Better Report Screen (UI)

Better Report Screen (UI) 7.0

Good! I tried to change some size attributes of some containers but without any success ingame (nothing change). I will try harder and let you know if I get something useful. :badcomp:
 
There are many layers of nested controls, some use fixed values, some inherit values from "parent". It's pain in the a... to resize entire window. That is why I am reluctant to do that widening and just squeeze information into available space.
 
Yes, I hate XML for that. Are you agree with me that after any change on XML, you need to restart entirely the game?
 
Yes, I hate XML for that. Are you agree with me that after any change on XML, you need to restart entirely the game?
No, you don't for InGame files. Usually it refreshes even within game. But sometimes I need to reload the current game, but without going back to Main Screen.
Not sure about FrontEnd.
You need to restart the game if you change .modinfo, like add a new file or change load order.
 
What about compatible with CQUI in future? now i see is not (at least with me) or im wrong (need to do any action)?
 
CQUI uses Units Report Screen, which causes mod conflict. There's no easy way around BUT if someone wants to make it work together as of now, one can try one of the two things. A) simply remove ReportScreen.lua and .xml from CQUI or B) overwrite those files with files from BRS main folder. In either way, BRS must be enabled as it has other files necessary.
I need to think a bit if I can make BRS compatible with CQUI without any changes.
 
I keep forgetting that mods like this dont just magically appear but need someone to actually do them.
Thank you!
This mod is a must for a decent game.

Is there a way to have control for city yield preferences in the screen? like "check" box as in city view (choosing food, prod, culture,money, religion, science)

Im lazy when it comes to micromanaging large empires and scrolling through cities in city view? panel with the almost invisible small arrows and checking city yield pref boxes is ...laggy, misclicks happen etc...
 
@friday1st This would be an active function, changing the data. Report Screen is purely read-only, passive functions. The only active function now, upgrade unit, uses an elaborate event-approach to refresh the list of units. I don’t wanna do any more of that :)
 
CQUI uses Units Report Screen, which causes mod conflict. There's no easy way around BUT if someone wants to make it work together as of now, one can try one of the two things. A) simply remove ReportScreen.lua and .xml from CQUI or B) overwrite those files with files from BRS main folder. In either way, BRS must be enabled as it has other files necessary.
I need to think a bit if I can make BRS compatible with CQUI without any changes.

Thx for ur answer.
I tried 2 ways but with me is still not work.
Only way (for me) is use components from CQUI => BTS + BES + ML + PQ + IDS + SG + Sukritact's Simple UI Adjustments (exept DivineYuri for their City Panel) as a separate mods
 
@Zyxpsilon The problem is here:
Code:
ReportScreen: Loading ReportScreen.lua from Better Report Screen
ReportScreen: OK loaded ReportScreen.lua from Better Report Screen
Error opening/reading .
The files from BRS are not loaded at all, probably installation problem.
 
Yup.. that seems to have worked -- partly.
The usual Launch-Bar Icons are back (Governors & Timeline).. but we now have two distinct Reports buttons & both lead to your BRS!

I had first tried a fresh game (after re-subscribing to BRS) and checked the LOGs for hints of a failed install -- nothing indicative there of a flaw.

Might be a good idea anyway to contact HellBlazer about the duality of "Report" accessing. Just weird!
Thanks for the rapid fix!
 
Back
Top Bottom