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Enhanced User Interface v1.30m

Am I able to force the regular full width/left aligned TopPanel? Splitting up important information and aligning some on the right where by default it's on the left looks ridiculous on a high resolution. It also causes overlay issues when IGE is installed.
 
So... if you start a game with no other mods, there is no effect at all from EUI? You don't see a different top panel (where happiness, gold, culture, research etc are summarized)?

To be honest, the most likely explanation is that you misunderstand something or missed something in the instructions. You do realize that EUI does not show up as a mod, and that you need to "in the game menu - options - interface options - UNcheck "single player score list" if you want to use the civilization ribbon", the main feature of EUI?

Hope you get it working because it helps a lot :)

I believe you missed something. My game doesn't even start when i put the folder in my dlc folder. My game crashes before it even goes to menu screen. Once i take it out i can load to the menu screen
 
My game crashes before it even goes to menu screen.
It works for lots of people. So what's different about your setup? Have you gone through "In case of problems" in post #2 of this thread? e.g., Is your game updated to the latest version?
 
It works for lots of people. So what's different about your setup? Have you gone through "In case of problems" in post #2 of this thread? e.g., Is your game updated to the latest version?

yes, my game autoupdates, i let it install every game update. I'm doing nothing different. Im putting the file in my dlc folder for the game. Once i remove the folder my game works fine
 
It works for lots of people. So what's different about your setup? Have you gone through "In case of problems" in post #2 of this thread? e.g., Is your game updated to the latest version?

fixed it. it was something in my maps folder
 
Could people please test the attached v1.16 Release Candidate version.
  • Fixes bugs found in v1.15
  • Features new city queue mechanisms:
    • items may be added directly to production queue if not dimmed: left click = end of queue, ctrl + left click = top of queue, shift + left click = replace entire queue, right click = pedia
    • items may be purchased directly (e.g. great people), if the relevant purchase button (faith or gold) is displayed and not disabled (insufficient funds)
    • production queue items may be shuffled around by dragging (like in 1.15)
    • production queue may have more than 6 items, but the elevator is the only way to scroll the list (mouse scroll wheel does not work)
  • Notifications are bundled by type (need to click to see bundled notifications)

Cheers
border growth notifications that you can't click to bring you to the location
might be fixed in RC1
clicking on the button moves you to the previous notification site but the message is for the last one
fixed in RC1
 
Originally Posted by ExpiredReign
clicking on the button moves you to the previous notification site but the message is for the last one

Nah, sorry. Still present in this build.

Using your numbered notifications it goes like this:

Three CS messages appear with the last one being the one shown when you mouseover the icon "3/3 blah blah bla".
Clicking that takes you to the first message location and changes the text on the icon for the second. Clicking the icon now moves you to the second and changes the text to that of the third. Clicking that brings you back to where you began.

From here, now the CS is centred in the screen it doesn't appear too out of place, you can see that 'something' is happening at this location and the text tells you what to expect to see at the next.
The ideal method would be to have the mouse-click bring you to the CS and keep the message for that CS. The numbers will tell you there are other messages, so clicking then takes you to the next and the text matches that location.
 
None of my notifications are being bundled. I'll play around to see what combination matters.

I removed the mod cache, and removed/reinstalled both Communitas and EUI. Things started working again.

I replaced 1.16b2 with 1.16rc1 and it stopped bundling again.

Is there a requirement to remove the mod cache, or something else between versions? I looked around and couldn't find any such instructions. I can't help wondering why I seem to be the only one seeing this behavior!
 
Nah, sorry. Still present in this build. Using your numbered notifications it goes like this:
Three CS messages appear with the last one being the one shown when you mouseover the icon "3/3 blah blah bla".
Clicking that takes you to the first message location and changes the text on the icon for the second. Clicking the icon now moves you to the second and changes the text to that of the third. Clicking that brings you back to where you began.
In your example it should go like this:
Three CS messages appear with the last one being the one shown when you mouseover the icon "3/3 blah blah bla".
Clicking that takes you to the FIRST message location and changes the text on the icon for the FIRST. Clicking the icon now moves you to the SECOND and changes the text to that of the SECOND etc...
Are you sure you are using RC1 ?
I removed the mod cache, and removed/reinstalled both Communitas and EUI. Things started working again. I replaced 1.16b2 with 1.16rc1 and it stopped bundling again.
Is there a requirement to remove the mod cache, or something else between versions? I looked around and couldn't find any such instructions. I can't help wondering why I seem to be the only one seeing this behavior!
:dunno: the only thing for notifications to be bundled with EUI is that the right vertical civilization ribbon is active (see OP for option settings)
 
Yes I am using the latest release candidate.
I think the problem is perhaps not the code but my perceived observations of what the code should do.

This an example in a game I started just to get the facts clear in my mind.

Three notifications appear:
1) 'You have met Kiev'
2) 'Kabul Targets Nearby Encampment
3) 'You have met Kabul'

The icon has the last message as the active one when you mouseover it, in this case about 'Kabul'.
As the message displayed speaks of 'Kabul' you would imagine clicking it would take you to that CS, it however changes to the 1st message and centres over 'Kiev'. This is exactly the way you have coded it, and that code works. The result however is strange, when you are not immediately centred over one of the messages, ie. on the first click. Afterward clicking the icon simply cycles through and you get the message applying to the location you are now at.

I guess the upshot of this is: you are correct the code in this release does work, and, I am somewhat correct in that the result isn't immediately indicative of the situation.

This is probably something that can't be resolved since the single mouseclick needs to do those two things together, cycle the messages AND centre the screen on the message. Changing the messages displayed would only unsync them once the screen has centred after the first mouseclick. I guess I'm expecting too much from, what is after all, a vastly improved interface than the one Firaxis offered.
The only way I could think to change this is to separate the mouseclicks with something like a left/right arrow overlay on top of the icon that changes the messages first, then clicking the icon takes you to the location of that message. That's probably too much for what are only minor messages.

Let's just chalk it up to user expectation/coder design mismatch.:D

Apologies if I added any angst.
 
The code that does the centering is Firaxis's (for the most part), and using data not exposed to Lua. For some notifications there is centering, for others there is not. So making the notification clicks work completely clean from user perspective would be too much code complexity for what it's worth. What I might do for public release is exclude from bundling all notifications which have centering (those that have popups are already excluded from bundling).
Thanks for testing this stuff... You might also want to try EUI without CEP's CityScreen & Production popup scripts, since this is the main focus of this EUI release.
Cheers
 
:dunno: the only thing for notifications to be bundled with EUI is that the right vertical civilization ribbon is active (see OP for option settings)

Ah! This is it. I didn't realize this was required, and I have not been using the ribbon. Oddly, it *mostly* worked even while not using the ribbon. Thanks for the comment, and thanks for this mod. I can't imagine playing Civ 5 without it now.
 
this one works like charm! :eek:thanks a lot bc1.:love: anw, are there anything to be translated, still? coz everything seems displayed in my language atm:crazyeye:
 
EUI mostly uses existing game text, which is localized / translated by default.
The tooltips have some tags which are not translated (actually the tag name is given). "Closed borders" is hardcoded and not translated.
Localization will not happen with EUI because game database update is not possible by a DLC without a valid Firaxis key, which of course I do not have.
A workaround is to hijack an existing Firaxis DLC GUID & key (which Gedemon does in his DLC mod), but I don't want to do that.
 
[*]NotificationPanel: vertical civilization ribbon icons shows available duplicate luxury resources they are willing to trade (theirs above & yours below), so you don't have to visit each leader to see if they have anything for trade (mouse over tooltips provides more details)

one suggestion for this feature.:mischief: Could you make these lux resource listed in two lanes when they beyond a number of types? 5, for example. my screen is so small and these lux icons almost take a third of it.:confused:


:goodjob:
 
If you have more than 5 duplicate luxes available for trade, you really should consider trading them (for gold, GPT, other luxes...), this would greatly improve your game ;)

But yes I can put a wrapwidth on the display, if you are willing to test it

Edit: actually there is no room to do that...
 
If you have more than 5 duplicate luxes available for trade, you really should consider trading them (for gold, GPT, other luxes...), this would greatly improve your game ;)

But yes I can put a wrapwidth on the display, if you are willing to test it

Edit: actually there is no room to do that...

just realized those lux are there coz i can trade with :rolleyes: its gone since i traded them. thought it was something else :crazyeye: thanks!

btw, [NotificationPanel: vertical civilization ribbon] seems to be conflict with this mod i m using. this mod helps me a lot from closing tons of [resources request] and [we love the king] popups.:mad:

could you try to add one of its function please?:eek: this mod does shift + right click to remove all popups that are the same type, and ctrl + right click stop this type of popup in furture. it was for G+K, but also works with Bnw.

here s the link:
http://www.picknmixmods.com/mods/66743884-90cd-4de4-9ea2-dfbbe608c3d1/mod.html#
 
Enhanced User Interface's notification de-cluttering logic is to bundle together notifications of the same type. No further changes are planned.

found a way to disable the popups manually:p dont wanna delete wonderful function for this :cool:

come up with another suggestion :devil::woohoo: Unit like nuclear sub born with 7 promotions :wow::yumyum: after farming a few levels up some promotions are "visually gone".

is it possible to show promotions within mouseover detail of a military unit?

or perhaps, let promotions shown in 2 lanes within the unit panel when, for instance, a unit had more than 10 promotions.

or, maybe hide some of the promotions when a higher level of the kind is promoted. Since its quite obviously that we ve had the lower promtions when a higher one shows up (maybe not with some mods? :twitch:).

:bowdown::worship:
 
Just so you know; I've been trying out your v1.16 Release Candidate with a modded civ (specifically the Sámi, which are unreleased) . A problem I've encountered is that the modded notifications will not appear (though the sound is played).

The notification is added like so: "pPlayer:AddNotification(NotificationTypes.NOTIFICATION_GENERIC, sTooltip, sTitle, pTargetCity:GetX(), pTargetCity:GetY())"
 
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