I've also attached a second .zip file with modified FrontEnd.lua, MainMenu.lua and MainMenu.xml files that will disable both legal screens (the one at game startup and the one when entering the mods menu). Make a backup of these files then extract the .zip into your Assets/UI/FrontEnd folder and overwrite. **Not tested with multiplayer**
Yeah I'll do that. Originally I'd planned to include them in the mod, but it seems the game doesn't allow mods to change the main menus (they're deactivated at this stage).Might be worthwhile to mention the availability of these changes in the Change Log section, as a separate part adjacent to the mod log.
That was the plan originally, but it wasn't as easy as I'd hoped. It'll probably be in a future update though.prideaux said:is it possible to add a number value in purple next to it to say how many turns as well to match how construction and growth look?
Shouldn't be hard, I'll look into it for the next releaseLitcube said:How tough would it be to add the Enter key to the "CHOOSE NEW RESEARCH PROJECT" or "CHOOSE NEW CONSTRUCTION PROJECT" buttons? I always thought the Enter key to end a turn is totally usesless if you always have to click those buttons anyway.
That was the plan originally, but it wasn't as easy as I'd hoped. It'll probably be in a future update though.Originally Posted by prideaux
is it possible to add a number value in purple next to it to say how many turns as well to match how construction and growth look?
Well when there's no documentation at all that's pretty much all you can doi prefer the "take it apart and put it back together" method![]()
The latest patch appears to add a feature where puppet cities can be viewed. At least I THINK this is in the patch... though it's not documented. With this mod active, attempting to click a puppet state always goes to the city screen, so it's not possible to annex a puppet.
The latest patch appears to add a feature where puppet cities can be viewed. At least I THINK this is in the patch... though it's not documented. With this mod active, attempting to click a puppet state always goes to the city screen, so it's not possible to annex a puppet.
Same problem.Confirmed, I get the same result from this mod. I sure hope that the mod gets fixed and Cope is not too busy.![]()
WARNING RE the FrontEnd.zip file attached to the OP: Something to be aware of: Patch .621 add in the "1" at the end of the version number via code in the vanilla version MainMenu.lua. If you've replaced the file with the one from this zip, your version will *appear* to still be (or revert to) .62!
Also, I found the FrontEnd.zip mod a bit of a pain to implement. I initially plugged the files into my private mod - I don't like whacking stuff in the Assets file. I was puzzled when I couldn't get any of it to work. Then I realized that any front end UI mods like these MUST replace the original files in Assets, because your mods aren't loaded yet at that point. Seems obvious now, but it took me a while to figure it out.
Question: Where would one find this "your Assets/UI/ folder" to avoid having to replace files in the original Assets? I can't find this - do you have to create this directory tree yourself? I assume this would be in the "My Games / Civ 5" folder ?
Good questions:
[*]Is there a way to fix the "version bug" (and/or is just visual)
Hi, any chance you could add the ability to edit unit names (anytime, not just when promotion available)? Seems like a simple thing and I tried messing about with the code to make the edit button always visible but couldn't get it working.
Thanks
Does anyone know how this can be fixed. Unfortunately this issue pretty much makes the mod unusable because if you conquer a city you must make a permanent decision on what to do with the city - you cannot later choose to annex or raze because this mod skips the popup which asks if you want to annex/raze and takes you directly to the city view.The latest patch appears to add a feature where puppet cities can be viewed. At least I THINK this is in the patch... though it's not documented. With this mod active, attempting to click a puppet state always goes to the city screen, so it's not possible to annex a puppet.
Does anyone know how this can be fixed. Unfortunately this issue pretty much makes the mod unusable because if you conquer a city you must make a permanent decision on what to do with the city - you cannot later choose to annex or raze because this mod skips the popup which asks if you want to annex/raze and takes you directly to the city view.
-- Puppets are special
if (plot:GetPlotCity():IsPuppet()) then
local popupInfo = {
Type = ButtonPopupTypes.BUTTONPOPUP_ANNEX_CITY,
Data1 = plot:GetPlotCity():GetID(),
Data2 = -1,
Data3 = -1,
Option1 = false,
Option2 = false;
}
Events.SerialEventGameMessagePopup(popupInfo);
else
UI.DoSelectCityAtPlot( plot );
end