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Enhanced User Interface v1.30m

I don't know if the download page were the right page to post a commend+suggestion. So here it comes:

The only disadvantage of this mod is that you cannot play without it!!

I like the new feature of bundling the notifications of same type.

I was thinking if perhaps you can make the civilization list a two column list, I have full hd resolution so I think perhaps people with low resolutions doesn't want that, but perhaps a configurable option or resolution dependant.

Keep up the good work!!
 
No supposed to be this way, EUI seems to be incorrectly installed: need to exit the game, delete previous install, install new version. If that does not work, need more info such as lua.log - see OP

Sorry, my bad again. I was playing EUI along Civ IV Diplo mod, that isn't entirely compatible. Without that mod, EUI 1.17 works normally for me. Thanks again.
 
I just recently downloaded the EUI, and I'm loving it so far. It certainly is better than the standard Civ UI. However, I have run into a few things with the mod that I'm not a big fan of, and I'd like to see if there are any ways to change them.

So first of all, I'm not a big fan of the fact that settling a new city automatically brings up the city menu. With my extremely, extremely limited knowledge of Civ modding, I think I fixed that behavior by commenting out the contents of "local function eventCityCreated" in the UnitPanel file. It seems to be working so far, but I'm afraid that doing that may break something that I'm unaware of.

Secondly, I noticed that in Marbozir's LPs, his production queue looks like this, whereas in my UI the production queue looks like this. I'm a much bigger fan of the queue in Marbozir's version. How can I get mine to look like that?

Finally, Enhanced UI seems to not play nice with some modded civilizations. In the setup menu, EUI makes my modded civs show every single building or unit change, which sometimes looks really ugly and is sort of redundant. This is probably the most noticeable with Vice Virtuoso's Vocaloid mod. Without EUI, the setup screen looks like this, which is perfectly fine. With EUI, the setup screen looks like this, which is just terribly cluttered. I don't need to know that all those science buildings have musician specialists and all those wonders have great works slots when it's already listed in the UA. Since there are so many changes, the setup screen ends up looking like this, shifting everything down and making the game pace cover up buttons. This is also noticeable with some of the other modded civilizations I have, but not nearly as bad. (For example, TPangolin's Boer civ also has a bunch of redundant units shown that are already listed in the UA). I don't want to just delete the setup folder though, since I really like the fact that I can actually see what UUs and UBs are when I hover over them.

Anyways, that's all I have. Sorry if it seems like I'm complaining a lot, because in all actuality this is a wonderful, wonderful mod.
 
So I was recently having an issue where, when selecting a civ, it would not let me scroll to view more civs. There was no scroll bar on the side, and the mouse wheel was not working. This was only affecting civ selection after going through the mod menu, however, and it worked fine in the non-mod single player menu. This issue was also occurring for my brother on his computer, so it's not just me. It was also present with both 1.16 and 1.17 beta.
I tried removing the SelectCivilization.lua and SelectCivilization.xml files, and that worked.

So I figured maybe that was conflicting with some mod I've got, but no other mods I'm using have a SelectCivilization.lua file.
I'm guessing all I'm missing out on by deleting those files is "GameSetup: supports unlimited UU/UB/UI (mods such as 3rd Unique Component Project)
GameSetup: can right click on stuff to access pedia (pre-game)", then? I can live with that, but if there's an easy fix, I could definitely live with that as well.

Should I just delete the whole gamesetup folder rather than just those two files?
 
Sorry, my bad again. I was playing EUI along Civ IV Diplo mod, that isn't entirely compatible. Without that mod, EUI 1.17 works normally for me. Thanks again.
CSD can easily be made to work nice with EUI, please RTFM in the OP
I have run into a few things with the mod that I'm not a big fan of, and I'd like to see if there are any ways to change them
each group of EUI features can be disabled, see OP
I noticed that in Marbozir's LPs, his production queue looks like this, whereas in my UI the production queue looks like this. I'm a much bigger fan of the queue in Marbozir's version. How can I get mine to look like that?
to revert to vanilla queue simply disable EUI's CityView module, but there is no intermediate option
In the setup menu, EUI makes my modded civs show every single building or unit change
either disable EUI's GameSetup module or modify the civs to make their units & buildings invisible:
EUI's game setup script will filter out units with ShowInPedia set to 0 / false. It will also filter out buildings with GreatWorkCount set to -1 as embraced by the community
when selecting a civ, it would not let me scroll to view more civs. There was no scroll bar on the side, and the mouse wheel was not working. This was only affecting civ selection after going through the mod menu. I tried removing the SelectCivilization.lua and SelectCivilization.xml files, and that worked
if you want this fixed I need more info (lua.log as per OP, active mods, screenshot)
Should I just delete the whole gamesetup folder rather than just those two files?
unless you analyse EUI's code and know what you're doing, modules are meant to be disabled as a whole

Cheers
 
...Well, somehow, my issue actually fixed itself. I put those files I had deleted back so I could get a screenshot and log file for you, but it's not happening anymore. I don't really get why that is, since I'm not doing anything different now than before, but hey.
I'll ask my brother if it's still happening for him tomorrow.

Thanks!
 
Could people please test the attached v1.17 BETA2 version.
  • Fixes bugs found in v1.16 & 1.17BETA
  • Compatible with CSD v23 (see OP for instructions)
  • Civilization ribbon mouse over tooltips show active deals and trade routes
  • Civilization ribbon now available in leader screens (if enabled)
    • can get diplomatic info about everyone while talking to a leader using civilization ribbon mouse over tooltips
    • can switch talking from one leader to another directly from within the leader screen by clicking on civilization ribbon icon (saves tons of clicks)
Cheers
 
Will try.

BTW, is there any way to turn off the advisor recommendations on what to build? I've got rid of all of the other "help" but for the life of me I can't find a way to get rid of them. I find the little coloured icons fatally distracting when I'm in the city screen. It ends up with the computer playing itself and using me as a device to click the buttons it likes ...
 
Please say that can be done, those advisors drive to despair.

Sent from my GT-I9305T using Tapatalk
 
Yes it's easy to remove (actually took work to code it in, since city view code is mostly a rewrite), just need to find a game option to tie it to... avisor level = "no advice" perhaps ?
Also please take care with 1.17beta2 NOT to switch to other leaders and make deals from the leader screen where another AI is trying to talk to you. Seems game cannot always handle it without problems...
 
That narrows the problem down to the new localization module. What exactly was the problem ? Could you please provide more details to reproduce and/or a screenshot ? Thanks.

Rather than display the text string. It displayed TXT_KEY_ etc....

I do not remember the exact text string it was identifying. though. I will try to reproduce the error and get the text string when I am back in town tomorrow.
 
And some of the earlier city expansion announcements don't delete themselves while end turn and can't be delete with right mouse click. I have this same problem, but only when I use v50, eui, and cep together. If just cep and eui, I don't have this issue.
 
Here are the strings under additional maps
TXT_KEY_MAP_FOLDER_DLC_1_DESC
TXT_KEY_MAP_FOLDER_DLC_2_DESC
TXT_KEY_MAP_FOLDER_DLC_3_DESC

The 1st will display text strings for maps OK. The 2nd and 3rd subscreens do not . They have text issues also. Please see attached screen shots.

This occurs with EUI enabled with all folders and no mods. You can still load the maps, and everything works ok.
 

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I have never paid attention to how the score is calculated before. In v11.17b2 with one city built. The tooltip on score indicates cities 3, technologies 4, land tiles 2 and everything else is 0. I assume these are values of the score. It would be nice to show the quantities and the score of each item. I also agree on finding a way to hide the advisor buttons. Tying them to the no help option would be ideal.
 
Could people please test the attached v1.17RC (release candidate)
  • Fixes bugs found in v1.16, 1.17BETA1 & v1.17BETA2
  • Compatible with CSD v23 (see OP for instructions)
  • Civilization ribbon mouse over tooltips show active deals and trade routes
  • Civilization ribbon now available in leader screens (if enabled)
    • can get diplomatic info about everyone while talking to a leader using civilization ribbon mouse over tooltips
    • can switch talking from one leader to another directly from within the leader screen by clicking on civilization ribbon icon, or return to the game by clicking on either your own icon or the one of the currently displayed leader (this function is disabled when the AI is asking you something during its turn)
  • City view advisor build recommendation icons are now disabled when game options - advisor level is set to "no advice"
Cheers
 
holy excre man, cannot play ten turns without you throwing another one at us :D

not a biggy mind you, but I tend to modify your code a little, so every time you give us more food for thought, I need to redo all that...

by the way, where did you hide the little override code to force the city screen to open when clicking the Production button that replaces the Next Turn button? I prefer to go to the production tab instead from that button, as in vanilla, but cannot find your override anymore.

I also strongly suggest that you add the right-click function to the diplo icon (the left-most of the round buttons) to go directly to the WC... I used to add that piece of code but now you are not using DiploCorner.lua anymore... could you add that to your release of 1.17?

cheers,
 
where did you hide the little override code to force the city screen to open when clicking the Production button that replaces the Next Turn button?
It's no longer done this way, city view and production popup have been merged (complete code rewrite). Try the new queue, you might actually like it :lol:
I also strongly suggest that you add the right-click function to the diplo icon (the left-most of the round buttons) to go directly to the WC...
yes i will do something like that sometime

Cheers
 
yes i will do something like that sometime

Cheers

Oh come on, it's easy for you, just add it now...

Code:
function OnDiploRightClicked()
	Events.SerialEventGameMessagePopup( { Type = ButtonPopupTypes.BUTTONPOPUP_LEAGUE_OVERVIEW } );
end
Controls.DiploButton:RegisterCallback( Mouse.eRClick, OnDiploRightClicked );

Put that where it belongs (usually DiploCorner.lua, but you may find another place to make it work), and done.
 
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