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Enhanced User Interface v1.29i

EUI's design philosophy will, unless bc1 changes his mind, to display information about the game that is available somewhere else. Becaue of that Diplomatic Values are unlikely to be added unless Bc1 will start another mod, it's unlikely that will be added.
 
Localization: the UI 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 (anyone interested ? )
what do you need for translating it to spanish? I don't see any localization file...
 
There are no such files ATM because no one yet volunteered for translating (no one seems interested in doing art work either).

I am willing to code this stuff only if people volunteer for translating to at least 3 major languages.

Cheers

I might be able to do the French translation.

By the way, I can't seem to get the "disable advisor" thing to work. As in, I always get a lot of info when mousing over a tile, even though my advisor level is set to "no advice". It seems to work for a few seconds when I change it, but it very quickly goes back to giving me a bunch of text.
 
"Bundled" notifications are totally messed up for spy reports: when you click to rotate them you also instantly get to share intrigue of next report. Also, there must be an option for right-clicking on bundle, removing whole bundle or only one report of it. Moreover, there should be option to fine tune bundling behaviour, like I wanted to bundle only non-clickable reports like DoFs and denouncements, but leaving everything else untouched.
Also, sometimes I get mismatched leader dialogue and deal they are proposing: http://www.mediafire.com/convkey/a086/pyaxtbar4fyhe89fg.jpg?size_id=a
It was more apparent when I got two research agreement deals from the same leader in a period of 2-3 turns, despite me accepting it at the first deal, but he got different dialogue, suggesting that there is a display bug involved.
 
I didn't mean "implement this mod specifically", just those particular features (it was the only screen I found when googling for it).

Regarding specialists: right now it feels kinda awkward if I want to, for example, switch specialists from all merchants to all engineers - the merchant slots are spread out and jumbled up depending on the building they belong to, and it's not immediately obvious what type a slot is (I have to check the building, or click the slot to find out). It's also not easy to see if I've filled *all* the engineer slots - maybe I've missed one somewhere?

Why are they even grouped by building in the first place? Once the building is built, that doesn't matter, unless it's vitally important to know which buildings have specialist slots when selling them (so much so that it's not enough with the tooltip). With the communitas-style interface, managing specialists is much easier - the information is condensed and immediate, and activating/deactivating specialists just takes small movements with no hunting.


The condensed city focus box is more of a personal issue, I guess - at the moment I just feel it takes up more space than is necessery without improving usability. It's still as easy to see which focus is active (I'd say easier, since the communitas-style is more condensed - the active buttons are just as small in both versions so that's no improvement). I'd also argue it's not much more difficult to see what the focus types are (the text is removed, but there are still symbols and tooltips for details).

My two cents at least - still a big thanks for all the hard work you've put in! I can't go back to the regular interface after using this.

Let me first say that the EUI mod is indeed well done and has many nice features - I only found it now, but I would happily use it.

Now, given that I am the author of the city view for notebooks mod, I have to agree with JohnS, that I very much would like to see a mod that integrates both:

- there is no point in having such a huge focus box which is always closed on first load;
- the specialist box is certainly much more useful than specialists being spread out and associated each to their building (in alphabetical order);
- the small icons for buildings and wonders avoid (almost) all scrolling and should in particular combine nicely with the great tooltips in EUI!

I admit that the GP-meters with indication of remaining turns is certainly better than what I have, but the three arguments before should still apply independently of the size of the screen. So I would also petition in favor of a partial integration since I do not want to miss the features of EUI in city view either. :)

Of course, if and when I find the time, I may also process this myself as a modmod, provided bc1 is o.k. with that. In any case, I agree that the majority of the features is not restricted to small screens - seeing more in one screen with less scrolling/clicking is quite in line with one of the ideas in EUI.
 
I might be able to do the French translation.
:lol: yes or no ?
By the way, I can't seem to get the "disable advisor" thing to work. As in, I always get a lot of info when mousing over a tile, even though my advisor level is set to "no advice". It seems to work for a few seconds when I change it, but it very quickly goes back to giving me a bunch of text.
Advisor level has no effect. Please refer to the instructions for the options that do
"Bundled" notifications are totally messed up for spy reports: when you click to rotate them you also instantly get to share intrigue of next report. Also, there must be an option for right-clicking on bundle, removing whole bundle or only one report of it. Moreover, there should be option to fine tune bundling behaviour, like I wanted to bundle only non-clickable reports like DoFs and denouncements, but leaving everything else untouched.
It's an "incomplete" beta, what did you expect ?
Also, sometimes I get mismatched leader dialogue and deal they are proposing: http://www.mediafire.com/convkey/a086/pyaxtbar4fyhe89fg.jpg?size_id=a
It was more apparent when I got two research agreement deals from the same leader in a period of 2-3 turns, despite me accepting it at the first deal, but he got different dialogue, suggesting that there is a display bug involved.
Seems fine, anyway EUI has no effect on leader dialogues
I am the author of the city view for notebooks mod, I have to agree with JohnS, that I very much would like to see a mod that integrates both.
Of course, if and when I find the time, I may also process this myself as a modmod, provided bc1 is o.k. with that
Fine, but what's the point ? Your mod should already be compatible with EUI provided EUI's CityView module is removed

Cheers
 
:lol: yes or no ?

Well I think I can do it : unemployed right now so I have the time, but I'm completely incompetent as far as modding goes so I would need you to give me a list of stuff to translate to do it, or something along those lines. Not sure how easy that would be ?
 
Fine, but what's the point ? Your mod should already be compatible with EUI provided EUI's CityView module is removed
Cheers

Correct, of course, but this way, I loose all your changes in EUI's CityView module, so if I want to have both, it needs to be integrated.
 
Would anyone know the reason why my game crashes when i try to put the mod into DLC. Butif i take it out the game runs fine.
 
As I would also like it, would it be hard to integrate it myself?
Is it simply merging the XMLs, as EUI doesn't change those boxes in cityview?

It is unfortunately not that simple, since both files cityview.lua and cityview_small.xml are altered in both mods, in fact in the case of EUI there are changes throughout the entire files so it has to be merged manually... :sad:
 
With regards to the translation, it would be an xml file like the ones in <game folder>\assets\gameplay\xml\newtext\xxx where xxx is the language code

Ok, but I'm not sure what to do witht that ? Sorry but I don't have the slightest bit of competence as far as modding goes, I'm just saying I could help if you gave me a file with a list of translations you need or something. That might not be what you're looking for understandably ;)
 
Ok, but I'm not sure what to do witht that ? Sorry but I don't have the slightest bit of competence as far as modding goes, I'm just saying I could help if you gave me a file with a list of translations you need or something. That might not be what you're looking for understandably ;)

Hi!

I suggest that you try with opening that (mentioned) file with editor and translate text as you see it should be. You'll surely make some mistakes but you'll learn and things will be fully translated in some next iteration...

Best regards, Borut
 
bc1
I just now tried out the latest beta version you offered and I can say with confidence you have completely fixed the weird yield errors that occur with Communitas.

Excellent.
 
I am using 3.15 and now I cannot load any saves, including ones made after I installed the EUI. I get a runtime error on the loading screen and it shuts down, never had this problem before. It seems to be more towards the late game that this happens though. Didn't see much in the lua log but maybe you will spot something I didnt/
 

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I am experiencing noticeable performance hits with the beta version.
Are there ways to optimize the lua code?

Often the game will spend 5 or 6 seconds during the phase when your turn is just about to start. The banner indicating your turn starts to appear, but is still only 50% visible, and the calculations are still going on in the background and not releasing the game.

Also the city display of tiles and their yields catches the mouse and freezes the game for a second or two whenever the mouse cursor happens to pass over the city banner. If we could have a delay placed on that so you have to actually 'want' it displayed at that time, rather than at the time the mouse hits the banner.

As always though, your mod is to be commended. Sheer brilliance in my opinion.:goodjob:
 
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