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Enhanced User Interface v1.30l

Is there a guide somewhere that explains which specific parts of the .lua files to remove for partial edits? So far I can only seem to use an all-or-nothing approach to editing the EUI.

For example, what if I want to keep all the top panel features (very neat features with the countdown to tech/policy/great prophet), but not the split panel itself (top right panel, top left panel)?

Another example, what if I want to use the EUI city screen production queue features, but use the vanilla production menu which is bigger and covers almost the entire left screen?

I can delete the TopPanel and CityView folders just fine, but then I would lose all EUI perks that come with the folders.

Appreciate the help. EUI rocks. :)
 
Is there a guide somewhere that explains which specific parts of the .lua files to remove for partial edits? So far I can only seem to use an all-or-nothing approach to editing the EUI.

For example, what if I want to keep all the top panel features (very neat features with the countdown to tech/policy/great prophet), but not the split panel itself (top right panel, top left panel)?

Another example, what if I want to use the EUI city screen production queue features, but use the vanilla production menu which is bigger and covers almost the entire left screen?

I can delete the TopPanel and CityView folders just fine, but then I would lose all EUI perks that come with the folders.

Appreciate the help. EUI rocks. :)

It doesn't work like that. Taking your example of the city screen, it is either fully implemented by EUI when the folder is present, or fully implemented by the original UI when it's not. If you removed the production queue from the EUI code, it wouldn't use the original implementation because the file that contains it isn't loaded when the EUI folder is present.

What you would need to do would be to produce a merged version of the source with the original production queue but all the other EUI stuff intact (and do the same for the xml btw). Then you would need to deal with all the compatibility complications, of which I'm sure there will be several. Not impossible I suppose, but far from easy.
 
It doesn't work like that. Taking your example of the city screen, it is either fully implemented by EUI when the folder is present, or fully implemented by the original UI when it's not. If you removed the production queue from the EUI code, it wouldn't use the original implementation because the file that contains it isn't loaded when the EUI folder is present.

What you would need to do would be to produce a merged version of the source with the original production queue but all the other EUI stuff intact (and do the same for the xml btw). Then you would need to deal with all the compatibility complications, of which I'm sure there will be several. Not impossible I suppose, but far from easy.

I see. That's a shame. Thanks for the explanation!
 
For example, what if I want to keep all the top panel features (very neat features with the countdown to tech/policy/great prophet), but not the split panel itself (top right panel, top left panel)?

I can help you with that. I was also annoyed by the constant resizing of the panel.

Civ5Screen0002.jpg
 
Hello, i've downloaded and tried EUI, and I really loved it

It only have one problem, in the normal game, when you hover your mouse over a tile, it shows what building is on it, what ressources it gives etc.. but when i have EUI on, it takes quite a long time to show it, it takes like 10-15 seconds, and I don't understand why, how can i fix this ?

I have no other problem with this mod, and it's really great, but i'm used to over my mouse over tiles like that, and it's kind of annoying that it takes to much time now
 
Hey bc1,

While updating CBP files to the latest EUI, I noticed that the latest EUI breaks compatibility with the firetuner. Might want to look into that (it breaks the ability to plop improvements/resources/units).

Cheers,
Gazebo

+1

Rather annoying bug.

\Skodkim
 
Hello, i've downloaded and tried EUI, and I really loved it

It only have one problem, in the normal game, when you hover your mouse over a tile, it shows what building is on it, what ressources it gives etc.. but when i have EUI on, it takes quite a long time to show it, it takes like 10-15 seconds, and I don't understand why, how can i fix this ?

I have no other problem with this mod, and it's really great, but i'm used to over my mouse over tiles like that, and it's kind of annoying that it takes to much time now

go to the settings. There you have to scrollbars to set the time ;)
 
So s lot of the features in this mod work great except for when I hover over tiles (grassland, strategic, luxury resources) it doesn't give me any information about them. I can't even tell lake tiles apart from ocean tiles because it displays nothing when I hover over the tile. Is there a small feature I am missing?
 
So s lot of the features in this mod work great except for when I hover over tiles (grassland, strategic, luxury resources) it doesn't give me any information about them. I can't even tell lake tiles apart from ocean tiles because it displays nothing when I hover over the tile. Is there a small feature I am missing?

does the post two over yours help?
 
The grouping of notifications by icon type has created the excruciating side effect of destroying the ability to examine diplomacy offers in multiplayer. Because clicking away from any diplo screen sends a signal to reject the offer, I have been caught off guard more than once trying to play my PBEMs and just look through the available information on my turn.

This change has no benefit for me. Please advise how to disable.

(There's also the bug where clicking any notification centers the map on the next notification's map reference, creating some jarring incongruity.)
 
The grouping of notifications by icon type has created the excruciating side effect of destroying the ability to examine diplomacy offers in multiplayer. Because clicking away from any diplo screen sends a signal to reject the offer, I have been caught off guard more than once trying to play my PBEMs and just look through the available information on my turn.

This change has no benefit for me. Please advise how to disable.

(There's also the bug where clicking any notification centers the map on the next notification's map reference, creating some jarring incongruity.)

You can delete the notifications folder within EUI, but you would lose all it's wonderful features. If you are ok with editing files, in notifications.lua near the top is a list of notifications handled. If you find the ones you don't want bundled and remove the final 'B', that should work.

The 'bug' you describe, it is actually working as intended. I also didn't like this behaviour for city state messages, so unbundle them as described above. Messages relating to spying can also be affected.

The other notification feature I would love to see is all trade deal finished messages summarized on a single tooltip, similar to war/peace with city states. Currently there is also a slight oddity that the first message seems to be paired with the last. Also, this is one place where 'gold' is ambiguous.
 
The grouping of notifications by icon type has created the excruciating side effect of destroying the ability to examine diplomacy offers in multiplayer. Because clicking away from any diplo screen sends a signal to reject the offer, I have been caught off guard more than once trying to play my PBEMs and just look through the available information on my turn.

I have the same problem when playing PBEMs (I assume this issue valid for any type of multiplayer game), but I learned how to live with it. If I end up sending a reject offer message unintentionally, I just reload the save file as it is a PBEM game and I would not be in a hurry to complete the turn. Granted, it is a hassle, but to minimize the impact, I go through the diplomacy notifications before anything else, so that if I have to reload, I would not have to redo anything.

(There's also the bug where clicking any notification centers the map on the next notification's map reference, creating some jarring incongruity.)

I experience this one too. Although it is annoying, again I learned how to live with it. I just click through the notifications, and as they cycle to the start, I manage to understand what message is relevant to what part on the map in 2 cycles :)

This change has no benefit for me. Please advise how to disable.

So, even though I learned how to live with these issues and they are not such a big deal for me so as to make me stop using EUI (I love it and cannot play without it! Thx bc1), if there was a way to disable just this, I also would use that option.

EDIT: I guess I took too long to submit my reply, missed the reply from Psparky. I will give his suggestions a try.
 
Aircraft/missiles stationed in cities/aircraft does not update when deleted/consumed. (E.g. i used my Enola Gray bomber on my carrier and still showed as the full 5 when there was 2 fighters and 2 bombers.)
 
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