Tekamthi
Emperor
- Joined
- Aug 12, 2016
- Messages
- 1,717
skill issue -- you have a lot more memory than your PC doesIt's not. Having to reload a save just to check your relations with a civ when they give you a dialogue is not fine at all.
skill issue -- you have a lot more memory than your PC doesIt's not. Having to reload a save just to check your relations with a civ when they give you a dialogue is not fine at all.
That's what the condensed top panel mod is for.The sweet spot is probably a beginner-friendly UI like vanilla but with more efficient code like what EUI does.
EUI just has way more stuff that we can make as optional.
I prefer the JFD-style of a top bar where yields are compacted into a single top left corner box instead of one line in the top bar. I forgot which mod that it came from.
Too much stuff is placed at the top bar which means players who play in a lower resolution can't see all of them during late games.
No, I use it and it's still not enough. There are just too many yields and stuff packed into there.That's what the condensed top panel mod is for.
But the top panel has no vertical space?
I prefer the JFD-style of a top bar where yields are compacted into a single top left corner box instead of one line in the top bar.
Do you use Improved City View? I haven't had any problem using that.
I am sure it does, but I wonder if the inefficiency in vanilla wasn't deliberate... I can write much more cpu-efficient modmod code by storing more stuff in memory... For example, the fires in TreeSuccession -- I keep track of them in memory, cuz this is more efficient on the CPU, but I could instead just do an all-plots check every turn to find them and never track them at all. In that mod, the latter, less efficient option would result in large delays every turn, but it would use less memory and still run as intended. As the game goes on, it's possible the memory gets overwritten and my mod loses track of things with the more efficient code -- for my purposes it's acceptable to have a function that just fixes the tracking on each save reload, a few fires lingering longer than they're supposed to won't break anything. Anyway in this example I think we can see that being more efficient=less stability (it just doesn't really matter there)EUI actually has more efficient code
Me nope, but maybe someone had it ?Do you have a comprehensive list of differences between EUI and vanilla?
The tile highlighting when hovering over buildings was added only in EUI, not in ICV, so it makes sense that ICV doesn't crash.Do you use Improved City View? I haven't had any problem using that.