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Enhanced User Interface v1.30m

I only today installed the Enhanced UI, and I must say I really like the look and functionality it brings with it -- however, I have a big issue: I cannot move any units. It seems like my mouse clicking is not registered on the map; nothing happens when I try to move. It does not show the graphic that indicates number of moves to get to a tile. There's no reaction to my mouse clicking on the map.

The only way to make units move are by selecting auto-explore. Also, I am able to attack.

I don't receive any error message or the like.

Game version 1.0.3.279
DLC: All
Other mods: LEKMOD v20.2

The game works fine with only LEKMOD.
same 2me, but also more bugs comparing to previous version :/
 
Im testing this with other mods (except VP of course) that can be loaded together. (The OP list is ultra outdated)
If someone is interested send a private message and do not use this thread. Thanks.
 
Crash report, version v1.29beta43 (or v1.29beta42 ? downloaded the newest version ~5 days ago, so I guess it is v1.29beta43):
Played mutliplayer with 1 other player simultanously, I had EUI, the other not, no other mods. I had 2 crashes within 30 minutes, always when we both hit "next turn", so it crashed during the AI turn. After loading the last autosave, we were able to continue for ~30 minutes, and then again a crash during AI turn (or end/beginning of our turn). Unfortunately I neither have a save nor a log file, but a mdmp.
I was able to open the crash dump file with visual studio and the error message was sth like "tried to read/write to destination without rights".
Does this or the dump file helps you to solve the crash reason? Attached the mdmp file.

Civ 5 newest version with all DLCs. Windows 10.

After removing EUI we were able to play the same game several ours without any crash.
And of course I also like EUI very much, I always refuse to play without, so I hope you can find out the reason for crash.
 

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2 weeks ago when I used this mod for the first time, mouse pointer wasn't showing unique unit / building information when you first start a game. But that part is working when I downloaded EUI again today. It's just that tile information is missing.
you dont see any tile tooltips at all, right? There are several settings for this. In the game settings itself is the delay for showing it. And I also saw somewhere a setting to not show any tooltip at all, not sure if it was also in the game settings, or if it was in the checkboxses next to the minimap.
 
Hi bc1
This may sound a bit stupid but what if there is no 'Aspyr' folder in 'Documents' on my Mac? Are the two .xml files required or can they be directed somewhere else or can I just name the folder tree which you mentioned in your instructions under point 6?

I have used and loved the mod a lot before the Catalina update but this iOS-update seems to have caused some issues. Without the mod Civ 5 ran just fine but with the mod Civ 5 consequently crashes and I'm left at the desktop. Thank you in advance and thanks for this awesome mod (when it worked for me :) )
 
Hi bc1
This may sound a bit stupid but what if there is no 'Aspyr' folder in 'Documents' on my Mac? Are the two .xml files required or can they be directed somewhere else or can I just name the folder tree which you mentioned in your instructions under point 6?

I have used and loved the mod a lot before the Catalina update but this iOS-update seems to have caused some issues. Without the mod Civ 5 ran just fine but with the mod Civ 5 consequently crashes and I'm left at the desktop. Thank you in advance and thanks for this awesome mod (when it worked for me :) )
See this post. https://forums.civfanatics.com/threads/enhanced-user-interface.512263/page-154#post-15600984
 
Thanks mbbcam for your reply. Are you using a non-beta version of EUI? And in case of the 'Text' folder there seems to already exist an 'EUI_text_en_us.xml' file. Is there then supposed to be three .xml files in the 'Text' folder? Thanks for your help :)
 
Could someone be nice enough to instruct me on how to remove the EUI notifications for population increases and cultural border expansions?

I find these to be quite cluttersome and cause me to miss the more important notifications like wonders being finished and what tech ppl enter new eras through.

A solution would be greatly appreciated, thanks.
 
Thanks mbbcam for your reply. Are you using a non-beta version of EUI? And in case of the 'Text' folder there seems to already exist an 'EUI_text_en_us.xml' file. Is there then supposed to be three .xml files in the 'Text' folder? Thanks for your help :)
Whenever I have tried to use the betas they have not worked for me, so I continue to use the old, stable version. On my system there is only one xml file in the Text folder. I don't know if the beta requires more files in that folder as I haven't tried it for a long time (at least a year or two). I get the impression that EUI uses quite a lot of computing resources (I may be mistaken): the computer tends to run very hot and I do tend to get crashes. For that reason I have taken to running the game under Windows on a Virtual Machine. It still runs with the fans working quite hard, but it never crashes. I might try the beta of EUI to see if it works better in the Windows environment. Cheers!
 
if you come up with a list...

Well...to tell the truth didn't expect a reply from you, but hey..cool.
Good suggestions came up but i put the tests on hold for now.
As soon as i test it, ill share it here.

Thanks.
 
Hi, I really enjoy the interface, but the game keeps crashing.
I have a feeling its usually between turn 50 and 150.
I really enjoy the game and this expansion so I hope someone can help me

have civ5 version 1.42
I have all expansions and use no other DLC than steam installs.
I play the game on a mac.
It keeps crashing at end turn clicks since I installed eui (1.28 as well as the newest version), shuts down and goes back to desktop.

The paths are a little different on my mac than the readme suggests.
/Users/Username/Library/Application Support/Sid Meier's Civilization 5/Text/
&
/Users/Username/Library/Application Support/Steam/steamapps/common/Sid Meier's Civilization V/Civilization V.app/Contents/Assets/Assets/DLC/

The crashes are consistent, I checked with autosaves. Anyone an idea how I can fix this?
 

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@FabFab if the crash is consistent, you should attach a savegame.
@bc1 How can we help to track down crashes? I tried running the game with VS dll debugger active and when EUI crashes, I unfortunately only get, that it was a lua51 crash.
A 50% reproducable crash is when you start a modded game and then try to go back to main menu. (at first I thought it is 100% reproducable, but for whatever reason it does not crash always)

edit:
tried to find a 100% reproducable crash, but did not found one yet. But while enabling mods, starting/loading games, leaving to mainmenu and so on (to reproduce the crash above), I had another crash while trying to start a new game, that showed a dll error this time in CVMapGenerator.cpp:
Spoiler :
Code:
int CvMapGenerator::pGenerateRandomMap(lua_State* L)
{
   cvStopWatch stopWatch("CvMapGenerator - GenerateRandomMap()");
   ICvEngineScriptSystem1* pkScriptSystem = (ICvEngineScriptSystem1*)lua_touserdata(L, 1);

   lua_getglobal(L, "GenerateMap");
   if(lua_isnil(L, -1))
       luaL_error(L, "Cannot find map script entry point GenerateMap()");

   pkScriptSystem->CallFunction(L, 0, 0);

   return 0;
}
the line:
pkScriptSystem->CallFunction(L, 0, 0);
was the one that caused the crash. Not sure though if this is related to EUI... maybe because of the new style of the modmenu, maybe not.

edit:
yes the new mod menu is quite buggy. for example if you first hit "new game" and then go "back" and then hit "load game", you will instead go to main menu. So a crash because of this is also quite likely unfortunately.
 
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I guess the following is a bug not a feature about zooming in/out of city view:
Vanilla Game: Game remembers your zoom - you enter city view and the zoom is adjusted to have a proper view - you leave city view and the game restores your previous zoom.
EUI : - you enter city view and the zoom is adjusted to have a proper view - you leave city view and the game sets the same zoom you had in the city view (so usually quite far zoom).
This has the frustrating side effect, that my prefered zoom level is always changed when leaving a city.

edit:
guess I found the bug location, in CityView.lua line 2137 is written:
UI.LookAt( plot, 1 ) -- 1 = city zoom, 2 = player zoom
while it should be:
UI.LookAt( plot, 2 ) -- 1 = city zoom, 2 = player zoom
 
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@bc1 in case you dont know how to debug lua crashes (without anything in the logfiles) you could ask ilteroi from CP team. They just added a lua callstack to their minidump file if stackwalker is enabled. I'm not yet experienced enough to use this, but you may be and it will finally make your mod perfect.
So I really hope you can fix all lua crashes that way =/
 
@Serp: sorry EUI is not working out for you... Although I will continue to fix things when they are identified, I don't want to take the time to debug stuff.
Please don't keep your hopes too high, it's possible the crashes are due to bugs in the game engine itself, over which we have no control (except to work around them).
 
@Serp: sorry EUI is not working out for you... Although I will continue to fix things when they are identified, I don't want to take the time to debug stuff.
Please don't keep your hopes too high, it's possible the crashes are due to bugs in the game engine itself, over which we have no control (except to work around them).
ok, thank you very much for your reply :) 1.28 did not crash, so I think it is fixable, unfortunately it is very hard to reproduce the crashes, tried it today several hours (without playing, just testing), but for some reaon no crash this time...

the feature icons are not updated regulary. Eg when I remove a feature, the icon stays on the tile until I load or I disable/enable that icon.
 
the beta series push the envelope a bit more than 1.28, under the hood it's quite different, if 1.28 works for you why not stick with that ?
figuring out what the game engine does not like with the beta might not be a reachable goal
if you have time to spare, try disabling modules (delete corresponding forder) to at least isolate a possible root cause
 
if you have time to test for stability, you can launch a game in automated mode : multiplayer / LAN / civ 1 = observer & all other civ = AI
I have no plans to make the movement range and rangestrike range display optional, simply remove the InGame module/folder
while in range strike mode, pressing ESC exits the mode, it would be easy to add right click but that's the strike key in "default" mode
 
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