• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.
Resource icon

Enhanced User Interface v1.30l

  • UI - City Expansion
  • UI - City Production Queue Enhancements
  • UI - Condensed Promotions (GK)
  • UI - Notification Options (GK)

These 4 will NOT work correctly, as you will have half a context based on the standard code and half based on this mod - almost guaranteed to cause issues!
 
A UI context consists of two files, a LUA file and an XML file. Your mod loads new versions of both NotificationPanel.lua and NotificationPanel.xml. My mod only loads a new version of NotificationPanel.lua as it expects NotificationPanel.xml to be unchanged from the core game. So without more than superficial testing it is impossible to say what the outcome of such a mis-mash will be
 
Wow, this new UI is amazing! I tested it in the Spanish version of the game and it works perfectly (just some spelling issues). I'll be using this for my next games :)

However, I would like to have that pop-up that appeared over the map to tell you the type of terrain and it's yield.

In any case, excelent job, OP! :goodjob:
 
If there is a specific spelling issue, please post a snapshot, but this should come courtesy of Firaxis, since the EUI DLC currently does not have any of its own text – it just reuses existing game strings.
The map plot mouse over does show the yield when no unit is selected or a non-combat unit is selected (decluttering logic). Id does show more stuff if you UNcheck the "No Basic Tooltip Help" option (standard game option menu)
 
and CurrentDate/CurrentTurn are labels ... my mods all integrate, so there's little point fixing A, B and C if I can't also find a solution for D and E
Please find attached a simple solution which makes your mod truly independent, without the clunky overlay and luaevent scheme. All of your top panel mods can easily be modified the same way (even more easily when direct hooks to textbuttons are available). The only drawback is that it is not available on turn 1 of a newly created game, I am only a mod noob I am sure you know of an event which correctly fires at the start of the game to replace Events.ActivePlayerTurnStart which has this problem.
 
... the updates for your (WHoward) mods and we simply download a new version of those mods

All my mods EXCEPT "UI - Notification Options (GK)" should now be compatible. New versions can be downloaded from my mod web-site.
 
awesome interface with this one. this is really amazing. thank you so much for your time and effort. you made this game even more exciting.

would like to ask if someone tried this, with the popular mod "heroes of might and wisdom" from epicss and if it is playable with it.
 
Just want to say i absolutely love this mod!

Also, thanks for working with whoward69 and getting his mods to work as well!
 
@bc1

I owe you an apology.

When I first was told about your mod, I read the comment about not getting it to work as an installable mod thus forcing you to make it a DLC.

I took that as some sort of failing on your part.

I was wrong.

I have just now installed it on my system, just to have a look, and I am impressed. This is some seriously fine modding going on here. Well done.

I am going to see how I like all the elements on my 1366 * 768 laptop screen and then, if it is alright with you, offer some suggestions. Not that you really need any, you seem to have cared for just about everything.

So, just in case you missed it.

Sorry.
 
Like I said in my first post this is a sweet mod. Nice work man. @Expiredriegn I finally got this to work for ceg, as far as i can tell. The conflict I found was file that had something to do with the tech tree so I just deleted it haha. I do stuff by trial and error lol. Again thanks for the mod Bc1!!:goodjob:
 
Couple of suggestions/questions

What about the addition of a toppanel clock? Attila made one many moons ago and I believe there maybe more code floating around here to use if needed. I have some versions of clock code if you want.

All the yields display according to the format of "produced each turn" except Gold which still shows total first. Why have the total here when it is also on the right hand side?

Why the separation of Tourism from Culture on the toppanel? Tourism is the "other side of the coin" to Culture yet it is displayed at the other end of the toppanel.

Is it possible to have the tooltip show the current Pantheon/Religion and its beliefs when mousing over the Faith yield icon? Would be a nice touch but I suspect a bit tricky.

Lastly, and this is a big one for me. The righthand side is for notifications, is it wise to keep the score of the civs and the city-state status fixed to that side?
On smaller screens, like mine, it all becomes a bit crowded. If they could be rotated 90 degrees and placed just under the toppanel, that would ease the congestion.

But just let me say again:
Well done.:goodjob:
 
Couple of suggestions/questions
Thanks for taking the time to provide feed back
What about the addition of a toppanel clock?
Yes it's trivial to do (the reason it's missing is that I simply did not need one: I have a clock / weather station right next to my monitor :D)
All the yields display according to the format of "produced each turn" except Gold which still shows total first.
Good point, but does it need to change ?
Why have the total here when it is also on the right hand side?
Because the right hand one is not always there (city screen, turned off by option...)
Why the separation of Tourism from Culture on the toppanel? Tourism is the "other side of the coin" to Culture yet it is displayed at the other end of the toppanel.
1) philosophy is that things which can affect the world / can be traded are on the right 2) it provides better balance left / right for the decluttered top panel for large screens (see snapshot) ;)
Is it possible to have the tooltip show the current Pantheon/Religion and its beliefs when mousing over the Faith yield icon? Would be a nice touch but I suspect a bit tricky.
Totally agree (I want to add it to the city banner and/or screen since they can each have they own), it's one of the many things I want to do but not the time. And it's not tricky at all, just copy the code from the religion popup (and clean it up :P). With no performance impact since it's a tooltip type (only run upon mouse over).
Edit: not sure I actually understand what faith yield icon you are referring to. If it's the map plot help mouse over, it already does that: if you have a belief in the city, it shows the corresponding yield (basic in the game). If you could acquire a belief, it shows you the yield bonus you could get from acquiring that belief.
Lastly, and this is a big one for me. The righthand side is for notifications, is it wise to keep the score of the civs and the city-state status fixed to that side?
On smaller screens, like mine, it all becomes a bit crowded. If they could be rotated 90 degrees and placed just under the toppanel, that would ease the congestion.
Yes, it's a bit crowded right now, although not so much on my 2560 monitor ;). Ultimately the idea is that too many notifications are the problem (although it did get better with G&K and BNW): most of the notifications would be removed, instead the corresponding symbol on the right side civ list or left side city list (not yet implemented) would flash. For example a war kicks off: currently you get several notifications, instead the war icons would flash on the relevant civs & city states.
Edit: not sure I will ever find the time to do this, though, so if you find a precise location for a 90° rotated list to fit, and which works when the chat panel is deployed, then that's relatively easy to do (change the stack offset and growth direction :lol:) but the score / gold / luxuries available for trade will have to go. Another option would be to move it to the left side in the infocorner (which already multiplexes so much stuff...)
 
I've been having some issues with the UI DLC. My civ 5 has the latest patch with all the vanilla DLCs and expansions running BNW. It's also a fresh install with no other mods except 2 earth sized maps.

I followed the install instructions and the game runs with the new UIs it seems (I can see extra icons on the right side), however whenever I go to "Options" menu (both in-game and at title screen) the whole thing is blank. I can't select any of the tabs and clicking on the buttons (cancel, default, accept) doesn't do anything and it won't close the window... so the only way is for me to alt+f4 it to exit the game. :nuke:

For some reason it's the DLC for sure since whenever I remove the folder from the "DLC" Folder, the options menu works again.

I tried deleting the "cache" folder as well but it didn't help. Any suggestions?
 
Back
Top Bottom