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Enhanced User Interface v1.30l

I'm wondering if it's possible to add something what the Civ:BE mod User Interface Tweaks does with their version of settlers. When you select a colonist it shows the range the city it can make work, you know the 3 tiles away radius. I use a mod that lets me work 5 tiles myself but I'm wondering if it's possible to have the typical city radius when selecting settlers in EUI?

It is already in EUI.
Just select a settler and hold your mouse over a tile. Then the 3 tile radius will appear. Or do you want a 5 tile radius to appear?
 
Really sorry if this has been addressed. Tried to look through all the pages, did a search, and read the manual I promise!! But...

Is there a way for me to make it so it doesn't play that harp noise every time my city expands a tile? I like the notif itself, but the noise gets on my nerves after a few expands. I tried to look around the files to see if I could find something to edit or remove but it's not immediately obvious.

Thank you for the mod, it does a lot of things I've really wanted with this game and I seriously appreciate the effort!

You could disable the sound from expanding by comment the follwing out or delete:
In Assets\Sounds\Xml\AudioDefines.xml . Search for "NotificationCulture". Delete the whole:
Code:
   <SoundData>
      <SoundID>SND_INTERFACE_CITY_TILE</SoundID>
      <Filename>NotificationCulture</Filename>
      <bDontCache/>
      <bOnlyLoadOneVariationEachTime/>
      <LoadType>DYNAMIC_RES</LoadType>
    </SoundData>

You can comment it out by putting <!-- ... --> around it. (replace ... with the the whole SoundData thing)
 
Something is wrong with spying notification queues: on click it activates the notification I am viewing, but it removes the next one from queue so I end up catching a civ for spying and forgive them for the same act.
Also is it possible to add hotkeys to queues like:
switch to next notification without closing current one,
close only current notification in queue,
activate the current queue without switching to the next one?

Or just make so right-click closes only one notification and have a hotkey to close a whole queue.
 
Hello,

Is there a way(easy one) to merge Info Addict into this mod's structure so I'll have them both as a DLC?
 
Which mod got rid of "load game", this or CP? And why?
CBP does, because it's likely to cause problems with data not being saved properly if you don't go back to the main menu before reloading. Many mods suffer from this behavior, though the results may not be as apparent where the mods' changes aren't as wide-ranging.

Is there a way(easy one) to merge Info Addict into this mod's structure so I'll have them both as a DLC?

It's not exactly easy, but you can use MPMPM (found in the Utilities subforum).
 
Thanks Nutty,

Looks very interesting and doable, one question though, will playing single player games with the created DLC be similar to playing with mods in the sense of: saved games could only be played with the DLC they were saved with before?

Thank.
 
Thanks Nutty,

Looks very interesting and doable, one question though, will playing single player games with the created DLC be similar to playing with mods in the sense of: saved games could only be played with the DLC they were saved with before?

Thank.

No, they can be used with any saved game as long as it's compatible with the mod.
 
hallo,

great extension to the UI!
maybe you can also includes WHoward's UI - Condensed Promotions

WHoward's Profile

I have merged it for my personal use.

Did you manage to merge Whoward's mod with the latest release of EUI?
If so, would you mind sharing the merged file?

I failed miserably trying to do it myself, as WinMerge showed me so many differences, I actually didn't know what to merge with what...
 
Hello,
Is there a way(easy one) to merge Info Addict into this mod's structure so I'll have them both as a DLC?
Ehm... why merge them? They are compatible already. And there is already a DLC version of Info addict downloadable (at least at the german forum, I don't know how up to date the version is http://www.civforum.de/showthread.php?95704-MOD-InfoAddict-fuer-den-Multiplayer-(v22) )
But as Nutty wrote, another simple way would be MPMPM.

@Nutty:
Can you explain which things suffer from the reloading thing?
As you can see in my signature, I have a multiplayer modpack, where I'm actually working on a new relaese v15. Do you know if any of my used mods could have problems with this loading screen? Or for what kind of things should I watch? Some use the SaveUtilis.lua, could this cause problems?
edit:
And the fortress borders mod use "Modding.OpenSaveData()", is this a problem?

edit2:

I opened a new thread for this:
http://forums.civfanatics.com/showthread.php?p=13833725#post13833725
 
Did you manage to merge Whoward's mod with the latest release of EUI?
If so, would you mind sharing the merged file?

I failed miserably trying to do it myself, as WinMerge showed me so many differences, I actually didn't know what to merge with what...

its now merged with the actual version... the traderoute info (if the lua-api from CP is provided) and the condensed promotions should work.
don't use the UnitPanel.xml and UnitPanel_smal.xml from WHoward's UI - Condensed Promotions!

try the new attached version (rename it, replace the file in the EUI/UnitPanel Folder, DELETE the UI Folder from UI - Condensed Promotions, is tested, includes also a little fix for the original)

Spoiler :
Line 2185-2192
Controls.CityStack:CalculateSize()
local cityStackHeight = Controls.CityStack:GetSizeY()
Controls.UnitStack:CalculateSize()
local unitStackHeight = Controls.UnitStack:GetSizeY()
-- FIX - 2times
--Controls.CityStack:CalculateSize()
--local cityStackHeight = Controls.CityStack:GetSizeY()
--Controls.UnitStack:CalculateSize()
--local unitStackHeight = Controls.UnitStack:GetSizeY()
 

Attachments

Thanks meRlinX_AT, I'll try to update if for the newest version and will test in my next games.
If I'll observe any issues, will let you know.
 
I am experiencing the "no delete" problem as well. The delete button just simply doesn't do anything. The delete key also does nothing. Last night I took the painful step of taking it back to basic DLC only including EUI (thinking about it I think I had WHoward's DLL, too. Oops), (now a million clicks to re-enable my mods (yes, I have a problem)) and the problem stayed :(
 
Thanks meRlinX_AT, I'll try to update if for the newest version and will test in my next games.
If I'll observe any issues, will let you know.

have a look here
 
have a look here

Works like a charm! I am much obliged!
You should definitely post it also here:
forums.civfanatics.com/showthread.php?t=528218

The only thing which may require potentially some fine-tuning is that when the unit has a lot of promotions, they ones on the left are hiding behind the round "portrait" of the unit and you cannot mouse over these promotions to see what they do. Bringing the promotions to the front would solve it. But I guess this has been the case since vanilla anyway :)
 
Works like a charm! I am much obliged!
You should definitely post it also here:
forums.civfanatics.com/showthread.php?t=528218

The only thing which may require potentially some fine-tuning is that when the unit has a lot of promotions, they ones on the left are hiding behind the round "portrait" of the unit and you cannot mouse over these promotions to see what they do. Bringing the promotions to the front would solve it. But I guess this has been the case since vanilla anyway :)

thanks - posted :)

i know, but you need many promotions to reach the portrait. atm also my lvl 8+ units, have spare place left.
the offset to the health-bar (if its present) needs maybe also a little tweak.
 
Originally Posted by Reed122 View Post
Hey Bc1,

I like the changes to v1.26a so far. Can I make a small suggestion for the next update?

Under the worker actions, you've added the # of turns remaining on top of each tile improvement option the worker can build (which I like). But it looks like this # wasn't included for farms, mines, and trading posts in some cases (see screenshot crops below).

For consistency, it'd be great if you could add the # turns on top of those as well (farms, trading posts, and mines).

~Reed

Originally Posted by Serp View Post
I already reported that here in "edit2":
http://forums.civfanatics.com/showpo...postcount=1638
But bc1 said he need a savegame, since on his side everything seems fine.

I decided it is not worth the trouble, if he is not able to see this "bug".

Ahh, I see. I must've missed your earlier entry then. Well if BC1 wants my save files I can provide them.

I noticed this bug is not on all pcs. It is on my pc with high resolution. But on another pc with low resolution all numbers are visible (same mods enabled). Maybe this helps to solve the bug.
 
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