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Enhanced User Interface v1.30m

bc1,

Did you change how EUI refreshes its cached data after loading mods? The Civilopedia, tech tree, and tooltips are not matching up with the database in games with modded data (such as prereq. techs).

Update: the greatpeople icon caching is the culprit. I removed it all from the code and units in the tech tree/civilopedia now function appropriately.

G
 
Some of the Pick'N'Mix-mods that add new buttons to the UI just get this generic icon.
What would I have to do to add a custom .dds icon for each button instead?
Thank you!
eui.jpg
see post #1574
Is there a way to turn off the setting in cityview that shows how much gold you need? I just don't want to delete the entire cityview folder since I love all of the other improvements
modify "CityView.lua"
Also, is there something I can do about the loading screen leader bug (other than get a larger monitor)
Is there a way to turn off the full screen dawn of man when you start a new game? Almost every time I play it's messed up for me with either low texture leader portraits or text where it shouldn't be. Thanks.
remove "GameSetup" folder
bc1,
Did you change how EUI refreshes its cached data after loading mods? The Civilopedia, tech tree, and tooltips are not matching up with the database in games with modded data (such as prereq. techs).
Update: the greatpeople icon caching is the culprit. I removed it all from the code and units in the tech tree/civilopedia now function appropriately.
G
lua.log ?
 
lua.log ?

I'll post later if you want, but there were no errors in it while I was debugging. The gameinfocache initialization related to great people icons is the culprit, as removing all code associated with that (and going back to the plain icons for great people) immediately solved the problem. Since the only element that messes up are units (unit tooltips, unit locations in the tech tree, civilopedia entries for units, etc.), this aligns with my solution.

Keep in mind that I tested this using just the CP, CBP and your 1.27e EUI, so this isn't a bug in the EUI edits I make for CBP. The bug was present in both versions (my edited one and your 1.27e) until I removed those cache changes, at which point both versions worked.

Hope this helps!

Cheers,
G
 
1.27f doesn't seem to have fixed the problem that Gazebo mentioned that modded Civilopedia entries, tooltips etc... are not being shown correctly.
 
that's to be expected: after reviewing the great people index LUA code for bugs, I found none but added a tiny edit to protect v1.27f from buggy XML
v1.27f does nothing about compatibility with CBP, which as stated many times before is not supported by "official" EUI
the symptoms reported are diffcult to understand: amongst other things EUI does not change civilopedia
just as strange as the food icon bug when using EUI + Whoward's DLL (which is currently worked around, not fixed)
it seems as if game database access breaks down, like if there was some kind of memory overflow, and I am not willing to waste my time investigating this
 
I don't think it's anything we can control, as it appears to be a weirdness in the way the GameInfo database cache is cleared/reloaded between the switch from non-modded to modded setups (we know Firaxis changed how this operates a few patches ago as the new approach broke several features of Really Advanced Setup)

Without EUI
Code:
[ Lua State = YieldIconManager ]
> GameInfo.Yields[1].ImageTexture
 YieldAtlas.dds
> for row in DB.Query("SELECT ImageTexture FROM Yields WHERE ID=1") do print(row.ImageTexture) end
 YieldIconManager: YieldAtlas.dds

With EUI
Code:
[ Lua State = YieldIconManager ]
> GameInfo.Yields[1].ImageTexture
 YieldIconManager: _cmdr = {GameInfo.Yields[1].ImageTexture}:1:  [COLOR="Red"]Cannot find key - ImageTexture
[/COLOR]> for row in DB.Query("SELECT ImageTexture FROM Yields WHERE ID=1") do print(row.ImageTexture) end
 YieldIconManager: YieldAtlas.dds

That looks very much like the Yields table got cached before the database was altered by the mod and then the game core (within the .exe or DB .dll) didn't bother to flush the cache for that table as the mods were loaded - probably because Firaxis have made assumptions about what tables are used (and hence cached) before the non-mod/mod switch and so only flush those.
 
that's to be expected: after reviewing the great people index LUA code for bugs, I found none but added a tiny edit to protect v1.27f from buggy XML
v1.27f does nothing about compatibility with CBP, which as stated many times before is not supported by "official" EUI
the symptoms reported are diffcult to understand: amongst other things EUI does not change civilopedia
just as strange as the food icon bug when using EUI + Whoward's DLL (which is currently worked around, not fixed)
it seems as if game database access breaks down, like if there was some kind of memory overflow, and I am not willing to waste my time investigating this

Just to be clear, this isn't a simple "CBP is not supported" situation. Players that use EUI and mods that alter existing units will most likely break as a result of the cached element. It may not be ideal, but reverting that cache element (and going back to the former model) is likely your best bet, especially in the interest of maintaining compatibility with lots of mods. I tested both your 'official' EUI and my edited EUI alongside some unit-altering mods (CBP and others), and none worked properly until I removed that cached element.

Your call of course, but adding elements to EUI that make it harder to achieve full compatibility with mods is just going to create headaches for you, and headaches for modders.

G
 
I don't think it's anything we can control, as it appears to be a weirdness in the way the GameInfo database cache is cleared/reloaded
The game caches GameInfo.XXX data when GameInfo.XXX is first used, but does NOT update it if a mod is loaded afterwards. So I simply changed the GameInfo statement EUI makes before loading mods to a DB.Query.
 
The green background fills when the worker is building the improvement so full green = improvement finished.

I wouldn't call this a "bug". At most a minor cosmetic annoyance (ideally the icon would not show at all once the improvement is built). I never noticed this myself but maybe i didn't pay attention.
What happens if you click this icon? If you can click it and the worker tries to build the improvement again, than it would be a "bug"
 
Hey there, I love the interface Just one bug to report (not sure if it's just me).

Game version: 1.0.3.279
Game expansion/DLC: Both (GK,BNW)
PC/MAC: PC (Windows 10)

Description:

Every time a worker has finished working a tile, it shows the icon in the interface (i.e. Farm, mine, plantation). For example, if there's a hill that I can build a mine on, I'd put my worker on it to do the job. After he's done doing building it, it would show the mine icon in the bottom left. I can mouse over it and it would display the value (+1 whatever), just like how it is before you build you start building the structure. Not only does it show up again, it has a green opaque background to it.

Sorry if this doesn't sound clear to you. Picture explains it better.

Happens no matter how I'm playing the game. With or without mods. Tried messing with options. Verified game cache through Steam. Reinstalled your interface. Tried the beta. Nothing works.

Provided you with the screenshot, civ 5 save (simply started a new game, made a worker, and had him build a farm, and saved the game after it was done being built), and of course the Lua.log. Hoping for your guidance! :)
Thanks for your detailed report
This is actually an EUI feature supported by dedicated code in its UnitPanel module
The idea is to *help* avoid unintended builds, e.g. replacing that river side hill farm with a mine
It's a workaround for game graphics bugginess (the completed improvement sometimes does not show up) and/or difficulty to distinguish improvements on screen.

What happens if you click this icon?
the button is disabled and not clickable

Cheers
 
What exactly should I delete in it? I know next to nothing about code

Spoiler :

Replace:

instance.GoldButton:SetText( (cash>=goldCost and goldCost or "[COLOR_WARNING_TEXT]"..(goldCost-cash).."[ENDCOLOR]") .. g_currencyIcon )

with:

instance.GoldButton:SetText( (cash>=goldCost and goldCost or "[COLOR_WARNING_TEXT]"..goldCost.."[ENDCOLOR]") .. g_currencyIcon )

Basically replace (goldCost-cash) with goldCost. Make the equivalent change for faith a few lines below.
 
Hi!

Is it possible that with latest version of EUI (v1.27g) isn't possible liberation of city which was captured by some other player? It was possible with version middle of November, I did it. But now there is no option when capturing the city... :confused:

Regards,
Sorxus
 
Hi!

Is it possible that with latest version of EUI (v1.27g) isn't possible liberation of city which was captured by some other player? It was possible with version middle of November, I did it. But now there is no option when capturing the city... :confused:

Regards,
Sorxus
:confused: the liberate popup is not modified by EUI
You could try deleting line 2530 "Network.SendUpdateCityCitizens( cityID )" from CityView.lua, it might cause some strange behavior in the game's spaghetti code

Cheers
 
Hi!

Is it possible that with latest version of EUI (v1.27g) isn't possible liberation of city which was captured by some other player? It was possible with version middle of November, I did it. But now there is no option when capturing the city... :confused:

Regards,
Sorxus

I have the same problem:confused:
 
In the attached save file, Ulundi is puppeted and can't be annexed. Nothing happens when I puch the annex-button in the city screen
I loaded your 1st save and could annex Unlundi either via the city screen prompt or by clicking the city banner puppet icon
I can't delete units outside my borders
with either save I could delete units in or outside home borders
Can there be a problem with my installation of the mod?
there can be a mod conflict
Is there maybe an older version more reliable for me? :)
the latest version has the most bugs fixed

Cheers
 
:confused: the liberate popup is not modified by EUI
You could try deleting line 2530 "Network.SendUpdateCityCitizens( cityID )" from CityView.lua, it might cause some strange behavior in the game's spaghetti code

Cheers

Sorry, though deleted line 2530 "Network.SendUpdateCityCitizens( cityID )" from CityView.lua, still have the same problem...
 
Hello bc1. Acken's mod have added a scientist slot to Libraries. Unfortunately, when using EUI i can't assign it to Assyriaés Royal Library because it only shows the Great Work slot. I guess this issue would occur with any mod that tries to put both a specialist and a great work slot to the same building. The basic interface allows it.
Spoiler :
RL-EUI-Error.jpg

Reported to Acken but he probably can't fix it on his end.
 
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