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Enhanced User Interface v1.30l

Hi,I was wondering if there is a way to view the advisor panel besides the keyboard shortcut?

Click on your leader, I've attached a screen capture.
 

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Firstly thanks for this really great (read awesome for USA readers lol), mod. Extremely useful, particularly for me with workers knowing where to send them for the improvements I want the most, helps me greatly, as I don't waste moves with them anymore.

The only issue I have is, the can't delete units bug. Pressing del or clicking the icon does nothing. I took EUI out of the game folder and went back in and it works, so definitely an issue with the latest version of EUI.

I'm using the latest version of EUI, haven't used it before so no previous versions and I have the latest updated version of CIV V with BNW installed. I also have no other mods active.

Thanks again for this great addition to CIV V, easily the best I've used.
 
I don't have the list of countries/city-states and stats buttons at the the top-right. Also I don't get any info bubbles popping every turn, although I get the sounds (like city growth, wonder's built, etc) either. Hover-over on terrain works fine.
I also have infoaddict and it doesn't show its button on the top right too.

Spoiler screenshot :
oui7n8dc7hz4.jpg


using 1.26a with the latest civ BNW in dx9.

UPD: so apparently TreeGrowth v4 completely screws up the interface on the right, turning it off helps. Are there any new trees planting/growing mods?
 
I have a small request. When hovering over/viewing a city, the tiles you're working are shaded green and the tiles you're not working are shaded orange. Is it possible to make the tiles you're working different colors based on whether the tile is locked or not? Late game playing Tradition, when a new citizen spawns, it sometimes takes me a while to find which tile he's working. If it was like purple instead, it would stand out. It would also help bring attention to the fact that a worker isn't locked in case you accidentally click off of a growth notification.
 
I have a small request. When hovering over/viewing a city, the tiles you're working are shaded green and the tiles you're not working are shaded orange. Is it possible to make the tiles you're working different colors based on whether the tile is locked or not? Late game playing Tradition, when a new citizen spawns, it sometimes takes me a while to find which tile he's working. If it was like purple instead, it would stand out. It would also help bring attention to the fact that a worker isn't locked in case you accidentally click off of a growth notification.
just a few days ago I wrote a small "guide" how to change colours,, see this and the following posts:
http://forums.civfanatics.com/showthread.php?p=13894571#post13894571
 
just a few days ago I wrote a small "guide" how to change colours,, see this and the following posts:
http://forums.civfanatics.com/showthread.php?p=13894571#post13894571

So sorry! What are the chances I could ask just after it was fielded? :crazyeye:

Thanks for your explanation. Luckily, I have light coding background, so I found it easy to make heads and tails of it all. However, this is one last thing I couldn't figure out how to address. Maybe there isn't a way? This is exactly what I was shooting for:
Spoiler :
4EiFYAB.jpg

However, when I exit city view and hover over the city, it looks like this:
Spoiler :
cpGHiD3.png

My main goal was to make managing citizens faster and easier. To that end, mission accomplished. However, when I thought to ask, it occurred to me how this change would also make it easy to spot when I forgot to lock in a citizen tile. How easy would it be to make that purple hex still appear when not in city overview?

Either way, thanks so much for your efforts here :)
 
My main goal was to make managing citizens faster and easier. To that end, mission accomplished. However, when I thought to ask, it occurred to me how this change would also make it easy to spot when I forgot to lock in a citizen tile. How easy would it be to make that purple hex still appear when not in city overview?
Either way, thanks so much for your efforts here :)
Quappas also changed this, the lua to change is CityBannerManager.lua

He ask about it in this post and my answer is in the following post, how to do it correctly ;)
http://forums.civfanatics.com/showthread.php?p=13897040#post13897040
 
Hello again!

I have another question:
Is it possible to deactivate the following single feature of the notification panel? I would like the notifications not to be bundled, to make sure I do not miss any notifications.
Notifications are bundled by type: this means each notification icon may correspond to several notifications, and you need to left click to cycle through bundled notifications to see each one. Left click on a notification icon may also jump to the appropriate location on the map, this location corresponds to the next cycled notification. Right click on a notification icon dismisses all of the notifications bundled with the icon.
I could not really figure out how to do it and i guess it is a bit complicated, but I thought I might ask anyways.
EDIT: Can I just delete the notification panel files? Or will this deactivate/break other features? I am not at home, so I can't try it out myself at the moment...
 
He ask about it in this post and my answer is in the following post, how to do it correctly ;)
http://forums.civfanatics.com/showthread.php?p=13897040#post13897040

Got it, thanks! :) I hope you don't mind, I made a 7z file with three files in it and instructions on how to backup/replace those files for those who want the feature I implemented but don't know how to do the coding:

http://www.mediafire.com/download/37ctxc6n9cz4e9p/EUI+unlocked+tile+different+color(2).7z

Readme provided. Refresher for those finding this post in isolation, this 7z will alter EUI 1.26 to provide the following effects of coloring unlocked citizens differently:
Spoiler :
4EiFYAB.jpg

Spoiler :
ETIGSSx.png
 
Got it, thanks! :) I hope you don't mind, I made a 7z file with three files in it and instructions on how to backup/replace those files for those who want the feature I implemented but don't know how to do the coding:

http://www.mediafire.com/download/37ctxc6n9cz4e9p/EUI+unlocked+tile+different+color(2).7z

Readme provided. Refresher for those finding this post in isolation, this 7z will alter EUI 1.26 to provide the following effect of coloring unlocked citizens differently:

Spoiler :
4EiFYAB.jpg

Hello Dushku, is it working in city view and also on city banner?
 
Dushku, blue color would make more sense, the purple looks like city border growth.


btw where can I see time until truce ends?
 
blue color would make more sense

You mean you would prefer blue. Making sense is an objective claim while color preferences are subjective. The mod already uses 2 different types of blue shading of hexes. The city border growth you mentioned appears as an outline, not shaded. I wanted it to stand out against green and it does.

You can take the same steps I took to make it whatever color you like. I only zipped them up so that others can have the feature without having to.
 
Got it, thanks! :) I hope you don't mind, I made a 7z file with three files in it and instructions on how to backup/replace those files for those who want the feature I implemented but don't know how to do the coding:

http://www.mediafire.com/download/37ctxc6n9cz4e9p/EUI+unlocked+tile+different+color(2).7z

Readme provided. Refresher for those finding this post in isolation, this 7z will alter EUI 1.26 to provide the following effects of coloring unlocked citizens differently:
Spoiler :
4EiFYAB.jpg

Spoiler :
ETIGSSx.png

This is fantastic and exactly what I'm looking for. Is there any way you could make this work for strategic view? My PC is bad and I can only play on strategic view, and unfortunately this only working on the regular setting.
 
In smaller resolutions the happiness hover-over tooltip cuts off in the mid-late game, can you add the same nicely condensed info with icons and color-coding as a scrolldown window somewhere?
Spoiler :
S41eHXSI.jpg
 
For whatever reason, when I have the Community Patch DLL enabled, all Yield Icons on the map are replaced as the Apples. Do you know why this may be? Hardly game breaking, but hard to maximize city production when I need to slowly hover over each tile.
 
For whatever reason, when I have the Community Patch DLL enabled, all Yield Icons on the map are replaced as the Apples. Do you know why this may be? Hardly game breaking, but hard to maximize city production when I need to slowly hover over each tile.

When I had this issue it was due to a bad install of comunity patch. Read very carefully all the files you have to add and remove.
 
For whatever reason, when I have the Community Patch DLL enabled, all Yield Icons on the map are replaced as the Apples. Do you know why this may be? Hardly game breaking, but hard to maximize city production when I need to slowly hover over each tile.
read the opening post carefully :)

Please also note that you need to delete YieldIconManager.lua and YieldIconManager.xml from Community Patch (or any other mod using "DLL - Various Mod Components") whenever using with EUI (otherwise every tile yield icon is the little apple food icon)
 
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