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Enhanced User Interface v1.30m

Is there a way to stop tooltip from getting stuck with certain tile information, that then drags around with the mouse showing that same tile info? Very very annoying, and the only way to stop it is by hovering over another tile (in my case 5 sec, as I don't like tooltips appearing in my face every second or two), which is redundant as it will get stuck again, if not same turn, then on the next.
 
Is there a way to stop tooltip from getting stuck with certain tile information, that then drags around with the mouse showing that same tile info? Very very annoying, and the only way to stop it is by hovering over another tile (in my case 5 sec, as I don't like tooltips appearing in my face every second or two), which is redundant as it will get stuck again, if not same turn, then on the next.

I'm getting this too and have been getting it for a while. I use the Community Patch and have everything installed correctly, but this has been following me through multiple re-installs. Even with the map info/tool tip delays set to 10, it can come up immediately. Very very annoying indeed. Any help would be appreciated.

Mods List:
Community Patch
Community Balance Patch
Community Patch Compatability Files (EUI)
Civ IV Diplomatic Features
City-State Diplomacy
Events and Decisions (CP-compatabile version)
More Luxuries
Faster Aircraft Animations
Quick Turns
Reforestation
 
Found two bugs in CityStateDiploPopUp.lua:

First at line ~111. The way it is, the function OnDisplay() is called twice during the first greeting to a city state (this has no huge impact to normal gameplay). I'm not sure, but I think it should be:
Code:
function ShowHideHandler( bIsHide, bInitState )

	if( not bInitState ) then
		Controls.BackgroundImage:UnloadTexture()
		if( not bIsHide ) then
            [B]if m_PopupInfo.Type ~= ButtonPopupTypes.BUTTONPOPUP_CITY_STATE_GREETING then  -- if condition by serp, because on greeting, ondisplay() is called twice[/B]
                Events.SerialEventGameDataDirty.Add( OnDisplay )
            [B]end[/B]
			Events.WarStateChanged.Add( OnDisplay )		-- hack to force refresh in vanilla when selecting peace / war
            OnDisplay()
			UI.incTurnTimerSemaphore()
			Events.SerialEventGameMessagePopupShown( m_PopupInfo )
		else
			Events.SerialEventGameDataDirty.Remove( OnDisplay )
			Events.WarStateChanged.Remove( OnDisplay )
			UI.decTurnTimerSemaphore()
			if m_PopupInfo then
				Events.SerialEventGameMessagePopupProcessed.CallImmediate( m_PopupInfo.Type, 0 )
			end
		end
	end
end
ContextPtr:SetShowHideHandler( ShowHideHandler )


And the other thing, is at line ~850, the Tile improvement part. It is included in the if condition, which should only include the unit part (this has a impact on gameplay, because on the gift something menu you always see the standard text "Give a Tile Improvement" instead of the correct one. And I'm not sure, if you can select it. So I'm very sure it should be:
Code:
	-- Unit
	if bnw_mode then
		local iInfluence = minorPlayer:GetFriendshipFromUnitGift(activePlayerID, false, true)
		local iTravelTurns = GameDefines.MINOR_UNIT_GIFT_TRAVEL_TURNS
		local buttonText = L("TXT_KEY_POP_CSTATE_GIFT_UNIT", iInfluence)
		local tooltipText = L("TXT_KEY_POP_CSTATE_GIFT_UNIT_TT", iTravelTurns, iInfluence)
		if minorPlayer:GetIncomingUnitCountdown(activePlayerID) >= 0 then
			buttonText = "[COLOR_WARNING_TEXT]" .. buttonText .. "[ENDCOLOR]"
			Controls.UnitGiftAnim:SetHide(true)
			Controls.UnitGiftButton:ClearCallback( Mouse.eLClick )
		else
			Controls.UnitGiftAnim:SetHide(false)
			Controls.UnitGiftButton:RegisterCallback( Mouse.eLClick, OnGiftUnit )
		end
		Controls.UnitGift:SetText(buttonText)
		Controls.UnitGiftButton:SetToolTipString(tooltipText)
	elseif gk_mode then
		SetButtonSize(Controls.UnitGift, Controls.UnitGiftButton, Controls.UnitGiftAnim, Controls.UnitGiftButtonHL)
[B]    end -- Serp fixed a bug. the if condition has to end here, and not after tile improvement![/B]
    
    -- Tile Improvement
    -- Only allowed for allies
    iGold = minorPlayer:GetGiftTileImprovementCost(activePlayerID)
    local buttonText = L("TXT_KEY_POPUP_MINOR_GIFT_TILE_IMPROVEMENT", iGold)
    if not minorPlayer:CanMajorGiftTileImprovement(activePlayerID) then
        buttonText = "[COLOR_WARNING_TEXT]" .. buttonText .. "[ENDCOLOR]"
        Controls.TileImprovementGiftAnim:SetHide(true)
    else
        Controls.TileImprovementGiftAnim:SetHide(false)
    end
    Controls.TileImprovementGift:SetText(buttonText)
    SetButtonSize(Controls.TileImprovementGift, Controls.TileImprovementGiftButton, Controls.TileImprovementGiftAnim, Controls.TileImprovementGiftButtonHL)
 
its now merged with the actual version... the traderoute info (if the lua-api from CP is provided) and the condensed promotions should work.
don't use the UnitPanel.xml and UnitPanel_smal.xml from WHoward's UI - Condensed Promotions!

try the new attached version (rename it, replace the file in the EUI/UnitPanel Folder, DELETE the UI Folder from UI - Condensed Promotions, is tested, includes also a little fix for the original)

Spoiler :
Line 2185-2192
Controls.CityStack:CalculateSize()
local cityStackHeight = Controls.CityStack:GetSizeY()
Controls.UnitStack:CalculateSize()
local unitStackHeight = Controls.UnitStack:GetSizeY()
-- FIX - 2times
--Controls.CityStack:CalculateSize()
--local cityStackHeight = Controls.CityStack:GetSizeY()
--Controls.UnitStack:CalculateSize()
--local unitStackHeight = Controls.UnitStack:GetSizeY()

Thank you! :)
 
Removed
 
All,

Is there something in this mod that will alert me when I have a unit that can be upgraded?

Or a way for me to see?

Thx
jonpfl
 
All,
Is there something in this mod that will alert me when I have a unit that can be upgraded?

Or a way for me to see?

Thx
jonpfl
I don't know such a feature. But you see it in the unitpanel left in the bottom when you have a unit selected.
Since you also look there when giving the unit any command, you will see, if you can upgrade the unit.

If you want you can program such a notification by yourself.
 
I'm getting this too and have been getting it for a while. I use the Community Patch and have everything installed correctly, but this has been following me through multiple re-installs. Even with the map info/tool tip delays set to 10, it can come up immediately. Very very annoying indeed. Any help would be appreciated.

Mods List:
Community Patch
Community Balance Patch
Community Patch Compatability Files (EUI)
Civ IV Diplomatic Features
City-State Diplomacy
Events and Decisions (CP-compatabile version)
More Luxuries
Faster Aircraft Animations
Quick Turns
Reforestation

You must also install the CBP version of EUI for it to work correctly. It's in the same "How to install" page as the other components...
 
Having an issue with this mod...

What game version do you have?
1.0.3.279
What expansions and DLC do you have?
All
Do you play on PC or Mac?
PC, Windows 7
Describe the problem
City View doesn't seem to work. It doesn't display the city name, city yields, buildings, etc., and I can't click on any buttons, including the back button. The only thing that works is toggeling check boxes. Anything that doesn't belong to the City View does still work properly, though. Occurs without any other mods. Screenshot and the lua.log messages are attached, the log as a .txt file.

On a smaller note, it also displays the American button while I play as Babylon, but I assume this is caused by the above problem.
 

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Having an issue with this mod...

What game version do you have?
1.0.3.279
What expansions and DLC do you have?
All
Do you play on PC or Mac?
PC, Windows 7
Describe the problem
City View doesn't seem to work. It doesn't display the city name, city yields, buildings, etc., and I can't click on any buttons, including the back button. The only thing that works is toggeling check boxes. Anything that doesn't belong to the City View does still work properly, though. Occurs without any other mods. Screenshot and the lua.log messages are attached, the log as a .txt file.

On a smaller note, it also displays the American button while I play as Babylon, but I assume this is caused by the above problem.

Even without the lua.log it is clear, that you having problems with the CityView.lua file. After looking into the log, you see the CityView is not loaded ,because of the following error:

[199460.148] Runtime Error: Assets\DLC\Improved AI\UI\CityView.lua:21: attempt to index field 'ProductionPortrait' (a nil value)
[199460.148] Runtime Error: Error loading Assets\DLC\Improved AI\UI\CityView.lua.

So we see you use another "mod" called Improved AI. Always write any other mods you use in your bug report. (but lua.log is more important ^^)

If you delete this Improved AI, EUI will work.
For the error in line 21 in the CityView.lua from Improved AI, you have to ask the author of this mod and maybe ask, if he can make it compatible to EUI. (or take a look by yourself into the lua file and see, if you find an issue)
 
Oops :blush: Thougt I had disabled any custom DLCs... However, even when I disable that one, it gives me the same error, saying this time that the Expansion2 DLC (!) attempted to index field 'ProductionPortrait', and thus fails to load CityView.

edit: All right, redownloading EUI fixed it. So, thanks a lot!
 
You must also install the CBP version of EUI for it to work correctly. It's in the same "How to install" page as the other components...

I am using the CBP version. Like I said, I have everything installed correctly.
 
So far I really like the mod, it's absolutely great. There's one thing I miss, though. Currently, the tooltip of a field that belongs to someone you haven't made contact with says that the field belongs to an unknown player. Without the mod, however, the tooltip would tell the civilization it belongs to even if contact hasn't been established yet. That goes for major civs as well as for minor civs. I've already had situations where I could see 2 minor civs and after seeing which minor civs these were and that one was religious and the other not I could improve my chances of a fast religion (fast speed). I'd love if you'd change the mod to show the civilization of a field even if one hasn't yet made contact to that civ.
 
I'm curious if it's in anyway possible or is TopPanel just hardcoded, but is there any possible way to incoporate Piety and Prestige's Piety Display element without having to get rid of EUI's TopPanel script?
 
I don't really see how it would be possible. The issue is that, in order to make the changes stick, both EUI and P&P register their updates to several events which fire whenever you do something - which means when Piety updates the top panel, it immediately gets overriden by EUI, which takes natural priority.
 
I don't really see how it would be possible. The issue is that, in order to make the changes stick, both EUI and P&P register their updates to several events which fire whenever you do something - which means when Piety updates the top panel, it immediately gets overriden by EUI, which takes natural priority.

Ahh, damn bad design xD

Curious though, I mean can you theorotically not remove the Top Panel and still enjoy the Piety? Since the piety can be viewed somewhere else?
 
Yes, all information available in the Top Panel is also available in the Religion Overview panel, under the Your Religion tab (hover over the piety stuff). You'll also still receive notifications when your piety level drops or increases.
 
Hello, I have a question regarding the trade window, when the AI makes an offer for one of my resource will EUI provide me with details on that resource, do I have an extra to trade or not? Sometimes I agree to a trade offer only to find out I've plunged into negative happiness because I've just traded the last of them.

I haven't install this mod yet and solving the mentioned problem would be nice for me.

Thanks
 
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