I could probably make it a bit better, but since I can't see the result of my adjustments it may be difficult for me to make it all look perfect at that resolution size.@Toffer90 Building up a new PC, want to go to 4k with UEM, works but the UI is to small, buttons and menu's and so on to small to be looked good at, can you enlarge the UI for 3840 x 2160? I can support you if you cant run 4k.
I could probably make it a bit better, but since I can't see the result of my adjustments it may be difficult for me to make it all look perfect at that resolution size.
If you screenshot and highlight the stuff that annoys you the most (not too many things at a time please; 1-3 things perhaps), then I can scale up things on a case by case basis.
I'm quite preoccupied with other stuff, so don't expect it to happen fast.
Perhaps you should make a new thread called "UI at 3840x2160 resolution", and there put up screenshots of the most pressing matters. When something is fixed then the screenshot of it can be removed, would make it easier for me to make it a long term project I can work on when I have time.
The exe only supports 5 different font sizes, and they can't be changed after the game is launched. So the best I can do is make everything use the biggest of the 5 so that all text have the same size on that resolution, maybe some things could use the second biggest font size.and all texts by 150%.
The exe only supports 4 different font sizes, and they can't be changed after the game is launched. So the best I can do is make everything use the biggest of the 4 so that all text have the same size on that resolution, maybe some things could use the second biggest font size.
e.g. on 1080p the third biggest font size is used in tooltips, I think I made it so that the second biggest one is used in tooltips on 4K res already.
Edit: One could make a modmod that increase the size of all of the four font sizes specifically for high pixel density players.
I won't be making the modmod, as a lot of UI code needs to be adjusted for it, because bigger text may not fit inside the UI without accommodating the bigger text.Put that here if still needed: https://forums.civfanatics.com/threads/4k-support-caveman2cosmos-ui-at-3840x2160-resolution.664387/
with SF_CtrlTheme_Civ4_Control_Font
{
GFont .Size0_Normal = GFont("Sylfaen","Regular", 13, GFlags(GFontFeature, GFC_FONT_ALPHA), 0, GRectMargin(2));
GFont .Size0_Bold = GFont("Sylfaen","Bold", 13, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD), 0, GRectMargin(2));
GFont .Size1_Normal = GFont("Sylfaen","Regular", 15, GFlags(GFontFeature, GFC_FONT_ALPHA), 0, GRectMargin(2));
GFont .Size1_Bold = GFont("Sylfaen","Bold", 15, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD), 0, GRectMargin(2));
GFont .Size2_Normal = GFont("Sylfaen","Regular", 17, GFlags(GFontFeature, GFC_FONT_ALPHA), 0, GRectMargin(2));
GFont .Size2_Bold = GFont("Sylfaen","Bold", 17, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD), 0, GRectMargin(2));
GFont .Size3_Normal = GFont("Sylfaen","Regular", 19, GFlags(GFontFeature, GFC_FONT_ALPHA), 0, GRectMargin(2));
GFont .Size3_Bold = GFont("Sylfaen","Bold", 19, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD), 0, GRectMargin(2));
GFont .Size4_Normal = GFont("Sylfaen","Regular", 21, GFlags(GFontFeature, GFC_FONT_ALPHA), 0, GRectMargin(2));
GFont .Size4_Bold = GFont("Sylfaen","Bold", 21, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD), 0, GRectMargin(2));
}
I won't be making the modmod, as a lot of UI code needs to be adjusted for it, because bigger text may not fit inside the UI without accommodating the bigger text.
You can experiment by adjusting text size in:
Caveman2Cosmos\Resource\Theme\C2CTheme_Common.thm
The numbers 13-15-17-19-21 are their sizes and can all be set to whatever.Code:with SF_CtrlTheme_Civ4_Control_Font { GFont .Size0_Normal = GFont("Sylfaen","Regular", 13, GFlags(GFontFeature, GFC_FONT_ALPHA), 0, GRectMargin(2)); GFont .Size0_Bold = GFont("Sylfaen","Bold", 13, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD), 0, GRectMargin(2)); GFont .Size1_Normal = GFont("Sylfaen","Regular", 15, GFlags(GFontFeature, GFC_FONT_ALPHA), 0, GRectMargin(2)); GFont .Size1_Bold = GFont("Sylfaen","Bold", 15, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD), 0, GRectMargin(2)); GFont .Size2_Normal = GFont("Sylfaen","Regular", 17, GFlags(GFontFeature, GFC_FONT_ALPHA), 0, GRectMargin(2)); GFont .Size2_Bold = GFont("Sylfaen","Bold", 17, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD), 0, GRectMargin(2)); GFont .Size3_Normal = GFont("Sylfaen","Regular", 19, GFlags(GFontFeature, GFC_FONT_ALPHA), 0, GRectMargin(2)); GFont .Size3_Bold = GFont("Sylfaen","Bold", 19, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD), 0, GRectMargin(2)); GFont .Size4_Normal = GFont("Sylfaen","Regular", 21, GFlags(GFontFeature, GFC_FONT_ALPHA), 0, GRectMargin(2)); GFont .Size4_Bold = GFont("Sylfaen","Bold", 21, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD), 0, GRectMargin(2)); }
click the treasure chest icon, that's the financial advisor now.View attachment 5746571 Where is financial advisor, looks like icon is missing, but pressing F2 works fine
View attachment 5746571 Where is financial advisor, looks like icon is missing, but pressing F2 works fine
2 Why civilization start with negative income gold on turn 1?
THX, tbh its pretty confusing to have all advisors on right side and one hidden on leftclick the treasure chest icon, that's the financial advisor now.
I always play with latest SVN(right now updated with even save brakes and started new game)Update to latest SVN use UEM 5.0, then you should start with -3 gold as egypt on start on 100% research.
I'm usually against speed scaling expenses/income (per turn stuff), but treasury upkeep is an exception. 8000 gold is nothing on eternity, while it is all the money in the world on ultrafast (at least for the early eras). Treasury upkeep is something that increase the more relative money you have, not the more absolute money you have, this relativity is what made me decide to scale it by speed. If it wasn't scaled by gamespeed then eternity players would feel the treasury upkeep expense was unfair compared to what it is when playing a faster gamespeed, the treasury upkeep is expnential meaning 50 more gold in treasury creates a bigger upkeep if that 50 takes your gold from 1000000 to 1000050 than what it would do if it takes it from 0 to 50.Found out where is problem. Treasury upkeep is upscalled with game speed. So when I started your scenario on faster game speed (normal) than treasury upkeep is -36 gold. On blitz its -72 gold.
I dont think any civilization should start with negative income on any gamespeed. Even your longest gamespeed start with -3 gold/per turn. Maybe modders never supported gigantic map size into consideration when calculated treasury upkeep??
On the other side there is no futher problem with financial help at start (8k gold) and development, so we can live with it.
Treasury Upkeep should Not enter the game until after Chiefdom at the earliest. And that is very debatable. It should really not come in until Metal or Caste in Ancient era.I'm usually against speed scaling expenses/income (per turn stuff), but treasury upkeep is an exception. 8000 gold is nothing on eternity, while it is all the money in the world on ultrafast (at least for the early eras). Treasury upkeep is something that increase the more relative money you have, not the more absolute money you have, this relativity is what made me decide to scale it by speed. If it wasn't scaled by gamespeed then eternity players would feel the treasury upkeep expense was unfair compared to what it is when playing a faster gamespeed, the treasury upkeep is expnential meaning 50 more gold in treasury creates a bigger upkeep if that 50 takes your gold from 1000000 to 1000050 than what it would do if it takes it from 0 to 50.
Yeah, normally it won't come into play that early because a player shouldn't really have 8000 gold on turn 0 in prehistoric.Treasury Upkeep should Not enter the game until after Chiefdom at the earliest. And that is very debatable. It should really not come in until Metal or Caste in Ancient era.
THX, tbh its pretty confusing to have all advisors on right side and one hidden on left
I always play with latest SVN(right now updated with even save brakes and started new game)
Found out where is problem. Treasury upkeep is upscalled with game speed. So when I started your scenario on faster game speed (normal) than treasury upkeep is -36 gold. On blitz its -72 gold.
I dont think any civilization should start with negative income on any gamespeed. Even your longest gamespeed start with -3 gold/per turn. Maybe modders never supported gigantic map size into consideration when calculated treasury upkeep??
On the other side there is no futher problem with financial help at start (8k gold) and development, so we can live with it.