Advertisement
Civilization Fanatics' Center

Go Back   Civilization Fanatics' Forums > CIVILIZATION V > Civ5 - Creation & Customization > Civ5 - Modpacks

Notices

Civ5 - Modpacks Modpack creators can post their completed creations here.
Please don't open a new thread if you don't have file to post! This rule also applies to ALL other files forums below. Use the main Civ5 Creation forum for questions & requests.
For larger mod projects, visit this link

Reply
 
Thread Tools
Old Oct 19, 2013, 05:03 PM   #1
bc1
King
 
bc1's Avatar
 
Join Date: Jan 2004
Posts: 962
Civ5 Enhanced User Interface DLC (BNW / G&K / Vanilla 1.0.3.144)


UI changes are made to the game: fewer clicks are required, more icons are used, and there are more mouse over actions and tooltips. Information is organized more efficiently, using game XML data (taking into account any update by mods) rather than hardcoded blurbs.

No changes to gameplay, no effect on saved game load, no effect on game saves, can earn achievements, works in multiplayer, and provides no additional information to the player that is not already available somewhere (there are mods for that).

Enhanced User Interface DLC
v1.24c for BNW / G&K / vanilla

Video by Marbozir - (old) Screenshot
Spoiler:

Over 50 features
Spoiler:
  • FrontEnd: no more legal screen nuisances at game launch (by Temudjin)
  • GameSetup: supports unlimited UU/UB/UI (mods such as 3rd Unique Component Project)
  • GameSetup: can right click on stuff to access pedia (pre-game)
  • ToolTips: when setting up a game, there are mouse over tooltips for unique civilization units and buildings - when you need them most
  • ToolTips: in-game mouse over tooltips for units and buildings provide more info, all based on game XML data (reflecting changes made by mods)
  • ToolTips: show the current active Pantheon/Religion beliefs & effects when mousing over the city banner Faith icon
  • NotificationPanel: diplo corner artwork by Zyxpsilon
  • NotificationPanel: if and only if game menu - options - interface options - "single player score list" ("multiplayer score list" when playing multiplayer) is UNchecked:
    • a vertical ribbon shows known civilizations and city states with mouse over tooltips, right click and left click actions
      • Civilizations are sorted by score. Their icon frame color shows the way they feel about you (friendly, neutral, guarded, denouncing, hostile). Small icons around the leader portrait indicate war, friendship (flower), open borders < >, research agreement, defense pact, and active player. To the right are their score and either total gold or gold per turn, depending on what you can trade with them. Icons shows available duplicate luxury resources they are willing to trade (theirs above & yours below), so you don't have to visit each leader to see if they have anything for trade (mouse over tooltips provides more details)
      • City states are sorted by influence, then by distance to capital. Each icon shows city state type and status relative to you (allied, friends, afraid, angry, neutral). Mouse over the icons shows detailed tooltips. To the right are ally flag and icons for quests in progress (clicking on quest icons will jump to encampment if relevant), also with mouse over tooltips.
      • civilization ribbon is available within leader screens
        • can get diplomatic info about everyone while talking to a leader using civilization ribbon mouse over tooltips
        • can switch talking from one leader to another directly from within the leader screen by clicking on civilization ribbon icon, or return to the game by clicking on either your own icon or the one of the currently displayed leader (this function is disabled when your turn is not active, i.e. during other civilization's turns)
      • civilization ribbon player connection indicator: yellow = connecting, green = connected, red = host, mouse over tooltip shows ping, click to kick player (host only)
      • control-click action on civilization ribbon leader icon to declare war (BNW only)
    • 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.
  • NotificationPanel: display notifications for player's city population growth beyond 5 and for player's city border growth
  • NotificationPanel: when city acquires new tiles, resource is shown in border expansion notification
  • NotificationPanel: shrink size of the large top right buttons (culture, tourism, diplo, espionage...) they're pretty but waste space
  • NotificationPanel: align the large turn blocking notifications horizontally to save space (they have no "finger" anyways)
  • NotificationPanel: open religion popup immediately when creating or enhancing a religion with a great prophet
  • NotificationPanel: added Zyxpsilon's excellent artwork for diplo corner
  • TopPanel: top panel bar no longer takes up the whole screen width (only on screens more than 1900 pixels wide)
  • TopPanel: top panel bar now shows meters and remaining turns for tech, policies, faith purchase, great person
  • TopPanel: more top panel mouse over tooltips, exisiting ones give more info, such as extra resources that player and AI has, AI gold per turn, so you don't have to visit each leader to see if they have anything for trade (this info is also on the right side civilization ribbon)
  • TopPanel: strategic resource mouse over tooltip details how resources are used, local production, imports, exports (the numbers don't always add up, but this is a game bug)
  • TopPanel: happiness mouse over tooltip details how luxuries are used local production, imports, exports
  • TopPanel: the tech meter mouse over tooltip shows tech overflow cues
  • TopPanel: right click civilopedia actions
  • TopPanel: optional clock & alarm (click on clock to set alarm time or change clock format - note alarm time entry is in 24H format regardless)
  • PlotHelp: map plot mouse over tooltip indicates basic unit stats (moves, strength, ranged strengthrange)
  • PlotHelp: map plot mouse over tooltip indicates possible terrain improvements with their yields ( and whatever yields are added by mods), technology prerequisites, possible effect of constructing buildings, adopting a social policy / tenet, or a pantheon / religion belief. These are all based on game XML data and work with mods that change these data.
  • PlotHelp: map plot mouse over tooltip gives more details when checking off the "No Basic Tooltip Help" option
  • PlotHelp: map plot mouse over tooltip details filtered according to unit currently selected (or not)
  • PlotHelp: map plot mouse over tooltip extended details with longer mouse over (adjusted using the interface option panel "Tooltip2Seconds" slider)
  • PlotHelp: map plot tooltip only under mouse over, no more duplicate clutter in the right corner above the minimap
  • PlotHelp: when a settler is selected, plot mouse over shows potential city max work limits (dark) and highlight overlapping plots (orange)
  • TechTree: tech selection will always use the tech tree, no more tech panel
  • TechTree: most tech bonus "star" icons are replanced by more explicit icons (e.g. trade route icon instead of star), requires less mouse over to find out what everything does
  • TechTree: when entering the tech tree, it automatically scrolls to (somewhat) appropriate location
  • TechTree: much faster loading - tooltips are evaluated only when required by mouse over
  • TechTree: supports "OR" tech prerequistes (mods only)
  • CityBanners: city banners have extra icons showing selected focus, requested luxury, love the king status, population growth lock
  • CityBanners: city banner growth meter turns red when city is starving, and shows turns to population decrease
  • CityBanners: mouse over city HP bar tooltip shows the exact numerical values
  • CityBanners: more city banner mouse over tooltips
  • CityBanners: help with micromanagement: show predicted overflow at build / growth completion, and how much is missing the turn just before
  • CityBanners: mouse over city banner highlights worked plots (green), city plots (gold), and plots targeted by culture (magenta) on map
  • CityBanners: city banner production button works for Venice puppets
  • CityBanners: puppet city banner click enters city view
  • CityBanners: city banner mouse over tooltip shows resources within city plots - red not hooked up, green hooked up
  • CityBanners: city state banners show quest icons in place of cryptic meter, clicking on them will jump to encampment if relevant
  • CityBanners: city state banner mouse over tooltip shows influence and resources available or granted
  • CityBanners: when allied, replace the city state banner icon with the flag of the ally
  • CityBanners: hide range strike icon when no more ennemy units are in range following a kill
  • CityBanners: click on spy icon -> espionage overview, click on puppet icon -> annex popup
  • CityView: production button automatically opens city view
  • CityView: city screen features new production queue mechanisms:
    • items may be added directly to production queue: left click = end of queue, ctrl + left click = top of queue, shift + left click = replace entire queue, right click = pedia
    • items may be purchased directly (e.g. great people), if the relevant purchase button (faith or gold) is displayed and not disabled (insufficient funds)
    • production queue items may be shuffled around by dragging to appropriate location (no more clunky arrows)
    • production queue may have more than 6 items (tooltip not updated), but the elevator is the only way to scroll the list (mouse scroll wheel does not work)
    • current production queue item can be cleared (but next turn will not be possible until another selection has been made)
    • city advisor production recommendation icons can be turned off in the game option menu
  • CityView: city screen shows remaining turns to great people creation
  • CityView: city view buttons disabling / enabling works correctly, even when switching cities while inside city view by clicking on other cities
  • CityView: city screen includes annex button for non-Venice puppets
  • CityView: city screen highlights worked plots (green), purchasable plots (gold), city max work limits (dark) and plots used by your other cities (orange)
  • CityView: fewer surprises with worker allocation changing automatically after leaving city screen
  • CityView: remove empty bottom bar and use wasted space
  • CityView: supports modded buildings with unlimited specialists & great works (mods only)
  • CityView: can edit any city name (including puppets) with a right click
  • CityView: much faster loading - tooltips are evaluated only when required by mouse over
  • CityView: automatically open city screen when founding city
  • CityStatePopup: when encountering city states for the first time, skip directly to the dialog screen (which allows interactions)
  • TradeLogic: trade screen shows missing gold for research agreement, if any (mouse over tooltip)
  • MiniMap: UI is compatible with custom minimap sizes (can be changed in config.ini / [MiniMap] Width & Height )
  • UnitPanel: shows remaining unit movement with decimals
  • UnitPanel: all available unit commands are shown in a single column (no more "show more actions")
  • UnitPanel: can edit unit name at any time with a right click
  • UnitPanel: unit ribbon lists player's units and status icons. When selecting a unit, units are sorted by distance to selected unit. Filter unit ribbon by unit type (several types can be selected): click on the >>> button at the bottom of the ribbon to select units to display. Your choices are saved from one session to the other. Settings are common to all hotseat players, though.
  • Options: add the plot help extended mouse over tooltip delay slider in the interface option panel (Tooltip2Seconds)
  • Options: add the "no city screen citizen warning option" which allows the city screen citizen management header to be open by default (strange name )
  • Options: add a clock on / off check box (for display on top panel)
  • Options: add a checkbox to disable city view advisor production recommendation icons
  • BugFixes: fix Firaxis diplomacy bug with spinning globe mouse cursor
  • BugFixes: submarines are a bit more invisible than before (no more red blob in move mode)
  • City state status color now only blue when actually allied
  • More city state status info for vanilla game
  • and more...

Instructions - please read - How to video by PrimEvalCIV
Spoiler:
Requires manual install:
  1. make sure your game is up to date at version 1.0.3.144 or later (EUI DLC is incompatible with older game versions)
  2. exit the game (make sure Civ V is NOT running)
  3. download the file from http://forums.civfanatics.com/downlo...=file&id=21929
  4. open the game's DLC folder:
    • on a PC usually it's C:\Steam\SteamApps\common\sid meier's civilization v\assets\DLC (replace C: by whatever drive and/or directory where Steam is installed)
    • on a MAC (thanks AlanH) it's in the Civ5 application package at Civilization V.app/Contents/Home/assets/DLC
      You have to right click the app icon and select Show package contents. The application package location is EITHER:
      • in case of MAC Steam installation: /Users/<user_name>/Library/Application Support/Steam/SteamApps/common/Sid Meier's Civilization V/Civilization V.app
      • in case of MAC AppStore installation: /Applications/Civilization V Campaign Edition.app
  5. remove any previous version of EUI DLC (delete the entire UI_bc1 folder if one already exists, don't just overwrite)
  6. extract from the downloaded zip and copy the UI_bc1 folder to the game's DLC folder. ONLY if your OS is Linux, all of these files / folders must be renamed to lower case equivalent (mjkoo wrote a script to do that)
  7. EUI DLC is modular: if there are things you don't like or need or which conflict with mods you want to use (check the "mods compatibility" spoiler below), you can disable that part by removing the corresponding subfolder from the UI_bc1 folder. Check the feature list above to determine which module includes which feature to be disabled. Please note that EUI DLC will break if its Art* or Core folder are removed.
  8. in the game menu - options - interface options - UNcheck "single player score list" if you want to use the civilization ribbon and bundled notifications
  9. in the game menu - options - game options - set the desired delays (or no delay) for the map plot mouse over help / tooltips to appear using the big horizontal sliders (there are now 2 delays - basic and detailed plot help)
  10. in the game menu - options - game options - check if the "No Basic Tooltip Help" option matches the level of mouse over info desired (this has more effects than before)
  11. in the game menu - options - game options - check whether you want a clock displayed on the top panel
  12. silent install: althought this is a DLC, it will not appear in the game's DLC menu, because it does not have a Firaxis Key. This package is a DLC because I could not get things to work as I wanted as a mod (legal screens, map highlights), and it works in multiplayer and you can still earn achievements... The main drawback is that EUI DLC's folder needs to be moved manually in/out of the game's DLC folder to enable/disable

Game compatibility
Spoiler:
Compatible ONLY with game version 1.0.3.144 or later:
  • No effect on saved game load
  • No effect on game saves
  • Can still earn achievements
  • Works with Brave New World
  • Works in multiplayer (any number of players can have or not have)
  • Should work with Gods and Kings and Vanilla, but there may be a few odd kinks
  • Works on Windows, Linux, and MAC (there are install procedure differences)
  • Compatibility with tablet / touchscreen / windows 8/8.1: unknown, expect problems
  • Localization: EUI DLC relies almost entirely on Civ5 built-in text, using your selected language. Some of the unit & building tags have no built-in text, however, and would need to be translated. However, I don't know how to make DLC without Firaxis key manage new localized text, so this may never get done.

Mods compatibility
Spoiler:
Should work fine with mods which do not change game UI files.

Would actually be very convenient with mods that change gameplay, since mouse over tooltips now provide actual XML info as updated by mods (not harcoded blurbs).

EUI DLC is modular: in case of incompatibility, try disabling conflicting EUI DLC component by removing the corresponding subfolder from EUI DLC's UI_bc1 folder (please note that EUI DLC will break if its Art* or Core folder are removed).
  • R.E.D. modpack v27 (Regiment and Ethnic Diversity for Civilization V): should be compatible
  • Communitas Expansion Pack: EUI DLC 1.6 & CEP 3.15 are compatible. However CEP will override EUI DLC's top panel, tech tree, and city view modules (see EUI DLC feature list for details of lost functionality, one impact is that annexing puppets is only possible by clicking on the city banner's puppet icon, another is possible slowdowns late game because CEP UI files are modified Firaxis files not optimized to cope with EUI DLC's enhanced tooltips)
  • Hulfgars Modpack (all versions): should be compatible, provided that the mod's included "AttilaResourcesTooltip" (entire folder) and "TechTree.lua" (one file) are removed
  • CIVILIZATION NiGHTS v5: a bit old, includes bugs that Firaxis has since corrected
    • you need to disable EUI DLC's TechTree module
    • remove the mod's CityBannerManager.lua from its LUA folder and CityBannerManager.xml from its UI folder: EUI DLC's is more advanced and up to date
    • remove the mod's TopPanel.lua from its LUA folder and TopPanel.xml from its UI folder: EUI DLC's is more advanced and up to date
    • remove the mod's InfoTooltipInclude.lua from its LUA folder: EUI DLC's is more advanced and up to date
    • remove the mod's UnitFlagManager.lua, TradeLogic.lua, TechButtonInclude.lua from their LUA folder - they're not up to date and their changes are not very significant
  • Echoes of Ages - CiVilization Plus+ v70: should be fully compatible
  • Total Mod v7: should be compatible provided EUI DLC's "TechTree" module is disabled (don't know if this old mod still works, though)
  • Ingame Editor v39: compatible provided IGE_Overlay.lua and IGE_Overlay.xml are removed from IGE's BulkUI subfolder, or EUI's PlotHelp module is disabled. Also you may want to remove IGE's IGE_AlertStack, IGE_MiniMap, and IGE_NotificationPanel xml/lua pairs from the same BulkUI subfolder (they are only there to create potential problems), and change the location of the IGE menu button manually or automatically
  • Beyond the future v20: should be compatible
  • Really Advanced Setup v9: should be compatible
  • Info Addict v21: seems compatible
  • PerfectWorld3: compatible
  • History in the Making II v6: should be compatible, provided either EUI DLC's "TechTree" module is disabled or the mod's ..\UI\InGame\TechTree files are removed
  • A Civ of Ice and Fire v3: must disable EUI DLC's "TechTree" module, and things should work (but is this mod still compatible with the game ?)
  • A Mod of Ice and Fire (G&K v4 or BNW v1): should be compatible, provided you first remove the mod's entire UI folder (less advanced than EUI and not fully compatible with game version 1.0.3.144 or later)
  • Anno Domini v1: should be compatible, but will disable EUI DLC's "TopPanel" module
  • City-State Diplomacy Mod v23: should work provided you remove CSD's own CityView.lua, TopPanel.lua, and InfoTooltipInclude.lua from its ...\Assets\UI\... folder (EUI DLC's CityView.lua and TopPanel.lua are compatible with CSD, the reverse is not true)
  • Civ IV Diplomacy Features Mod v10: should work provided you remove CDM's TopPanel.lua from its ...\UI\InGame folder (EUI DLC's TopPanel.lua is compatible with CDM, the reverse is not true)
  • The World of Tamriel v2: should be compatible
  • American Civil War Scenario v10: should be compatible, but will disable EUI DLC's "TopPanel" module
  • Building Made Fun v15: the included addons (in the mod's "addon" folder) are not compatible
  • Falcon AI: Diplomacy v1: should be compatible
  • The Hundred Years' War v9: compatible except the mod is broken
  • Modern Warfare v6: should be compatible
  • Forza29 Huge Earth Map: compatible
  • Heroes of Might and Wisdom v10: should be compatible
  • Corporations v1: should be compatible, but you must either disable EUI DLC's "TopPanel" and "CityBanners" modules, or remove the mod's "TopPanel.lua" and "CityBannerManager.lua" from its UI/InGame folder
  • Reform and Rule v19: should be compatible provided that mod's "InfoTooltipInclude.lua" script is deleted from its ".../Shared/Building Tooltip fix" (otherwise it may overwrite EUI's enhanced tooltips)
  • Medmod VI for Brave New World v5: should be compatible
  • Smart AI v2: compatible
  • Single Unit Graphics v10: should be compatible
  • Legendary Earth Mod (LEM) v7: should be compatible
  • Earth 2014 Scenario v2: should be compatible, but you must manually delete the mod's "CityBannerManager.lua" file from its Lua folder, the only effect of this file is to break compatibility with EUI
  • Emigration v5: should be compatible, but you must manually disable EUI's (or the mod's) "CityView" module
  • Super Power Modpack v4.1: should be compatible, but you must manually disable EUI's (or the mod's) "UnitPanel" and "CityView" modules (EUI versions prior to v1.22 had a TechTree compatibility bug, but this should now be fixed)
  • Leugi's Israel Civilization v7: should be compatible, but you must manually remove that mod's CityBannerManager.lua from its "...\Incompatibility" folder (latest EUI version doesn't talk to barbarians)
  • Cultural Diffusion v18: should be compatible, but you must manually either disable EUI's PlotHelp module or remove that mod's CultureUIFunctions.lua from its "...\Lua" folder
  • Whoward's mods: all of his 157+ mods (including UI ones) should be compatible, EXCEPT for:
    • "UI - Notification Options"
    • "UI - City Expansion"
    • "UI - City Production Queue Enhancements"
    Please note that some of these mods replace EUI DLC functionality with different functionality, especially "UI - Improved City Banner", your choice
  • Éa III, Sword & Sorcery: completely incompatible, Enhanced User Interface needs to be entirely disabled for this mod to work
  • Faerun for Brave New World v6: completely incompatible, Enhanced User Interface needs to be entirely disabled for this version of Faerun to work
  • Faerun for Gods & Kings v16: very limited compatibility , must disable EUI DLC's "TopPanel", "CityView", and "TechTree" modules
  • S3rgeus's SiegeMod v1: very limited compatibility , must disable EUI DLC's "NotificationPanel", "TechTree" and "TopPanel" modules
  • Total conversion mods (such as R.E.D. WWII Edition): don't even try
If you identify things which interfere with a mod, I can make reasonable changes, but time is short and the issue must be properly investigated first. This means I need a precise description of what is wrong, what is expected, lua.log, a game save, and if helpfull, screenshots.

If you have tested mods with EUI DLC, please share your experience I will update the list when I get the time.

Last edited by bc1; Nov 16, 2014 at 04:01 PM.
bc1 is offline   Reply With Quote
Old Oct 19, 2013, 05:07 PM   #2
bc1
King
 
bc1's Avatar
 
Join Date: Jan 2004
Posts: 962
In case of problems
Spoiler:
  1. Please read the instructions carefully
  2. Make sure your game is up to date (EUI is compatible ONLY with game version 1.0.3.144 or later)
  3. Make sure your EUI DLC version is up to date: download latest version from http://forums.civfanatics.com/downlo...=file&id=21929
  4. Make sure any previous EUI DLC version has been deleted before installing a new version !
  5. Make sure the UI_bc1 folder has been installed in the correct game folder (see instructions)
  6. If you are using mods, try disabling mods to check for conflicts. Some early mods were folders starting with "z" that were put in the game's ...\assets\UI folder, those are not detected by the game's install or integrity check, you have to manually look for them.
  7. In case of conflicts, try disabling conflicting EUI DLC components by removing the corresponding subfolder from the UI_bc1 folder (please note that EUI DLC will break if its Art* or Core folder are removed)
  8. If problem persists, please report bugs at http://forums.civfanatics.com/showthread.php?t=512263
How to report a bug
  1. Report bugs at http://forums.civfanatics.com/showthread.php?t=512263
  2. What game version do you have?
  3. What expansions and DLC do you have?
  4. Do you play on PC or Mac?
  5. Describe the problem
  6. Attach a screenshot and/or a save game if you think it might help
  7. To attach a file to your post: click "go advanced", then click "manage attachments"
  8. If the problem is caused by a mod, what's the mod's name, version, and where did you get it (url)
  9. Post your lua.log error messages (or better yet, the entire lua.log), either as an attachment (compressed to zip or renamed to lua.txt) or within a spoiler markup
  10. The lua.log file is usually in ...\Documents\My Games\Sid Meier's Civilization 5\Logs. If it's missing or almost empty, you need to enable logging for debugging
  11. Non-trivial problem reports without lua.log will get no response
How to enable lua.log
  1. Close Civilization V
  2. Open config.ini with a simple text editor such as notepad (usually in ...\Documents\My Games\Sid Meier's Civilization 5)
  3. Search for the line "LoggingEnabled = 0" and replace it with "LoggingEnabled = 1"
  4. Do the same with "EnableLuaDebugLibrary = 0": set it to 1. If this line does not exist, add it before LoggingEnabled
  5. Save config.ini and close
  6. Start Civilization V and reproduce the problem

Version history
Spoiler:

Version 1.24c (November 16th 2014)
  • Fixed some bugs
  • Miscellaneous improvements
Version 1.24 (November 7th 2014)
  • Fixed some bugs
  • Minor tweak for game version 1.0.3.276
  • Miscellaneous improvements
  • Added game info database caching to improve useability on low end PCs
Version 1.23 (October 19th 2014)
  • Fixed some bugs
  • Significant additions to unit, building and improvement tooltips
  • Filter unit ribbon by unit type (several types can be selected): click on the >>> button at the bottom of the ribbon to select units to display. Your choices are saved from one session to the other. Settings are common to all hotseat players, though.
  • Add civilization ribbon player connection indicator: yellow = connecting, green = connected, red = host, mouse over tooltip shows ping, click to kick player (host only)
  • Add control-click action on civilization ribbon leader icon to declare war (BNW only)
  • Miscellaneous improvements
Version 1.22 (July 28th 2014)
  • Fixed some bugs
  • NotificationPanel: added Zyxpsilon's excellent artwork for diplo corner
  • CityBanners: when mousing over the city banner, show city max work limits
  • CityView: when inside city screen, show city max work limits and highlight plots used by your other cities
  • PlotHelp: when a settler is selected, plot mouse over shows potential city max work limits (dark) and highlight overlapping plots (orange)
  • UnitPanel: first version of unit ribbon, which lists player's units and status icons. When selecting a unit, units are sorted by distance to selected unit. Some mouse over actions are operational. Filtering / sort options are not yet implemented
Version 1.21 (July 2nd 2014)
  • Fixed some bugs
  • CityView: current production queue item can be cleared (but next turn will not be possible until another selection has been made)
  • TechTree: most tech bonus "star" icons are replanced by more explicit icons (e.g. trade route icon instead of star), requires less mouse over to find out what everything does
  • TechTree: much faster loading - tooltips are evaluated only when required by mouse over
Version 1.20 (full moon Friday June 13th 2014)
  • Fixed a regression in 1.19
Version 1.19 (full moon Friday June 13th 2014)
  • Fixed some bugs
Version 1.18 (June 1st, 2014)
  • Fixed a minor unit mouse over tooltip bug
Version 1.17 (May 29th, 2014)
  • Fixes bugs found in previous versions
  • Tech tree eras are correctly displayed with Hulfgars's mods - works only if mod's included "AttilaResourcesTooltip" (entire folder) and "TechTree.lua" (one file) are removed
  • Compatible with CSD v23 - only if you remove CSD's own CityView.lua, TopPanel.lua, and InfoTooltipInclude.lua from its ...\Assets\UI\... folder (EUI DLC's CityView.lua and TopPanel.lua are compatible with CSD, the reverse is not true)
  • Civilization mouse over tooltips show active deals and trade routes, and remaining turns for friendships & denouncements correctly scale with game speed
  • Civilization ribbon now available within leader screens (if enabled)
    • can get diplomatic info about everyone while talking to a leader using civilization ribbon mouse over tooltips
    • can switch talking from one leader to another directly from within the leader screen by clicking on civilization ribbon icon, or return to the game by clicking on either your own icon or the one of the currently displayed leader (this function is disabled when your turn is not active, i.e. during other civilization's turns)
  • City view advisor build recommendation icons are now disabled when corresponding game options checkbox is unchecked (checked by default)
Version 1.16 (May 13th, 2014)
  • Fixes minor bugs found in v1.15
  • Features new city queue mechanisms:
    • items may be added directly to production queue if not dimmed: left click = end of queue, ctrl + left click = top of queue, shift + left click = replace entire queue, right click = pedia
    • items may be purchased directly (e.g. great people), if the relevant purchase button (faith or gold) is displayed and not disabled (insufficient funds)
    • production queue items may be shuffled around by dragging (like in 1.15)
    • production queue may have more than 6 items, but the elevator is the only way to scroll the list (mouse scroll wheel does not work)
  • NotificationPanel: bundle notifications together by type when civilization ribbon is displayed, to reduce clutter on right side of screen. 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.
  • Compatibility with Communitas Expansion Pack: work around GameInfo.Yields() iterator broken by Communitas
  • PlotHelp: unit strength in red when decreased due to lacking strategic resource
Version 1.15 (March 7th, 2014)
  • Fixed some bugs (including one that broke some custom maps)
  • Compatibility with City-State Diplomacy Mod (CSD) v21: should work provided you remove CSD's own CityView.lua from its ...\Assets\UI\InGame\CityView folder (EUI's CityView.lua is now compatible with CSD, the reverse is not true)
  • Compatibility with Civ IV Diplomacy Features Mod v10: should work provided you remove CDM's TopPanel.lua from its ...\UI\InGame folder (EUI's TopPanel.lua is now compatible with CDM, the reverse is not true)
Version 1.14 (February 19th, 2014)
  • BugFixes: fix Firaxis diplomacy bug with spinning globe mouse cursor
  • NotificationPanel: open religion popup immediately when creating or enhancing a religion with a great prophet
Version 1.13 (February 17th, 2014)
  • Fixed some bugs (including one that broke hot seat)
  • Change folder structure: no more UI subfolder, components are directly in UI_bc1 folder (please note that EUI DLC will break if Art* or Base folder are removed)
  • CityView: added code for compatibility with CSD v19
  • TopPanel: happiness mouse over details how luxuries are used local production, imports, exports
Version 1.12 (February 1st, 2014)
  • Fixed some MP & SP bugs
  • Significant code optimizations
  • CityBanners: click on spy icon -> espionage overview, click on puppet icon -> annex popup
  • ToolTips: Show the current active Pantheon/Religion beliefs & effects when mousing over the city banner Faith icon
  • CityView: supports modded buildings with unlimited specialists & great works (mods only)
  • CityView: production queue items can now be dragged to appropriate location (no more clunky arrows)
  • NotificationPanel: when city acquires new tiles, resource is shown in border expansion notification
  • NotificationPanel: shrink size of the large top right buttons (culture, tourism, diplo, espionage...) they're pretty but waste space
  • NotificationPanel: align the large turn blocking notifications horizontally to save space (they have no "finger" anyways)
  • TechTree: supports "OR" tech prerequistes (mods only)
  • UnitPanel: removed the ugly "edit" button, but unit name can now be changed with a right click
  • GameSetup: supports unlimited UU/UB/UI (mods such as 3rd Unique Component Project)
  • GameSetup: can right click on stuff to access pedia (pre-game)
Version 1.11 (January 8th, 2013)
  • Fixed some annoying bugs
Version 1.10 (January 5th, 2013)
  • Fixed some bugs
  • Tweaks in response to user requests
  • UnitPanel: can edit unit name at any time
Version 1.9 (December 20th, 2013)
  • Fixed some bugs
Version 1.8 (December 14th, 2013)
  • Fixed some bugs
  • TopPanel: strategic resource mouse over provide details on how resources are used, local production, imports, exports (the numbers don't always add up, but this is a game bug)
  • CityBanners: hide range strike icon when no more ennemy units are in range following a kill
  • CityView: remove empty bottom bar and use wasted space
  • Change folder structure: some components are broken down further (more modularity)
Version 1.7 (November 22nd, 2013)
  • Fixed some bugs
  • Tentative fix for compatibitity issues when the G&K and/or BNW extensions are not installed
  • Change folder structure: all components are now located inside the UI_bc1\UI folder (used to be UI_bc1), more independent modules
  • Options: add a clock on / off check box
  • TopPanel: optional clock & alarm (click on clock to set alarm time or change clock format - note alarm time entry is in 24H format regardless)
  • TopPanel: right click civilopedia actions
  • NotificationPanel: sort the city state ribbon list by decreasing influence, then by distance to capital
  • CityBanners: major civ city banner mouse over shows resources within city plots - red not hooked up, green hooked up
Version 1.6 (November 13th, 2013)
  • Fixed some bugs
  • CityBanners: expand rival civilization's tooltip
Version 1.5 (November 8th, 2013)
  • Fixed some bugs
Version 1.4 (November 5th, 2013)
  • Fixed some bugs
  • CitieBanners: clicking on city state banner's quest icons will jump to encampment if relevant
  • NotificationPanel: show ally flag on city state ribbon, clicking on quest icons will jump to encampment if relevant
  • NotificationPanel: sort the city state ribbon list by decreasing influence
  • NotificationPanel: sort the civilization ribbon list by decreasing score
  • NotificationPanel: add open borders icons on civilization ribbon, add a player icon, change friendship icon to a flower
  • NotificationPanel: expanded the mouse over tooltips
  • PlotHelp: improved the filtering of what gets displayed, now taking into account the unit currently selected (no more info on farms and mines while making war, effect of academies etc only shown if appropriate great person is selected )
  • TopPanel: expanded the mouse over tooltips, and the large tech meter mouse over will now show tech overflow cues
Version 1.3 (October 30th, 2013)
  • Fix a bug which broke compatibility with vanilla and gods & kings
  • Bug: plot mouse over shows incorrect yield for building improvements which remove features (fixed in 1.4)
Version 1.2 (October 29th, 2013)
  • Fixed some bugs
  • DiploList: put the diplo list back
  • Options: add the plot help extra tooltip delay in the interface option panel (Tooltip2Seconds)
  • Options: add the "no city screen citizen warning option" which allows the city screen citizen management header to be open by default (strange name )
  • ToolTips: able to decode more of the game's XML tags
  • CityView: automatically open city screen when founding city (Duh! amazed at the time and effort required to make this work around "features" of game unit auto cycling. Still need to open manually when founding city on very 1st turn)
  • CityBanners: when allied, replace the city state banner icon with the flag of the ally
  • CityBanners: city state banner mouse over shows influence and resources available or granted
Version 1.1 (October 21st, 2013)
  • Minor changes for small screens (less than 1900 wide) in city banner tooltip & top panel
  • Bug: incompatible with the "single player score list" option (and "multiplayer player score list" as well) - fixed in 1.2
  • Minor bug: in vanilla, when selecting peace / war in city state popup, it is not refreshed correctly. Workaround: close and re-open the popup. Fixed in 1.6
Version 1.0 (October 19th, 2013)
  • Initial public release

This is a work in progress, new features and polish may be added over time... Please use this thread to report bugs or suggest improvements.

Last edited by bc1; Nov 16, 2014 at 04:01 PM.
bc1 is offline   Reply With Quote
Old Oct 23, 2013, 08:58 AM   #3
wolverine2112
Warlord
 
Join Date: Jun 2011
Posts: 162
Nice

Can't believe no one has commented on this yet. Dude this is awesome! I use to play Gem which had stuff like this and i miss it sooo much. Thanks!
wolverine2112 is offline   Reply With Quote
Old Oct 23, 2013, 10:13 AM   #4
Dunkah
Emperor
 
Dunkah's Avatar
 
Join Date: Feb 2007
Location: Just north of Boston
Posts: 1,059
This looks spectacular!

Because it is DLC does this mean it wil not effect Achievements either?

How about currently running games? Are they compatible?
__________________
Duncan
Think it's time for Civ VI!
Dunkah is offline   Reply With Quote
Old Oct 23, 2013, 05:36 PM   #5
Dunkah
Emperor
 
Dunkah's Avatar
 
Join Date: Feb 2007
Location: Just north of Boston
Posts: 1,059
So far I love it. I am using with a game I had previously saved and it works fine. Here are a couple of things I noticed that may or may not want to be changed.

Not sure I like the fact that the initial diplomacy screen is gone. How would I know what the other Civs think of me? If someone feels Hostile or Guarded I may not want to take the time to trade with them. Currently I don't see how I can find that out without clicking on the Civ.

Also Faith Counter on the Top Left Bar should have Total Faith (Faith per turn) Just like gold. After all you spend Faith like gold so it is convenient to see how much you have without having to hover.

Would like to see the Culture/ Turns till Next Hex Bar on the City Banner Be the same Pink Color as all the other Culture assets. Just seems to make sense.

Is there any way you can get some of the Civ Info on the Score Board? Like How they feel about you, if they have an open Borders, Research Agreement, DOF, DOW with them. Religion Icon.
__________________
Duncan
Think it's time for Civ VI!
Dunkah is offline   Reply With Quote
Old Oct 24, 2013, 03:45 AM   #6
bc1
King
 
bc1's Avatar
 
Join Date: Jan 2004
Posts: 962
Quote:
Originally Posted by wolverine2112 View Post
Can't believe no one has commented on this yet. Dude this is awesome! I use to play Gem which had stuff like this and i miss it sooo much. Thanks!
Quote:
Originally Posted by Dunkah View Post
So far I love it. I am using with a game I had previously saved and it works fine.
Glad you like it. You might want to consider giving it a rating
Quote:
Originally Posted by Dunkah View Post
Not sure I like the fact that the initial diplomacy screen is gone. How would I know what the other Civs think of me? If someone feels Hostile or Guarded I may not want to take the time to trade with them. Currently I don't see how I can find that out without clicking on the Civ.
The way civs feel about you is shown by the frame color of each icon on civilization ribbon to the right (friendly = green, white = neutral, yellow = guarded, magenta = denouncing, red = hostile). You can see more details by mousing over the icon. You can also see if they have duplicate luxuries they're willing to trade next to their score, and if you have some duplicate luxuries they would like, next to their gold. Now if you really want the civ list back, simply delete the "DiploList.lua" and "DiploList.xml" files from the DLC's "UI_bc1\Diplo" sub-folder. The other diplo screens are still there.
Quote:
Originally Posted by Dunkah View Post
Also Faith Counter on the Top Left Bar should have Total Faith (Faith per turn) Just like gold. After all you spend Faith like gold so it is convenient to see how much you have without having to hover.
It does that when you have no faith purchase selection (and when the game doesnt automatically purchase stuff for you) during the industrial age. But maybe it would be better to always show accumulated faith, it's a trade off between clutter and info.
Quote:
Originally Posted by Dunkah View Post
Would like to see the Culture/ Turns till Next Hex Bar on the City Banner Be the same Pink Color as all the other Culture assets. Just seems to make sense.
I did try this out, but felt it looked ugly and that it was not much use if it did not also show where city borders would expand. Hence the current choice to show both of these info when mousing over the banner. I do plan to change the info panel city list, and add the culture meter there.
Quote:
Originally Posted by Dunkah View Post
Is there any way you can get some of the Civ Info on the Score Board? Like How they feel about you, if they have an open Borders, Research Agreement, DOF, DOW with them. Religion Icon.
Currently these info are available as small icons at the corners of the civilization icons on the vertical ribbon to the right: Research Agreement, Defense agreement, declaration of friendship (I chose this icon before G&K came out, can easily be changed to any graphic, suggestions welcome). Open borders requires mouseover, it would require 2 icons, all 4 corners are used and I felt it was not as useful. Religion icon: I will add this to the mouseover (there's not much you can do about this so I am not convinced it's useful on the ribbon).

Edit:I think I know what's wrong, there is a bug which makes the DLC incompatible with the "single player score list" option (and the multiplayer one as well). Under options - interface options - UNcheck "single player score list", which will show the civilization ribbon (you've actually missed out on the main part of the DLC ! )

Last edited by bc1; Oct 24, 2013 at 07:09 AM.
bc1 is offline   Reply With Quote
Old Oct 24, 2013, 08:26 AM   #7
Dunkah
Emperor
 
Dunkah's Avatar
 
Join Date: Feb 2007
Location: Just north of Boston
Posts: 1,059
Quote:
Originally Posted by bc1 View Post
Edit:I think I know what's wrong, there is a bug which makes the DLC incompatible with the "single player score list" option (and the multiplayer one as well). Under options - interface options - UNcheck "single player score list", which will show the civilization ribbon (you've actually missed out on the main part of the DLC ! )
Ah ha! I thought I was missing something.

Can't wait to give it try later on this afternoon.
__________________
Duncan
Think it's time for Civ VI!
Dunkah is offline   Reply With Quote
Old Oct 24, 2013, 03:09 PM   #8
Dunkah
Emperor
 
Dunkah's Avatar
 
Join Date: Feb 2007
Location: Just north of Boston
Posts: 1,059
Worked like a charm. Looks great.

Yes before all I had was the scoreboard up there. Missing tons of information. Going to take a little bit to figure out just what is up there, looks awesome though. Not sure where to put a rating. Downloaded it strait from Fanatics.
__________________
Duncan
Think it's time for Civ VI!
Dunkah is offline   Reply With Quote
Old Oct 27, 2013, 05:18 AM   #9
njmfff
Prince
 
Join Date: Jul 2013
Posts: 450
Works great and much of the info is useful.

but upper toolbar becomes messed up with Corporations mod. Could you update it, please?

if I find anything else, I'll let you know.
njmfff is offline   Reply With Quote
Old Oct 27, 2013, 06:22 AM   #10
bc1
King
 
bc1's Avatar
 
Join Date: Jan 2004
Posts: 962
There's no way I can make this DLC compatible with every mod out there. Try disabling DLC components, for example in this case remove the TopPanel subfolder from the UI_bc1 folder.
bc1 is offline   Reply With Quote
Old Oct 28, 2013, 09:10 AM   #11
osmosis
Chieftain
 
Join Date: Oct 2010
Location: Turkey
Posts: 34
Hi. I played with this in 3 long games and liked it. Thanks for this.

While I was playing I took some notes but I am at work right now, have a little time and I want to share my thoughts on some aspects of this mod (the ones I remember):

- Is it possible to see my influence on a city state either on the city banner or when I mouseover. Or even, on the vertical ribbon somehow? (right now I believe I have to click on the city state to see my influence, the coloring on the vertical ribbon helps but I want to see the exact number)

- Again for city states, it would be great if I could see whether the city state is friendly or hostile when I hover the mouse on the vertical ribbon. That would make it much faster when deciding which state to invest.

- I think there should be a kind of ordering of other civilizations in the vertical ribbon, for example by score. Right now it seems it is arranged by the order you meet others. (I may be wrong). I don't know if it is possible but if we could choose by what we sort the list then it would be great. Sort by gold, sort by score, sort by GPT, sort by civ feeling etc... But whether this is possible or not it should be at least arranged by score I feel.

- Again city ribbon, as game progresses number of civs and city states increase so the list gets longer, harder to manage. Maybe 2 separate lists can be made, 1 for civs,1 for city states, each clickable to unhide and hide. So one can choose which to hide or unhide. And for example if there were two separate lists, I could sort the city state list by influence, or type which would make many things easier.


If this is not possible or covers too much space, this open-hide thing could be added to the vertical ribbon as it is.

- where is the old diplo screen, it was easy to quickly look through to find the city states that you lost your alliance with, or to count how many city states you are not allied with. It is harder to do this with the vertical ribbon and you cant see their names. This can be fixed by a way to orders city states in the vertical ribbon I guess.

- I had some difficulty to find how many votes I have in the world congress. Is it because the old diplo screen is gone, or I made a mistake and didn't see where it is.

- Showing unit upgrades on units would be nice

- Maybe icons in the vertical ribbon can be a larger

These are the ones I remember right now, when I get back home I'll write the others.

I liked what you did a lot, it really makes the game more user-friendly and more fun to play since it becomes less tedious. Thanks again for your work and time.
osmosis is offline   Reply With Quote
Old Oct 29, 2013, 01:04 AM   #12
bc1
King
 
bc1's Avatar
 
Join Date: Jan 2004
Posts: 962
Quote:
Originally Posted by osmosis View Post
Hi. I played with this in 3 long games and liked it. Thanks for this.
You're welcome
Quote:
Originally Posted by osmosis View Post
- Is it possible to see my influence on a city state either on the city banner or when I mouseover. Or even, on the vertical ribbon somehow? (right now I believe I have to click on the city state to see my influence, the coloring on the vertical ribbon helps but I want to see the exact number)
It's already in the city state ribbon mouse over, and is added to city banner mouseover in version 1.2
Quote:
Originally Posted by osmosis View Post
- I think there should be a kind of ordering of other civilizations in the vertical ribbon, for example by score. Right now it seems it is arranged by the order you meet others. (I may be wrong). I don't know if it is possible but if we could choose by what we sort the list then it would be great. Sort by gold, sort by score, sort by GPT, sort by civ feeling etc... But whether this is possible or not it should be at least arranged by score I feel.
Right now it's simpy game index order. Planned for change when I find time to understand how to use the "sortchildren" function.
Quote:
Originally Posted by osmosis View Post
- Again city ribbon, as game progresses number of civs and city states increase so the list gets longer, harder to manage. Maybe 2 separate lists can be made, 1 for civs,1 for city states, each clickable to unhide and hide. So one can choose which to hide or unhide. And for example if there were two separate lists, I could sort the city state list by influence, or type which would make many things easier.
This one is a bit more difficult, I am looking into solutions such as sorting, filters and folding. There's no room for 2 lists side by side, and that would look quite ugly...
Quote:
Originally Posted by osmosis View Post
- where is the old diplo screen, it was easy to quickly look through to find the city states that you lost your alliance with, or to count how many city states you are not allied with. It is harder to do this with the vertical ribbon and you cant see their names. This can be fixed by a way to orders city states in the vertical ribbon I guess.
The diplo list is back in version 1.2. Also you can easily count the city states you have relations with by mousing over you own civ icon in the civilization ribbon.
Quote:
Originally Posted by osmosis View Post
- I had some difficulty to find how many votes I have in the world congress. Is it because the old diplo screen is gone, or I made a mistake and didn't see where it is.
It's under the small menu icon to the left of the huge upper right corner icons.
Quote:
Originally Posted by osmosis View Post
- Showing unit upgrades on units would be nice
Yes, this is added in version 1.2 mouseover tooltip
Quote:
Originally Posted by osmosis View Post
- Maybe icons in the vertical ribbon can be a larger
It's a tradeoff with the problems arising from the list getting longer late game, which you also mentionned. Ideally the icons could be scaled depending on list size, but the game's API makes that difficult, or it could be a mouse over, like already done when mousing over the tiny tech icon on the top panel.

Last edited by bc1; Oct 29, 2013 at 06:40 AM.
bc1 is offline   Reply With Quote
Old Oct 29, 2013, 08:48 AM   #13
Dunkah
Emperor
 
Dunkah's Avatar
 
Join Date: Feb 2007
Location: Just north of Boston
Posts: 1,059
I think a toggle for the Score Card, The Diplo Ribbon with Civs only and a third for City States would be awesome.

Put three buttons/icons on the right. Click it and the list appears Click again and it's gone. This way you could put a background behind the list to make it more clear, easy to read.
__________________
Duncan
Think it's time for Civ VI!
Dunkah is offline   Reply With Quote
Old Oct 29, 2013, 09:44 AM   #14
bc1
King
 
bc1's Avatar
 
Join Date: Jan 2004
Posts: 962
The score card is the player score list, right ? Does'nt this already have a toggle in the option panel ? I guess I could add a toggle there for the citystate ribbon list as well, that would be easy enough. Although since it's not an existing game option it won't save when leaving the game (and I have this policy of no change to save game whatsoever).

With regards to the clarity / readability, I changed the type of font used by the civ ribbon in the later DLC versions to provide more contrast (not every little change is documented...). I would like to avoid having to add a background, that would be a huge blob on the map especially when there are a lot of luxuries available for trading. It would also defeat the main purpose I had for replacing the existing diplo list in the first place - took too much map real estate to my taste, have to constantly click everywhere to see stuff you need.

What I was thinking of doing was making the split between civ ribbon and notifications elevators user adjustable, though I need to find a way to do that. I could also reset the civ ribbon elevator at the start of each player's turn (edit: already does ), so civs have more of a chance to remain visible than city states when notifications pour in.

Last edited by bc1; Oct 29, 2013 at 06:22 PM.
bc1 is offline   Reply With Quote
Old Oct 29, 2013, 10:12 AM   #15
Dunkah
Emperor
 
Dunkah's Avatar
 
Join Date: Feb 2007
Location: Just north of Boston
Posts: 1,059
Yes the score list.

ALl of those lists are things that I want to have access to but not all the time 100%. But I also don't want to have to go into a menu to see them. I especially don't want to go into the options menu to see them.

If you had an icon sitting on the side of the screen you could have the Score menu as a mouse hover. That is the type of thing I want to see for a couple of seconds here and there. Then put it away. But I want it readily available at my fingertips.

The Diplo menu and the City State menu are a bit more complicated and will have things I want to hover over as well, so wouldn't work as a straight hover menu. So and Icon (or Two if you split them), that when clicked on brings up your Diplo screen. I can either leave it there and continue playing or I can click it again and have it go away. Toggle on/off. Right at my fingertips, easy on off when I need it.

Currently the Notifications Elevator just goes behind the score card. Makes it tough to read sometimes. I can imagine if you did that to the Diplo List it would be really tough to read... I don't know if there is an easy fix for that.
__________________
Duncan
Think it's time for Civ VI!
Dunkah is offline   Reply With Quote
Old Oct 29, 2013, 10:32 AM   #16
bc1
King
 
bc1's Avatar
 
Join Date: Jan 2004
Posts: 962
How about including the score list in the own civ mouse over ? And a minor civ icon at the end of the civ list to fold / expand the minor civs (I had that on a private build and did not like it much, but oh well now this thing is public). I can also change the other civ mouse overs to copy what's in their diplo list entry (although I personally find it a bit verbose and prefer synthetic info)
bc1 is offline   Reply With Quote
Old Oct 29, 2013, 10:33 AM   #17
JoeyFandango
Chieftain
 
Join Date: Sep 2013
Posts: 25
"NoCitizenWarning", heh, no wonder it took me so long to locate the option in the .ini files. Not sure if I would have figured it out at all until I read your changelog for 1.2.

One thing I've found out while trying the mod is that the icons in the unit panel are vertically misaligned when using the game's small interface option:



This is on 1680x1050. It might behave differently on other resolutions.

Lots of cool ideas there, keep up the good work!

Last edited by JoeyFandango; Apr 26, 2014 at 01:14 PM.
JoeyFandango is offline   Reply With Quote
Old Oct 29, 2013, 11:11 AM   #18
bc1
King
 
bc1's Avatar
 
Join Date: Jan 2004
Posts: 962
Quote:
Originally Posted by JoeyFandango View Post
One thing I've found out while trying the mod is that the icons in the unit panel are vertically misaligned when using the game's small interface option
Well that's interesting because the DLC modifies neither panel layouts (large: UnitPanel.xml or small: UnitPanel_small.xml). Are you sure it's specific to the DLC ? Does the misalignment appear between icons that would normally be hidden by the "show more" button and those that are not ? (I can't see your picture from this slow connection)
bc1 is offline   Reply With Quote
Old Oct 29, 2013, 12:07 PM   #19
osmosis
Chieftain
 
Join Date: Oct 2010
Location: Turkey
Posts: 34
Thank you for your reply.

Is it possible to put another list to the left of the screen, a shorter one to lighten the list on the right side Maybe the list on the left would be for city states and on the right one the rest.

One other thing, maybe ideology symbols can be added to the vertical city ribbon.
osmosis is offline   Reply With Quote
Old Oct 29, 2013, 12:11 PM   #20
bc1
King
 
bc1's Avatar
 
Join Date: Jan 2004
Posts: 962
The idea is that the right side of the screen is for external events / diplo / info about other civs, the left side is for internal empire control: city list, unit list, unit panel commands...
bc1 is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION V > Civ5 - Creation & Customization > Civ5 - Modpacks > Enhanced User Interface

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



Advertisement

All times are GMT -6. The time now is 12:56 AM.


Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.
This site is copyright © Civilization Fanatics' Center.
Support CFC: Amazon.com | Amazon UK | Amazon DE | Amazon CA | Amazon FR