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#1 |
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Chieftain
Join Date: Sep 2010
Posts: 35
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Copasetic UI Tweaks
So version 1 is ready. My goal with this mod is to improve on the UI in Civ V, adding some things I feel are missing and improving others. I've also taken some inspiration from the "A few UI ideas" thread. The list of changes is in the post below.
The mod is now online, and the attached zip can be extracted straight into the My Games/CivV/MODS folder. More suggestions are welcome, and bug reports ofc ![]() EULA screens: I've also attached a second .zip file with modified FrontEnd.lua, MainMenu.lua and MainMenu.xml files that will disable both legal screens (the one at game startup and the one when entering the mods menu). Make a backup of these files then extract the .zip into your Assets/UI/FrontEnd folder and overwrite. These modified menus were **Not tested with multiplayer** but I don't see why they should cause a problem. Last edited by Cope; Jan 07, 2011 at 02:47 PM. |
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#2 |
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Chieftain
Join Date: Sep 2010
Posts: 35
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Change log v4
Change log v2
Change log v1
* At least, all notifications that are possible to dismiss. The internals won't let you dismiss things like "Pick a new research topic" Last edited by Cope; Jan 29, 2011 at 04:51 PM. |
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#3 |
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Chieftain
Join Date: Sep 2010
Posts: 35
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Reserved
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#4 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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These are very nice changes, downloaded and will give it a try. Everything in that list really bugs me in the vanilla game! It's annoying to click a dozen notifications or have to bring up a city window just to see how many turns are left before cultural expansion.
Could you tone down the online mod browser description a bit? Bright blue and all caps are a little off-putting, makes it look like spam email.
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables |
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#5 |
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Chieftain
Join Date: Oct 2010
Posts: 2
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Your mod is great, just one problem so far, unit icons and city banners overlap other ui elements
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#6 |
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Chieftain
Join Date: Oct 2010
Location: New Zealand
Posts: 9
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Hi Cope, those are some great ideas you've implemented.
I was wondering if I could offer some feedback etc. I ended up removing your plot help Control key option as it conflicted with the Extended Plot MouseOver Popup mod - which I find works really well and it hides the plot info above the mini-map (which your mod reactivated) - so perhaps you can integrate that in or simply provide a version without the control key option. Bug Report: As already mentioned - the depth layer for the icons + city banners are sitting above the top nav toolbar.
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#7 |
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Chieftain
Join Date: Oct 2010
Posts: 2
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One more thing, i dont know if this is due to your mod because i had 3 or 4 mods enabled, but some icons that represented city state's quests are gone
![]() Singapore was requesting help against an invanding civ Perhaps was just a game bug and had nothing to do with your mod, in that case sry :P Last edited by sigma123; Oct 03, 2010 at 05:02 AM. |
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#8 |
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Chieftain
Join Date: Sep 2010
Posts: 35
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I'll take a look at the depth problem later today, thanks guys
![]() @AndyWiltshireNZ Good point about the Control key thing, since that mod already does it better I'll remove it from the next build. Thanks! edit: Turns out the depth problem is a simple fix, just had to remove the InGameUIAddin entries. Version 2 is online with a fix to this. Sigma I'll look into the missing icons too, I don't *think* it has anything to do with this mod since I don't make any changes to that particular panel but I'll double check just in case. Thanks! Last edited by Cope; Oct 03, 2010 at 05:14 AM. |
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#9 |
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Chieftain
Join Date: Sep 2010
Posts: 11
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hello all, I have found a minor cosmetic flaw in your mod...
I have fixed it ![]() The URL in the mod is not correct, I have fixed that ![]() Attached the fixed MOD (now version 3) to the post... Just a minor cosmetic fix, as I said... Just place this in your MODS directory and use the instal;l method from within the MOD browser in the game itself... |
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#10 |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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These are very nice, Cope. Well done
__________________
Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V |
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#11 | |
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Chieftain
Join Date: Sep 2010
Posts: 11
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Quote:
I just noticed... (sorry about that people )
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#12 |
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Chieftain
Join Date: Oct 2010
Location: New Zealand
Posts: 9
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Thanks Cope,
I was wondering if you could do something with the diplomacy global politics screen that lists all the civs and their relationships / pacts with each other. In particular, either remove or scale down their icons - perhaps replace with their civ name - so that you don't have to scroll down and can more easily see who's got what with who in regard to pacts and being at war etc. Basically just needs condensing down into a table of data as there's a lot of wasted space presently. I was also wondering if you could integrate the Luxury resource display mod (displays a tooltip at the top) and modify it to also list who that resource is currently traded with and also give it some vertical padding. That's if you take requests of course
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#13 |
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Chieftain
Join Date: Sep 2010
Posts: 3
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I have an Idea... Somthing small...
I DLed A "end turn with space bar" function but it didn't work Could you perhaps add this feature to your mod? |
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#14 |
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Chieftain
Join Date: Sep 2010
Posts: 11
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Hello all,
I have just done an additional MOD, called Unit Icon Multi Mod, but that does NOT work therefore I have updated this one to v3, actually you can revert to v2 if you wish, does not hurt... Only thing you will miss is the new method to select stacked units if you use v3 still... Just in case, have removed v3 of the MOD from this post... Last edited by mindwarper; Oct 03, 2010 at 08:03 PM. Reason: major overhaul of post |
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#15 | |
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Chieftain
Join Date: Sep 2010
Posts: 35
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Quote:
![]() @Craigy1722 Good idea, should be a quick feature so I'll add it to the next build. I'll be away for a few days on business, so probably no update before the weekend
Last edited by Cope; Oct 04, 2010 at 01:12 AM. |
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#16 |
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Chieftain
Join Date: Jun 2008
Location: Germany
Posts: 50
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Hey Cope, very nice work indeed. Keep it up!
I have just one question regarding modding. If i define a function in a .lua file that already exists in the main Lua directory, will it be overridden with my new function or cause an error? How did you accomplish what you did with your mod? Thanks in advance for the answer
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#17 | |
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Chieftain
Join Date: Sep 2010
Posts: 35
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Quote:
If you want to add a totally new .lua file, to make a new panel say, then you have to tell the mod to include it with the InGameUIAddin content command. |
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#18 |
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Chieftain
Join Date: Aug 2002
Posts: 27
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Hi, Cope. Good stuff here. I use it.
How tough would it be to add the Enter key to the "CHOOSE NEW RESEARCH PROJECT" or "CHOOSE NEW CONSTRUCTION PROJECT" buttons? I always thought the Enter key to end a turn is totally usesless if you always have to click those buttons anyway. |
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#19 |
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Warlord
Join Date: Sep 2010
Posts: 105
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Great suggestion, LitCube!!
You win a cookie for that. But I don't have any so you get bread instead.
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#20 | |
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King
Join Date: Jan 2006
Posts: 671
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Quote:
__________________
"My lines seem to be finding their way into many a signature - many times uncredited." |
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