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Enhanced User Interface v1.30m

I'm loving this mod, but I'm puzzled about one thing and reading much of this thread didn't clarify - how can I remove the mini civilization list at the top-right? I'm using Gedemon's DLL mod to have 59 civilizations, and I'm afraid it will get super-cluttered. I'm a bit of a minimalist in terms of HUD.

Actually, if there is any way to condense all of those civilizations into a menu/list that can be toggled, that would be wonderful! Or if it could be integrated into the civilization list under the diplomacy list (where it shows the attitude of each civilization towards you and their score).
 
Do you mean getting rid of the score list or getting rid of the Ribbons (the leader portraits)

To get rid of the Score list you need to disable "Show Single Player Scores" in your Interface Options.

With Ribbons I'd assume you'd need to remove one of the .luas but which I'm sure bc1 will tell you.
 
Just a quick question, maybe someone will know the answer here:

Is it possible to stop zooming out when entering city view?
 
I just started using this mod today and I absolutely love it! JUst a couple things that I'd like to know if I can adjust:

When I mouse over the tech icon in the top left, is there any way to display what the yields of that tech are? To fix this I use the tech progress thing at the top left of the default UI but a mouseover would be great!

And the second thing that probably is actually fixable: WHen I click choose research or it goes all the way to the tech instead of the sidebar popup. Any way to get back to the default here?
 
[*]Communitas Expansion Pack: as of CEP version 3.14.1, you must manually disable EUI DLC's tech tree module, otherwise the big blue tech selection button in the bottom right corners no longer works. EUI's city view module must also be manually disabled. CEP will override EUI's top panel. Also, there will be funny yields displayed in the interface, but it's only a cosmetic nuisance and should be adressed in future updates.

Any fix to this issue with strange numbers around the corner?
 
how can I remove the mini civilization list at the top-right?
WHen I click choose research or it goes all the way to the tech instead of the sidebar popup. Any way to get back to the default here?
Please refer to the opening posts's instructions feature spoiler: it lists the module names corresponding to each feature. Don't want that feature ? Remove the module folder.
Is it possible to stop zooming out when entering city view?
I don't know
Is there a way I can remove just the sound effect of the new border growth?
I don't know
When I mouse over the tech icon in the top left, is there any way to display what the yields of that tech are? To fix this I use the tech progress thing at the top left of the default UI but a mouseover would be great!
It's possible but it's work
Any fix to this issue with strange numbers around the corner?
I'm working on it.
Actually I have already fixed this, check attached beta version
 
Would it be possible to add the diplomatic values like the diplomatic values mod does it? Since EUI doesn't prevent achievements and dipl values mod is the only mod I use, this would be quite awesome :)
 
EUI's design philosophy will, unless bc1 changes his mind, to display information about the game that is available somewhere else. Becaue of that Diplomatic Values are unlikely to be added unless Bc1 will start another mod, it's unlikely that will be added.
 
Localization: the UI relies almost entirely on Civ5 built-in text, using your selected language. Some of the unit & building tags have no built-in text, however, and would need to be translated (anyone interested ? )
what do you need for translating it to spanish? I don't see any localization file...
 
There are no such files ATM because no one yet volunteered for translating (no one seems interested in doing art work either).

I am willing to code this stuff only if people volunteer for translating to at least 3 major languages.

Cheers

I might be able to do the French translation.

By the way, I can't seem to get the "disable advisor" thing to work. As in, I always get a lot of info when mousing over a tile, even though my advisor level is set to "no advice". It seems to work for a few seconds when I change it, but it very quickly goes back to giving me a bunch of text.
 
"Bundled" notifications are totally messed up for spy reports: when you click to rotate them you also instantly get to share intrigue of next report. Also, there must be an option for right-clicking on bundle, removing whole bundle or only one report of it. Moreover, there should be option to fine tune bundling behaviour, like I wanted to bundle only non-clickable reports like DoFs and denouncements, but leaving everything else untouched.
Also, sometimes I get mismatched leader dialogue and deal they are proposing: http://www.mediafire.com/convkey/a086/pyaxtbar4fyhe89fg.jpg?size_id=a
It was more apparent when I got two research agreement deals from the same leader in a period of 2-3 turns, despite me accepting it at the first deal, but he got different dialogue, suggesting that there is a display bug involved.
 
I didn't mean "implement this mod specifically", just those particular features (it was the only screen I found when googling for it).

Regarding specialists: right now it feels kinda awkward if I want to, for example, switch specialists from all merchants to all engineers - the merchant slots are spread out and jumbled up depending on the building they belong to, and it's not immediately obvious what type a slot is (I have to check the building, or click the slot to find out). It's also not easy to see if I've filled *all* the engineer slots - maybe I've missed one somewhere?

Why are they even grouped by building in the first place? Once the building is built, that doesn't matter, unless it's vitally important to know which buildings have specialist slots when selling them (so much so that it's not enough with the tooltip). With the communitas-style interface, managing specialists is much easier - the information is condensed and immediate, and activating/deactivating specialists just takes small movements with no hunting.


The condensed city focus box is more of a personal issue, I guess - at the moment I just feel it takes up more space than is necessery without improving usability. It's still as easy to see which focus is active (I'd say easier, since the communitas-style is more condensed - the active buttons are just as small in both versions so that's no improvement). I'd also argue it's not much more difficult to see what the focus types are (the text is removed, but there are still symbols and tooltips for details).

My two cents at least - still a big thanks for all the hard work you've put in! I can't go back to the regular interface after using this.

Let me first say that the EUI mod is indeed well done and has many nice features - I only found it now, but I would happily use it.

Now, given that I am the author of the city view for notebooks mod, I have to agree with JohnS, that I very much would like to see a mod that integrates both:

- there is no point in having such a huge focus box which is always closed on first load;
- the specialist box is certainly much more useful than specialists being spread out and associated each to their building (in alphabetical order);
- the small icons for buildings and wonders avoid (almost) all scrolling and should in particular combine nicely with the great tooltips in EUI!

I admit that the GP-meters with indication of remaining turns is certainly better than what I have, but the three arguments before should still apply independently of the size of the screen. So I would also petition in favor of a partial integration since I do not want to miss the features of EUI in city view either. :)

Of course, if and when I find the time, I may also process this myself as a modmod, provided bc1 is o.k. with that. In any case, I agree that the majority of the features is not restricted to small screens - seeing more in one screen with less scrolling/clicking is quite in line with one of the ideas in EUI.
 
I might be able to do the French translation.
:lol: yes or no ?
By the way, I can't seem to get the "disable advisor" thing to work. As in, I always get a lot of info when mousing over a tile, even though my advisor level is set to "no advice". It seems to work for a few seconds when I change it, but it very quickly goes back to giving me a bunch of text.
Advisor level has no effect. Please refer to the instructions for the options that do
"Bundled" notifications are totally messed up for spy reports: when you click to rotate them you also instantly get to share intrigue of next report. Also, there must be an option for right-clicking on bundle, removing whole bundle or only one report of it. Moreover, there should be option to fine tune bundling behaviour, like I wanted to bundle only non-clickable reports like DoFs and denouncements, but leaving everything else untouched.
It's an "incomplete" beta, what did you expect ?
Also, sometimes I get mismatched leader dialogue and deal they are proposing: http://www.mediafire.com/convkey/a086/pyaxtbar4fyhe89fg.jpg?size_id=a
It was more apparent when I got two research agreement deals from the same leader in a period of 2-3 turns, despite me accepting it at the first deal, but he got different dialogue, suggesting that there is a display bug involved.
Seems fine, anyway EUI has no effect on leader dialogues
I am the author of the city view for notebooks mod, I have to agree with JohnS, that I very much would like to see a mod that integrates both.
Of course, if and when I find the time, I may also process this myself as a modmod, provided bc1 is o.k. with that
Fine, but what's the point ? Your mod should already be compatible with EUI provided EUI's CityView module is removed

Cheers
 
:lol: yes or no ?

Well I think I can do it : unemployed right now so I have the time, but I'm completely incompetent as far as modding goes so I would need you to give me a list of stuff to translate to do it, or something along those lines. Not sure how easy that would be ?
 
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