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Enhanced User Interface v1.30m

Alright bc1, i've just read the whole thread... my brain is spinning, memory is boiling -- i feel like a Pirate with a Knife between his teeth ready to jump off to that Frigate deck to cut a Captain's throat -- heck, i even yell "Tora-Tora-Tora!!" to kamikaze this Battleship down below sea level in flames.

But - it was all worth it. At least i won't make a fool of myself for asking stupid questions and waste both our precious times.
:lol:
 
Will do. I would presume the "filling" meters located in the Top-Left corner as a reference for what you need... Population(Green), Border(Magenta). Why not just transfer the actual CV versions to the Ribbon stack of each City buttons - somehow by code magic? Unless you'd want these values overlayed instead. Like "5/8" or Turns gap expected. Some precision(s) are necessary for me to decide (what & how) nevertheless.

Shoooottsss -- i had completely forgotten these. Don't want to rush them out the rippling tides but i'll see if i can spare an hour or two tomorrow (between some real life activities & obligations!) evening for design decisions, to create basic assets and to produce only eight solid results in total. Green+GreyScale for Citizens and Magenta_Cultural+Some_form_of_Highlight (Hex shaped!) for Borders... all in two specific sets (BNW & GKV) - it is.

-- Presumably, you'll be using 64x64 frameworks for these. Hinted by beta testing glimpses of the temporary Left-Side ribbon. So that's what i'll use unless you can catch me wide awake and ready in the morning or early afternoon.

Maybe there's still some hope yet for such extras to make the cut on v1.22RC or finalized version.

PS-EDIT; Last minute comments and i'm goin' to some needed sleep and dreamy luck.

This is kinda what you want to somehow mimic for the City-Bubbles, right?

REF_City_Bubbles.png


-- Red Arrows point to the actual "Framework" expected or customized somehow?
-- Green.. while i still can maybe ask for *IT*. Where's my preciously familiar Production values line? Or least how to programmatically insert it right back where it once was and extremely useful as direct reference in a location memorized through hundreds of previous satisfactory gameplay. ;) :lol:

IF so... then some default 80s just need to be resized at 64 or (45--... i feel you typed that request by accident). I'll also get creative in my approach, btw. Might be helpful to see and offer cool alternatives.

Good Night, folks.
 
Shoooottsss -- i had completely forgotten these. Don't want to rush them out the rippling tides but i'll see if i can spare an hour or two tomorrow (between some real life activities & obligations!) evening for design decisions, to create basic assets and to produce only eight solid results in total. Green+GreyScale for Citizens and Magenta_Cultural+Some_form_of_Highlight (Hex shaped!) for Borders... all in two specific sets (BNW & GKV) - it is.

-- Presumably, you'll be using 64x64 frameworks for these. Hinted by beta testing glimpses of the temporary Left-Side ribbon. So that's what i'll use unless you can catch me wide awake and ready in the morning or early afternoon.

Maybe there's still some hope yet for such extras to make the cut on v1.22RC or finalized version.

PS-EDIT; Last minute comments and i'm goin' to some needed sleep and dreamy luck.

This is kinda what you want to somehow mimic for the City-Bubbles, right?

REF_City_Bubbles.png


-- Red Arrows point to the actual "Framework" expected or customized somehow?
-- Green.. while i still can maybe ask for *IT*. Where's my preciously familiar Production values line? Or least how to programmatically insert it right back where it once was and extremely useful as direct reference in a location memorized through hundreds of previous satisfactory gameplay. ;) :lol:

IF so... then some default 80s just need to be resized at 64 or (45--... i feel you typed that request by accident). I'll also get creative in my approach, btw. Might be helpful to see and offer cool alternatives.

Good Night, folks.
Yes, that was the idea - at least to TRY it, cannot guarantee it would make it to the "final" version (I have thrown away so much "test" code it's not even funny)
And please not as stated before I will not have time to work on this for a while
 
I haven't had time to play very much, but I thought I would say that the beta version looks wonderful, and I haven't noticed anything that might cause additional trouble to anyone who has the same sort of colour-blindness as I do (protanomaly).

You might be interested to know that the new top corner works fine with some of William Howards UI mods.

http://forums.civfanatics.com/showthread.php?t=430157

I have a few of these installed, and the top corner looks like this:

top-corner.png

Cheers
 
I haven't had time to play very much, but I thought I would say that the beta version looks wonderful, and I haven't noticed anything that might cause additional trouble to anyone who has the same sort of colour-blindness as I do (protanomaly).
You might be interested to know that the new top corner works fine with some of William Howards UI mods.
Yes, thanks for sharing!
Abra-ca-da-bra...
Done!!!
OK I put those in the attached EUI v1.22RC1
- there are are no "vanilla" versions (so GK versions are used for vanilla)
- there is only a BNW version of the military overview button, is this intended ? (so this unique version is used for all game versions)
- the diplomacybase button is still a bit bigger than the other buttons (so diplomacy overview version is used instead)
- check the Art folders, renamed images slightly for consistency

Anyone is welcome to test the attached EUI v1.22RC1 version - comments by sunday please
  • NotificationPanel: added Zyxpsilon's excellent artwork for diplo corner
  • CityBanners: when mousing over the city banner, show city max work limits
  • CityView: when inside city screen, show city max work limits and highlight plots used by your other cities
  • PlotHelp: when a settler is selected, plot mouse over shows potential city max work limits and highlight overlapping plots
  • UnitPanel: first version of unit ribbon, which lists player's units and status icons. When selecting a unit, units are sorted by distance to selected unit. Some mouse over actions are operational. Filtering / sort options are not yet implemented.
Also some planned features such as the city ribbon will not make it for v1.22, ETA *maybe* september.
 
The new version looks really good. The new features seem very appealing. The new diplo corner and unit list look very nice. The background panel and lines Zyxpsilon created would work nicely on the diplomacy side. Perhaps backgrounds on the unit side too?

These are potential issues and / or probably just code not implemented yet.
(For reference below my display is 1920x1200 using the small interface option).

1) The unit panel commands slightly overlap the unit icons when the scroll bar extends fully. The overlap is just a few pixels but does extend across the border of the command panel.

2) I would love to see condensed promotion still. It's pointless to see drill 1, drill 2 etc... when the highest level obtained would be good enough.

3) Info panel is buried behind the unit list when selected to display.

4) When I select a unit it is hard to nearly impossible to know which unit in the panel was selected. Ideally sort and place it at top or at least highlight it. I assume this is what you were referencing in filtrating / sort options not implemented yet.

5) Is there a way to reverse the display order of the diplo corner? In that way we see what was the first item from the top down list as the first item on the left. That seems to be a more natural way to read (at least in western cultures).

6) If using many of whoward69's mods with EUI; then, I suggest users should not use too many of his summary mods as they will overlap the right side top panel.

bc1 - Thanks for the hard work. Your ideas are simply amazing. The new RC is looking good.
Zyxpsilon - Thanks for the eye candy it complements the code and makes the whole package come together.
 
Yes, thanks for sharing!

OK I put those in the attached EUI v1.22RC1
- there are are no "vanilla" versions (so GK versions are used for vanilla)
- there is only a BNW version of the military overview button, is this intended ? (so this unique version is used for all game versions)
- the diplomacybase button is still a bit bigger than the other buttons (so diplomacy overview version is used instead)
- check the Art folders, renamed images slightly for consistency

1) Which is why the folders were named GKV... these are sooooooo similar that it didn't make any sense to (re)create a whole supplemental set.

2) Nope - my mistake - sorry. Must have skipped its conversion in the looooooong string of successive tasks yesterday evening. Wasn't the only one -btw- i've also missed the Espionage_F3 PNG_to_DDS step (not that it is absolutely needed now that all F5s are finished). See below for the Missing_DC45s.Zip, at last.

3) I thought we had discussed this before... here goes again. ;)

- The special group of FOUR is just that - uniquely deployed on DC UI_Framework, even the Top_Panel trim length is auto-adjusted once Espionage triggers. They naturally stand apart from the (now deprecated by EUI) diplo-list.

I assure you, the VERY slightly bigger rendering of them is intended - for each. Not Diplomacy only. Of course - i could always recreate another set for you (that matches perfectly with everything else up there) but honestly, i doubt it's really essential for functionality at least at this moment.
If you MUST get them -- that will have to wait after v122 is released and once ready... people can always return in this thread to grab a temporary ZIP of alternate versions -- if they want them so badly. :lol: :scan:

4) I see what you just did there --you_little_scoundrel!--. Code clarity, easy referencing but still dangerously confusing for the untrained eyes that want to fiddle with folders content. F5s (as development progressed from tests phase to F1234) were easy to detect & deal with - admit it!! :)

** I will assume you agree (as commented in the other reply you made) on what is mentioned about the City-Bubbles framework in the previous post and start working on these later on this evening.
 
Also some planned features such as the city ribbon will not make it for v1.22, ETA *maybe* september.
Ya know what buddy - we can always wait that long and more if need be. Whatever you have is a bonus for us all at any given time. And September is just like "tomorrow" in the grander scheme of things with real life concerns.
Make sure you have something new by the 8th for my 59th Birthday (yep that old a freaky Artist!) though. :D
 
1) The unit panel commands slightly overlap the unit icons when the scroll bar extends fully. The overlap is just a few pixels but does extend across the border of the command panel
would you please have a screenshot ?
2) I would love to see condensed promotion still. It's pointless to see drill 1, drill 2 etc... when the highest level obtained would be good enough
sorry that will have to wait
3) Info panel is buried behind the unit list when selected to display
OK, fixed
4) When I select a unit it is hard to nearly impossible to know which unit in the panel was selected. Ideally sort and place it at top or at least highlight it. I assume this is what you were referencing in filtrating / sort options not implemented yet
the selected unit is not part of the small icons, since it's the big icon on the bottom left. The unit ribbon elevator will now be set to bottom when selecting a unit to highlight this fact
5) Is there a way to reverse the display order of the diplo corner? In that way we see what was the first item from the top down list as the first item on the left. That seems to be a more natural way to read (at least in western cultures)
yes it's possible but will have to wait
1) Which is why the folders were named GKV... these are sooooooo similar that it didn't make any sense to (re)create a whole supplemental set
OK fine
2) Nope - my mistake - sorry. Must have skipped its conversion in the looooooong string of successive tasks yesterday evening. Wasn't the only one -btw- i've also missed the Espionage_F3 PNG_to_DDS step (not that it is absolutely needed now that all F5s are finished). See below for the Missing_DC45s.Zip, at last.
thanks
3) I thought we had discussed this before... here goes again. ;)
- The special group of FOUR is just that - uniquely deployed on DC UI_Framework, even the Top_Panel trim length is auto-adjusted once Espionage triggers. They naturally stand apart from the (now deprecated by EUI) diplo-list.
I assure you, the VERY slightly bigger rendering of them is intended - for each. Not Diplomacy only. Of course - i could always recreate another set for you (that matches perfectly with everything else up there) but honestly, i doubt it's really essential for functionality at least at this moment.
If you MUST get them -- that will have to wait after v122 is released and once ready... people can always return in this thread to grab a temporary ZIP of alternate versions -- if they want them so badly. :lol: :scan:
it's not four - just one (check 1.22RC, the others are unused) - so diplo would look a bit awkward bigger than the rest. Yes it's very slight, but the eye can pick it up easily...
4) I see what you just did there --you_little_scoundrel!--. Code clarity, easy referencing but still dangerously confusing for the untrained eyes that want to fiddle with folders content. F5s (as development progressed from tests phase to F1234) were easy to detect & deal with - admit it!! :)
colors & tastes :lol:

Thanks for your work & patience

Cheers
 
I was just about to post an image that exposes abj9562's concerns but i see you've made some changes already... bof, here it is anyway;

V122_RC_Hints.png


1) Since the Info-Corner (cool!) Drop-boxes are all the same sizes, i'd recommend limiting the scroll-panel extent right underneath the Grid_Close section **WHEN** such panels are activated or, as expectable will certainly adapt when the City-Bubbles feature gets integrated later.

2) One simple Vertical stack of single Unit Action buttons! Remember? ((Colors&Tastes)) :) Yet, the overlaps could very well hide that corner again. Code stuff... you decide.

3) NOW that i've actually seen it on the diplo corner trim area (Just a slight personal custom drop with folders). You're absolutely right - it **IS** somehow more obvious that DiplomacyBase has freaky weird larger effects. (value turns are almost hard to detect though - to fix with shadow tricks or somethin').

!*! I'm convinced... i'll do the correct F5s for all these FOUR special buttons. Let's hope GreatWorks, Cultural (etc) will re-appear though and that, i can make the Sunday evening cut! ;)
 
both the hammer and gold costs are displayed in EUI's tooltip, the ratio can easily be deduced

Yes but if players have to do it (and factor in bonus production time) this is just wasted time for players when the spreadsheet can do it faster and in a way that makes comparing them much more simple.

That being, more or less, the entire point of a UI.

I mean, i can, if i want just "easily deduce" how many turns i have until a culture or faith breakpoint. But if the UI does it for me i spend less time doing calculations and more time making the decisions which are the actual game. That is indeed one of the reasons that you put that feature into the UI.

I can, if i want, just "easily deduce" how various trade agreements interact, but if they're all on a sidebar separated by nation then I can spend less time figuring out what is happening and more time making the decisions which are the actual game.

I understand "there are more important things to do" or "what you want is too hard to implement" but "sorry you can just do it yourself" is antithetical to the point of the mod.
 
1) Since the Info-Corner (cool!) Drop-boxes are all the same sizes, i'd recommend limiting the scroll-panel extent right underneath the Grid_Close section **WHEN** such panels are activated or, as expectable will certainly adapt when the City-Bubbles feature gets integrated later
for now I just changed the layer priorities
2) One simple Vertical stack of single Unit Action buttons! Remember? ((Colors&Tastes)) :) Yet, the overlaps could very well hide that corner again. Code stuff... you decide
actually no it's only xml so it can be changed easily but I don't have the time for v1.22
3) NOW that i've actually seen it on the diplo corner trim area (Just a slight personal custom drop with folders). You're absolutely right - it **IS** somehow more obvious that DiplomacyBase has freaky weird larger effects. (value turns are almost hard to detect though - to fix with shadow tricks or somethin').
!*! I'm convinced... i'll do the correct F5s for all these FOUR special buttons. Let's hope GreatWorks, Cultural (etc) will re-appear though and that, i can make the Sunday evening cut! ;)
yes value font needs to be changed... another thing which also looks a bit odd is that the buttons seem to press during mouse over instead of when the button is clicked - is this intended ? (it's simply a matter of swapping frames)
both the hammer and gold costs are displayed in EUI's tooltip, the ratio can easily be deduced
Yes but if players have to do it (and factor in bonus production time) this is just wasted time for players when the spreadsheet can do it faster and in a way that makes comparing them much more simple.
That being, more or less, the entire point of a UI.
I mean, i can, if i want just "easily deduce" how many turns i have until a culture or faith breakpoint. But if the UI does it for me i spend less time doing calculations and more time making the decisions which are the actual game. That is indeed one of the reasons that you put that feature into the UI.
I can, if i want, just "easily deduce" how various trade agreements interact, but if they're all on a sidebar separated by nation then I can spend less time figuring out what is happening and more time making the decisions which are the actual game.
I understand "there are more important things to do" or "what you want is too hard to implement" but "sorry you can just do it yourself" is antithetical to the point of the mod.
it's a misunderstanding: I only meant that it was easy to implement given the fact that... I just need the time to code and check for bugs (the last part is by far what takes the most time)

Cheers
 
yes value font needs to be changed... another thing which also looks a bit odd is that the buttons seem to press during mouse over instead of when the button is clicked - is this intended ? (it's simply a matter of swapping frames)

Yep - i rationalized that the multiple consecutive mouse-overs during any given DC scans were effectively more obvious if a slight pixel drop was to be added to the F2 only. Somehow - IMHO it helps to have a supplemental visual cue at these particular locations.

Go back to post #857... something's brand new overthere! :D
 
The RC looks good! ;)
Not anything else to add except the ones already mentioned.
One thing however, during hot-seat game the trade dialog is behind the civ-list
 
I rationalized that the multiple consecutive mouse-overs during any given DC scans were effectively more obvious if a slight pixel drop was to be added to the F2 only
you're the artist - still it's not consistent with all of the other buttons
during hot-seat game the trade dialog is behind the civ-list
Is it still useable ?

Attached is hopefully the last Release Candidate for EUI v1.22, with less than 24 hours for feedbacks...
 
For the first two mods I know for a fact they are not compatible. :(
However there is a solution! :)

Follow the instructions in this thread http://forums.civfanatics.com/showthread.php?t=518556 It has the links and appropriate steps to make CSD and Diplomatic Features work well together.

I am unfamiliar with the third mod; but, if it has the same file name only one of them will load. The load order depends on the order you selected the mods. So for this, I suggest you try EUI's tooltips first by disabling the other mod in the selection screen. See if EUI does what you need it to. If not, then the tooltips folder can be deleted from the EUI installation folder as EUI is modular and the other mod will load it's tooltips after you reselect it.

Keep in mind to test this on a new game. Last but not least the OP has some good hints on mod compatibility.

No, I question those other mods with EUI. Those above other mods all work together now (as they are recommended installs with CPP/CPB).

The link you have is superceeded with: http://forums.civfanatics.com/showthread.php?t=528034

EUI & CSD contains CityStateDiploPopup.lua, CityStateDiploPopup.xml, CityStateStatusHelper.lua & DiploList.lua

EUI & Civ IV Diplomatic Features (v 10) contains LeaderHeadRoot.lua, TechButtonInclude.lua & TradeLogic.lua
 
you're the artist - still it's not consistent with all of the other buttons...
Agreed! But for now, i guess these will suffice. Besides, who needs some Firaxis_like buttons when we (now) have custom EUI buttons however imperfect they may be. In fact, on my end (while the whole of Z-UI assets is active) the consistancy is splendid!!

BTW (couldn't resist snapping this LUA log section for everyone to enjoy!?!):
LUA_Log_snap.png

No wonder you can't find time to do *whatever* it is you should be doing! :D :lol:

PS: Family stuff resolved for the best. Back into action.

PS2; Dunno about you - bc1, but where *IS* Elhoim now?? :D
REF: http://forums.civfanatics.com/showpost.php?p=13278070&postcount=704

Let's Rock&Roll - the Party has just begun.

PS3; Arrrrggghhh... DiploList isn't the same as DiploOverview. Well - at least when the proper Icons get renamed as they should. ;)
 
I've just been summoned by Wu Zetian and she has given me a diplomatic mission.

Buttons_Missing_Randomized.png


-- I worked on many and every buttons. So, i want them all on screen... i might even personally deploy the biggy favorite 80s one day! ;)
-- I know (for having tried!) CultureOverview can be accessed by going to the necessary top Panel section... but it's alllllllllllll the way to the left side.
-- The big FOUR should be reproduced side-by-side for "Consistancy" reasons just as they were in a true Firaxis fashion, AFAIC.

I should get used to click on the ribbon stack of similar shortcuts - though. :)

Superb stuff.... but f**k Alphabetics and randomized functions.

I'm starting to think you're pulling me a stunt before official release. Now -- GO to work.
 
No, I question those other mods with EUI. Those above other mods all work together now (as they are recommended installs with CPP/CPB).
You did not say anything about wanting to use the community patch in the first post but that is a viable option that works well. However if you use CPP with EUI - I understand you end up having to disable chunks of EUI. (Gutting EUI in my opinion.)

However either route can be made to work effectively and neither is perfect. But whoward69 (author of the dll used in either method) is the OP of the link I referenced for those who do not want CPP.

If someone does not want to use the community patch the link is not superceeded. It is whoward69's own instructions for using the same dll he authors without using the community patch.

EUI & CSD contains CityStateDiploPopup.lua, CityStateDiploPopup.xml, CityStateStatusHelper.lua & DiploList.lua
Yes and the link I gave explains how to deal with those files.

EUI & Civ IV Diplomatic Features (v 10) contains LeaderHeadRoot.lua, TechButtonInclude.lua & TradeLogic.lua
True but I have not experienced any major problems outside of a graphics issue with the tech panel, which is an annoyance but workable.

EDIT (start)
Perhaps because I only use a small part of DF and not all of it.
EDIT (end)

However I would like to know - if you knew this already why did you come here asking in the first place? Please PM me so we do not hijack the thread.
 
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