CiVUP - CiV Unofficial Patch

Hello,
using your great mod (G&K), and I think I have a bug that appeared in one of the latest updates.
In "Diplomacy Overview" -> "Trade" tab, all civilization and City States are listed until I agree to "open borders" with at civ. Then all but one Civ disappears from the list. And if I try to trade with said civ from the "Trade tab", I get to trade with my self...

It worked fine before

Thanks
 
Hello,
using your great mod (G&K), and I think I have a bug that appeared in one of the latest updates.
In "Diplomacy Overview" -> "Trade" tab, all civilization and City States are listed until I agree to "open borders" with at civ. Then all but one Civ disappears from the list. And if I try to trade with said civ from the "Trade tab", I get to trade with my self...

It worked fine before

Thanks

I'm also seeing similar behavior by this panel (which is whoward's, yes?). Although, my problem surfaced after an exit and reload while trying to fix a UI problem with Gedemon's revolution addon for cultural diffusion. His "stability" panel wasn't updating, so I exited and disabled/re-enabled, which fixed it. However, after doing this the trade opportunities panel displayed misaligned text. That sorted itself out on end turn, but thereafter only two rows appear (myself and one other civ) as Wallabulla describes. Also, clicking a resource to trade in the panel usually results in a "gray screen" for the leader with a blank offer board.

Just coming back to CiV after a long break and have to re-learn the nuances of mod structures and how to track down errors and conflicts :crazyeye: I'm guessing here that the saved mod data has become corrupt.
 
I'm also seeing similar behavior by this panel (which is whoward's, yes?). Although, my problem surfaced after an exit and reload while trying to fix a UI problem with Gedemon's revolution addon for cultural diffusion. His "stability" panel wasn't updating, so I exited and disabled/re-enabled, which fixed it. However, after doing this the trade opportunities panel displayed misaligned text. That sorted itself out on end turn, but thereafter only two rows appear (myself and one other civ) as Wallabulla describes. Also, clicking a resource to trade in the panel usually results in a "gray screen" for the leader with a blank offer board.

Just coming back to CiV after a long break and have to re-learn the nuances of mod structures and how to track down errors and conflicts :crazyeye: I'm guessing here that the saved mod data has become corrupt.

I fixed it by renaming/deleting this folder
Documents\My Games\Sid Meier's Civilization 5\MODS\Civ V Unofficial Patch (GK) (v 25)\Interface\Trade

and use whoward's newest version, works nice now.
 
Love this mod (and GEM), some very necessary improvements.
Is it compatible with other mods like Community Call to Power Project?
 
Hello!

It's a very good mod and exactly the one I was looking for.

I've got a couple of questions though.

1. How can I return instant tooltips(showing gold/food/prod on a grid) above minimap(left corner)? I really miss them because it's quite tiring to wait 4 seconds until popup under coursor appears each time I want to see what food/production vaules are.

2. How can I revert science and culture in the topbar to its original view. I use built-in science view ingame so the second one is redundant for me. As for culture I'd like to see my +X culture bonus without the need to mouseover on topbar.
I understand that TopPanel.lua needs to be edited but I don't have enough lua knowlidge to do it.

The problem about science is really minor and I don't mind getting used to it. But the first one and culture is very vital to me, so I appreciate any advice. Thanks in advance. :)
 
@Dragonian
1. In the game options, set the map info delay to 0 seconds.
2. It's difficult to add more information to the top bar, because if we do, the left-side info overlaps the buttons on the right side for most screen resolutions. Faith already caused some issues when it was added to the bar. I think the only way we could add more info to the culture section is if we reduce the space used by strategic resource icons on the top bar. I'm not really sure the best way to do that. It's a problem I've been thinking about for a long time.
 
I have noted this...

v33 Updated Aug 12 2012 @ 7:58 CST (UTC-5)

but the file states this...

civ_v_unofficial_patch__gk___v_32.civ5mod

has the file been renamed wrong or is 33 MIA...?
 
[to_xp]Gekko;11745180 said:
I know, but if you compare the date to the previously updated v32 it's dated 1 day later so it seems like it got updated :)

Just did a comparison of v32 and v33 files and the content is different too so I guess its just a case where he forgot to rename the mod.

\Skodkim
 
Has anyone else noticed that when using the UP turn times seem to be longer than playing a vanilla game of equal size etc...?
whilst no two games are the same I am forming an impression that using the UP can add to the time taken between turns. It is no an issue moving from one unit to another but when the button is pressed to end that turn then it seems to be longer.
Not a very scientific measurable difference but still one where I am left with that feeling.
 
@Dragonian
1. In the game options, set the map info delay to 0 seconds.
2. It's difficult to add more information to the top bar, because if we do, the left-side info overlaps the buttons on the right side for most screen resolutions. Faith already caused some issues when it was added to the bar. I think the only way we could add more info to the culture section is if we reduce the space used by strategic resource icons on the top bar. I'm not really sure the best way to do that. It's a problem I've been thinking about for a long time.

Thank for the answers, Thal!

1. If I set the map info delay to 0 it will popup a tooltop right under cursor which is inconvenient. I'm talking about another instant tooltip above the minimap.

2. Regarding extra space for culture how about changing science to the original +X view, it's way shorter than the one used in Unofficial patch. Or maybe I'm missing the point and "reducing space" means reducing items on the topbar?

Btw just an idea how about removing science(since it doesn't have much vital info and "turns until tech complite" is implemented ingame) from the top bar and merging its content into another icon(like faith)

@Xink
Yes, I guess it's because there is more code in UP and therefore increased code processing time.
 
Am I missing something with the 'Global Building Happiness' modifier? It seems to come in at a certain level of development, and is negative. What's it about? Is it a penalty for 'overbuilding' of some kind?
 
Am I missing something with the 'Global Building Happiness' modifier? It seems to come in at a certain level of development, and is negative. What's it about? Is it a penalty for 'overbuilding' of some kind?

It is supposed to function as a way to distinguish between local city happiness, which is capped at population, and overall happiness sources (usually wonders), which just add to overall happiness regardless.

And apparently it isn't doing that.
 
If I set the map info delay to 0 it will popup a tooltop right under cursor which is inconvenient. I'm talking about another instant tooltip above the minimap.

I'll see what I can do about adding a second tooltip. Firaxis used very different code for the two tooltips, so it will require 3-5 hours of work, instead of a simple "enable this code" type thing.

I personally don't use any of the top-left dropdown things like the "next tech" display. I feel it takes up too much space on my screen. This is why I show the upcoming tech on the top bar. :)

@lordrune
Could you explain what you mean? I don't understand what you're asking.
 
Back
Top Bottom