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Enhanced User Interface v1.29i

When I talk to a civ. this weird tooltip comes up while I hovering over "neutral". This also happens when I hover over the city. Can some one help? How do you upload lua.log?
 
This is a wonderful mod!
I have been playing Civ5 for more than two months and this mod is a must have for all of my games. Thanks, bc1.

After using this mod for more than one month, I have two small and personal suggestions:

1. Is it possible to add a "unsign all tiles" button in city view? Just like the "Reset Tiles" button. Because I always find myself unsign all citizens and relock tiles again one by one. It would be convenient to add a button to unsign all citizens in just one click.

2. Is it possible to not bundle notifications? Or at least for those with map centering function on left click, like city states messages. When several city states notifications are bundled, the mouse over tooltip shows the last notification information and left click takes me to the first city state location in the bundle. I have to hold my mouse and wait a short period of time for the new tooltip to popup to read the request details. As there are so many city states requests during a games, this cycling is tedious and more time consuming.

Thanks,
R
 
1. Is it possible to add a "unsign all tiles" button in city view? Just like the "Reset Tiles" button. Because I always find myself unsign all citizens and relock tiles again one by one. It would be convenient to add a button to unsign all citizens in just one click.

Erm, so you mean the "Reset Tiles" button? Why don't you just use that? Alternatively, clicking on the city tile has the same effect.
 
Erm, so you mean the "Reset Tiles" button? Why don't you just use that? Alternatively, clicking on the city tile has the same effect.

Hi, Imp. Maybe I didn't state it clearly.

I mean sometimes when the city grows big, at one time or another, I would like to take off all citizens from tiles (by clicking one by one), and resign it, from the best to better. In this case, a button to "unsign all tiles" will be convenient since I don't need to unsign citizens one by one.

Thanks.
 
Hi, Imp. Maybe I didn't state it clearly.

I mean sometimes when the city grows big, at one time or another, I would like to take off all citizens from tiles (by clicking one by one), and resign it, from the best to better. In this case, a button to "unsign all tiles" will be convenient since I don't need to unsign citizens one by one.

Thanks.

Ah, now I know what you mean. Yeah I guess that could come in handy. In Civ4 it's easier because you just have to spam the plus for Citizen Specialist, but then again Civ4 has an all around better interface.
 
Ah, now I know what you mean. Yeah I guess that could come in handy. In Civ4 it's easier because you just have to spam the plus for Citizen Specialist, but then again Civ4 has an all around better interface.

Sure it will be handy. I'm glad you think so. As for Civ4, I have never played it, so couldn't quite understand what you mean. :D

Thanks.
 
As for Civ4, I have never played it, so couldn't quite understand what you mean. :D

Well, basically in Civ4 specialists aren't assigned to specific buildings (though you do need specific buildings to employ them unless you are running the Caste System civic), but instead on the right half of the city screen you have an icon for each specialist with little + and - signs next to them with which you can assign how many citizens you employ as a certain type of specialist. In addition to scientists, merchants, engineers etc. there is also the Citizen specialist, which is basically the unemployed citizen in Civ5. Only produces a single hammer, no great people points, requires no buildings and you can hire as many of them as you have population in a city. Apart from some very niche scenarios (like you just conquered a city and most of its tiles still belong to the enemy and can't be worked and you have filled all available specialist slots and still leftover population) nobody actually uses them, they are basically just there for population you are in the process of reassigning, that is you click on a tile that is being worked to remove the pop point on it, it is turned into a citizen, and then you click on another tile to assign that citizen. You could easily unassign all population by just clicking on the little + next to the citizen icon a few times, and then reassign it. Granted, still not exactly a single button click, but still better than in Civ5 where you have to actually move the cursor after each click.
 
You could easily unassign all population by just clicking on the little + next to the citizen icon a few times, and then reassign it. Granted, still not exactly a single button click, but still better than in Civ5 where you have to actually move the cursor after each click.

Ha, that is much convenient.

In Civ5, when the city grows big, the city view graphics could be complicate and confusing. That's why sometimes I will unassign all citizens and reassign one by one. To click off citizens one by one is a bit pain, like you said you have to move your cursor for each click and a button to do that could really help.

Thanks.
 
Has anyone had a problem with the diplomacy screen? After around 10 turns, when a civilization wants to dialogue, I see the animation, but there are no words or bubbles for dialogue responses. The happened after I replaced the _dc1 file. Help!! I don't want to reinstall the original game.
 
How do I find the _dc1 file which will revert my game back to normal? I am having the leader screen dialog screen problem and I am trying to avoid reloading the game out of the box again. Thx!!
 
What can I edit to make the wonders section bigger so that the stats/icons aren't overlapped by the next section?
 

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This is a great mod! My only issue is the top panel seems a little small. I am on a 4k 55"tv, everything else is the perfect size. Is there any way of getting a top panel about double the size?
 
Completely out of the box, crashes my game whenever I start.

EDIT: Disregard. Had to verify game cache. Works great and I love it!
 
Hi there,

What game version do you have? → The latest I guess: 1.0.3.279

What expansions and DLC do you have? → Apart from EUI just all official ones.

Do you play on PC or Mac? → PC

I'm experiencing a problem with the latest version (1.27d).
Text in the game setup screen is missing and in-game UI elements are mispositioned badly.

I've added the Lua.log and 2 screenshots.

With an older version, which I don't know the number of, there is no problem at all. The modified timestamp is 2nd july 2014.

Thanks!!
 

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What can I edit to make the wonders section bigger so that the stats/icons aren't overlapped by the next section?

bc1 might need to confirm this theory but i think the necessary edits should be performed straight into the CityView.lua file as the following function seems to "try" adjusting the stack sizing of such building boxes;

-------------------------------
local function ResizeRightStack()
Controls.BoxOSlackers:SetHide( Controls.SlackerStack:IsHidden() )
Controls.BoxOSlackers:SetSizeY( Controls.SlackerStack:GetSizeY() )
Controls.WorkerManagementBox:CalculateSize()
Controls.WorkerManagementBox:ReprocessAnchoring()
Controls.RightStack:CalculateSize()
local rightStackHeight = Controls.RightStack:GetSizeY() + 85
Controls.BuildingListBackground:SetSizeY( math.max( math.min( g_screenHeight + 48, rightStackHeight ), 160 ) )
Controls.RightScrollPanel:SetSizeY( math.min( g_screenHeight - 38, rightStackHeight ) )
Controls.RightScrollPanel:CalculateInternalSize()
return Controls.RightScrollPanel:ReprocessAnchoring()
end
---------------------

I first thought tackling the CityView.XML calibration directly for that specific stack (of multiple instances) could allow each of the scroll-boxes to expand from 32 to 48 pixels but that didn't work out;

-------------------------
<Stack ID="WondersStack" Anchor="L,T" StackGrowth="B">
<Box ID="SpecialistControlBox2" Anchor="L,C" Color="White.0" Size="254,48">
<Label Anchor="R,T" Offset="64,8"/>
<CheckBox ID="NoAutoSpecialistCheckbox2" Style="SquareCheck" Anchor="L,B" ToolTip="TXT_KEY_CITYVIEW_SPECIALISTCONTROL_TT">
<Label Anchor="R,C" AnchorSide="O.I" String="TXT_KEY_CITYVIEW_MANUAL_SPEC_CONTROL" Font="TwCenMT16"/>
</CheckBox>
<Box Anchor="L,B" Color="27.53.64.255" Size="254,2"/>
</Box>
</Stack>
---------------------------------

Sooooo -- anybody else has a solution for this?? It certainly affects the Palace Info box and maybe some more.
 
I'm experiencing a problem with the latest version (1.27d)
please RTFM, your lua.log indicates EUI in the wrong folder

Here's a quick version. It was centered from the original proportions, so if it shows up too big on the UI, i'll just have to reduce it later
it looks great but it's way too big: could you please make another one exactly half the size of NotificationGoldenAge.dds (40x40) ?

What can I edit to make the wonders section bigger so that the stats/icons aren't overlapped by the next section?
anybody else has a solution for this?? It certainly affects the Palace Info box and maybe some more.
In the city view, the yields for the palace don't fit and sort of overlap the next wonder. I can post a screen shot if this is useful. I guess there may be other buildings/wonders that could have this problem.
the problem is a bug with the game engine UI stack manager, but I already have a workaround fix for the next EUI update
... so I am waiting on Zyxpsilon for the updated golden age icon to upload this fixed version

Cheers
 
Some of the Pick'N'Mix-mods that add new buttons to the UI just get this generic icon.
What would I have to do to add a custom .dds icon for each button instead?
Thank you!

 
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