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Enhanced User Interface v1.30m

In multiplayer games there is another kind of diplomatic overwiev. But the Enhanced User Interface deleted it. This is why you cannot declare war in multiplayer any more, if you want to use the diplomatic screen instead of attacking an enemy unit to declare war.

Further I got another suggestion: The city strength is not the same, when it bombards other units instead of defending. So it would be a nice idea, if your mod would also show its bombardment strength.
Just use the lua function GetStrengthValue. If for example pCity stands for a city, then pCity:GetStrengthValue(true)/100 shows its bombadement strength. If you set the boolean value to false, then GetStrengthValue gives you the defendig strength of the city.
Unfortunately the developers let the argument list of GetStrengthValue empty, so its default value is always false. But I have changed the dll, so it works properly. I attached my dll, if you want to use it. I just changed two lines in the code of that lua function in the GameCoreDLL:

Spoiler :
Code:
int CvLuaCity::lGetStrengthValue(lua_State* L)
{
	CvCity* pkCity = GetInstance(L);
	const bool bForRangeStrike = lua_toboolean(L, 2); //Tira
	const int iResult = pkCity->getStrengthValue(bForRangeStrike); //Tira:the default value in the argument of getStrengthValue was originaly empty, so it always was set on false *picardfacepalm*

	lua_pushinteger(L, iResult);
	return 1;
}
 

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I've decided that, rather than remove functionality or completely disable some mods (you can find which in my recent comments above) I would rather just diable EUI's CityView, CityBanner (Emigration does in fact change this, but Im not sure it is neessary to remove Ill have to see), and NotificationPanel. The CityView Particularly pains me to do so, that is one of the best features, but it is in direct conflict.

I also disabled the TechTree, hoping that by getting rid of that directory, I would get the old tech tree panel and the recommendations back. However, this breaks. Removing the TechTree folder destroys the tech tree graph. There are a bunch of straight lines, no icons or icon groups, and the top banners for the eras are not all on top like they are supposed to be. So I'm guessing there is more to disabling the TechTree than just removing the module's directory. How do I do that?
 
The unit panel display/functionality (i.e. unit promotions, rollover info, etc.) gets messed up when thisthe mod is enabled. I'm guessing there's some kind of conflict with the UnitPanel.lua that comes with this mod

TPangolin is aware and plans to fix it in a later update, but maybe you can determine where the conflict is.

Or at least mention it in the compatibility list.
 
The unit panel display/functionality (i.e. unit promotions, rollover info, etc.) gets messed up when thisthe mod is enabled. I'm guessing there's some kind of conflict with the UnitPanel.lua that comes with this mod

TPangolin is aware and plans to fix it in a later update, but maybe you can determine where the conflict is.

Or at least mention it in the compatibility list.

What's so special about the Australia's UnitPanel.lua? I took the liberty of removing it along with EnemyUnitPanel.lua assuming that EUI might conflict with those two, and the interface seems to be working fine 25 turns ahead with no AI problems or interface so far.

EDIT: Then again, I'm not playing Australia and probably the UnitPanel was customized for the Australia civilization to play on...

EDIT2: Based on comparing the UnitPanel.lua from the Australia civ on the left and UnitPanel.lua from EUI on the right, the comparison shows minor change(hiding the difference that EUI have the unit panel for other things) but do not have enough time on Australia to determine what could be missing from EUI..
https://www.diffchecker.com/rcgw61u1
 
Hi bc1

Amazing DLC by the way, but how did you make it in to DLC? All other peoples DLC's Ive tried in the past have never worked for me anyways, but this works a treat. did you not use the "muliplayer dlc-hack"?
 
Hi bc1

Amazing DLC by the way, but how did you make it in to DLC? All other peoples DLC's Ive tried in the past have never worked for me anyways, but this works a treat. did you not use the "muliplayer dlc-hack"?

This one does not touch a single game file, all of them are anew, that makes the trick. As soon as you touch one single game file, you cannot use the DLC trick anymore without using the mentioned hack (which puts everything in one single gigantic file, by the way...).
 
I disabled the TechTree, hoping that by getting rid of that directory, I would get the old tech tree panel and the recommendations back. However, this breaks.
fixed in 1.25g

how did you make it in to DLC? All other peoples DLC's Ive tried in the past have never worked for me anyways, but this works a treat. did you not use the "muliplayer dlc-hack"?
EUI was built as a DLC from the start, it was actually the first Civ 5 DLC not made by Firaxis, and quite a few modders dismissed this approach with contempt. Then eventually EUI became popular, and Gedemon made MPMPM to help convert existing mods to DLCs.

Cheers
 
Appreciate you putting in support for my mod's specialist.

If I may, one request for the next version: could you add a LuaEvent which could be called to rebuild the LeaderButtonInstances in NotificationPanel? I'm working on Civs which can swap between different leaders mid-game; as it stands, once the game is initialized, you can't force any changes to the leader icons in NotificationPanel without reloading the game.
 
I hope this thread is still active

My question is if the usermod interface mod allows or disallows me to know what a tile specifically is. Meaning is that tile a forest, hill, plains. I cant see these notification when my mouse hovers over a tile.
 
..My question is if the usermod interface mod allows or disallows me to know what a tile specifically is. Meaning is that tile a forest, hill, plains. I cant see these notification when my mouse hovers over a tile.

in game option you can adjust the time for the mouse over tooltip to kick in. Then hovering over the map gives you ALL the information you could ever want. ;)
 
in game option you can adjust the time for the mouse over tooltip to kick in. Then hovering over the map gives you ALL the information you could ever want. ;)

So true. I used to struggle with which improvement to place on a river hill, or whether to chop a forest, until this EUI beautifully laid out every conceivable path I could follow :)

I came here to ask why my yield icons are suddenly all displayed as food regardless of whether they're food, production or gold but I just discovered that it's the WHoward DLL. That's unfortunate, but I can't give this one up. Whenever another mod gets into a conflict with this one, I'll always pick the EUI :goodjob:.

Edit: According to an earlier discussion, I just need to delete the YieldIconManager icons from the DLL. I'll try that tonight.
 
So true. I used to struggle with which improvement to place on a river hill, or whether to chop a forest, until this EUI beautifully laid out every conceivable path I could follow :)

I came here to ask why my yield icons are suddenly all displayed as food regardless of whether they're food, production or gold but I just discovered that it's the WHoward DLL. That's unfortunate, but I can't give this one up. Whenever another mod gets into a conflict with this one, I'll always pick the EUI :goodjob:.

Edit: According to an earlier discussion, I just need to delete the YieldIconManager icons from the DLL. I'll try that tonight.

Yes, that totally worked for me and it had no negative effect on my saved games. If all your production and gold icons are being displayed as food and you have WHoward's DLL file installed, just delete the YieldIconManagers in the folder C:\Users\YourName\Documents\My Games\Sid Meier's Civilization 5\MODS\DLL - Various Mod Components (v 66)\UI\InGame.
 
Can you show me how to make EUI compatible with SuperPower Complete Edition(v5.0). It seems like every time I delete the right .lua's it doesn't work. And if it's not compatible with EUI can you show me how to delete EUI. I really want to play it with EUI but if that's not possible I'll just have to give up on it.
 
bc1, long time no see!

A quick request if you wouldn't mind...
Somebody asked me to provide support for my new ZN-EraPopups mod straight from your DiploCorner Icons stack. It currently is accessible via the "Generic" function... but i guess that person would prefer a custom slot for it.

Thus... i'm joining the necessary "DC45_EraPopups.DDS" file in the zip below while the NotificationPanel LUA+XML codes would need to be adapted by you.
Please?
 

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