简单的QoL更改。它的目标不是对用户界面进行彻底的改革,而是根据现有内容进行基本调整。
当前的变化包括: