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Enhanced User Interface v1.30m

bc1 updated Civ5 Enhanced User Interface v1.29beta48
  • bug fixes
  • the MODS menu allows Hot Seat mode using MODS! Some mods with CUSTOM load screens do not work, some do (like barbarians evolved)
  • the SCENARIO menu includes user-created content (in addition to Firaxis')
  • the Staging Room no longer loads and hogs resources during single player games

*hyper-ventliating* we're not worthy! we're not worthy!

I'm amazed, and it doesn't crash on load which is wha tplagued the Custom Advanced Set up! This is amazing (plus, the Human players retain their leader names so you don't end up with "Player 2" either! which means no longer trying to figure out how to name my leaders whose character length exceed nickname limit!

I never understood why Firaxis never bothered to at the very least implemented a Hotseat.

I'd marry you if you'd found a way to load Scenario levels somehow, but I presume that would require some serious thinking.

You have no idea but you MADE my day.
 
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Hello! Nice work!
]
Can you answer if when we hover over the circle with faces of the leaders is correct show a <open boards> with the "<>" symbol?:
 
Every time I start a new game the zoom level is all the way maxed out instead of being the default City View zoom level. Also, there has been for several versions now a grey vignette to the sides of the World View (first image), which is completely missing from the default UI (second image) and was missing from EUI several versions ago (third image). Now this is a minor thing, but if I could find a way to remove or disable it somehow that would be great.
 

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I never understood why Firaxis never bothered to at the very least implemented a Hotseat
maybe it's because you're the only known hotseat user ? :D:smoke:
You have no idea but you MADE my day
thanks for sharing !
I'd marry you if you'd found a way to load Scenario levels somehow
better start saving for that dowry then... I found a way to setup hotseat for scenario *without custom load screen* (mockup works with accurate earth, but not with 2014) but it will take some time to implement (and that's on top of my struggling with quantum communication crash classes)
 
bc1 updated Civ5 Enhanced User Interface v1.29beta50
  • Modded hotseat now works with scenario maps *without custom load screen* !
Remember to select the correct scenario map in the drop down menu, I have not found a reliable way to automate that. Also most advanced settings are overwritten by the scenario, but there is no way to know which so they are not disabled. And of course you need to select another human player besides yourself, this is done by choosing a difficulty level for other player(s). You can pick civilizations, but this will swap with another player since the scenario specifies the civilization list and corresponding team for each, which is not accessible before game launch and therefore not modifyable.

When not using scenario maps, modded hot seat allows any team configuration so long as there are at least two teams. So you can play with your friends on the same team against the (lame) AI on another team, for example.

It's also possible to set the game in autoplay mode by selecting AI for all players on the advanced setup screen, but there is currently no way to take back control.
 
I have an issue that I haven't been able to find in the forums. I'm playing on Mac using the latest Beta version. When I mouse over my units the tool tip pops up, but a HUGE icon for the unit also pops up. Is there a way to disable this icon? It's too big and very annoying. Love the mod otherwise though :)
 
I know its a noob problem but I am trying to install info addict as a DLC mod like EUI. It works fine if I start a game from the Mods screen (just Eui 1.29b50 installed as DLC) and add InfoAddict, I can see the button and it works fine, but I can't seem to get it to work when I add it as a DLC, i even tried everything in this thread.

I also tried creating a custom mod pack using MPMPM, I got some very basic mods working alongside EUI (just delete the Lua files in the modpack folder after generation). I just can't seem to get Infoaddict to be added using MPMPM or a DLC addon. If anyone can help me pls do! thanks!

These are the mods I got to work fine with MPMPM

Nl0L5SQ.png
 
A long time ago I found a thread somewhere with a version of InfoAddict that could be used as a DLC instead of being loaded via the Mods menu item. I can no longer remember where I found this, but it has been my understanding that there was some difference between the two versions. It might be best to search around and see if you can find that thread. In the meantime, there is a version of InfoAddict here: http://www.mediafire.com/file/egu5xf03ssmbxgt/InfoAddict.zip/file that you might try. InfoAddict worked fine for me as a DLC and I don't remember having to do anything special to get it working. It just needed the right version to be installed, and my recollection is that it wasn't the version that could be downloaded via the Workshop on Steam. Things may have changed in the intervening time, however.
 
I have a question of my own, as well as something maybe to add for others...

I recently stepped up to 1.28g and love all the new features. I really like the city buildings submenu seen on the left below. I like how it shows yields, sell price, and maintenance. I was wondering if there would be a way for me to modify the new unit tooltip to include the maintenance cost, say where the red ellipse is.
upload_2020-8-26_13-49-50.png


@elSiD: Could you be more specific about your process and experience? I have been able to wrap up InfoAddict along with Neblet's Diplomacy mod as a modpack using MPMPM to be used with my tweaked version of EUI 1.28g without issue. Have you tried doing it with EUI 1.28g instead of the beta? Have you modified IA with the tweak Nalkor listed in the thread you linked before trying to make the conversion? What do you see ingame after you make the conversion? Also, I'm unclear about the deleting LUA files. Assuming whatever version of EUI is in place at the time you make the modpack, the LUAs you'd be deleting are just copies of the ones you want to use elsewhere anyways. I would think not deleting them would harm nothing, but deleting them might potentially break things.
 
Is there a way to remove the "extended demographics panel" feature in the newer / latest beta versions?

I found an old post: https://forums.civfanatics.com/threads/enhanced-user-interface.512263/page-149#post-15460708 that said "beta30 = beta29 + a few fixes and instance manager + InfoAddict module, so if you delete the InfoAddict folder, which can use up lots of memory, you've basically got beta29.", so there used to be a way to remove the InfoAddict funtionality (which I assume is the same as "extended demographics panel"), but I cannot find such a folder to delete now.
 
Have you tried doing it with EUI 1.28g instead of the beta? Have you modified IA with the tweak Nalkor listed in the thread you linked before trying to make the conversion?

No, I have tried with 1.28g because I can't find it on the downloads page, even after I click the stable version link, I can only download the latest beta.

Yes I modified IA 3 different ways as I mentioned in the post

1. Replace "InGameUIAddin" by "DiplomacyUIAddin" ---> NO CHANGE - STILL CANT MOVE.
2. Replace the InfoAddictHooks.lua file with the compatability file provided in the downloads page. ( replace the file in \Assets\DLC\MP_MODSPACK\Mods\InfoAddict (v 22)\ ) NO CHANGE - STILL CANT MOVE.
3. Remove LeaderHead and revert to InGameUIAddin, and then both. NO CHANGE - STILL CANT MOVE

Also, I think I kind of fixed the issue as I mentioned in the post by

I deleted the entire, InGame folder in EUI 1.29b50 and kept the InGame.lua file generated after the CreateMP() command and it is working fine Now. I don't know what I am missing now from EUI lol :D. Please shed some light on this!

I am attaching the files here which has both EUI and My modpack with IA working, but I don't know what I am missing by deleting the InGame folder in EUI
 

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Hello,
I've been using EUI for some days and I've spotted a problem with war and city-states.
Whenever a civ declare war on a city-state (outside civ VS civ war, they just want to conquer the city-state), I can't convince them to make peace with the city-state to save the city-state because there is no "make peace with" option available.
I've tried to comprehend the playerhead file but failed to modify it with success, I would galdly accept help.
(btw, if what I say make no sense, I can rephrase, I'm not a native english speaker)
Thank you in advance

Edit : In fact, there seems to be no option to trade peace with a city state
 
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Looking for some help with a minor issue. I noticed when this mod was installed, it reorganizes the civs by Civilization, very much like True Alternative Leaders (alt) does. This is good, a much better default. However, I would like to use true alternative Leaders where it breaks them into a Civilization table, the prime version. Seems like I can't get it to override the EUI settings now which wasn't an issue in the past. Anyone smarter than me know what to do? I know I can go to an older version of EUI but I'd rather not, like to use the latest version.

Thanks
 
I have another tweak that I wanted to document here as much for my own records as to possibly help others. Consider the following image:
upload_2020-9-12_20-10-20.png


On the left is EUI 1.28g. If there are more than 3 items you have available for a Civ to pay for, you'll get an ellipses (...) instead of the remainder of the icons. In my first game using this version of EUI, I was in a situation where an AI was willing to buy my horses, but I could not see it. On the right of the image is the way it used to be. A bit more cluttered, but more thorough. As a min/maxer, I prefer the right. If you do too, here's how you make this change. Be sure to backup any file before making alterations!

Open up NotificationPanel/NotificationPanel.lua in a text editor. Scrol down and replace the first code window with the second
Code:
instance.TheirTradeItems:SetText( table_concat( theirTradeItems ) )
            if #ourTradeItems < 4 then
                instance.OurTradeItems:SetText( table_concat( ourTradeItems ) )
            else
                ourTradeItems[4] = "..." --"[ICON_PLUS]"
                instance.OurTradeItems:SetText( table_concat( ourTradeItems, nil, 1, 4 ) )
            end
Code:
instance.TheirTradeItems:SetText( table_concat( theirTradeItems ) )
instance.OurTradeItems:SetText( table_concat( ourTradeItems ) )
 
Thanks for posting this. I've been looking at a fix for the camera behavior mentioned in your last Salty Shake video. The scenario is

  1. Select a unit with movement points far away from one of your cities
  2. Select said city
  3. Escape the city screen
The camera will jerk all the way back to the far unit. I was curios if you had any opinion on what a good behavior would be instead of this. Maybe just not move the camera? Switch to closer unit instead? More complicated but perhaps useful, I'm not sure.

In CityView.lua, there is a callback function added to
Code:
Events.SerialEventExitCityScreen.Add...

Here's what I'm using currently and I like it. The unit remains selected but not focused.

Code:
    -- Try and re-select the last unit selected
    if not UI.GetHeadSelectedUnit() then
        local unit = UI.GetLastSelectedUnit()
        if unit and unit:MovesLeft() > 0 then
            UI.SelectUnit( unit )
            -- UI.LookAtSelectionPlot() comment this out to avoid the camera jerk.
        end
    end
 
@lucidlobster: Thank you for this! I agree that it's easier to avoid, but since I often enter city view by keyboard command, the camera isn't already in the area to select a different unit. And sometimes I wouldn't want to.

I might later comment out the entire part of highlighting last unit. Will have to try this and see if it fits my mannerisms. Thanks for noticing and sharing your fix :)
 
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