Resource icon

Enhanced User Interface v1.30j

Is it possible somehow to turn on vanilla tile tooltips (I mean, everything I see when hover cursor over a tile) without deleting the whole mod?

Would also like to know this. It's a deal breaker without it. Tbh I know a lot of hard work went into this mod, but I find it clunky and bloated.
 
I'm not sure if this is just me being blind or not, but with this mod, I'm not able to war anyone without walking in to their borders. If I have open borders, I must click a unit on a city. Without the mod, you can do so in the diplomacy screen, but with this mod, clicking diplomacy only opens the tab with the wonder/policy information, which resources they have etc.
I play MP, btw.
 
Would also like to know this. It's a deal breaker without it. Tbh I know a lot of hard work went into this mod, but I find it clunky and bloated.

In options, you can choose how long you have to cursor over a tile to get tooltips. Also advanced tooltips.
 
Hey, any chance you could add this to the g_slotTexture table in CityView.lua?

Code:
SPECIALIST_PMMM_ENTERTAINER = "PMMMEntertainmentSpecialist.dds" --Compatibility with Vicevirtuoso's Madoka Magica: Wish for the World for Brave New World
 
In options, you can choose how long you have to cursor over a tile to get tooltips. Also advanced tooltips.

Except when you reduce that to 0, it gives a big ugly box that follows the cursor around and tells me loads of stuff I don't need to know. I preferred the old way of an info panel that told me about terrain and improvements.

Anyway, I removed the mod completely, it was just too much bloat
 
I'm not sure if this is just me being blind or not, but with this mod, I'm not able to war anyone without walking in to their borders. If I have open borders, I must click a unit on a city. Without the mod, you can do so in the diplomacy screen, but with this mod, clicking diplomacy only opens the tab with the wonder/policy information, which resources they have etc.
I play MP, btw.

Ctrl-Left Click on the portrait of the Civ on the ribbon on the right to declare war.
 
Can I disable the colorful city screen (blue, green, yellow) ?
I prefer the original over this
 
Let me get this straight. What are you trying to to disable? the Unit Ribbons (list of all units in your empire) or the Unit Panel (which shows the unit you have selected, their remaining moves, combat strength etc?)
Ah yes, the Unit ribbons (that take up the whole left side of the screen). I got a copy of v1.21 and I am running it until I can disable the unit ribbons permanently if I choose so and don't have to untick the boxes every single time I make a unique unit. Also I want the unit info (action buttons) to be just like in normal version (minimalistic on the far left side of the screen). If I delete the UnitPanel folder then it returns to normal but I cannot rename units.
 
Ah yes, the Unit ribbons (that take up the whole left side of the screen). I got a copy of v1.21 and I am running it until I can disable the unit ribbons permanently if I choose so and don't have to untick the boxes every single time I make a unique unit. Also I want the unit info (action buttons) to be just like in normal version (minimalistic on the far left side of the screen). If I delete the UnitPanel folder then it returns to normal but I cannot rename units.

What you need is an earlier version of UnitPanel.lua, to replace all files inside the mod's Unit Panel folder, and done. I have one that I always use (I also dislike the unit ribbon), in case you want it... I could post it here but given the latest sensibilities expressed in this forum about mod-mods, I would ask bc1 first...
 
What you need is an earlier version of UnitPanel.lua, to replace all files inside the mod's Unit Panel folder, and done. I have one that I always use (I also dislike the unit ribbon), in case you want it... I could post it here but given the latest sensibilities expressed in this forum about mod-mods, I would ask bc1 first...

So I could copy the UnitPanel folder in my current v1.21 into the newest patch by deleting the existing UnitPanel folder there? Why didn't I think of that...
 
Hey, any chance you could add this to the g_slotTexture table in CityView.lua?

Code:
SPECIALIST_PMMM_ENTERTAINER = "PMMMEntertainmentSpecialist.dds" --Compatibility with Vicevirtuoso's Madoka Magica: Wish for the World for Brave New World
included in v1.25f

The GPT of the AI is no longer displayed in the Notification Panel.
only displayed when useful

Cheers
 
only displayed when useful

When there is a DOF with the AI, the Gold is displayed. But when there is no DOF with the AI, no GPT will be displayed, because in NotificationPanel.lua, line 1357, we have: instance.Gold:SetText().
 
Don't you think you should include more mods in the compatibility list? For example, ExCE?
 
How do I check the science progress of other civs ?

Earlier you could click on one of those 3-4 buttons on top right corner, which would then give you the list of all civ and city states you have met.
Now when you hover the cursor over any other civ, it would show the breakdown of their current "points", which would also include science points.

This was a very nice way to know which civ is how much ahead of you in science.

So how do I do this with EUI ?

EDIT : Nevermind, figured it out. You just have to place your cursor on one of that civ's cities. Was pretty simple lol
 
I'm going to echo the previous two such requests since I couldn't find a response to them — how do we get the tech panel back? Alternatively, can you put the advisor recommendation icons directly on the technologies in the tree?

This is my first day using it. It looks like a great mod, a definite plus .. :) It's just "my one thing" post.
 
Is it possible to add an ability to view tiles being worked (highlighted in green) in strategic view by moving cursor on city's name just like in normal view?

HSzo019,ZRYpKKb


HSzo019,ZRYpKKb


Also you can't see city's current production and grow rate next to city's name if you zoom out in strategic view. Is it possible to make it visible not only in max zoom in?
 
Emigration (v5) is not so simple a fix as the first page makes it look. I don't know if previous versions had the ability to configure whether to use CityView or not .. but its not there in v5.

It turns out that the problem I was having (described below) is due to two mods: Extended Resources Display (which would have been obvious if I had remembered it was installed), and Emigration. Turning off these two mods, none of my myriad other mods conflict and the game and EUI dlc seems to run just fine. (minus what appears to be a trivial bug in the base EUI from march 2nd, but I'm not even concerned about that.) The thing is, after reading the front page, I thought I had solved the Emigration thing and .. apparently it is wrong.

Here's what I did to try to fix emigration:
under UI/InGame, get rid of the CityView folder (after making a backup in a zip file in case I need it later) .. and add a little readme file in the folder describing the change, and change the modinfo to remind myself that I changed it, if I'm wondering when looking in game.

However .. this doesn't work, it continues to conflict with EUI .. badly. (see below)

There is another file, XML/Text.xml that also contains the text CityView .. this changes more than just the cityView though, as it has keys for all sorts of things. It contains:

Spoiler :
Code:
		<Row Tag="TXT_KEY_CITYVIEW_LOCAL_HAPPINESS_TEXT">
			<Text>Happiness</Text>
		</Row>
		<!-- PROSPERITY -->
		<Row Tag="TXT_KEY_CITYVIEW_PROSPERITY_TEXT">
			<Text>Prosperity</Text>
		</Row>
*There are a couple more under the russian language section.

And removing these lines as well does not solve the issue. Nor does removing the entire Text.xml file

The only other thing is that maybe Emigration.xml .. which apparently is making a button but I dont actually know Civ5 development .. is the culprit (in which case there may be more in lua, etc and almost the whole mod comes into question). Here's the xml in Emigration.xml:
Spoiler :
Code:
<?xml version="1.0" encoding="utf-8"?>
<Context Name="Emigration">
	<Instance Name="EmigrationItem" >
		<Container Anchor="R,C" Size="80,80" Offset="0,0"  Hidden="0" ID="EmigrationContainer" ConsumeMouseButton="1" >
			<SlideAnim Anchor="L,T" Style="NotificationSlide" ID="NotificationSlide" >
				<AlphaAnim Style="NewFinger" />
				<Button Anchor="R,C" Size="80,80" Offset="0,0" Texture="assets\UI\Art\Notification\NotificationFrameBase.dds" ID="EmigrationButton"  Hidden="0" >
					<ShowOnMouseOver>
						<Image Anchor="C,C" Offset="0,0" Size="80,80" Texture="assets\UI\Art\Notification\NotificationFrameBase.dds" />
						<AlphaAnim  Anchor="C,C"  AnchorSide="O.O"  Offset="0,0" Size="80,80" Texture="assets\UI\Art\Notification\NotificationCityGrowthRed.dds"  Pause="0" Cycle="Bounce" Speed="1" AlphaStart="1" AlphaEnd="0" Hidden="0"/>
					</ShowOnMouseOver>
					<Image Anchor="C,C" Offset="0,0" Size="80,80" Texture="assets\UI\Art\Notification\NotificationCityGrowthRed.dds" />
					<AlphaAnim Anchor="C,C" Offset="0,0" Size="80.80"  TextureOffset="0.0" Texture="assets\UI\Art\Notification\NotificationCityGrowthRedGlow.dds"  Pause="0" Cycle="Bounce" Speed="1" AlphaStart="0" AlphaEnd="1"/>
				</Button>
			</SlideAnim>
		</Container>
	</Instance>
	<Instance Name="ImmigrationItem" >
		<Container Anchor="R,C" Size="80,80" Offset="0,0"  Hidden="0" ID="ImmigrationContainer" ConsumeMouseButton="1" >
			<SlideAnim Anchor="L,T" Style="NotificationSlide" ID="NotificationSlide" >
				<AlphaAnim Style="NewFinger" />
				<Button Anchor="R,C" Size="80,80" Offset="0,0" Texture="assets\UI\Art\Notification\NotificationFrameBase.dds" ID="ImmigrationButton"  Hidden="0" >
					<ShowOnMouseOver>
						<Image Anchor="C,C" Offset="0,0" Size="80,80" Texture="assets\UI\Art\Notification\NotificationFrameBase.dds" />
						<AlphaAnim  Anchor="C,C"  AnchorSide="O.O"  Offset="0,0" Size="80,80" Texture="assets\UI\Art\Notification\NotificationFrameGlow2.dds"  Pause="0" Cycle="Bounce" Speed="1" AlphaStart="1" AlphaEnd="0" Hidden="0"/>
					</ShowOnMouseOver>
					<Image Anchor="C,C" Offset="0,0" Size="80,80" Texture="assets\UI\Art\Notification\NotificationCityGrowth.dds" />
					<AlphaAnim Anchor="C,C" Offset="0,0" Size="80.80"  TextureOffset="0.0" Texture="assets\UI\Art\Notification\NotificationCityGrowthGlow.dds"  Pause="0" Cycle="Bounce" Speed="1" AlphaStart="0" AlphaEnd="1"/>
				</Button>
			</SlideAnim>
		</Container>
	</Instance>
</Context>

edit: I've looked through the lua code some, and between that and the stuff I already found it seems there are custom views for CityView, CityViewSmall, that Notification button, and CityZoom &#8212; so basically, if I've got this right, there are several/deep conflicts.

originally I wrote: I am sure I have a conflict, even after following the instructions to fix the "emigration" mod. Two things are happening: the Settler's Found City action button is too large and offset (split in two with most of the image on the top), and the buttons on the second row under the right side of the topPanel (which lead to things like Demographics, Civopedia I think, etc) are gone .. only one button remains, and it is inactive. Neither issue occurs when I don't load mods. (edit: on double checking, it seems that the settler found city icon is the wrong size even with a "play now" game without any mods, apparently this may be a bug in the actual EUI from March 2nd)

I searched for "toppanel" in my MODS folder, and found only results for three mod folders therein: "Really Advanced Setup", "Bottom Panel Info" (which I have turned off so it isn't this), and "Extended Resource Display" (which I forgot to turn off). Turning off Extended Resource Display seemed to help: the Settler's Found City action button changed from offset to just the wrong size. But there is another conflict.
 
Back
Top Bottom