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Enhanced User Interface v1.29i

This mod is great, and I like most of its features, but I thought the PlotHelp tooltips were a bit excessive, so I tried disabling them by deleting the PlotHelp subfolder. However, instead of reverting to the vanilla tooltips, this just removed them altogether, so that hovering over tiles showed nothing at all. Anyone know why?
 
My version of EUI seems to be bugged.

It does not show any resource icons on the main map even though the resources are visible and improvable.

Is there any way to fix it?
 
Hello Everyone, Ill appreciate any help i can get regarding the EUI MOD. My Civ5 version is 1.03.18. I have G&k,BNW,Wonders of the ancient world,and other basic civ's. I play on PC. My issue is it doesn't show civ's dialog in diplomacy. What i mean is while hovering over 'natural' tab it doesn't show me civ's positive or negative feedback(I'm doing in screenshot). Basically i can't ever know what other civ's is thinking of my actions. This is very important for the Diplomatic art of the game. I'm not running any other mods. I followed the instructions on the lua.log and i believe that should be it. Thank you for your time, Hope someone can help. It doesn't let me post my screenshot or lua.log it says "invalid file" when I go to attachments and try to upload.
 
I agree with you. I actually tried moving the tooltip to a fixed location at the edge of the screen (like vanilla) so it does not block view, however I did not suceed with that.

You kinda get used to the homungous tooltip, it's still ugly but doesnt bother me that much anymore.

This mod is great, and I like most of its features, but I thought the PlotHelp tooltips were a bit excessive, so I tried disabling them by deleting the PlotHelp subfolder. However, instead of reverting to the vanilla tooltips, this just removed them altogether, so that hovering over tiles showed nothing at all. Anyone know why?
 
One thing that is really irritating is that when you have and "endless" build project (farming, research etc.) being built in a city, and you click a regular building, it goes to the end of the queue and thus never gets built.

For "projects" or resource conversion builds it would be nice if any other items would be queue before them automatically, as it never ever makes sense to queue something after farming etc.
 
Just installed the EUI and entered my first game. When I settled my capital, the name of the Capital wouldn't show up and I was unable to set production for the city, making it impossible to move past turn 1. Has anyone else had this problem and does anyone know how to fix it?
 
Version 1.27d (November 22nd 2015)
  • CityBanners: minor tooltip tweaks
  • CityView: show missing cash instead of cash when not rich enough to buy stuff, show detailed building stats, sell building button
  • Core: unit tooltip shows price both for upgrade from and upgrade to, show peace treaties, fixed blank city state icon
  • GameSetup: full screen dawn of man (during game load)
  • LeaderHead: can clear deal, declare war button for bnw multiplayer, deal side panel de-clutter
  • NotificationPanel, PlotHelp: minor bug fixes
  • UnitPanel: show existing build along with overriding actions
and other miscellaneous improvements...

Great update, thanks!
 
I am playing as Polynesia with Community Patch enabled.
When I mouse over a jungle tile, farm doesn't show up as a possible improvement. Also, the option 'chop jungle down' appears at arbitrary times when mousing over. In both cases I can actually perform the action just fine.

Also, a suggestion: show the maximum possible bonuses from adjacent farms in the farm mouseover tooltip.
 
Thanks for the new update (1.27d)! I like the new information about existing buildings in the city view :)

A couple of minor things to report:

In the city view, the yields for the palace don't fit and sort of overlap the next wonder. I can post a screen shot if this is useful. I guess there may be other buildings/wonders that could have this problem.

Sometimes when I click the icon for barb camp in the city state ribbon nothing happens. Then, clicking a little to the right (on another icon) takes me to the relevant camp. In a few hours play this happened four times. Still trying to work out what triggers this but I suspect some sort of race or caching type issue. Anyone else seen this?
 
I am playing as Polynesia with Community Patch enabled.
When I mouse over a jungle tile, farm doesn't show up as a possible improvement. Also, the option 'chop jungle down' appears at arbitrary times when mousing over. In both cases I can actually perform the action just fine.

Also, a suggestion: show the maximum possible bonuses from adjacent farms in the farm mouseover tooltip.
if you're using the spinoff of EUI modified by CBP, I have nothing to do with it. Otherwise, I would need an lua.log (see OP)
Thanks for the new update (1.27d)! I like the new information about existing buildings in the city view :)
thanks for the feedback
In the city view, the yields for the palace don't fit and sort of overlap the next wonder. I can post a screen shot if this is useful. I guess there may be other buildings/wonders that could have this problem.
the problem is a bug with the game engine UI stack manager, but I already have a workaround fix for the next EUI update
Sometimes when I click the icon for barb camp in the city state ribbon nothing happens. Then, clicking a little to the right (on another icon) takes me to the relevant camp. In a few hours play this happened four times. Still trying to work out what triggers this but I suspect some sort of race or caching type issue. Anyone else seen this?
this can happen when the scrollbar needs to be displayed - then the civ icons are children of an invisble scroll panel, and a limitation of the game UI engine is that anything that sticks out cannot be clicked.
 
if you're using the spinoff of EUI modified by CBP, I have nothing to do with it. Otherwise, I would need an lua.log (see OP)
thanks for the feedback
the problem is a bug with the game engine UI stack manager, but I already have a workaround fix for the next EUI update
this can happen when the scrollbar needs to be displayed - then the civ icons are children of an invisble scroll panel, and a limitation of the game UI engine is that anything that sticks out cannot be clicked.

The 'spinoff code' he's talking about is identical yours, except where I've added in new DLL functions (all of which follow your template). If you need a copy of the code, I can link you to it.

I can also confirm the cityview issue with regards to yields spilling over into the row below - it happens on most buildings with specialists (especially those with two specialists).

G
 
The 'spinoff code' he's talking about is identical yours, except where I've added in new DLL functions (all of which follow your template). If you need a copy of the code, I can link you to it. G
anyone can make coding mistakes, not just me ;) and "official" EUI is a big enough project for little me, I am not willing to take on any more
Cheers
 
anyone can make coding mistakes, not just me ;) and "official" EUI is a big enough project for little me, I am not willing to take on any more
Cheers

It's up to you to determine your own workload, sure, but I wouldn't be dismissive of this just because it is an edited version of your code. Many other modders (including myself) bend over backwards to maintain compatibility with EUI, and it is difficult for end-users to distinguish between what is a bug in our mods versus a bug in EUI. Your word on what is or is not a bug from EUI allows users and modders to more readily distinguish between native-EUI quirks and compatibility quirks (a constant headache, at least for me).

On another note, any reason you shifted to a hard-coded model in the leaderhead and trade logic changes recently? It utterly broke compatibility with Civ 4 Diplomacy Features and a few other mods that rely on the old tradelogic/leaderhead screens. I'm just curious.

G
 
So it seems I need to word this more carefully...
All I wanted to say is that I do not design EUI to work with community patch (it's just a hobby of mine, nothing more). I prefer feedback in this thread to be about the "official" EUI version, since community patch has released a modified EUI version this may confuse users (obvious incompatibilities have most likely been adressed, but thorough analysis of what assumptions EUI makes about the game DLL need to be changed is no piece of cake).
Cheers
 
Is it possible to restore compatibility with C4DF again?
Not being able to play with this mod while using EUI would be a shame.. :/
 
Hello bc1,

Would it be possible for you to create another lua file like the one you created in your post below but this time attach the IGE button to the top right side bar instead of the top left side bar?

Thanks for any help you may provide.

The attached modified "IGE_Window.lua" script automatically positions IGE's main menu button so it does not overlap with other stuff. Although intended to work with EUI, it is also designed to work fine without EUI.
Simply replace IGE's "IGE_Window.lua" file with the modified one.
Cheers
 
Hello bc1,

Would it be possible for you to create another lua file like the one you created in your post below but this time attach the IGE button to the top right side bar instead of the top left side bar?

Thanks for any help you may provide.

This is absolutely unnecessary. For as long as I've played Civ 5, IGE has had instructions on how to move the button yourself. It's literally changing 2 numbers in a file you can open up with Notepad. That way, you can put it wherever you feel like.
 
This is absolutely unnecessary. For as long as I've played Civ 5, IGE has had instructions on how to move the button yourself. It's literally changing 2 numbers in a file you can open up with Notepad. That way, you can put it wherever you feel like.

Since you're that dismissive I suppose you wouldn't mind completing such a simple task yourself or posting the so called instructions somewhere for me to view, as I don't seem to be able to find them. Cheers.
 
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