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Enhanced User Interface v1.30m

Fine, but what's the point ? Your mod should already be compatible with EUI provided EUI's CityView module is removed
Cheers

Correct, of course, but this way, I loose all your changes in EUI's CityView module, so if I want to have both, it needs to be integrated.
 
Would anyone know the reason why my game crashes when i try to put the mod into DLC. Butif i take it out the game runs fine.
 
As I would also like it, would it be hard to integrate it myself?
Is it simply merging the XMLs, as EUI doesn't change those boxes in cityview?

It is unfortunately not that simple, since both files cityview.lua and cityview_small.xml are altered in both mods, in fact in the case of EUI there are changes throughout the entire files so it has to be merged manually... :sad:
 
With regards to the translation, it would be an xml file like the ones in <game folder>\assets\gameplay\xml\newtext\xxx where xxx is the language code

Ok, but I'm not sure what to do witht that ? Sorry but I don't have the slightest bit of competence as far as modding goes, I'm just saying I could help if you gave me a file with a list of translations you need or something. That might not be what you're looking for understandably ;)
 
Ok, but I'm not sure what to do witht that ? Sorry but I don't have the slightest bit of competence as far as modding goes, I'm just saying I could help if you gave me a file with a list of translations you need or something. That might not be what you're looking for understandably ;)

Hi!

I suggest that you try with opening that (mentioned) file with editor and translate text as you see it should be. You'll surely make some mistakes but you'll learn and things will be fully translated in some next iteration...

Best regards, Borut
 
bc1
I just now tried out the latest beta version you offered and I can say with confidence you have completely fixed the weird yield errors that occur with Communitas.

Excellent.
 
I am using 3.15 and now I cannot load any saves, including ones made after I installed the EUI. I get a runtime error on the loading screen and it shuts down, never had this problem before. It seems to be more towards the late game that this happens though. Didn't see much in the lua log but maybe you will spot something I didnt/
 

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I am experiencing noticeable performance hits with the beta version.
Are there ways to optimize the lua code?

Often the game will spend 5 or 6 seconds during the phase when your turn is just about to start. The banner indicating your turn starts to appear, but is still only 50% visible, and the calculations are still going on in the background and not releasing the game.

Also the city display of tiles and their yields catches the mouse and freezes the game for a second or two whenever the mouse cursor happens to pass over the city banner. If we could have a delay placed on that so you have to actually 'want' it displayed at that time, rather than at the time the mouse hits the banner.

As always though, your mod is to be commended. Sheer brilliance in my opinion.:goodjob:
 
I am using 3.15 and now I cannot load any saves, including ones made after I installed the EUI. I get a runtime error on the loading screen and it shuts down, never had this problem before. It seems to be more towards the late game that this happens though. Didn't see much in the lua log but maybe you will spot something I didnt/
Enhanced User Interface has no effect on saves, it is unlikely to cause such problems. However your log seems to indicate you are using mods which do affect saves. A copy of the save and/or lua.log would be required for any further investigation.
I am experiencing noticeable performance hits with the beta version. Are there ways to optimize the lua code?
Often the game will spend 5 or 6 seconds during the phase when your turn is just about to start. The banner indicating your turn starts to appear, but is still only 50% visible, and the calculations are still going on in the background and not releasing the game.
EUI's lua code optimization is actually supposed to be improving... These slowdows are more likely the result of a bug or some strange interaction between EUI & CEP. Try removing EUI 1.16beta modules to isolate the problem, starting with NotificationPanel which has changed the most since 1.15
Also the city display of tiles and their yields catches the mouse and freezes the game for a second or two whenever the mouse cursor happens to pass over the city banner.
In 1.16beta's CityBannerManager.lua, line 1626, try changing true to false

Cheers
 
EUI's lua code optimization is actually supposed to be improving... These slowdows are more likely the result of a bug or some strange interaction between EUI & CEP. Try removing EUI 1.16beta modules to isolate the problem, starting with NotificationPanel which has changed the most since 1.15
In 1.16beta's CityBannerManager.lua, line 1626, try changing true to false

I ran into this same slow down, it gets worse as you get further into the game and is only noticeable hundreds of turns in. Hard to try various things to diagnose it. I'm currently playing a game without CEP to see what happens.
 
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In 1.16beta's CityBannerManager.lua, line 1626, try changing true to false
...

Perfect.

Also I have now seen (and I was certain I saw a mention of it here but now I can't find it) on the setup screen all the UBs display this error message:

Code:
Assets\DLC\ToolTips\InfoToolTipInclude.lua:879: attempt to index upvalue 'YieldTypes' (a nil value)

It only happens for the UBs and only on the setup screen. All the tooltips ingame work brilliantly, I guess that would be the case since CEP's files override the EUI files.

That line is one of the changes made to combat the compatibility issue.
 
Enhanced User Interface has no effect on saves, it is unlikely to cause such problems. However your log seems to indicate you are using mods which do affect saves. A copy of the save and/or lua.log would be required for any further investigation.

Then why is it that when I uninstalled the EUI, the save as well as other saves with the issue began to work? Oh well, I will just play without it.
 
I ran into this same slow down, it gets worse as you get further into the game and is only noticeable hundreds of turns in. Hard to try various things to diagnose it. I'm currently playing a game without CEP to see what happens.

Definitely an interaction between CEP and EUI. With CEP disabled, I'm in year 2020 with no slow down. Note that I only had CAT and CIT enabled (not CEG).
 
In 1.16beta's CityBannerManager.lua, line 1626, try changing true to false
Perfect
Does this mean this solves the slowdown ? That would mean Communitas is doing stuff with UI.GetScratchDeal() between turns...
Also I have now seen (and I was certain I saw a mention of it here but now I can't find it) on the setup screen all the UBs display this error message:
Assets\DLC\ToolTips\InfoToolTipInclude.lua:879: attempt to index upvalue 'YieldTypes' (a nil value)
It only happens for the UBs and only on the setup screen
Thanks, forgot YieldTypes is not available pregame
All the tooltips ingame work brilliantly, I guess that would be the case since CEP's files override the EUI files
Normally CEP cannot override EUI's InfoToolTipInclude.lua because it is loaded pregame. It's just that EUI's InfoToolTipInclude.lua behaves differently pregame / ingame.

Cheers
 
Perfect because the citybanner doesn't steal the mouse all the time.
Unfortunately the general slowdown is still there.

Sent from my GT-I9305T using Tapatalk
 
Unfortunately the general slowdown is still there
Then I would guess the root cause is CEP overwriting highly optimized EUI files such as ProductionPopup, CityView and TechTree. When combining Firaxis-style code which constantly generates unrequired tooltips with EUI's detailed tooltip library, things could slow down quite a bit.
The only way to prove this hypothesis is to test with CEP's UI files removed&#8230;
 
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