C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

@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.
 
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@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.
 
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.

Ok, but should be not to much work i think. Try to increase all graphics by 100%, and all texts by 150%. Otherwise we will fine tune it.

Ok opening new thread now:

https://forums.civfanatics.com/threads/4k-support-caveman2cosmos-ui-at-3840x2160-resolution.664387/.
 
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and all texts by 150%.
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.
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.
 
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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.

Put that here if still needed: https://forums.civfanatics.com/threads/4k-support-caveman2cosmos-ui-at-3840x2160-resolution.664387/
 
You can experiment by adjusting text size in:
Caveman2Cosmos\Resource\Theme\C2CTheme_Common.thm
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));
}
The numbers 13-15-17-19-21 are their sizes and can all be set to whatever.
 
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.

Yep first try largest font size, maybe its enouth. Hopefully it can be resolution based.
 
You can experiment by adjusting text size in:
Caveman2Cosmos\Resource\Theme\C2CTheme_Common.thm
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));
}
The numbers 13-15-17-19-21 are their sizes and can all be set to whatever.

Ok, will try it. Replyed here: https://forums.civfanatics.com/threads/4k-support-caveman2cosmos-ui-at-3840x2160-resolution.664387/
 
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Civ4ScreenShot0642.JPG
1 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?
 
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?

@arihant Update to latest SVN use UEM 5.0, then you should start with -3 gold as egypt on start on 100% research. Follow installation manual on first posting to install correctly.

(ON FIRST PAGE/POSTING HERE) - INSTALLATION AND USAGE:

NOTE if you use C2C 40.1 you need UEM 4.1 if you use the latest C2C version via SVN or a higher version above C2C 40.1 then you can use UEM 4.8+ maps/scenarios:


Get and download the Caveman2Cosmos mod, then:

1. Unzip or copy the file C2C-UEM-ByPit2015-V5.0 to
...\Documents\My Games\beyond the sword\Saves\WorldBuilder

2. RECOMMEND: If you use steam, use Civilization IV: Beyond the Sword Beta "Original release" in Betas in steam.

3. If you use UEM 4.5 or higher download and install the latitude mod mod for maps that include space here: "SVN Rescaled Latitude Limits.rar"

https://forums.civfanatics.com/thre...d-no-latitude-longitude-limits-modmod.630873/

If you want to game in 4K resolution download and install my C2C-4K mod here:

https://forums.civfanatics.com/thre...cosmos-ui-at-3840x2160-resolution-mod.664400/

4. Start Beyond the Sword select "Advanced" then "Load a Mod"

Load the Caveman2Cosmos mod.

Select Single Player then select "Play a Scenario", choose the scenario C2C-UEM-ByPit2015-V5.0 and start it.

Play this scenario in eternity speed, otherwise you will get technologys to fast in later game when you manage to grow big.

Deity difficulty level recommended for this scenario/map.

Make sure to play on Deity and Eternity game speed, otherwise you get techs to fast.

Please clear the cache folder before you start a new game. This removes the old cached data from your previously played C2C version and will help eliminate conflicts and oddities.

This is the Path to the proper cache folder to clear (delete contents) for Win 10 users:
C:\Users\"Username"\AppData\Local\My Games\Beyond the Sword\cache

Also turn off "Damaging terrain" in game in BUG (Green bug icon left upper in game) on new games.

Game on, have fun.
 
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click the treasure chest icon, that's the financial advisor now.
THX, tbh its pretty confusing to have all advisors on right side and one hidden on left
Update to latest SVN use UEM 5.0, then you should start with -3 gold as egypt on start on 100% research.
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.
 
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.
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.
 
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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.
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.
 
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.
Yeah, normally it won't come into play that early because a player shouldn't really have 8000 gold on turn 0 in prehistoric.
If a caveman family leader has the wealth to buy the loyalty of thousands of other cavemen families then it's not free to store and guard that wealth (I imagine the wealth consist of chipped stones, animal remains and various foodstuffs)
 
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.

Only egypt has a bit extra 8000 starting gold, may be a bug. UEM is said to be gamed on Deity + Eternity gamespeed. If you change or dont use my recommended settings AI may run into problems and you may get scenario problems. Best is to use recommended settings.

All other civs start with 500 gold.

Ok there is a bug in scenariofile, i fix egypt to 500 starting gold instead of 8000 for next update. But no big deal, savegames can be continued. @Toffer90 Somehow scenario editing in WB adds that extra gold when a world wonder is nearby of the civ on map i think, so WB error.
 
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RELEASED: C2C - Ultimate Earth Map V5.1 100% MOD and SVN update compatible.

Changes in C2C - Ultimate Earth Map V5.1 100% MOD and SVN update compatible:

Fixed a small bug where Egypt and Japan civ started with 8000 gold instead of 500, no big deal, savegames from UEM 5.0 can be continued.

Download at first posting here:

https://forums.civfanatics.com/thre...-and-svn-update-compatible-by-pit2015.552901/

Have fun - Pit
 
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