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Enhanced User Interface v1.30m

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local g_workerHeadingOpen = true
Perhaps I do not understand. Does this affect the citizen management warning? If so it is already an available option.
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- Would it be possible to adopt the much more handy FocusBox as shown in the attachment?
I like the focusbox idea.
Is there any way to disable unit list/portrait on the left hand side in 1.22?

The short answer is to delete the folder UnitPanel from the UI_bc1 folder.
 
For users of whoward69's mods with EUI.

As of EUI v1.22 The following no longer work with EUI:
  • UI - Promotion Tree
  • UI - Upgrade Tree
Changes to a mod's behavior.
  • UI - Trade Routes Enhancements
The Trade Routes Overview is no longer available from the diplocorner (since the icon is missing). However you may access it as usual by clicking on the top panel trade routes icon.​

There may be more that I have not discovered as yet. Please post what you find so the OP can be updated by bc1 on his return.
 
If you want the following whoward69 mods to work.
  • UI - Promotion Tree
  • UI - Upgrade Tree
  • UI - Trade Routes Enhancements
Remove the file DiploCorner.xml from the NotificationPanel folder.

This will allow the 3 mods to work again. However, you will lose all the beautiful artwork by Zyxpsilon and the new streamlined diplocorner by bc1.

Hopefully, bc1 will attempt a compatibility solution when he returns or implement something similar within the new unit panel :).
 
Great mod! I especially love the production queue improvements, and the coloring of worked tiles.

I just have one small issue: http://steamcommunity.com/sharedfiles/filedetails/?id=293214062
As you can see from the screenshot, the writer's guild building is grouped under wonders instead of under specialist buildings. Is this intended, or a bug? Is there some way i can fix it without losing the other great improvements in CityView?

I have no other mods installed, and the only changes i've done is to this is to remove UnitPanel and NotificationPanel.
 
Is there some way i can fix it without losing the other great improvements in CityView?
I looked through the files and I see no way to change it by simple file or folder removal, although I could have missed something. It appears to me you will need bc1 to reply on this issue when he returns (unless he is still monitoring this thread during his hiatus from coding).
As to weather it is by design, intent, or code limitation - only bc1 can answer that question.
 
Two simple questions;

1) WHoward's "UI - City Production Queue Enhancements" (can't find it anywhere, btw) is warned as not being compatible with EUI (on the first page)... is this the same as the other "UI - City Production" which simply does a quick summary popup invoqued from the (old) Diplo-List??

They are not the same.

"UI - City Production Queue Enhancements" shows National Wonders as soon as the prereq tech is researched. This mod may not be available anymore but here is the old link at whoward69's site. http://www.picknmixmods.com/mods/00b0d2c5-31ec-4e8b-b5c9-df28c1c10b64/mod.html
while
"UI - City Production" adds a popup showing production and focus for all cities in the empire and does work with EUI (at least for myself anyway :)).
 
"UI - City Production" adds a popup showing production and focus for all cities in the empire and does work with EUI (at least for myself anyway :)).

That's what i truly wanted most anyway... can't remember how or from where this was popping up. It's the nearest thingy out there to the oldish and not updated (to BNW) Anno's CivWillard (Aristo (sp?) might claim he has "fixed" it somehow but the framework was all borked up when i tried it last week - sadly).
But -- doesn't UI- City Production require some Mod-Component file as well? Or was i mis-reading WHoward's info on his site?

Oh - well - let's just try this. Thanks, buddy. ;)
 
If I remember right, aren't the guilds already categorized as Wonders in unmodded BNW?

Look at the first image from this article for comparison with unmodded bnw: http://www.carlsguides.com/strategy/civilization5/specialists/

Sure, they are national wonders, but they still show up under specialist buildings, which makes it a bit easier to manage them manually. I usually close the building/wonder/great work tabs to save space in cities with many buildings.

It's not that big of a deal, the other great features of the mod makes up for the loss.
 
Perhaps I do not understand. Does this affect the citizen management warning? If so it is already an available option.

I like the focusbox idea.

Alright - I saw now that this option was indeed re-added. Thanks for pointing it out.
 
Yep, as National Wonders.

They are categorised as National Wonders, yet in BNW they are inserted into the list of specialist buildings - I add the original code from CityView.lua below which shows that the three guilds are explicitly excluded from the list of wonders (in bold letters):

Code:
-- now add the wonders
		local numWondersInThisCity = 0;
		local numWondersWithSpecialistInThisCity = 0;
		if wonderHeadingOpen then
			local localizedLabel = "[ICON_MINUS] "..Locale.ConvertTextKey( "TXT_KEY_CITYVIEW_WONDERS_TEXT" );
			Controls.WondersHeaderLabel:SetText(localizedLabel);
		else
			local localizedLabel = "[ICON_PLUS] "..Locale.ConvertTextKey( "TXT_KEY_CITYVIEW_WONDERS_TEXT" );
			Controls.WondersHeaderLabel:SetText(localizedLabel);
		end
		local sortedList = {};
		local thisId = 1;
		for building in GameInfo.Buildings() do
			local thisBuildingClass = GameInfo.BuildingClasses[building.BuildingClass];
			if thisBuildingClass.MaxGlobalInstances > 0 or [B](thisBuildingClass.MaxPlayerInstances == 1 and building.SpecialistCount == 0)[/B] or thisBuildingClass.MaxTeamInstances > 0 then
...

Note that National Wonders are captured under MaxPlayerInstances == 1, but all those with the number of specialist slots >0 are excluded.
 
They are categorised as National Wonders, yet in BNW they are inserted into the list of specialist buildings...

Sooooo strange, if you ask me. But i'm not surprised in the least. The Nationals are very specific in how they handle stuff in a number of loops within the code. Plenty of other gimmicks to discover for guys like me whom aren't exactly fluent in LUA tricks.

While i think about it, ((and i hope bc1 won't be upset by me asking you)) could you inspect his code for a few things?

-- The new Units Elevator ribbon stacks to the left side while taking up an area where the Unit-Actions icons were once deployed as a single column -- which i prefer a lot more than the newest method that auto-scrambles anything since the reserved space now allocates TWO icons wide boxes. If there's an easy way to fix this, just let me know please.

-- The Diplo-Corner framework has been completely redesigned to accomodate the presence of new smaller 45x45 Icons. Presently, some of these aren't validated or some others aren't even present. Refer to the picture below;
Crowded_Row.png

Now *THAT's* a crowded mess of a display!
Don't try this at home folks... i made drastic changes to an otherwise solid XML.

I previously offered a him a condensed system but (had to agree with him) it is somehow complex to implement. But i kept thinking and might have since found a reasonable solution.
Return of the old "Notes" (diplo-list) Icon from where extras (specifically - every Overviews) would drop-down in a small ribbon_stack of their own. And one more "Notes-Like Icon symbol" attached to a second stack to the left for any other "Custom" components (such as WHoward's UI stuff... 4 of which --double-red-arrows-- are on the pic above and fully functional).
Yet, there's no way to test anything unless *ALL* of them can properly link to their corresponding Popups. The incode Container prevented Economic, Religion and Trade-Route Overview instances for example. None of these are clickable or active although shown temporarily for verification.

LUA? Something i'm missing? bc1 could even share some thoughts with us. But i'd like to discuss this issue for another good reason (just for me if anything); i want the four big 80s right back where they once were. In the same order. Thus, they'll require *more* space to deploy and as a result, push everything else further to the left. My screen is 1680 wide... but there's a limit to rational expansion. :lol:

Take a peek and let me know if & when.
 
My two cents....

  1. I also want the 80's (or Zyxpsilon's version of them back ;)). They are significant icons and deserve more of an eye catching draw.
  2. Grouping the old notes and whoward69 mods into their own groups seems effective and reasonable.
  3. Combine these with a mouseover and pause to open and it removes the dreaded mouse click fest bc1 is accomplishing for us.
  4. This results in saving screen space for a more minimalist view reducing screen clutter.
  5. Last but not least, split the civs diplomacy and city states diplomacy scrollbar into two separate scrollbars for easier use.
  6. Edit And add Zyxpsilon's backgrounds on the diplomacy ribbons.
* The results in a clean right side screen.

Great ideas Zyxpsilon. Let's hope bc1 agrees and runs with them.
 
AMAZING NEW VERSION PERIOD! ^^

sorry caps, they represent my joyfullness :D

just one bug, while playing in windows 8 mode, AND 1024x768, icons don't align properly, i'm attaching a screenshot

doesn't make game unplayable though


IMG_1091.PNG
 
Hey, what the heck are these tiny "Overlays" (White Keyboard) you have bottom-right above the Mini-Map?
Cuz this very specific feature could become the blessing i've searched for years. Simply want a quick "Firaxis_Live_Tuner" trigger button overthere instead of continually Alt-Tabbing my way In&Out of the gameplay screens. Ya know -- active, underneath, exit, re-clicks... it's a nightmare to use.

Unless -- :)
 
great mod, thanks for all the work you guys put into it, much appreciated.

only thing that bothers me a little is that the progression bar for city state influence is missing in the main view. i think this was really handy to have it and see at first glance how your influence with a certain cs is...
 
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