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Enhanced User Interface v1.30m

bc1, Don't know if you know, that you got advertised on the official civilization game forum, that's where I did come from anyway.

been lurking for the last couple of hundreds years, but eventually got two reasons to post.

First, I love your mod, it's clean, don't mess the gamefiles, and adds lots of useful information within point or single click range, absolutely amazing :) thanks for you hard work.

second, I am playing today with 7 or 8 AIs (medieval age as of now). At this point of the game, I found every major civ, and have lots of trade going on. Meaning my happiness tooltip got pretty extensive. if need a screenshot, it can be easily provided via pm.

I play at 1366x768 dimensions and the tooltip doesn't fit on the entire screen.
I'd love to see it divided into columns in such cases. Do you think it's possible?
 
I had a good look through many Vanilla screens and mouse overs and found only one more TXT_KEY displayed.

The TXT_KEY_CSTATE_INFLUENCE_RATE is the only significant one, because the rate is not displayed. The other two are both in the City State popup; It displays TXT_KEY_POP_CSTATE_QUESTS (with the icons for the quests) or TXT_KEY_POP_CITY_STATE_QUEST_NONE_FORMAL (writing this now, I wonder if I wrote that down correctly, maybe it's CSTATE again but I can't check right now) if the are none - these two don't really matter, they just look ugly :)

I did notice one other oddity. All buildings and wonder buildings have the attribute 'Airlift' displayed in the mouse over in both the City Screen and the Research Tree; Again, not important.
 
I love your mod, it's clean, don't mess the gamefiles, and adds lots of useful information within point or single click range, absolutely amazing :) thanks for you hard work
thanks for sharing
I am playing today with 7 or 8 AIs (medieval age as of now). At this point of the game, my happiness tooltip got pretty extensive. I play at 1366x768 dimensions and the tooltip doesn't fit on the entire screen. I'd love to see it divided into columns in such cases. Do you think it's possible?
currently I don't know how to easily split text in two columns
All buildings and wonder buildings have the attribute 'Airlift' displayed in the mouse over in both the City Screen and the Research Tree; Again, not important.
that's a Firaxis XML "feature" in vanilla and gods & kings, airlift is incorrectly defined as integer instead of boolean
I had a good look through many Vanilla screens and mouse overs and found only one more TXT_KEY displayed. The TXT_KEY_CSTATE_INFLUENCE_RATE is the only significant one, because the rate is not displayed. The other two are both in the City State popup; It displays TXT_KEY_POP_CSTATE_QUESTS (with the icons for the quests) or TXT_KEY_POP_CITY_STATE_QUEST_NONE_FORMAL (writing this now, I wonder if I wrote that down correctly, maybe it's CSTATE again but I can't check right now) if the are none - these two don't really matter, they just look ugly :)
please test attached EUI update and report whether fix works
Edit: include the fix for airlift that I had forgotten
 
I would like to make some suggestions for this mod:

  1. In the city-screen it is not possible to zoom in to have a better look on the tiles, which is a little bit annoying.
  2. You can always see, which civilization is the ally of a city state, even if you never met this civilization. In the vanilla version you only could just see a "?"-symbol.
  3. The status bar on city states is only visible if you enter the city state screen or in the diplomatic view. I actually liked it, when I could also see the status bar on the map.
 
please test attached EUI update and report whether fix works
Edit: include the fix for airlift that I had forgotten

Many thanks for the update. First off, the Airlift problem is fixed.

All the TXT_KEY strings have also gone and quest text is correct. Regarding influence, I now see (in the city state popup and ribbon mouse over) a line containing name, resources provided, relationship and influence (missing if relationship is war). For example, "Kathmandu Friends 42 :c5influence:". Then there is a second line stating, for example, "You currently have 42 :c5influence: Influence with Kathmandu. (-1.5 :c5influence:)" This is absolutely fine, although I might have just added the rate of change to the first line.

If there is currently no change in influence (e.g. Quebec City) it seems to be displayed as (+1 :c5influence:) This can occur when the current influence level is zero, or when the relationship is war or peace blocked. I think I also had a game when the neutral point moved to +20 so I guess it can occur then also.

In the course of checking this beta I had cause to run without EUI. I noticed that on the City State popup it tells me at the bottom of a long wordy mouse over that I am recieving 3 culture per turn from Katmandu. I don't think EUI is displaying that information (I think it is also possible to recieve science from a city state, but I can't check if that is displayed right now).

Also for Katmandu, I tried clicking on the Pledge to Protect button and this had no effect (I'm still trying to understand the circumstances of the false pledges I sometimes see displayed).

As you said you don't play Vanilla, and to provide concrete examples, I thought I would include a game save. (Also, I won't be able to try anything out until Sunday).
 

Attachments

Did you include the two entries from City State Diplomacy's InfoTooltipInclude.lua in v1.19beta2? Gazebo indicated you could include this if you wanted to maintain compatibility. If not then I suggest people disable the InfoTooltipInclude.lua from CSD.

Spoiler :
-- City Culture League modifier (CSD)
local iAmount = Players[pCity:GetOwner()]:GetLeagueCultureCityModifier();
if (iAmount ~= 0) then
strCultureToolTip = strCultureToolTip .. "[NEWLINE][NEWLINE]";
strCultureToolTip = strCultureToolTip .. "[ICON_BULLET]" .. Locale.ConvertTextKey("TXT_KEY_CULTURE_LEAGUE_MOD", iAmount);
end

Spoiler :
-- Base Yield from League Art (CSD)
local iYieldFromLeague = pCity:GetBaseYieldRateFromLeague(iYieldType);
if (iYieldFromLeague ~= 0) then
if (iYieldType == YieldTypes.YIELD_SCIENCE) then
strYieldBreakdown = strYieldBreakdown .. "[ICON_BULLET]" .. Locale.ConvertTextKey("TXT_KEY_SCIENCE_YIELD_FROM_LEAGUE_ART", iYieldFromLeague, strIconString);
strYieldBreakdown = strYieldBreakdown .. "[NEWLINE]";
end
end

local strExtraBaseString = "";
 
Hey everyone, I just downloaded the updated version of the Enhanced User Interface Mod today (never had the older versions) and I am having problems installing it on my computer. I followed the ins ructions to the letter so maybe someone out there can tell me what I'm doing wrong.

I own a MacBook Pro with OSX 10.9.3 and my Civ5 game is up to date and I play with BNW. I accessed the games files and moved the UI folder into the Mods folder (there was no DLC folder in my Civ5 game files). Hopefully someone knows the solution to this problem. Thanks for the help
 
I dont own a Mac but are you sure you're not confusing your user files with the game files ? As far as I know theres no Mod folder in the game files.

You want to go to the steam folder, find the game files and there the DLC folder should be inside the assets folder.
 
Hopefully someone knows the solution to this problem. Thanks for the help

I don't know much about Mac's using Civ5 so this may be no help at all. However, did you try creating a DLC folder?

My path is as follows:
E:\Steam\SteamApps\common\Sid Meier's Civilization V\Assets\DLC

Into that DLC folder I extract from the zip file the UI_bc_1 folder and all its contents directly to the DLC folder resulting in this.

E:\Steam\SteamApps\common\Sid Meier's Civilization V\Assets\DLC\UI_bc1

Inside the UI_bc_1 folder will be about 20 folders and 3 additional files.
 
The DLC folder is a little difficult to find on a Mac because it is buried quite deep inside an application package where you wouldn't normally expect to put files. On my computer it is located here:

/Users/username/Library/Application Support/Steam/SteamApps/common/Sid Meier's Civilization V/Civilization V.app/Contents/Home/Assets/DLC

The best way to navigate to the folder is to switch to Finder and use the shortcut Shift-Command-G (Go to Folder) then paste the path above into the dialog box. Obviously you will need to replace "username" in the path with your own username.

Just in case you are not aware of it, the Library folder is normally hidden. If you click on the Go menu in Finder, then hold down the Option (Alt) key, the Library folder will appear in the list in the menu.

If you want to look inside an application package, like Civilization V.app, you can right click (Control click) on its icon in Finder and the second option in the contextual menu should be "Show Package Contents".

Cheers.

PS: if you have the version that comes from the Mac App Store, the path may be different -- as you can see, I use the Steam version.
 
Is there anything special I need to do to make this work with :

DLL - Various Mod Comps + Civ IV Diplo + CSD mods ?

Here is what I do :

City-State Diplomacy Mod (CSD) v23: should work provided you remove CSD's own CityView.lua, TopPanel.lua, and InfoTooltipInclude.lua from its ...\Assets\UI\... folder (EUI DLC's CityView.lua and TopPanel.lua are compatible with CSD, the reverse is not true)
Civ IV Diplomacy Features Mod v10: should work provided you remove CDM's TopPanel.lua from its ...\UI\InGame folder (EUI DLC's TopPanel.lua is compatible with CDM, the reverse is not true)

Anything else I need to do?
 
Great job, this is an amazing mod! Bit reluctant to add the Communitas Interface mod after reading about the possible conflicts but I so wanna view Unit Promotions :badcomp:

Also, not sure if this is possible, but it would be incredibly handy if you could see how much +1 hammer or +1 food would affect the current production queue/population growth, so you could decide whether purchasing a tile is worthwhile.
 
Is it possible to re-enable zooming in on tiles in the city view window? For whatever reason you cannot zoom in right now.
 
@bc1,

This is not compatible with Éa at all - we literally modify every UI. So you might want to add it to your list in the OP.

More importantly, I was hoping that you could tell me an easy Lua way to identify whether any components are present on a player's DLC installation. I can tell from Lua.logs of our testers (which are <1% of the mod's players) that many players leave this installed despite my download/installation instructions. Well, that's to be expected. But the result is that Éa's UI functionality doesn't work (in a sort of random way based on VFS load order I guess). The effect is subtle enough that they don't know something is wrong and that they are missing out on mod features.

If I had an easy way to detect this then I could force the player out of the game (from the start) so they can get their installation straightened out for our mod. Do you have anything I can use for this?
 
So, I'm trying to merge the toppanel, cityview, and citybannermanager lua and xml files of this with the ones from Health & Plague. I figure I must be doing something wrong, though, as it's causing the UI to become messed up:
http://i.imgur.com/645M37R.png

I've just been copying the tagged bits from Health & Plagues's files into the appropriate location in EUI's files, and then overwriting the H&P's files with the merged ones. I've never messed with any of this sort of thing before, is there something else I should be doing?
 
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