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Enhanced User Interface v1.30m

I noticed a weird bug recently when playing single player. The only MOD I use is the EUI. Anytime I try to trade with an AI, we both have all resources available but not tradable, and the speech area is replaced with "Message Area For AI."


Doing some digging, I'm theorizing this is being caused by something going wrong with Leaderhead. I deleted Leaderhead from the EUI folder, and it seems to have fixed it. I'm running the latest version of the EUI, f.
anyone who wants to find out the reason for this bug, needs your lua.log logfile (or you can take a look, if an error is in there and copy paste it), so it's best to attach it ;)
 
I have a question. Is anyone else having problems with using Australia from Colonial Legacies with EUI? Every time I try using Australia (Even as the only mod) the unit control screen doesn't show up. I've tried it with a bunch of other civs and none of the other ones have this problem.
 
I have a question. Is anyone else having problems with using Australia from Colonial Legacies with EUI? Every time I try using Australia (Even as the only mod) the unit control screen doesn't show up. I've tried it with a bunch of other civs and none of the other ones have this problem.

Yup - Australia replaces the UnitPanel, and as such is incompatible.
 
Loving the mod as of now, but there are a few things i personally would rather not have and want to delete. Is there an easier way to check what affects what? Like a tutorial showing what parts of the mod do i delete to take certain options out? I've been having trouble figuring out what affects what and the Features tab doesn't help all that much. Rather cluttered IMO. Appreciate the help!
 
Is it possible to turn off the notification stacking? When, say, 3 notification icons stack as a single "1/3" icon. City states events, deals, etc.

upd. found this thread http://forums.civfanatics.com/showthread.php?t=562095
Spoiler :

Found the spot! And so far I haven't found any issues. The "fix" is pretty simple, but note that it splits all messages, not only those from city-states. Just as it is in vanilla civ.

Spoiler :
attachment.php
attachment.php


There is a file called "NotificationPanel.lua". Go to line 637 which should read
Code:
local bundled = button or g_notificationBundled[ type ]
change it to
Code:
local bundled = false
save file and clear the Mods Cache.
 
So far i've been trying to take out some of the options myself but end up breaking the game and have to fresh install the UI back again.
 
so my issues seem to have fixed themselves when I've removed LUA folder from (6a) Community Balance Patch - Compatibility Files (EUI), but it breaks CBP features like happiness changes.
 
so my issues seem to have fixed themselves when I've removed LUA folder from (6a) Community Balance Patch - Compatibility Files (EUI), but it breaks CBP features like happiness changes.

Hey gendalf, I was having the same issues as you are. I have the same setup as you've described, and so what I did was, instead of deleting the entire LUA folder in the Compatibility Balance Patch - Compatibility Files folder, I deleted several .luas and .xmls that exist in both EUI's U1_bc1 folder as well as the Compatibility Files folder, and it solved all of the problems without changing happiness or any other game mechanics.

I only deleted them from the Compatibility Files LUA folder, and the files were: both CityBannerManager files, all 3 CityView files, and the UnitPanel .lua as well.

I restarted Civ 5 after doing this, pretty well expecting it to crash, but I reloaded a save game and it worked perfectly with it! Unsurprisingly then so did starting a new game. Looks like it's a miscommunication between EUI and CPP and what they're both including caused these minor issues. Hope this helps!
 
How can I get rid of the "TXT_KEY_EUI_BUILT_IN_X_CITIES" error in the city view with Civ5 BNW in Linux/Steam? I have unzipped the archive with the -LL flag and copied the filename EUI_text_en_us.xml to the Text folder as stated in the readme....
 
dehomag, it kinda works, happiness hover-over (and happiness management window) show poverty/crime/etc values, but the city management interface still doesn't display it in hover-overs.
 
I am using infoaddict and a JFD civs and I got this error message in the lua console.

Code:
 Runtime Error: Assets\DLC\UI_bc1\PlotHelp\PlotHelpManager.lua:1061: bad argument #1 to 'L' (string expected, got nil)

I also don't get any information of the tiles from EUI.
 
I am using infoaddict and a JFD civs and I got this error message in the lua console.

Code:
 Runtime Error: Assets\DLC\UI_bc1\PlotHelp\PlotHelpManager.lua:1061: bad argument #1 to 'L' (string expected, got nil)

I also don't get any information of the tiles from EUI.

In my file of version 1.28f EUI, line 1061 is just a "end" line. So there can't be an error.
What is written at your file, obviously you have another version?

the line causing the error will include sth like this:
L(variable)
A workaround would be to test if the variable is nil. If it is nil, don't do the L() thing.

It could be that the line is sth like:
L(tech1.Description)
than the problem could be, that your new civ or another mod, does not have a description for the tech or simular.
 
A fantastic mod here, good job. Just some small minor issues here which I'm wondering if anybody knows how to fix. Is there any way of changing the right column of city management screen back to what it was originally? I have to agree with some of the comments made on the download page that it's a bit 'overcharged' with quite a lot of unnecessary information. Also, another minor dislike of mine is when you talk to the leaders, the options are laid out horizontally instead of vertically, any way of changing this?
 
Is there a way to disable notification bundling? Particular for city state notifications? As others-I-have-come-across have said, it's a hassle to click through each (because the next tooltip is not instantaneous and clicking unintuitively jumps to vision of the next-in-bundle instead of vision of the tooltip being read).

I tried the solutions from this "Is it possible to split the City-State notifications?" thread, but no dice.

Update: I've fixed it now. Since applying both solutions didn't work, I tried replacing NotificationPanel.lua with vanilla. It may have made a difference for one instance, but it bundled every time after. Bundling persisted even after renaming UI_bc1 to prevent the game from accessing it. I redownloaded an unmodded DLC folder (2.92 GB) from Steam which finally removed EUI. Now "local bundled = false" works after reinstalling EUI.
 
Can I use EUI with Civ5 BNW running on Windows 10? Thanks.
 
Bundling persisted even after renaming UI_bc1 to prevent the game from accessing it.

The "game" does not know the name of EUI's folder, it just uses whatever it finds. Renaming will make no difference, as I believe you experienced. For the same reason, making a local copy of a folder or file within EUI (as a backup in case of problems with an edit) can lead to unexpected behaviour or failures. I recommend keeping backups completely outside the Civ folders.
 
The "game" does not know the name of EUI's folder, it just uses whatever it finds. Renaming will make no difference.

The instructions seem to imply but could be more explicit about this. →.← Expression of disappointment + tiredness because getting back into CiV has stretched my already-irregular circadian rhythm to its limits.

I guess it's always read because it reads all DLC.
 
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