Yep, turns out that's another bug related to BNW-exclusive things. Seems like quite a bit of stuff in EUI wasn't actually tested in vanilla, or if it was effectively playtested by players, it wasn't reported.In the above cases, if I hover "start a golden age" then move to insta tech icon, tech icon will show golden age text. If I hover manufactory then swap to scientist and hover tech, it will show manufactory. The same applies in any combination.
The behavior you described happens whenever the code that creates the tooltip crashes, so instead the last successfully generated tooltip is shown. In the great people actions case, it's due to the fact that the tooltips try to use functions that give the amount of science/production/city-state influence/Portuguese Nau unit XP for these actions, but those were only added in BNW.
All of this makes me think that there are probably other bugs that you simply haven't stumbled upon yet... But in case you're particularly bothered by the ones you've discovered, you could utilize these modifications (however, all the tooltip will show for most of these now is the descriptive text, no useful numbers):
Spoiler UI_bc1\zEUI\EUI_tooltip_server.lua :
Code:
-- Sell Exotic Goods -- bnw only
elseif actionType == "MISSION_SELL_EXOTIC_GOODS" then
insert( toolTip, L"TXT_KEY_MISSION_SELL_EXOTIC_GOODS_HELP" )
if isCiv5BNW and gameCanHandleAction then
insert( toolTip, "----------------" )
insert( toolTip, "+" .. unit:GetExoticGoodsGoldAmount() .. "[ICON_GOLD]" )
insert( toolTip, L( "TXT_KEY_EXPERIENCE_POPUP", unit:GetExoticGoodsXPAmount() ) )
end
-- Great Scientist, bnw only
elseif actionType == "MISSION_DISCOVER" then
insert( toolTip, L"TXT_KEY_MISSION_DISCOVER_TECH_HELP" )
if isCiv5BNW and gameCanHandleAction then
insert( toolTip, "----------------" )
insert( toolTip, "+" .. unit:GetDiscoverAmount() .. "[ICON_RESEARCH]" )
end
-- Great Engineer, bnw only
elseif actionType == "MISSION_HURRY" then
insert( toolTip, L"TXT_KEY_MISSION_HURRY_PRODUCTION_HELP" )
if isCiv5BNW and gameCanHandleAction then
insert( toolTip, "----------------" )
insert( toolTip, "+" .. unit:GetHurryProduction(unitPlot) .. "[ICON_PRODUCTION]" )
end
-- Great Merchant, bnw only
elseif actionType == "MISSION_TRADE" then
insert( toolTip, L"TXT_KEY_MISSION_CONDUCT_TRADE_MISSION_HELP" )
if gameCanHandleAction then
insert( toolTip, "----------------" )
if isCiv5BNW then
insert( toolTip, "+" .. unit:GetTradeInfluence(unitPlot) .. "[ICON_INFLUENCE]" )
end
insert( toolTip, "+" .. unit:GetTradeGold(unitPlot) .. "[ICON_GOLD]" )
end
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