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Enhanced User Interface v1.30m

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
Allowed again in v1.19RC
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
Fixed in v1.19RC
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
Colors & tastes...
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
Great news !
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
Changed i v1.19RC, could you please check ?
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)
EUI shows that info in a more concise manner, unless there is a bug for vanilla
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)
In vanilla, pledge is only possible if already friends
Did you include the two entries from City State Diplomacy's InfoTooltipInclude.lua in v1.19beta2?
No time it's very minor and does not affect compatibility
I just want to say thank you for this awesome mod bc1 :)
Thanks for sharing
Don't know if someone else has done this, but this mod works on the new Linux release by renaming all files/folders to their lowercase equivalents and dropping in the DLC directory. Wrote a script to install from the zip at https://gist.github.com/mjkoo/0eb70888b6085b3f65f5
Thanks for sharing
Is it possible to re-enable zooming in on tiles in the city view window? For whatever reason you cannot zoom in right now
Allowed again in v1.19RC
@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
Ok
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?
I have added print statements in v1.19RC
To detect inside your mod, I would rather suggest a watchdog using LuaEvents for all of your critical modules to check in by the time the game starts (when Events.LoadScreenClose fires)
So, I'm trying to merge the toppanel, cityview, and citybannermanager lua and xml files of this with the ones from Health & Plague. I've never messed with any of this sort of thing before, is there something else I should be doing?
Sorry I don't have time or motivation for this kind of work

Cheers
 
Hi anyone got this bug like me:

I can not proceed to next step (Choose Production - press on this button but nothing happen) after found city. This bug tested and happen when i used EUI 1.18 and 1.19RC version.

I thought maybe mods conflict. Here my mods list:

Code:
- CSD (v.23)
- Civ 5 Extended City Radius (v.1)
- Civ 4 Diplomatic (v.10)
- Diplomacy - City States (v.4)
- Diplomacy - Civ4 Features (v.1)
- DDL - Various Mods Components (v.51)
- Emigration v(.5)
- Great Prophet Historical Names (v.26)
- Historical Religions (v.35)
- More City-states Luxuries (v.3)
- More Luxuries (v.151)
- More Great Musicans (v.2)
- Reform and Rule (v.18)
- UI for Unit Stacking (v.1) 

Game Version : BNW - 1.0.3.144
 
@bc1 : I found it , that Emigration mod

But can i ask you one thing, can that mod work along with EUI, because i really love Emigration mod. Thanks
 
To detect inside your mod, I would rather suggest a watchdog using LuaEvents for all of your critical modules to check in by the time the game starts (when Events.LoadScreenClose fires)
Great idea! I do this for sql/xml table files ... I don't know why I didn't think of it for Lua.

But that leads to a follow up question. Does EUI always replace both lua/xml files for UI? In other words, if I test for my MouseoverInclude.lua file and it's there does that guarantee that EUI didn't overwrite my MouseoverInclude.xml file?

I have added print statements in v1.19RC
Could you clarify this for me? Does this give me some way to detect EUI from Lua?

I'll try Nutty's ContentManager suggestion too.
 
Does EUI always replace both lua/xml files for UI?
No
if I test for my MouseoverInclude.lua file and it's there does that guarantee that EUI didn't overwrite my MouseoverInclude.xml file?
Yes - mod files are always loaded after EUI DLC, the catch is that they don't always get to overwrite files used pre-game by EUI (or the base game, it's the same issue)
Anyway it would be easy to trigger an LuaEvent handshake when Events.LoadScreenClose fires, everything is already loaded then
I have added print statements in v1.19
Could you clarify this for me? Does this give me some way to detect EUI from Lua?
No - it's only for Lua.log
I'll try Nutty's ContentManager suggestion too
It would be a surprise if it worked
 
It would be a surprise if it worked

It does. I use it for GR.

Code:
-- To check for the presence of BNW DLC
local isBNW = ContentManager.IsActive("6DA07636-4123-4018-B643-6575B4EC336B", ContentType.GAMEPLAY)

By the way, to be honest with you, I prefer the relations wheel in the diplo chambers, than the ribbon... I wonder what others think.

Are you planning on merging GR into EUI? I would truly be delighted (not because it's my mod, but because they work so well together). If I remember correctly, your poll identified that as one of the top 3.
 
It does. I use it for GR
It works for Firaxis DLC which have a Firaxis key, and are listed in the DLC activation panel: EUI DLC has neither
By the way, to be honest with you, I prefer the relations wheel in the diplo chambers, than the ribbon... I wonder what others think
Colors & tastes...
Are you planning on merging GR into EUI?
With the ribbon now available during leader discussions, this game shortcoming is considered addressed
 
I can't see the leader portraits/descriptions/uniques in the main choose-your-civilisation window even in vanilla. Choosing any of the blank leader slots results in a Washington pick.

I can see the portraits and names in the advanced settings though.
 
I can't see the leader portraits/descriptions/uniques in the main choose-your-civilisation window even in vanilla. Choosing any of the blank leader slots results in a Washington pick
Friday the 13th...

EUI v1.20 fixes a stupid typo made in v1.19 which prevents civilization selection screen from working
Anyone with EUI v1.19 should download v1.20

Cheers
 
It works for Firaxis DLC which have a Firaxis key, and are listed in the DLC activation panel: EUI DLC has neither
Hmm... That's a pretty confident No. I take it that I would be wasting my time to download and test?

On the "handshake" idea. It was a good idea if the info I gave you was correct. But looking at errors again, I see that I was making a wrong assumption before. The errors aren't from EUI files overwriting Éa files. They are coming from various EUI files that are not modded in Éa. For example:
Code:
Assets\DLC\UI_bc1\UI\PlotHelp\PlotHelpManager.lua:853: attempt to index field 'UNIT_WORKER' (a nil value)
There is no 'UNIT_WORKER' in Éa.

I'm not really sure now that the player is loosing out on mod-specific UI, since it isn't an overwriting problem. But I'm still concerned that a good fraction of mod players (the ones not posting Lua.logs for me to read) are experiencing 100s of Lua crashes each turn. And they don't even know it!

So I'm still in need of some method to detect this, very preferably Lua based. Does EUI use MapModData, for example? Or does it leave some other signature I can test for? (I can think of 100 such things in Éa, so surely there is something...?)

Yes - mod files are always loaded after EUI DLC, the catch is that they don't always get to overwrite files used pre-game by EUI (or the base game, it's the same issue)
I bolded the key word there. Éa exploits the weird loophole that lets a mod do this in BNW.
 
Hmm... That's a pretty confident No. I take it that I would be wasting my time to download and test?
I have not actually tried it, but it's unlikely it would work
The errors aren't from EUI files overwriting Éa files. It is from EUI files that are not modded in Éa. E.g.:
Code:
Assets\DLC\UI_bc1\UI\PlotHelp\PlotHelpManager.lua:853: attempt to index field 'UNIT_WORKER' (a nil value)
There is no 'UNIT_WORKER' in Éa
EUI should not be making the assumption that 'UNIT_WORKER' exists: I will fix this in the next version
I'm still concerned that a good fraction of mod players (the ones not posting Lua.logs for me to read) are experiencing 100s of Lua crashes each turn. I don't think that can be a good thing
This one occurs only when mousing over a hex with an incomplete improvement build, but there may be others...
So I'm still in need of some method to detect this, very preferably Lua based. Does EUI use MapModData, for example? Or does it leave some other signature I can test for? (I can think of 100 such things in Éa, so surely there is something...)
No EUI does not use MapModData. And since only a few parts of EUI survive Éa, looking for those traces it would be a tedious task and EUI version dependent
Éa exploits the weird loophole that lets a mod do this in BNW.
I don't understand this...
 
No EUI does not use MapModData. And since only a few parts of EUI survive Éa, looking for those traces it would be a tedious task and EUI version dependent
I hate to press the issue, but it would be nice if there was one. Even
Code:
MapModData.EUI = true
would do the trick. I know that means modifying all your Lua files. But the alternative is that I have to add these UI files to our mod so they overwrite EUI (and keep track of EUI updates to see if I need to do it again). But don't do anything yet. Let me scratch my head some more. I'm sure there is something...

I don't understand this...
Mods can overwrite pre-game files even after BNW. I assumed you knew this and that's why you said "don't always..." It's rather convoluted... players have to have a DLC (e.g., Mongolia) which the mod deactivates ... I can find the thread if you're interested...
 
EUI does not use MapModData. And since only a few parts of EUI survive Éa, looking for those traces it would be a tedious task and EUI version dependent
I hate to press the issue, but it would be nice if there was one
why waste so much time & energy on this ? it's quite simple actually: either get the user to do what you want, or include files in Éa to overwrite target EUI files - for a given EUI module all corresponding files should be present. But you might also want to consider actually working with some parts of EUI such as PlotHelp, TopPanel & NotificationPanel... I realize most modders here don't like EUI, but fact is a very fast growing lot of civ v players do
Code:
MapModData.EUI = true
would do the trick. I know that means modifying all your Lua files
MapModData is not available pre-game, and so is not usable by EUI
Mods can overwrite pre-game files even after BNW. I assumed you knew this and that's why you said "don't always..." It's rather convoluted... players have to have a DLC (e.g., Mongolia) which the mod deactivates ... I can find the thread if you're interested...
currently I don't make mods, which explains my ignorance and lack of interest

Cheers
 
I have one request regarding queue - Wealth and Research should always go at the end of queue and they replace each other if player choose one while another already in queue.
 
This sound is generated by the game core based on XML data with which I am not familiar. Tip = listen to your favorite music and turn off civ sounds in the option panel :D

That's so strange. Neither my game nor my boyfriend's game on different computers made this noise before we installed the UI mod. I'll try and fiddle with it.
 
I have one request regarding queue - Wealth and Research should always go at the end of queue and they replace each other if player choose one while another already in queue.
Colors & tastes...
This sound is generated by the game core based on XML data with which I am not familiar. Tip = listen to your favorite music and turn off civ sounds in the option panel :D
That's so strange. Neither my game nor my boyfriend's game on different computers made this noise before we installed the UI mod. I'll try and fiddle with it.
The sound does not happen without EUI because the city expansion notification does not happen without EUI. However when this notification is triggered the game does bark a sound without EUI asking
 
Colors & tastes...
Pretty strange argumentation, by that definition you shouldn't make interface mod because someone would like to click several times per turn in order to get needed information. What the point of having something past Wealth/Research, which lasts indefinitely and requires manual cancelling, seeing as the whole reason for queue is automating production? The same goes for Wealth and Research in one queue.
 
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