abj9562,
Since wHowards' multiple mini-mods have to pull the generic DDS (double-arrows) to be made compatible with EUI Shortcut-Icons row, the only solution would be that HE could agree to integrate that feature into each of his individual files.
If he ask, i could always spiff up some custom stuff for him as long as the codes are altered accordingly. It's rather easy to implement, btw.
PS; In fact, i've already created a custom version for ZN-Eras and it's working as intended on my PC. This new stuff will be released later on the Steam Workshop as usual!
As shown by this image, you can see i (TOO) use some other mods; City-Production, Civ-Rankings, GreatWorks, Info-Addict (which received its own custom icon straight from EUI install folders) & Wonder-Status.
For sure, that magic-wheel is an entirely different concept (than EUI default horizontal pool) with a maximum of 8 shortcuts per Eras. It could be adapted as another method... but i doubt bc1 would be willing to change that much within his own UI principles though (well known by players and working flawlessly as it currently stands!).
I can't speak for Nutty. Although i'd prefer him to "concentrate" on the LUA code for the ZN-Center component. If he ever has the precious spare time, that is!!
Hey guys,
this enhancement looks great and will come in extremely handy! Good job and thanks for your effort!
Just one quick question:
Is there any chance you could add the number of rounds a city needs to augment its territory in the city banner, possibly as a purple number above the number of rounds to population growth (see attachment)? That's something I really miss...
Or is it technically unfeasible?
Thx in advance!
post about the issue: http://forums.civfanatics.com/showthread.php?p=13676916#post13676916Any idea what might cause this? It's not a game breaker but can be quite distracting and whwoard dll is now required by several great mods.
It is compatible but creates a visual glitch where every yield icons are displayed as food, but it's only visual and you could even play without fixing it. However it's true that it should be noted in the opening thread.In the starting post it says:
"Whoward's mods: all of his 157+ mods (including UI ones) should be compatible, EXCEPT for:..."
But no, it's not. It's not compatible with his "DLL - Various Mod Components" (even in the YieldIconManager file from EUI is written it is compatible with "DLL - Various Mod Components v.63" which is not true)
Yes, you have to delete YieldIconManager.lua and YieldIconManager.xml from the DLL mod. Those files will be located in different sub-folders depending on whether you use whoward's dll or the community patch dll but the fix is similar, just delete those 2.So is the only solution to delete either the YieldIconManager files from whoward or from EUI ?
AFAIK, what is lost is the ability to display additional yields not used by the base game but possibly used by mods. So if you use EUI and a mod that adds unusual tile yields, you will only see the base game yields.What gets lost by doing so?
thanks for this detailed answerIt is compatible but creates a visual glitch where every yield icons are displayed as food, but it's only visual and you could even play without fixing it. However it's true that it should be noted in the opening thread.
Yes, you have to delete YieldIconManager.lua and YieldIconManager.xml from the DLL mod. Those files will be located in different sub-folders depending on whether you use whoward's dll or the community patch dll but the fix is similar, just delete those 2.
AFAIK, what is lost is the ability to display additional yields not used by the base game but possibly used by mods. So if you use EUI and a mod that adds unusual tile yields, you will only see the base game yields.
I'm getting a bug where it doesnt display the city name/bar so i cannot click on the city to do anything.http://imgur.com/XYOgHXZ
The fact you didn't know about it at all shows how good vanilla interface is.I have played Civ 5 a lot and it stills surprises me every now and then, so I may be wrong, but so far I didn't know that there is a place in the game where you can instantly check exactly how many technologies every civilization has discovered and what exactly are the policies of every civ. This information is given away for all the civs in your mod at any time.
So now: either I never knew where to check it before, and it is present in the game (then sorry for stupid comment), or your mod provides more information than I would normally have.
Offtopic: do any of those mods works, like EUI, in multiplayer?As shown by this image, you can see i (TOO) use some other mods; City-Production, Civ-Rankings, GreatWorks, Info-Addict (which received its own custom icon straight from EUI install folders) & Wonder-Status.
you can try those modpacks or build your own:Offtopic: do any of those mods works, like EUI, in multiplayer?
Thanks, although I believe that only works if all players would install mods, but I'll have a look at it and stop hijacking this threadyou can try those modpacks or build your own:
http://forums.civfanatics.com/showthread.php?t=533238