Are you on the "good" 1.11 DLC version ? Do you have lua.log garbage ? What are your hardware specs ?
Some future version may have an option panel to enable features, sorry but it's not a priority ATMcan the tile coloring representing the worked tiles be "optional"?
I haven't changed anything with the infopanel (yet), doesn't this also happen in the base game ? bugs me too.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.
There are yields loops in many places in the DLC, the fix wasn't going to work anyways.I tried manually patching as Thala said to fix weird yield, and plot tips disappear
Thanks for the report, I will look into itin 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
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 versionwithout any red marked resources in cityscreen ...
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 filethe 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
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 happenmachine stats are really not relevant here
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
function OnUnitNameRClicked()
-- Rename this unit
OnEditNameClick();
end
Controls.UnitNameButton:RegisterCallback( Mouse.eRClick, OnUnitNameRClicked );
--------------------------------------------------------------------------------
-- 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 );
It's a decent setup... for a 3 year old rigQ6700@2.7GHz 8Gb@800 560Ti
: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 slotsWell, Hello Surprise!!! your mod was not at fault
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 );I think the Edit button on top of the Unit name looks just plain ugly
That is by design. The annex city button is inside the city screen (unless you use a mod that overwrites CityView.lua).I don't get a popup when clicking on a puppet city, instead clicking take me to the city view
It's a decent setup... for a 3 year old rig
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 );
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 );
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.