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Enhanced User Interface v1.29i

there are simpler ways to make the code spam endless icons copies... while this improves the chance a copy might get displayed, it's only a matter of time before the game runs out of memory.
The problem is actually: either the game event that triggers the lua code that builds the drawing requests does not fire (there are possible workarounds), or the graphics renderer ignores the drawing requests - like it sometimes does for improvements, roads, gray tiles etc... (no possible workaround). Unfortunately the latter is much more likely. EUI creates the drawing request tree only once, while the base game icon manager constantly recreates it (which is one of the reasons why it's so much slower), so the graphic renderer reacts differently.
i found that doing that crashes from the amount of copies ... lol, what worked is rebuilding all anchors only once from scratch... Maybe there could be some button to force rebuild the icons in the options.
 
Hi, been fiddling around with two features of the later versions of the mod. I don't know anything about lua so this is actually taking me a few hours. Hopefully someone who needs this will stumble upon it. One is that BuyPlotMode, the mode that turns on when you click the gold coin button so that you can purchase plots, has to be toggled. This is a bit of an issue in multiplayer games, where it's fairly crucial that you make sure you purchase that tile before your opponent. Every click counts, especially if the turn timer is running dangerously low. To fix this issue, you can find "g_BuyPlotMode = false" in CityView.lua and change it to "g_BuyPlotMode = true."

The other issue is instead of providing the cost of things, you are instead provided how much yield you need until you are able to purchase the thing in question. I'm sure this helps a lot of people, but in multiplayer once again it does mean more time is used, and it's such a speedy game that time saved is super important. It requires more mathematical operations, and so in that time, stuff can happen. Like, if you have 200 gold, and need to purchase a 210, 220, and 230 gold thing, then you just need to add 220, 230, and (210-200). That's three operations (two additions, one subtraction) to figure out that you need 460 more gold. However, as the mod works now, you'd see that you have 200 gold, 10 more gold, 20 more gold, and 30 more gold to purchase each of the things. You'd need to add (200+20), (200+30), and 10, which is four operations. Often, because science is going up by a lot and what you need to produce and purchase piles on so quickly, you need to purchase even more than that many things, which makes the gap in how much math needs to be done even greater.

I think it probably helps some people, but the extra mathematical operations is a risky slow down. I looked for a while in the code for how to fix this (I tried CTRL+F'ing "cost" to see if anything seemed relevant, for example) and haven't found it yet. I'll let anyone know if I can find it! I hope the g_BuyPlotMode thing helps. :)
 
Hello, I want to konw if this is a problem or it's just normal.
When i research a tech like writing in the first screenshot (écriture) there is a icon of the suggestion by the scientific advisor which on the right side.
But when I enter on the tech tree (second screenshot) does not appear and any other suggestions from others advisors.
So This is an issue with the EUI or it's just because these icons don't appear in the tech tree ?
I precise that I thought before i installed the EUI, I could see these icons on the tech tree but since i played with EUI, these icons does not appear in the tech tree with/without EUI.
Am I just crasy or this is not normal ? :)
 

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And at the same time, it is possible to have the research panel like the first screenshot or we can't have this with the EUI ?
 
Hello, I want to konw if this is a problem or it's just normal.
When i research a tech like writing in the first screenshot (écriture) there is a icon of the suggestion by the scientific advisor which on the right side.
But when I enter on the tech tree (second screenshot) does not appear and any other suggestions from others advisors.
So This is an issue with the EUI or it's just because these icons don't appear in the tech tree ?
I precise that I thought before i installed the EUI, I could see these icons on the tech tree but since i played with EUI, these icons does not appear in the tech tree with/without EUI.
Am I just crasy or this is not normal ? :)

I believe this is intentional, part of the streamlining done by EUI. Either because there was no way to include it or simply because the author deemed it unnecessary. It may be something that could be re-enabled on the WorldView screen with some modifications to the code.
 
Hi, been fiddling around with two features of the later versions of the mod. I don't know anything about lua so this is actually taking me a few hours. Hopefully someone who needs this will stumble upon it. One is that BuyPlotMode, the mode that turns on when you click the gold coin button so that you can purchase plots, has to be toggled. This is a bit of an issue in multiplayer games, where it's fairly crucial that you make sure you purchase that tile before your opponent. Every click counts, especially if the turn timer is running dangerously low. To fix this issue, you can find "g_BuyPlotMode = false" in CityView.lua and change it to "g_BuyPlotMode = true."

The other issue is instead of providing the cost of things, you are instead provided how much yield you need until you are able to purchase the thing in question. I'm sure this helps a lot of people, but in multiplayer once again it does mean more time is used, and it's such a speedy game that time saved is super important. It requires more mathematical operations, and so in that time, stuff can happen. Like, if you have 200 gold, and need to purchase a 210, 220, and 230 gold thing, then you just need to add 220, 230, and (210-200). That's three operations (two additions, one subtraction) to figure out that you need 460 more gold. However, as the mod works now, you'd see that you have 200 gold, 10 more gold, 20 more gold, and 30 more gold to purchase each of the things. You'd need to add (200+20), (200+30), and 10, which is four operations. Often, because science is going up by a lot and what you need to produce and purchase piles on so quickly, you need to purchase even more than that many things, which makes the gap in how much math needs to be done even greater.

I think it probably helps some people, but the extra mathematical operations is a risky slow down. I looked for a while in the code for how to fix this (I tried CTRL+F'ing "cost" to see if anything seemed relevant, for example) and haven't found it yet. I'll let anyone know if I can find it! I hope the g_BuyPlotMode thing helps. :)

Just replying because the answers were already posted here and here. Much thanks to both psparky and Serp!
 
The other issue is instead of providing the cost of things, you are instead provided how much yield you need until you are able to purchase the thing in question. I'm sure this helps a lot of people, but in multiplayer once again it does mean more time is used, and it's such a speedy game that time saved is super important. It requires more mathematical operations, and so in that time, stuff can happen. Like, if you have 200 gold, and need to purchase a 210, 220, and 230 gold thing, then you just need to add 220, 230, and (210-200). That's three operations (two additions, one subtraction) to figure out that you need 460 more gold. However, as the mod works now, you'd see that you have 200 gold, 10 more gold, 20 more gold, and 30 more gold to purchase each of the things. You'd need to add (200+20), (200+30), and 10, which is four operations. Often, because science is going up by a lot and what you need to produce and purchase piles on so quickly, you need to purchase even more than that many things, which makes the gap in how much math needs to be done even greater.

I think it probably helps some people, but the extra mathematical operations is a risky slow down. I looked for a while in the code for how to fix this (I tried CTRL+F'ing "cost" to see if anything seemed relevant, for example) and haven't found it yet. I'll let anyone know if I can find it! I hope the g_BuyPlotMode thing helps. :)

edit the file "Assets\DLC\UI_bc1\CityView\CityView.lua" and make the following changes:

Code:
line 1068: instance.GoldButton:SetText( (cash>=goldCost and goldCost or "[COLOR_WARNING_TEXT]"..(goldCost-cash).."[ENDCOLOR]") .. g_currencyIcon )

change "(goldCost-cash)" to simply "(goldCost)"

Code:
line 1074: instance.FaithButton:SetText( (faith>=faithCost and faithCost or "[COLOR_WARNING_TEXT]"..(faithCost-faith).."[ENDCOLOR]") .. "[ICON_PEACE]" )

change "(faithCost-faith)" to simply "(faithCost)"
I use Notepad++ to edit files and the line numbers shown are what I see. You may see different numbers, but you should be able to find those lines easily enough.

The text will remain in red ("COLOR_WARNING_TEXT") so you will still be able to see that you don't have enough gold/faith to purchase something, but you'll see the total cost for each building/improvement/unit.
I would make a duplicate copy of each whole line either above or below the existing one and then comment out the originals so you don't forget what needs to be fixed if you need to change them back for some reason. Also, these will be overwritten each time an updated version of EUI is released unless you either don't replace this file or you make this change each time an update is installed.
 
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Hey guys. I'm getting a lot of hard crashes to desktop when moving the settler. I've only been experiencing it since installing this awesome mod. I believe is has something to do with the new overlay, showing the city bounds, etc.

Any thoughts on how to mitigate?
 
Spoiler civ 5 bug report EUI v1.29beta31 :

bug report eui beta v 1.29beta31

13.juni.2019

2. What game version do you have?
civ v version: 1.0.3.279
civ v language: german
civ v steam version

3. What expansions and DLC do you have?
civ v expansions: g&k, bnw
civ v dlc: all, complete
no other mods

4. Do you play on PC or Mac?
os: linux mint 19.1 cinnamon

toni@lifebook:~$ inxi -Fzx
System:
Host: lifebook Kernel: 4.15.0-51-generic x86_64 bits: 64 compiler: gcc
v: 7.3.0 Desktop: Cinnamon 4.0.10 Distro: Linux Mint 19.1 Tessa
base: Ubuntu 18.04 bionic
Machine:
Type: Laptop System: FUJITSU product: LIFEBOOK A357 v: N/A
serial: <filter>
Mobo: FUJITSU model: FJNBB5F v: 754629-01R8304424 serial: <filter>
UEFI: FUJITSU // Insyde v: Version 3.02 date: 02/26/2018
Battery:
ID-1: BAT1 charge: 48.6 Wh condition: 48.6/48.6 Wh (100%)
model: PAC CP753173-01 status: Full
CPU:
Topology: Dual Core model: Intel Core i5-7200U bits: 64 type: MT MCP
arch: Kaby Lake rev: 9 L2 cache: 3072 KiB
flags: lm nx pae sse sse2 sse3 sse4_1 sse4_2 ssse3 vmx bogomips: 21696
Speed: 600 MHz min/max: 400/3100 MHz Core speeds (MHz): 1: 600 2: 600
3: 600 4: 600
Graphics:
Device-1: Intel HD Graphics 620 vendor: Fujitsu Limited. driver: i915
v: kernel bus ID: 00:02.0
Display: x11 server: X.Org 1.19.6 driver: modesetting unloaded: fbdev,vesa
resolution: 1368x768~60Hz
OpenGL: renderer: Mesa DRI Intel HD Graphics 620 (Kaby Lake GT2)
v: 4.5 Mesa 18.2.8 direct render: Yes
Audio:
Device-1: Intel Sunrise Point-LP HD Audio vendor: Fujitsu Limited.
driver: snd_hda_intel v: kernel bus ID: 00:1f.3
Sound Server: ALSA v: k4.15.0-51-generic
Network:
Device-1: Intel Wireless 7265 driver: iwlwifi v: kernel port: 4040
bus ID: 02:00.0
IF: wlp2s0 state: up mac: <filter>
Device-2: Realtek RTL8111/8168/8411 PCI Express Gigabit Ethernet
vendor: Fujitsu Limited. driver: r8169 v: 2.3LK-NAPI port: 3000
bus ID: 03:00.0
IF: enp3s0 state: down mac: <filter>
Drives:
Local Storage: total: 931.51 GiB used: 844.64 GiB (90.7%)
ID-1: /dev/sda vendor: Toshiba model: MQ01ABD100 size: 931.51 GiB
Partition:
ID-1: / size: 906.92 GiB used: 844.49 GiB (93.1%) fs: ext4 dev: /dev/dm-1
ID-2: /boot size: 704.5 MiB used: 151.5 MiB (21.5%) fs: ext4
dev: /dev/sda2
ID-3: swap-1 size: 7.90 GiB used: 0 KiB (0.0%) fs: swap dev: /dev/dm-2
Sensors:
System Temperatures: cpu: 44.0 C mobo: N/A
Fan Speeds (RPM): N/A
Info:
Processes: 253 Uptime: 4h 29m Memory: 7.69 GiB used: 1.90 GiB (24.7%)
Init: systemd runlevel: 5 Compilers: gcc: 7.4.0 Shell: bash v: 4.4.19
inxi: 3.0.27

5. Describe the problem
the game crashes randomly. sometimes it crashes when check demographics chart or graphic sometimes it crash when try load a game. sometimes it crashes when settle. i cant find a pattern. it crashes also with legacy version.
without the eui i experience no crashes, all is stable. as i try give bug report this time it crashed while loeading
a save game.

9. Post your lua.log error messages (or better yet, the entire lua.log), either as an attachment (compressed to zip or renamed to lua.txt) or within a spoiler markup

[0.831] Initializing Lua 5.1.4
[62.112] EUI_context: Pregame start. Lua memory in use: 645 516
[62.114] EUI_context: Loading EUI core library. Lua memory in use: 742 170
[62.132] EUI_context: Loading EUI info tooltip library. Lua memory in use: 1 128 912
[62.137] EUI_context: MOD/DLC activation. Lua memory in use: 919 904
____________________________________________________________________________________________________
Active DLC: 293C1EE3-1176-44F6-AC1F-59663826DE74 Dschingis Khans Mongolei
Active DLC: B685D5DE-7CCA-4E75-81B4-2F60754E6330 Isabellas Spanien und Pachacútecs Inka-Reich
Active DLC: ECF7C605-BA11-4CAC-8D80-D71306AAC471 Das polynesische Reich des Kamehameha
Active DLC: B3030D39-C0D8-4BC7-91B1-7AD1CAF585AB Harald Blauzahns Dänemark
Active DLC: 112C22B2-5308-42B6-B734-171CCAB3037B Sejongs Korea
Active DLC: BBB0D085-A0B1-4475-B007-3E549CF3ADC3 Die Wunder der Antike
Active DLC: EA67AED5-5859-4875-BF3A-360FE9E55D1B Eroberung der Neuen Welt Deluxe
Active DLC: 7459BA32-5764-44AE-8E95-01AD0E0EFD48 Nebukadnezars Babylon
Active DLC: 3F49DF54-68B6-44D1-A930-A168628FAA59 'Entdecker'-Map-Pack
Active DLC: 46EAEFFC-7B1D-443D-BFC8-F825DFEFB094 'Verwandelte Kontinente'-Map-Pack
Active DLC: 4255F5F7-D3AB-4E55-ACEE-4670082040ED 'Verwandelte Nationen'-Map-Pack
Active DLC: 0E3751A1-F840-4E1B-9706-519BF484E59D Gods & Kings-Erweiterungspaket
Active DLC: 6DA07636-4123-4018-B643-6575B4EC336B Brave New World-Erweiterungspaket
Active DLC: 8871E748-29A4-4910-8C57-8C99E32D0167 Verbesserungsdaten 1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[62.178] LoadMenu: Lua memory in use: 1 121 504
[62.208] SelectCivilization: Lua memory in use: 1 602 333
[62.212] SelectGameSpeed: Lua memory in use: 1 631 602
[62.217] SelectDifficulty: Lua memory in use: 1 655 132
[62.222] SelectMapType: Lua memory in use: 1 693 277
[62.242] SelectMapSize: Lua memory in use: 1 835 609
[62.249] GameSetupScreen: Lua memory in use: 1 893 979
[62.264] ModsBrowser: Refreshing Mods
[62.264] ModsBrowser: GetModBrowserListings()
[62.270] SelectCivilization: Lua memory in use: 2 104 052
[62.274] SelectGameSpeed: Lua memory in use: 2 133 702
[62.279] SelectDifficulty: Lua memory in use: 2 157 149
[62.284] SelectMapType: Lua memory in use: 2 191 965
[62.303] SelectMapSize: Lua memory in use: 2 329 424
[62.310] GameSetupScreen: Lua memory in use: 2 383 806
[62.317] SelectCivilization: Lua memory in use: 2 465 900
[62.322] SelectGameSpeed: Lua memory in use: 2 495 550
[62.327] SelectDifficulty: Lua memory in use: 2 519 189
[62.333] SelectMapType: Lua memory in use: 2 554 005
[62.351] SelectMapSize: Lua memory in use: 2 660 488
[62.358] GameSetupScreen: Lua memory in use: 2 711 810
[117.258] EUI_context: Pregame shutdown. Lua memory in use: 2 922 272
====================================================================================================


i would like to donate, if it works without crashes. how can i do this pls? i find the eui very improvment of civ v
 
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Thanks but I am way too expensive :D

More seriously, thanks for including the log, but there is no hint of anything wrong. Unfortunately EUI has always had crash reports with Linux: I don't know how to fix these issues, or even if they are fixable, since I suspect weaknesses with the Aspyr version of the game engine. Another factor might be your using intel integrated graphics, they have very weak hardware, and their linux drivers might also have issues.

Edit: one thing you could try is removing function modules from EUI (i.e. deleting folders), maybe you find some combination that works for you (if so please share! )

Cheers
 
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Another factor might be your using intel integrated graphics, they have very weak hardware, and their linux drivers might also have issues.
as mentioned before i have no issues without eui. all works flawless.

Unfortunately EUI has always had crash reports with Linux
good to know. i can try run civ v via crossover maybe it bypass the aspyer version of the game engine.
thanks for fast information
 
bc1, how would I disable the portion of the mod that ... highlights the tiles when you select a settler? I suspect the reason for my crash has something to do with recently captured cities and revolts. It only crashes when moving settlers.
 
bc1,

upload_2019-6-17_19-30-19.png


Those center panel icons are other mods (WHoward's pick 'n mix). They worked in B31, but now in B32 they don't respond to clicks and their tooltips are completely random (they seem to show the last displayed tooltip).
 
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