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Enhanced User Interface v1.29i

When I donate to city states, instead of a message, I get the localization variable TXT_KEY_CITY_STATE_DIPLO_JUST_SUPPORTED.

I looked at the source to CityStatePopup\CityStateDiploPopup.lua and I see the variable name there. It is in the format L("var name"). Perhaps the L macro isn't loaded when this file gets loaded?

I see in a file Core\EUI_tooltips.lua a definition for L(). Perhaps this include is not being done in City state lua mentioned above?

In any event, I just wanted to report this and perhaps someone will know exactly what to change to make it correct. I know for myself, I can just replace L( with Locale.ConvertTextKey and that should make my problem go away. Just the next time there's a release, if it's not fixed, I'll have to put this change back in.

Thanks.

-- And then I look at the file again and see L = Locale.ConvertTextKey. Perhaps this is being overwritten by an include on the next lines down? I'll try moving it down...
 
Well, this is what I get for posting an error without doing proper debugging. Apparently, the string is missing from my copy of assets\Gameplay\XML\NewText\EN_US\CIV5GameTextInfos_Jon.xml.

I guess I'll try a reinstall.

Sorry for the noise.

When I donate to city states, instead of a message, I get the localization variable TXT_KEY_CITY_STATE_DIPLO_JUST_SUPPORTED.

I looked at the source to CityStatePopup\CityStateDiploPopup.lua and I see the variable name there. It is in the format L("var name"). Perhaps the L macro isn't loaded when this file gets loaded?

I see in a file Core\EUI_tooltips.lua a definition for L(). Perhaps this include is not being done in City state lua mentioned above?

In any event, I just wanted to report this and perhaps someone will know exactly what to change to make it correct. I know for myself, I can just replace L( with Locale.ConvertTextKey and that should make my problem go away. Just the next time there's a release, if it's not fixed, I'll have to put this change back in.

Thanks.

-- And then I look at the file again and see L = Locale.ConvertTextKey. Perhaps this is being overwritten by an include on the next lines down? I'll try moving it down...
 
There you go. That was real easy, and fast! Both Zipped below as i kept the BE formatting principle of 28x84 (with three items, top being a bit darker than the others)
Thanks a bunch... included in 1.25h

When buying new tiles the gold amount of tiles that are too expensive are red. And I think it looks... well, I don't like it. And I don't know where to look for it in the files. Even if I did... lol coding... :D

Do you think it would be possible to (tell me how to) change the text color to grey?

Or to keep the original text color, but grey out the golden coin. Again, I have no idea where, or how. Anything would be appreciated.

Well... it's minor issue, so... no rush :)
I don't like it either, so did something about it in 1.25h

Cheers
 
First off, I'm loving the mod. I've always loved finding better UI for the games I play, and this is one of the better UI mods I've ever used. However, I have two problems to report.

While playing as Venice, in Strategic View, using DX9:

I could not delete units. Neither the graphical Delete Unit button or the keyboard delete button would work. I tried removing the Unit Panel module, but I still couldn't delete units.

While playing Venice, every time I took another civ's city through war (not a city state), I would immediately enter the city view, and the city would be annexed. I would get no option to puppet, and the raze city button would not work. This was observed in two separate games.

Neither of these problems occured after removing the mod and booting again in DX9.

Neither of these happened with the mod installed when playing in DX10-11.

I know these are fairly minor, but I thought I should mention it.

Also, I don't know if you take requests/recommendations, or if anyone knows of a mod I haven't found yet, but there is one aspect of the UI I've been wanting to change for a while now. I play in strategic view most of the time, but the city banners are only visible when zoomed in. Especially with all the changes this mod makes to the city banner, it's a pain to zoom in every time I want to read it. Would it be possible to add the full city banner to all zoom levels of strategic?
 
Found bug: If you looking at terrain tooltip during start of your turn the game will freeze.
Can provide lua.log later

I think I am having a problem similar to above. This was posted a while ago sorry, but I couldn't find a reply to it.

Civ 5 freezes or crashes quite randomly, I can't think of anything that has happened frequently enough to make me think it may be causing it. The only things I can think to tell you are that I always play on DX10&11, I use the full UI package and the game freezes between turns and I have to open the task manager to close the game.

Do you have any ideas what might be causing this?

I really like the enhanced UI, I think it is amazing, and I don't want to stop using it at all.
 
I really like this mod, except for the changes to the menus and buttons in the top-right of the game window, which I very much dislike. Is there a portion of this "module" mod I can remove to keep the standard interface in that area?

Also, I can tolerate the unit list on the left side but I'd prefer none, and return the command buttons to the flush-left side of the screen.

Furthermore, have others had any problems removing this mod? I deleted the UI-bc1 folder but would still have the interface appear even on a new game.

The city-view screen with the ugly tile-prices and one-click purchasing is the reason I tried removing it. Yes, I have since discovered in the description here, the option can be turned off. The whole idea however should be removed from existence. I bought a half-dozen tiles by accident before rage-quitting.

Anyway, I hope I can keep the mod but change the top-right area to the standard look.

TIA.... Jeffrey
 
Is it normal that there is no "capital star" or something on the list of cities in spy panel?
I was sure there was one, but apparently there isn't in base game. Wasn't there one in previous version of EUI, or am I just getting crazy?
 
I'm getting errors when hovering over civ's cities, or their icons on the scoreboard. This also happens when I hover over my own icon on the scoreboard.

Screenshots
Spoiler :






Lua.log
Spoiler :

[1081546.500] Initializing Lua 5.1.4
[1081614.250] InstalledPanel: Refreshing Mods
[1081614.250] InstalledPanel: GetModBrowserListings()
[1081614.250] InstalledPanel: Refreshing Mods
[1081614.250] InstalledPanel: GetModBrowserListings()
[1081614.375] InstalledPanel: Refreshing Mods
[1081614.375] InstalledPanel: GetModBrowserListings()
[1081789.875] CivilopediaScreen: SetSelectedCategory(12)
[1081789.875] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[1081789.875] CivilopediaScreen: SetSelectedCategory(1)
[1081789.875] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[1081790.250] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion2\Tutorial\Lua\TutorialInclude_Expansion2.lua
[1081790.250] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarPlunderTradeRoutePopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\NetworkKickedPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
[1081790.625] EconomicGeneralInfo: Total Units - 13
[1081790.625] EconomicGeneralInfo: Maint Free Units - 2
[1081790.625] EconomicGeneralInfo: Paid Units - 11
[1081790.625] EconomicGeneralInfo: Total Units - 13
[1081790.625] EconomicGeneralInfo: Maint Free Units - 2
[1081790.625] EconomicGeneralInfo: Paid Units - 11
[1081791.125] ChoosePantheonPopup: -249
[1081791.125] ChoosePantheonPopup: 963
[1081791.125] ChoosePantheonPopup: 714
[1081791.250] EspionageOverview: Refreshing My Cities
[1081791.250] EspionageOverview: table: 90596C80
[1081791.250] EspionageOverview: TXT_KEY_SPY_STATE_SURVEILLANCE
[1081791.375] ChooseIdeologyPopup: -249
[1081791.375] ChooseIdeologyPopup: 963
[1081791.375] ChooseIdeologyPopup: 714
[1081791.750] InfoAddictDataManager: INFO: Loading InfoAddict Data Manager
[1081791.875] InfoAddictDataManager: INFO: InfoAddict Version: 22
[1081792.000] InfoAddictDataManager: INFO: InfoAddict Branch: master
[1081792.125] InfoAddictDataManager: INFO: Using replay data: false
[1081792.125] InfoAddictDataManager: INFO: Game Version: 1.0.3.18 (379995)
[1081792.250] InfoAddictDataManager: INFO: Start Turn: 0
[1081792.375] InfoAddictDataManager: INFO: Num of Civs: 10
[1081792.500] InfoAddictDataManager: INFO: Player #0: Gandhi
[1081792.625] InfoAddictDataManager: INFO: Player #1: Ramesses II
[1081792.750] InfoAddictDataManager: INFO: Player #2: Ramkhamhaeng
[1081792.875] InfoAddictDataManager: INFO: Player #3: Boudicca
[1081793.000] InfoAddictDataManager: INFO: Player #4: Pachacuti
[1081793.125] InfoAddictDataManager: INFO: Player #5: Hiawatha
[1081793.250] InfoAddictDataManager: INFO: Player #6: Augustus Caesar
[1081793.375] InfoAddictDataManager: INFO: Player #7: Attila
[1081793.500] InfoAddictDataManager: INFO: Player #8: Casimir III
[1081793.625] InfoAddictDataManager: INFO: Player #9: Askia
[1081795.500] InfoAddictDataManager: INFO: Updating the historical data table with 293 turns took 1.744s to complete (293 queries).
[1081795.625] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.081s
[1081795.875] InfoAddictCivRelations: INFO: Total time to build political view: 0.011s
[1081796.125] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.041s
[1081796.125] Philippine_Functions: The Republic of the Philippines dawns
[1081796.125] Philippine_Functions: Loading TableSaverLoader.lua...
[1081796.250] Philippine_Functions: TableLoad ran without error; time: 0.001007080078125, checksum: 19
[1081796.375] Philippine_Functions: TableSave time: 0, inserts: 0, deletes: 0, updates: 0, unchanged: 1, checksum: 19
[1081796.875] AdvisorInfoPopup: Closing Advisor Info
[1081796.875] Demographics: Dequeuing demographics
[1081796.875] Demographics: Dequeuing demographics
[1081807.375] PlotHelpManager: Loading EUI plot help... 272.46600341797
____ _ _ _ _ _ __ __
| _ \| | ___ | |_| | | | ___| |_ __ | \/ | __ _ _ __ __ _ __ _ ___ _ __
| |_) | |/ _ \| __| |_| |/ _ \ | '_ \| |\/| |/ _` | '_ \ / _` |/ _` |/ _ \ '__|
| __/| | (_) | |_| _ | __/ | |_) | | | | (_| | | | | (_| | (_| | __/ |
|_| |_|\___/ \__|_| |_|\___|_| .__/|_| |_|\__,_|_| |_|\__,_|\__, |\___|_|
|_| |___/
[1081807.500] PlotHelpManager: found default work rate 100
[1081807.500] PlotHelpManager: Finished loading EUI plot help 272.47698974609
[1081807.500] CityBannerManager: Loading EUI city banners... 272.47698974609
____ _ _ ____ __ __
/ ___(_) |_ _ _| __ ) __ _ _ __ _ __ ___ _ __| \/ | __ _ _ __ __ _ __ _ ___ _ __
| | | | __| | | | _ \ / _` | '_ \| '_ \ / _ \ '__| |\/| |/ _` | '_ \ / _` |/ _` |/ _ \ '__|
| |___| | |_| |_| | |_) | (_| | | | | | | | __/ | | | | | (_| | | | | (_| | (_| | __/ |
\____|_|\__|\__, |____/ \__,_|_| |_|_| |_|\___|_| |_| |_|\__,_|_| |_|\__,_|\__, |\___|_|
|___/ |___/
[1081807.500] CityBannerManager: Finished loading EUI city banners 272.48999023438
[1081807.500] UnitPanel: Loading EUI unit panel... 272.48999023438
_ _ _ _ ____ _
| | | |_ __ (_) |_| _ \ __ _ _ __ ___| |
| | | | '_ \| | __| |_) / _` | '_ \ / _ \ |
| |_| | | | | | |_| __/ (_| | | | | __/ |
\___/|_| |_|_|\__|_| \__,_|_| |_|\___|_|
[1081807.500] UnitPanel: Finished loading EUI unit panel 272.53799438477
[1081807.500] NotificationPanel: Loading EUI notification panel... 272.53799438477
_ _ _ _ __ _ _ _ ____ _
| \ | | ___ | |_(_)/ _(_) ___ __ _| |_(_) ___ _ __ | _ \ __ _ _ __ ___| |
| \| |/ _ \| __| | |_| |/ __/ _` | __| |/ _ \| '_ \| |_) / _` | '_ \ / _ \ |
| |\ | (_) | |_| | _| | (_| (_| | |_| | (_) | | | | __/ (_| | | | | __/ |
|_| \_|\___/ \__|_|_| |_|\___\__,_|\__|_|\___/|_| |_|_| \__,_|_| |_|\___|_|
[1081807.500] NotificationPanel: Finished loading EUI notification panel 272.57000732422
[1081807.500] CityView: Loading EUI city view... 272.58599853516
____ _ _ __ ___
/ ___(_) |_ _ \ \ / (_) _____ __
| | | | __| | | \ \ / /| |/ _ \ \ /\ / /
| |___| | |_| |_| |\ V / | | __/\ V V /
\____|_|\__|\__, | \_/ |_|\___| \_/\_/
|___/
[1081807.625] CityView: Finished loading EUI city view 272.60000610352
[1081807.625] TechTree: Loading EUI tech tree... 272.60000610352
_____ _ _____
|_ _|__ ___| |_|_ _| __ ___ ___
| |/ _ \/ __| '_ \| || '__/ _ \/ _ \
| | __/ (__| | | | || | | __/ __/
|_|\___|\___|_| |_|_||_| \___|\___|
[1081807.750] TechTree: Finished loading EUI tech tree 272.72399902344
[1081807.750] TopPanel: Loading EUI top panel... 272.72399902344
_____ ____ _
|_ _|__ _ __ | _ \ __ _ _ __ ___| |
| |/ _ \| '_ \| |_) / _` | '_ \ / _ \ |
| | (_) | |_) | __/ (_| | | | | __/ |
|_|\___/| .__/|_| \__,_|_| |_|\___|_|
|_|
[1081807.750] TopPanel: Finished loading EUI top panel 272.73699951172
[1081813.750] InfoAddictDataManager: INFO: Saving player stats took 1.185s to complete (10 inserts).
[1081813.875] InfoAddictDataManager: INFO: Updating the historical data table with 0 turns took 0s to complete (0 queries).
[1081814.000] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.064s
[1081814.125] InfoAddictCivRelations: INFO: Total time to build political view: 0.007s
[1081819.875] InfoAddictHooks: INFO: Changing InfoAddict button visibility to LeaderHead contexts
[1081819.875] Philippine_Functions: Player entering game ...
[1081820.000] Philippine_Functions: TableSave time: 0, inserts: 0, deletes: 0, updates: 0, unchanged: 1, checksum: 19
[1081840.000] Runtime Error: Assets\DLC\UI_bc1\NotificationPanel\NotificationPanel.lua:964: attempt to call method 'GetDoFCounter' (a nil value)
stack traceback:
Assets\DLC\UI_bc1\NotificationPanel\NotificationPanel.lua:964: in function <Assets\DLC\UI_bc1\NotificationPanel\NotificationPanel.lua:960>



My version is 1.0.3.18
I have all expansions
I use PC
This happens regardless of whether I have mods on or not
 
Evening all,
I was just wondering if anyone was aware of what to delete to disable the stacked notifications

"Notifications are bundled by type: this means each notification icon may correspond to several notifications, and you need to left click to cycle through bundled notifications to see each one. Left click on a notification icon may also jump to the appropriate location on the map, this location corresponds to the next cycled notification. Right click on a notification icon dismisses all of the notifications bundled with the icon."

I tried deleting the entire folder called Notification Panel, but it seemed to disable the leaders from being displayed on the right. Any help is great!
Thanks!
 
Evening all,
I was just wondering if anyone was aware of what to delete to disable the stacked notifications

"Notifications are bundled by type: this means each notification icon may correspond to several notifications, and you need to left click to cycle through bundled notifications to see each one. Left click on a notification icon may also jump to the appropriate location on the map, this location corresponds to the next cycled notification. Right click on a notification icon dismisses all of the notifications bundled with the icon."

I tried deleting the entire folder called Notification Panel, but it seemed to disable the leaders from being displayed on the right. Any help is great!
Thanks!
Have you actually checked what's inside the folder? Inside the notifications folder there is also DiploList.xml DiploCorner.xml and the DiploList.lua, try deleting just the NotificationPanel.lua and NotificationPanel.xml
 
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...
Do some of you have the Enhanced User Interface DLC v1.21? I have the same problem as you, but I only downloaded the latest update,and can't find any previous versions
 
@ Zyzpsilon
Any chance of eye candy for the rest of whoward69 mods in EUI. The few that are done are excellent. It would be nice to have a top panel that doesn't having glaring differences from blah to WOW (wow being Zyxpsilon's eye candy).

@ bc1
A multi row top panel of icons would be nice or a star wheel popup selector similar to the one in ZN-Era popups would eliminate a lot of excessive clutter when EUI is used with whoward69's mods.

If bc1 does not want to maybe a modmod by Nutty and Zyxpsilon could do the trick?
 
Hi bc1

I'm playing with your mod on for quite some time already and I have to say it's really awesome and some of its functions are best in class.

I am currently working on a big pack of mods for multiplayer using mpmpm. I have resolved some conflicts with EUI by deleting the duplicates in the mods files (your version was much better and it didn't hurt the other mods), and unfortunately some I had to solve by removing your notifications module - a few mods out there are changing the notifications as well, and I'm definitely lacking skills in merging it with your files (good example being Emigration). I have two questions here:
- in case of duplications would the lua files from MP_MODSPACK always have priority over yours?
- is there any chance of integrating the most popular mods in your notification module?

There is also one thing left for me to understand - YieldIconManager.lua is present in both your file, and in WHoward's DLL Various Components mod. Comparing them in WinMerge shows that they are very different from each other, and both very different from the original civ file.
Could you please explain me the difference between your file and WHoward's and what will be the difference if I chose one over the other?

Thanks
 
I don't know what I did wrong, I deleted the unitpanel.lua from the current version, then copied the v121 version lua, to the same folder. When I started playing the panel was all buggy like this

Spoiler :

Replace everything inside the UnitPanel folder with only that attached file.
 
Hey guys,

this enhancement looks great and will come in extremely handy! Good job and thanks for your effort!

Just one quick question:

Is there any chance you could add the number of rounds a city needs to augment its territory in the city banner, possibly as a purple number above the number of rounds to population growth (see attachment)? That's something I really miss...

Or is it technically unfeasible?

Thx in advance!
 

Attachments

  • Unbenannt.png
    Unbenannt.png
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abj9562,

Since wHowards' multiple mini-mods have to pull the generic DDS (double-arrows) to be made compatible with EUI Shortcut-Icons row, the only solution would be that HE could agree to integrate that feature into each of his individual files.
If he ask, i could always spiff up some custom stuff for him as long as the codes are altered accordingly. It's rather easy to implement, btw.

PS; In fact, i've already created a custom version for ZN-Eras and it's working as intended on my PC. This new stuff will be released later on the Steam Workshop as usual!



As shown by this image, you can see i (TOO) use some other mods; City-Production, Civ-Rankings, GreatWorks, Info-Addict (which received its own custom icon straight from EUI install folders) & Wonder-Status.

For sure, that magic-wheel is an entirely different concept (than EUI default horizontal pool) with a maximum of 8 shortcuts per Eras. It could be adapted as another method... but i doubt bc1 would be willing to change that much within his own UI principles though (well known by players and working flawlessly as it currently stands!).

I can't speak for Nutty. Although i'd prefer him to "concentrate" on the LUA code for the ZN-Center component. If he ever has the precious spare time, that is!! ;)
 
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