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Enhanced User Interface v1.30m

On second revision, the city view is still a little laggy as compared to the base game. Better, but still noticeable.
 
Yes, I redownloaded when you told me so.

I have a core i7, 8Gb RAM, Geforce 650GT, Samsung 840 evo SSD, Win 8.1, 1920x1200 resolution, playing directx11 version without touch.

Here is a log from a game with communitas installed, everything works AFAIK except for the weird yield numbers I talked about initially.



And BTW, no noticeable lag for me, but it might be the SSD. Diablo 3 was unplayable without it!
 

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bc1, I cheated and replaced my old version with v1.11 as you seem to have fixed the tech tree porblem. And you have for me, great job :).
 
This works perfectly with this http://forums.civfanatics.com/showthread.php?t=518556 (DLL - Various Mod Comps + Civ IV Diplo + CSD mods)

I´ll soon try CEP with 1.11 and report it back, but I can tell I did some tests with 1.10 and log showed no error despite I had multiple bugs already reported before. I tried manually patching as Thala said to fix weird yield, syntax-checked with a lua IDE and plot tips disappear after checking tileyields with Contain as Thala suggested.
 
Hi!

First of all - great mod! It really helps with all those additions so player finds informations quick.

However, here are some observations:

1. Try this: in 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 (I believe the same is with wealth/games/fair). Tried with and without your mod, without there isn't problem. However - you can solve this with unchecking mentioned queue checkmark or entering city production queue through economic city view (F2). BTW, tested with use of InfoAddict.

2. It's only me or all other player also too easily overlook new resources messages? I mean when you research new technology and are new resources available in your empire. I think without this mod I didn't overlooked them, it could be good that here will be also so.

3. Is it possible to improve or make from schratch filter/finder of resources in your empire/whole world? Right now there isn't easy to find some particular resource withour manually checking whole world.

4. I miss some note when you obtain some new resource via cultiral expansion of your border.

5. In features for this mod there is this one: "CityBanners: city banner mouseover shows resources within city plots - red not hooked up, green hooked up." Is this still valid?

Thanks!

Best regards,
Borut
 
2. It's only me or all other player also too easily overlook new resources messages? I mean when you research new technology and are new resources available in your empire. I think without this mod I didn't overlooked them, it could be good that here will be also so.

Not really. With or without the mod never really had issues keeping up with them. I always check them individually and react as I check them.

3. Is it possible to improve or make from schratch filter/finder of resources in your empire/whole world? Right now there isn't easy to find some particular resource withour manually checking whole world.

Strategic View makes that a bit easier, but checking the whole world is the only way I've ever known to do it.

4. I miss some note when you obtain some new resource via cultiral expansion of your border.

Never was one. Wasn't even a cultural expansion notification without UI mods.

5. In features for this mod there is this one: "CityBanners: city banner mouseover shows resources within city plots - red not hooked up, green hooked up." Is this still valid?

Yes, unless you have some other mod that overwrites CityBanner. It's working fine in my current game with bc1's latest (1.11) EUI.
 
Never was one. Wasn't even a cultural expansion notification without UI mods.

Well, I meant that it could be good to be some notification in UI mod when that happened.


Yes, unless you have some other mod that overwrites CityBanner. It's working fine in my current game with bc1's latest (1.11) EUI.

As I said, I use InfoAddict. Have to test without it.

Regards,...
 
Here - without any mod and also without any red marked resources in cityscreen ...
Sheep - WTH?

Civ5Screen0002.jpg
 
Are you on the "good" 1.11 DLC version ? Do you have lua.log garbage ? What are your hardware specs ?

Yes, the latest 1.11 version.

The performance is certainly better than it was, but I cannot avoid to notice the remaining difference as compared to vanilla. What I observe is that the lag is especially noticeable when the engine has to move to center on a city while opening the city view; this would suggest that the lag is related to terrain (?), or similar; at least, related to something that slows the opening down when "moving" to the city spot while opening.

But the lag is there. As I said before, machine stats are really not relevant here as I am comparing the performance of two situations on the same machine; I still think that more powerful machines just "hide" the problem by making it unnoticeable, but the problem is still there.
 
can the tile coloring representing the worked tiles be "optional"?
Some future version may have an option panel to enable features, sorry but it's not a priority ATM
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.
I haven't changed anything with the infopanel (yet), doesn't this also happen in the base game ? bugs me too.
I tried manually patching as Thala said to fix weird yield, and plot tips disappear
There are yields loops in many places in the DLC, the fix wasn't going to work anyways.
in 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
Thanks for the report, I will look into it
without any red marked resources in cityscreen ...
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 version
the 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 :lol:
 
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 :lol:

Yes, that is what I suspect also... anyways, I prefer to report in case some day, somehow, you stumble into the reason...
 
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 ;)

hey, don't insult the oldie... :D

Q6700@2.7GHz
8Gb@800
560Ti
 
Well, Hello Surprise!!!

Just because I had a hunch, I decided to de-activate CivWillard before reloading my current Bab game... and lo and behold, no more Cityview lag!

Why? No idea. But it's good to know that your mod was not at fault; Civwillard normally runs OK and fast, but something about the combination it does not like.

Well... too bad. The King is dead. Long live the King!

Go on.
 
Regarding the Edit Name feature: maybe I am just picky, but I think the Edit button (from vanilla) on top of the Unit name looks just plain ugly.

What I would do (did a long time ago), is either add a new OnUnitNameRClicked() function, like this:

Code:
function OnUnitNameRClicked()
	-- Rename this unit
	OnEditNameClick();
end
Controls.UnitNameButton:RegisterCallback( Mouse.eRClick, OnUnitNameRClicked );

That way, when Right-clicking the Unit name, the rename window appears.

... or, an even better option is to just override the stupid vanilla OnUnitNameClicked() function which just repeats the same purpose of clicking on the portrait (go to unit). This is probably the natural solution: left-click on portrait --> Go to unit, Right-click on portrait --> Go to civilopedia, Left-click on Name --> Rename unit. Split the OnUnitNameClicked() functionality into two, like this:

Code:
--------------------------------------------------------------------------------
-- 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 );

Either way, it is more elegant than the permanent ugly Edit button, me thinks.
 
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