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https://steamcommunity.com/sharedfiles/filedetails/?id=2642534170
(If I use two mods at the same time, the Tech Tree doesn't add content correctly and each tech name is preceded by a "!")
Now that I have to choose between a convenient UI and an interesting World Wonder, it's a difficult choice.
your mod has been translated by ASM590319 into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
I know that the best thing is not to select it in the first place. But sometimes I do it and then realize that it is a mistake and that I shouldn't have selected anything.
That's why I thought that maybe you could create a solution for that use-case.
Or is there another way of doing that already?
Just as you can remove something from being produced in a city, so that there is no progress towards anything on that turn.
btt does not show this
In the Gathering Storm expansion, the Lumber Mill is unlocked with Construction and can be built on tiles with Rainforests after researching Mercantilism."
(https://civilization.fandom.com/wiki/Lumber_Mill_(Civ6))
The Mercantilism Civic does not indicate that. There is no icon for that.
I've been tinkering with the mod a bit to make it a better fit for a mod I'm currently working on and was wondering if you'd be interested in talking about it in more detail so that those changes might find their way into this mod's live version.
What I added:
- database tables for custom items that may not come from modifiers. Other mods could also add tems here without having to deal with tech/civic descriptions themselves. The goal was to remove the necessity of the "star icons" completely.
- populated those tables with all base game abilities (GDR upgrades, victory points, etc.)
- reworked the icons and created new backgrounds; preview of some (mostly background) icons: https://i.imgur.com/uHWOa1H.png
- yield-colored backgrounds for improvement bonuses
- a new setting to make the eureka/inspirations icons optional (since some mods add quite a lot of new elements, leaving no space for those icons).
..\Base\Assets\UI\Popups\BoostUnlockedPopup.lua
I was using this mod on a game on Jun 30 and when I reloaded my game on Jul 1, it showed the new errors in Lua.log.
For other linux users, inorder to get most Civ6 mods to work, I create symlinks of the current mod's files in lowercase that points to the current mod's files.
eg. civicstree_btt_xp2.lua -> CivicsTree_BTT_XP2.lua
The only downside is that when a mod is changed then symlinks have to be recreated.
I believe Mac users might be facing the same problems because their OS is case-sensitive like linux and not like Windows.
It worked after I renamed the files to lowercase. I am accustom with changing files in mods to lowercase inorder for them to work for Linux but for some reason I thought I didnt have to do it because I had this mod working before.
Firaxis has to come up with a method to automatically handle the case-sensitivity of mods because most developers do not make their mod to be 'linux-friendly'.
Your UI mods are great and are a 'must have' when playing Civ6.
It was working before the most recent mod update (1 Jul @ 8:16pm).
I am running it on Linux so maybe there is some case-sensitivity in the code.
Here is the output of the error -
Runtime Error: C:\Emu\AppAssets\Base\Assets\ui\screens\techtree.lua:275: attempt to index a nil value
stack traceback:
C:\Emu\AppAssets\Base\Assets\ui\screens\techtree.lua:275: in function 'RealizePathMarkers'
C:\Emu\AppAssets\Base\Assets\ui\screens\techtree.lua:1019: in function 'View'
C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\TechTree_Expansion1.lua:22: in function 'View'
C:\Emu\AppAssets\Base\Assets\ui\screens\techtree.lua:1265: in function 'OnUpdateResearchOnTechChanged'
[C]: in function 'func'
[C]: in function '(anonymous)'