bmjpereira
Chieftain
- Joined
- Apr 23, 2006
- Messages
- 4
Hi. I put the folder on the DLC folder but doesnt work. I follow all the instructions and doesnt seem to work. Can someone help me?
Hi. I put the folder on the DLC folder but doesnt work. I follow all the instructions and doesnt seem to work. Can someone help me?
I get same problem, I posted twice yet no one cares to offer help.
Hi. I put the folder on the DLC folder but doesnt work. I follow all the instructions and doesnt seem to work. Can someone help me?
City states own tech level drives resource availability (base game feature) - when lagging in tech this can happenOn the city states part of the ribbon, the tooltip indicates what resources are available. At one point it was showing coal, even though I had not yet researched the tech to reveal coal
Thanks for the report, this is indeed a bug due to trying to use features not present in vanilla - fixed in next versionplaying the Vanilla game with EUI 1.15: in the TopPanel, the strategic resource mouse over tooltip doesn't show the correct information
This is by design for city banners, to make room for quest & spy icons (friendship status is shown by right icon color black / green / blue )CS friendship progress bar ? With this mod it diseapeared
It's a base game "feature" when city tiles previously locked are pre-empted by other cities or ennemy units. Workaround = click "reset tiles" or green city iconI can't assign the last citizen to the city tile I prefer to be worked, "the city" overwrites my choosing. Doesn't matter what, if any, focus I use
Yes but the folder path is incorrect (see OP)we can deactivate individual parts of your mode, if we should want to. Is that done by simply removing the relevant subfolder in the \ui_by_bc1_v1_15\ui_bc1 folder?
There seem to be so many people using this DLC (over 15k D/L) that I am wary to publish a new version (bugs, compatibility with other mods, resistance to change), especially given the significant changes to city view production queue.
Could people please test the attached BETA version, especially with Communitas Mod and/or City State Diplomacy Mod and/or Civ IV Diplomacy Features Mod (requires a bit of labor, see OP for instructions) ?
It's not yet quite complete, but it seems quite stable. It features new city queue mechanisms:
- items may be added directly to production queue if not dimmed: left click = end of queue, ctrl + left click = top of queue, shift + left click = replace entire queue, right click = pedia
- items may be purchased directly regardless of being dimmed (e.g. great people), if the relevant purchase button (faith or gold) is displayed and not disabled (insufficient funds)
- production queue items may be shuffled around by dragging
- production queue may have more than 6 items, but the elevator is the only way to scroll the list (mouse scroll wheel does not work)
Another significant change is that notifications are bundled by type (need to click to see bundled notifications), this aspect is also not quite complete.
Cheers
The inability to work the core city tile happens to me without EUI on cities acquired through trade. I'd come to the conclusion it was tied to going into city view during AI turns (and EUI generally throws you into city view when the city is acquired during the trade causing it to appear more frequently). I've been avoiding it by never accepting cities I want to keep during peace deals on AI turns (I'll request them on my turn instead).
Could people please test the attached BETA version, especially with Communitas Mod and/or City State Diplomacy Mod and/or Civ IV Diplomacy Features Mod (requires a bit of labor, see OP for instructions) ?
no save game + no logs = no investigationstrade box issues
Thanks fo the report will look into it (note to readers: this is only on vanilla, BNW is ok)mouse over problem with the Great People special action button, scientist bulb action
Colors and tastes - easy to change but there needs to be a consensusI like the city build section - it would seem more natural to me for the left click to add to the top of the queue so it means "Build this now". And use a shift or control to add to the queue - I think shift click is traditionally used to add to the end of a queue
This actually relies on Firaxis game engine functionality, not enough of a problem to develop a work aroundA particular case occurred when I was building research and a left click queued the building after research was done...
It's not a base Firaxis game feature, seems CEP also adds this so there seems to be a conflict between CEP & EUI both adding this notification in their own way (without CEP the click to location does work)When you get notifications about city border growth you can't click the icons to bring the camera to the location. Isn't this a feature from vanilla or is it just that I'm so used to using CEP and that it hasn't been incorporated here yet..?