..My question is if the usermod interface mod allows or disallows me to know what a tile specifically is. Meaning is that tile a forest, hill, plains. I cant see these notification when my mouse hovers over a tile.
in game option you can adjust the time for the mouse over tooltip to kick in. Then hovering over the map gives you ALL the information you could ever want.
So true. I used to struggle with which improvement to place on a river hill, or whether to chop a forest, until this EUI beautifully laid out every conceivable path I could follow
I came here to ask why my yield icons are suddenly all displayed as food regardless of whether they're food, production or gold but I just discovered that it's the WHoward DLL. That's unfortunate, but I can't give this one up. Whenever another mod gets into a conflict with this one, I'll always pick the EUI .
Edit: According to an earlier discussion, I just need to delete the YieldIconManager icons from the DLL. I'll try that tonight.
EUI is already designed to allow mods to put up their own icons in EUI's diplo corner icons stack in a way which is also compatible with the standard drop down menu (without EUI): all you have to do is add an "art" entry with the name of the mod's icon file, to the table registered by the mod for the standard drop down list. For example Sukritact's Events and Decisions makes use of this EUI feature with the following code:bc1, long time no see!
A quick request if you wouldn't mind...
Somebody asked me to provide support for my new ZN-EraPopups mod straight from your DiploCorner Icons stack. It currently is accessible via the "Generic" function... but i guess that person would prefer a custom slot for it.
Thus... i'm joining the necessary "DC45_EraPopups.DDS" file in the zip below while the NotificationPanel LUA+XML codes would need to be adapted by you.
Please?
function OnAdditionalInformationDropdownGatherEntries(additionalEntries)
table.insert(additionalEntries,
{
text = Locale.ConvertTextKey("TXT_KEY_ENACT_DECISIONS"),
[B][COLOR="Red"] art = "DC45_EnactDecision.dds",
[/COLOR][/B] call = OnEnactDecisionsPopup
}
)
end
LuaEvents.AdditionalInformationDropdownGatherEntries.Add(OnAdditionalInformationDropdownGatherEntries)
in your project's newerapopup.lua file, add the following line:which file exactly do i need to adapt with the "art=???"
function OnAdditionalInformationDropdownGatherEntries(additionalEntries)
table.insert(additionalEntries, {
[B][COLOR="Red"] art="DC45_EraPopups.dds",[/COLOR][/B]
text=Locale.ConvertTextKey("TXT_KEY_ERAS_CENTER_DIPLO_CORNER_HOOK"),
call=OnEraRightClick
});
end
LuaEvents.AdditionalInformationDropdownGatherEntries.Add(OnAdditionalInformationDropdownGatherEntries);
I would like to replace the ugly "HELP" and "MENU" in the upper right corner with their graphic button replacements from CivBE (MenuButton.dds and HelpButton.dds), except graphically modified with the Civ5 lookBE_Style -- to -- Civ5 specific Menu & Top Panel "assets" conversion? Sure -- you'd just have to give me some quick snapshot(s) of what exactly you'd want to replace (as sort of From-To reference set of two images)... and i'll get right on it. I *DO* have Beyond-Earth which should allow the creation of such custom things to be relatively simple.
Just installed the UI, it's pretty awesome. However I noticed that I have no espione icon in the top right:
http://i.imgur.com/7ADTbxV.jpg
Playing G+K/BNW. Is is my resolution (1280x1024) somehow messing it up? I've also seen a graph icon in the top right in some gameplay videos with the UI, is that infoaddict or am I also missing that?
Help much appreciated.