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Enhanced User Interface v1.29i

Here - without any mod and also without any red marked resources in cityscreen ...
Sheep - WTF?

Civ5Screen0002.jpg
 
Are you on the "good" 1.11 DLC version ? Do you have lua.log garbage ? What are your hardware specs ?

Yes, the latest 1.11 version.

The performance is certainly better than it was, but I cannot avoid to notice the remaining difference as compared to vanilla. What I observe is that the lag is especially noticeable when the engine has to move to center on a city while opening the city view; this would suggest that the lag is related to terrain (?), or similar; at least, related to something that slows the opening down when "moving" to the city spot while opening.

But the lag is there. As I said before, machine stats are really not relevant here as I am comparing the performance of two situations on the same machine; I still think that more powerful machines just "hide" the problem by making it unnoticeable, but the problem is still there.
 
can the tile coloring representing the worked tiles be "optional"?
Some future version may have an option panel to enable features, sorry but it's not a priority ATM
Oh, another mini-bug: whenever a new technology is researched, and we pick the next one, the left top corner popup goes back to "show Technology", even if we set it to "show nothing". It should stay in that state even after researching a tech.
I haven't changed anything with the infopanel (yet), doesn't this also happen in the base game ? bugs me too.
I tried manually patching as Thala said to fix weird yield, and plot tips disappear
There are yields loops in many places in the DLC, the fix wasn't going to work anyways.
in city view under production choose research (blue icon), exit from city view and enter again. If you have "show queue" checked, you can't switch to something else
Thanks for the report, I will look into it
without any red marked resources in cityscreen ...
The resouce quantities available within existing city borders appear on the city banner tooltip, only for game version 1.0.3.144 and only if the Brave New World extension is active. There is nothing special with resources within the city screen in the current EUI version
the lag is especially noticeable when the engine has to move to center on a city while opening the city view
Does not look like I can do much about this, the graphics engine is in the executable (not the DLL, so we have no source code) and I have no idea why it would behave differently with/without the specific CityView.lua EUI file :lol:
 
Does not look like I can do much about this, the graphics engine is in the executable (not the DLL, so we have no source code) and I have no idea why it would behave differently with/without the specific CityView.lua EUI file :lol:

Yes, that is what I suspect also... anyways, I prefer to report in case some day, somehow, you stumble into the reason...
 
well actually they are, since I can't see any lag on my machine, I would have to know how "crummy" a machine I would have to test on to see this happen ;)

hey, don't insult the oldie... :D

Q6700@2.7GHz
8Gb@800
560Ti
 
Well, Hello Surprise!!!

Just because I had a hunch, I decided to de-activate CivWillard before reloading my current Bab game... and lo and behold, no more Cityview lag!

Why? No idea. But it's good to know that your mod was not at fault; Civwillard normally runs OK and fast, but something about the combination it does not like.

Well... too bad. The King is dead. Long live the King!

Go on.
 
Regarding the Edit Name feature: maybe I am just picky, but I think the Edit button (from vanilla) on top of the Unit name looks just plain ugly.

What I would do (did a long time ago), is either add a new OnUnitNameRClicked() function, like this:

Code:
function OnUnitNameRClicked()
	-- Rename this unit
	OnEditNameClick();
end
Controls.UnitNameButton:RegisterCallback( Mouse.eRClick, OnUnitNameRClicked );

That way, when Right-clicking the Unit name, the rename window appears.

... or, an even better option is to just override the stupid vanilla OnUnitNameClicked() function which just repeats the same purpose of clicking on the portrait (go to unit). This is probably the natural solution: left-click on portrait --> Go to unit, Right-click on portrait --> Go to civilopedia, Left-click on Name --> Rename unit. Split the OnUnitNameClicked() functionality into two, like this:

Code:
--------------------------------------------------------------------------------
-- Unit Name clicked event handler
--------------------------------------------------------------------------------
function OnUnitNameClicked()
	-- Rename this unit
	UI.LookAtSelectionPlot(0); -- but go there first
	OnEditNameClick();
end
Controls.UnitNameButton:RegisterCallback( Mouse.eLClick, OnUnitNameClicked );

function OnUnitPortraitClicked()
	-- go to this unit
	UI.LookAtSelectionPlot(0);
end
Controls.UnitPortraitButton:RegisterCallback( Mouse.eLClick, OnUnitPortraitClicked );

Either way, it is more elegant than the permanent ugly Edit button, me thinks.
 
Q6700@2.7GHz 8Gb@800 560Ti
It's a decent setup... for a 3 year old rig :lol:
Well, Hello Surprise!!! your mod was not at fault
:mad::cringe::suicide:I just rewrote a big swath of CityView.lua to make it more efficient... oh well, now it supports buildings with unlimited specialists and great work slots :lol:
I think the Edit button on top of the Unit name looks just plain ugly
Indeed it does. Just FYI, there is no need to duplicate procedures, can simply hook it up directly like this: Controls.UnitNameButton:RegisterCallback( Mouse.eRClick, OnEditNameClick );
 
Hello there, i ran into a problem with this mod. I'm also using Communitas AI and map.

I don't get a popup when clicking on a puppet city, and so i can't decide to annex it. Instead clicking take me to the city view.
When i removed the dlc it worked again.

Anyone already had this one?
Thanks.
 
It's a decent setup... for a 3 year old rig :lol:

But it's 5 years old... :D, and works like a charm with almost anything. Those Q6700 where very well made.

Indeed it does. Just FYI, there is no need to duplicate procedures, can simply hook it up directly like this: Controls.UnitNameButton:RegisterCallback( Mouse.eRClick, OnEditNameClick );

Yes, but I ended up using the "split" option, feels more natural... L-click on portrait --> go to unit, R-click on portrait --> go to pedia, L-click on Name --> go to unit AND rename. Works like a charm. Could you include this in your next update so I don't have to change it every time? I am sure others will like it this way also.
 
Indeed it does. Just FYI, there is no need to duplicate procedures, can simply hook it up directly like this: Controls.UnitNameButton:RegisterCallback( Mouse.eRClick, OnEditNameClick );

Excellent suggestion, going to include this in the modified UI - Condensed Promotions for my Legendary Journeys.

I'll get around to adding the other features from your Unit Panel a bit later... heh.
 
BC1, from my observations I get the idea that your mod takes a long time to calculate plot yields on land tiles compared to sea tiles. Cities that are more aquatic load faster and have faster construction queue feedback. Also, when cycling through units it helps to move the map view to ocean tiles whenever the cycling freezes. Can this be reproduced or confirmed by other users?
 
@Hyronymus: yield computing and/or tooltips occur only for a single plot as you mouse over that particular plot, so I would not expect that to be an issue. Are you using a UI mod in addition to Enhanced User Interface ? Aristos found slow city screen loading due to incompatibility with CivWillard
Well, Hello Surprise!!! your mod was not at fault
 
No, I don't sadly. And like I said the hotfix you supplied for the city view did improve the city screen loading substantially already. It's just something that stands out.
 
No, I don't sadly. And like I said the hotfix you supplied for the city view did improve the city screen loading substantially already. It's just something that stands out.

Make sure you never used it before, or that your cache is clean.

I was maintaining CivWillard and adapted it for G&K and then for BNW after onni disappeared, but right now I have no clue as to what exactly makes Civwillard slow down the city views ONLY with this DLC enabled... before discovering bc1 and his DLC, I was using CivWillard, Global Relations and my own minimod to change some annoying things (hello, voiceovers and aircraft speed... :D), and there was no lag at all. With this DLC though, lag is noticeable.

I disabled CivWillard. I don't know if I will have the time to go back and try to fix it somehow (right now I am fixing, once again, the BetterUI mod for EU4, which breaks any UI mod after every patch...).

So, as I said, the king is dead... long live the king! (bc1's mod).
 
Can it be related to non-UI mods that change tile yields?
 
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