Sid Meier's Civilization V

Sid Meier's Civilization V

Unit Path Viewer
87 条留言
NeverLand 2024 年 10 月 4 日 上午 4:14 
why this has to be in a mod if the original civ v had it?
UEAdmiral 2023 年 8 月 7 日 下午 8:28 
Just want to confirm that this mod does still work as of this post.

At first I thought it was broken because the highlights were not displaying; however, I read elsewhere that for mods to work you need to actually start your game from the mods menu. When I started a game from the mods menu, this mod's highlights showed up just fine.

As an additional aside, I'm not seeing any problem with the ETA function. Maybe slightly unintuitive with how it counts turns--insofar as it indicates 2 turns when unit will arrive next turn, and 1 turn when it will arrive in the present turn--but definitely working.
Human Crouton 2021 年 12 月 13 日 下午 1:06 
Did a fresh install of CIV 5. I forgot to activate this mod when I did, and I immediately noticed my mistake. This mod is practically necessary for me to enjoy the game.
Black.Cobra  [作者] 2021 年 9 月 22 日 上午 9:25 
@rfeldster
I fresh installed Civ to test your problem, but for me ETA isn't multiplied by ten.
Probably there's a conflict with some other mod. Try a new game with just my mod.
Otherwise into that file you should modify line 167 and 275 adding at the end /10 like

local VupUnitMoveTurnsLeft = (TupMainUnitPath.vETA - VupCurrentTurn) /10

It's a bit rough and I don't know how could be treated then double numbers...
rfeldster 2021 年 9 月 17 日 下午 1:37 
This is a great mod overall, but the ETA function isn’t working properly for me. It starts off showing a number of turns that is 10 times the actual amount, then reduces that by 1 each turn. For example, a “move to” action that will take 7 turns is listed as having an ETA of 70. At the end of the following turn, it will have an ETA of 69, then 68, etc. I’ve tried playing around with the UnitPath_Support file, but I haven’t had any luck. Any idea how to fix this?
WolfCrossing 2021 年 2 月 27 日 下午 7:47 
This is an extremely necessary mod for the game. It is seriously priceless the amount of time and frustration this mod saves in all stages of the game. Especially if you are using the diplomatic units mod and archaeologists in general in any game. I seriously applaud the amount of work and detail in how this mod works. It's nothing short of fantastic.
xxx78 2020 年 3 月 2 日 上午 2:02 
Nice mod, anything like this for civ 6?
jbarry39 2019 年 10 月 20 日 上午 8:56 
Followed Install precisely...does NOT work in game (has been verified that it is activated)...What Gives??
Lepreshawn 2019 年 2 月 26 日 下午 11:32 
First mod I've installed, seemed exactly what I needed. I have all official DLC. Started NEW game. It doesn't seem to do anything. Before starting game I double checked to make sure the mod was selected in game. Does this still work?
tstormwind 2018 年 8 月 30 日 下午 3:14 
I've been playing Civ V for years without Mods and this time around I decided I really wanted to find something to help me manage my units. This is EXACTLY what I needed! Now I can tell, with a click, where I've ordered a unitl to go. Thank you!!
BrJason 2018 年 7 月 5 日 下午 12:32 
This has been extraordinarily helpful - especially in my game which tends to be very large and in which I micromanage every unit.
official 2017 年 11 月 19 日 上午 8:21 
veryt useful for cv5
Gokudo31 2017 年 8 月 2 日 下午 8:09 
okay sad :(
NeonNobility 2017 年 8 月 2 日 下午 7:59 
Doesn't work with Enhanced UI
Gokudo31 2017 年 7 月 25 日 下午 12:00 
is it compatible with Vox populi ?
Black.Cobra  [作者] 2017 年 6 月 4 日 上午 1:51 
Hi vondraco,
it has been a while since I last played the game.
Your problem seems more caused by the in-game re-route system.
My re-routing works only when the last plot is occupied by another unit and sends your unit to the first free plot backwards.
It's simple to know if it has been re-routed by my mod, when you select the unit you should see one or more white plots after the last red (if you haven't customized the colors).

Let me know.

Thank you
vondraco 2017 年 6 月 4 日 上午 12:08 
Very useful mod. I've often become confused when a unit reaches the destination wondering "Now the guy came from ... where?" I kind of micro-manage stuff so knowing where to send the unit back to when he finishes his job is helpful.

One thing I've noticed that is a bit frustrating. If I send a unit someplace and there's another (different civ usually) unit in the way, then the sent unit automatically reroutes EVEN IF it could get through the unit. E.g., a horse sent to a hex on the other side of a mountain pass. If, say, a city-state unit blocks the path then the horse will reroute even if it could pass through the city-state unit and reach the destination in a few turns. Then when the city-state unit move 'out of the way' the horse resumes the original path ... but if the city-state unit moves back, the horse is rerouted again. This can happen several times. Any way around it or do I just have to take manual control of the horse?
Eisernes Kreuz - Walter O'Cash 2017 年 4 月 16 日 下午 5:39 
Leaving a comment on why its bad? Because its not danky nor political.
cornhooole 2017 年 3 月 7 日 上午 11:38 
Love it, +1
GalliumNaN 2017 年 1 月 4 日 下午 7:11 
This is AWESOME! Thank you so much! Two thumbs up (because Steam only allows me to give one)!
sindi222 2016 年 12 月 27 日 下午 10:01 
It is a grat mod, thank you!
Alper 2016 年 5 月 27 日 上午 9:26 
How can i download manuel?
NiteCyperᵗᵗᵛ 2016 年 3 月 31 日 上午 3:30 
Unfortunately, it wasn't working when I loaded up a saved game, but when I started a new game—OMG! It's beautiful! I'll add to this if something goes wrong, but I have high hopes for the rest of my play-time.
Uuugggg 2016 年 3 月 3 日 下午 7:04 
CTRL + SHIFT highlighting - why not for civilians? I want to know if I sent a worker to that new plot of land, or that archaeologist to the dig sute.
Cecil_FF4 2015 年 10 月 16 日 上午 11:22 
Very annoying bug: the enter key does not exit the city screen, and may cause the Next Turn to happen while in said screen.
Black.Cobra  [作者] 2015 年 10 月 11 日 下午 2:06 
@nss1970
Yes, re-routing works only with military units and it's supposed to be like that.
I won't make Settlers or other civil/defenseless units auto re-route so the user can prevent their doom.

@thedeliriousdonut
Thank you for your effort trying to figure out how to make it work in multiplayer.
Maybe in a distant future it will :P

@crashburn274
Thank you
Calgarian 2015 年 10 月 11 日 上午 9:00 
Does the re-routing work for Settlers? It doesn't seem to be working for me.
If it's supposed to be like this, could you make it work for Settlers as well?
KaystrySwine!!! <3<3<3 2015 年 10 月 9 日 下午 5:32 
So, me again. Just wanted to say that I think the problem with the resyncing and everything is probably due to the autocorrect. I imagine just showing where a unit is going would be totally clientside and could work just like the Enhanced User Interface mod, but I have no clue what I'm talking about, so just do with this random speculation whatever you feel like doing if you think it helps you in any way. Thanks for this incredible mod.
crashburn274 2015 年 9 月 29 日 上午 8:21 
Quite possibly the best utility mod in this game.
KaystrySwine!!! <3<3<3 2015 年 9 月 24 日 下午 12:42 
Yeah, I couldn't get it to work clientside. Even stranger, when using it with the mod manager, it caused a resync every 2 turns even though my friend and I both had it enabled. Very strange. This mod uses black magic I'm not acquainted with if even JdH's Mod Manager can't figure it out.
KaystrySwine!!! <3<3<3 2015 年 9 月 17 日 下午 8:45 
It was working just fine when my friend hosted, but only for about 3 turns. Then, suddenly, I disconnected.

When I hosted, it kicked him at the lobby saying he didn't have the Mod Manager open. Of course, neither did I, but there's clearly a file that thinks I do, so if I find that file and delete it, I'm pretty sure I can get it to work clientside. Alternatively, I have no idea what I'm talking about and this will all be for naught.

Maybe if I fail, you can contact bc1 and see if you two can get it working in the next version of the Enhanced User Interface Mod so it can be used clientside. My friend and I won't be playing until tomorrow, so I won't have results until then.
Black.Cobra  [作者] 2015 年 9 月 14 日 下午 12:12 
Very well, if you can confirm it and would like to write an how to then, it will be really appreciated...
KaystrySwine!!! <3<3<3 2015 年 9 月 14 日 上午 10:04 
I used the MM to have it all injected, went into the JdH folder, and deleted the Main Menu xml that was in there and I think it works. I'll try joining a game with humans at some point this week to confirm if it's clientside.
KaystrySwine!!! <3<3<3 2015 年 9 月 14 日 上午 8:17 
This should really be a part of the core gameplay. Well done. It's difficult when I play with people who don't have this mod now and I have to turn it off and just try my best to keep track of where I sent people.
KaystrySwine!!! <3<3<3 2015 年 9 月 14 日 上午 8:16 
It seems like it's just a UI mod, right? I was wondering if it'd be possible to use this mod in multiplayer without everyone needing it. With JdH's Mod Manager, everyone has to have the same files. However, with certain UI mods, such as the EUI mod, it's entirely clientside.

Is this possible with this mod? I've been moving folders around and renaming a couple of things, but with my rudimentary understanding of what I'm doing, everything is mostly blind.
Black.Cobra  [作者] 2015 年 8 月 26 日 下午 4:06 
Sorry for late reply...

@GB.FlyveHest
I haven't played my MOD in multiplayer. I've enabled the support for a friend to test his Multiplayer MOD Manager aka "MP Modmanager".
But he also found some issues and pointed to a fix but had no time to test them :sad_creep:

@emniko91
That's strange. Smart AI Beta should interact only with AI behaviour.
Probably it's something related to the change of the core DLL and since also "MP Modmanager" modifies it (if I rememebr right), I think that my MOD isn't compatible with that sort of MODs.
I should update the descritpion.

If I will ever have a bit of spare time I'll look into these issues for sure, since I would like to add something more, but at this time I don't know when could happen.
emniko91 2015 年 8 月 23 日 上午 7:42 
I have installed the mod and played a couple of games, really liked it but I noticed that every time that I go to the main menu from a game the game crashed, and some times the game crashes after I set up my map and everything and click start game. I've installed some other mods (pretty much all the popular and must have ones) one of them is Smart AI beta. I think there is the problem, something with the pathfinding. Then removed the Unit Path Viewer and everything went back to normal. I hope this help. I would really like it if there is a fix. Liked the mod.
GB.FlyveHest 2015 年 8 月 17 日 下午 1:10 
I might be incredibly dense, but how do you use this mod in a multiplayer match?

We both have the mod subscribed and enabled, but when we start a match, it does not work.
Black.Cobra  [作者] 2015 年 2 月 6 日 下午 4:22 
Try to play a new game with just my MOD alone, maybe there's a conflict with other MODs... If the issue is still there try the steps I described to wayfarer.
Let me know. Bye.
The Big Lmaoski 2015 年 2 月 5 日 下午 6:59 
I'm having problems with my settlers when this mod is active. It seems to remove the "Settle" button and hotkey entirely. However as long as I don't move them at all, and the system doesn't kick in it seems to still be there. Thought you should know.
Black.Cobra  [作者] 2014 年 12 月 17 日 下午 3:40 
:(
I don't know really...
You could try to run a new game only with mine and those two MODs and see what happen and, as I done, trying with mine and just one of them...
Furthermore you can try also these steps (always start a new game):

1) Unsubscribe my MOD then go into "Documents\My Games\Sid Meier's Civilization 5\MODS" and delete "Unit Path Viewer (v 10)" folder if still exists.
Start the game, go for MODs and use the "Get MODs" button to subscribe again.
I usually install MODs this way since it seems to give me less troubles.

2) Unsubscribe, delete my MOD folder as in point 1 and then clear all the content of the "cache" folder located at "Documents\My Games\Sid Meier's Civilization 5\" and subscribe again.

Let me know...
wayfarer 2014 年 12 月 16 日 下午 6:20 
Game setup
Johans Medium sized GK Earth Map (v.1)
Info Addict GNK (v.19)
Extended Resource Display (v.4)
City Banner (.10)

The "Resource" label is absent from the top right title bar.
The Border expands trun length is missing from the city banner.
Black.Cobra  [作者] 2014 年 12 月 14 日 上午 3:03 
@wayfarer
I tried them both separately with mine and then all together but I've found no issue, mine and theirs were working fine...
Maybe others MODs conflict with those or can you explain exactly what happens?
Black.Cobra  [作者] 2014 年 12 月 4 日 下午 5:01 
@wayfarer
Thank you for reporting, I'll try them and see...

@karmapolizei
At this time no. I don't own Beyond Earth.
But if you like, or someone else, you can use my code to build a mod for it.
karmapolizei 2014 年 11 月 24 日 上午 11:28 
This looks great! It's also a feature sorely missed in Beyond Earth - do you have any plans on porting it to BE?
wayfarer 2014 年 11 月 20 日 上午 1:24 
City Banner Plus and Extended Resource Display don't work with this Mod. Using G&K.
ssb 2014 年 3 月 19 日 下午 6:48 
Hi! I submitted a similar (sort of) mod quite some time ago here: http://psteamcommunity.yuanyoumao.com/profiles/76561197982734208/myworkshopfiles/?appid=8930

I was curious if you had any interest in discussing the pathing algorithm and displaying it with me, we might be able to combine our mods or figure out the best way to get what we were both going for. I don't care about internet cred or anything so for all I care you can have all the credit, but it'd be interesting to pick this up again since I haven't looked at it in forever. If you looked where I did, you probably saw the same stub code that was left in the game where it looks like they started to implement the perfect function but then gave it up for whatever reason, at least if memory serves. If you're interested, e-mail me at ssb AT my username dot com. Take care!
Nutzzz 2014 年 1 月 23 日 下午 2:05 
Dami: re Posting signs, whoward69's "UI - Map Pins" (and the addon "UI - Auto Map Pins") is available here [www.picknmixmods.com].
Black.Cobra  [作者] 2014 年 1 月 22 日 下午 4:50 
@Dami
Good suggestion, If I will ever have a bit more time I'll try to make it!

@Everyone
New update, just made easier for you to change the colors of the hexes.
It was already possible but now is easier :P
Remember to copy the original file and also your modified file (before and after) so if you make some errors you can fast restore the working file.
But most important when I will update the mod, the old version folder will be deleted so KEEP YOUR MODIFIED FILE SOMEWHERE OUTSIDE THE MOD FOLDER.

Bye
Dami 2013 年 11 月 18 日 下午 5:15 
Hello, I wonder if you can make a mod that allows posting signs on the map, as in the civilization IV. They are very useful for marking points of future cities, strategic steps, etc ...
Sorry for the inconvenience and thank you very much.