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Enhanced User Interface v1.30l

Ummm... Why does the new update is not compatible with InfoAddict?
(Just curious)
InfoAddict should have registered itself as a DiplomacyUIAddin, instead it hacks its way in. Since EUI v1.27 has redesigned LeaderHead, the hack no longer works, unless EUI's LeaderHead module is removed.
 
If all you want from EUI are the pregame toolTips "when setting up a game, there are mouse over tooltips for unique civilization units and buildings - when you need them most", you need to remove all UI_bc1 subfolders except GameSetup, Core and Art* (Core and Art* are required for anything in EUI to work at all)

Oh, that's not what I meant.
I use a lot of EUI's other modules like the new panels and city view. Just can't get used to the extended tooltip style.
I'm pretty familiar with the game by now. And in my language, the vanilla tooltips are already clear and infomative enough for me.
The extended tooltips everywhere in the game with infos I already know just hurt my eyes.

So, basically, what I meant is "All I want from EUI's tooltips module are the pregame tooltips and right-click-to-civilopedia features. Nothing more of this module."

That shouldn't be very hard to do, right?:lol:
I donno. As I said, I had very limited knowledge about LUA...
Thanks for the reply anyway!
 
Oh, that's not what I meant.
I use a lot of EUI's other modules like the new panels and city view. Just can't get used to the extended tooltip style.
I'm pretty familiar with the game by now. And in my language, the vanilla tooltips are already clear and infomative enough for me.
The extended tooltips everywhere in the game with infos I already know just hurt my eyes.

So, basically, what I meant is "All I want from EUI's tooltips module are the pregame tooltips and right-click-to-civilopedia features. Nothing more of this module."

That shouldn't be very hard to do, right?:lol:
I donno. As I said, I had very limited knowledge about LUA...
Thanks for the reply anyway!
in that case your only sensible option is to check No Basic Tooltip Help. The ToolTip module is actually vestigial, tooltips are now embedded in each EUI module for caching/performance/ease of coding. Good luck changing that :lol:
 
@Serp: Sorry if this is better served as a PM. I thought others might benefit from the info though. With regards to tweaking EUI that you talk about towards the bottom of this page on onto the next page or two:

http://forums.civfanatics.com/showthread.php?t=512263&page=92

I'd like to improve upon my improvement one more time. I've started to dabble in domination and I've noticed that in puppeted cities, every citizen is considered unlocked with no way to change this. Which is fine. However, if there's a way to exclude puppeted city tiles? Basically, my changes thus far include the following. I had added the following lines to Core/highlights.xml
Code:
<style name="UnlockedFill" type="FilledHex" width ="1" color="255,0,255,75" />
<style name="UnlockedOutline" type="SplineBorder" width ="7" texture="hex_contour1.dds" color="255,0,255,164" />
In CityBanners/CityBannerManage.lua I added first code block below and changed 2nd to 3rd
Spoiler :
Code:
Events.ClearHexHighlightStyle( "UnlockedFill" )
Events.ClearHexHighlightStyle( "UnlockedOutline" )
Code:
if plot then
						local hexPos = ToHexFromGrid{ x=plot:GetX(), y=plot:GetY() }
						if city:IsWorkingPlot( plot ) then
							Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill" )
							Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline" )
						end
Code:
if plot then
						local hexPos = ToHexFromGrid{ x=plot:GetX(), y=plot:GetY() }
						if city:IsWorkingPlot( plot ) then
                        if plot:IsCity() or city:IsForcedWorkingPlot( plot ) then
							Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill" )
							Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline" )
                        else
                            Events.SerialEventHexHighlight( hexPos , true, nil, "UnlockedFill") 
                            Events.SerialEventHexHighlight( hexPos , true, nil, "UnlockedOutline")
	end
						end
Finally, in CityView/CityView.lua, I added the first code block and replaced the 2nd with the 3rd:
Spoiler :
Code:
Events.ClearHexHighlightStyle( "UnlockedFill" )
Events.ClearHexHighlightStyle( "UnlockedOutline" )
Code:
if notInStrategicView then
						Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill" )
						Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline" )
					end
Code:
if notInStrategicView then
                        if plot:IsCity() or city:IsForcedWorkingPlot( plot ) then
						Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill" )
						Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline" )
                        else
                            Events.SerialEventHexHighlight( hexPos , true, nil, "UnlockedFill") 
                            Events.SerialEventHexHighlight( hexPos , true, nil, "UnlockedOutline")
	end
					end
Is there another if check or AND argument I could include that would exclude all tiles that are in a puppeted city? You can see the results of what I did here if a visual aide is helpful:

https://youtu.be/B7yYQG3jjmY

You'll notice I give you and bc1 full credit of course.
 
I have a question and request if possible. This may be out of your doing, but UI is your stuff bc1. Is there any way to lengthen (dynamically or by hand) the tech bubble size? If there are too many items in a bubble, there are massive texture glitches and it can ruin the game. I've started running P&S and ECE and I cannot include any mods that add new wonders or improvements or just additional buildings.

From what I can tell, this was hardcoded. But through your magic, can you mod it so that either the bubble size is increased or so that when textures are pushed out of the bubbles, it doesn't mess everything up?

Thanks
 
In addition:

I get a bug and an error a lot.

Bug: Depending on what I have enabled, if a a tech bubble has more then 6 things in it, it freaks out:

2015-08-22_00010.jpg

Do you have any idea what is causing this?

Error: Sometimes an error message pops stating that a font texture will not load. This is what usually happens:

2015-08-22_00002.jpg

2015-08-22_00004.jpg

Any ideas again?

I should mention I have a ton of mods installed. The recent addition of Piety and ExCE has started this mass freakout.
 
https://youtu.be/B7yYQG3jjmY
You'll notice I give you and bc1 full credit of course.
thank you :)

Is there another if check or AND argument I could include that would exclude all tiles that are in a puppeted city?
of course ;) You should take a look at this website:
http://modiki.civfanatics.com/index.php?title=Lua_and_UI_Reference
scroll down to "Objects". There you have a list of the most important functions for modding civ.
Now choose "City". You can see all functions, that deal with cities.
If you search for "puppet", you will find the function:
City:IsPuppet()
So you can use this ;)

in your code you used "city" instead of "City", so you have to adjust the function to city:IsPuppet().

I think you know how to add another if condition. If not let me know and I will write the code.
 
In addition:

I get a bug and an error a lot.

Bug: Depending on what I have enabled, if a a tech bubble has more then 6 things in it, it freaks out:

View attachment 397493

If the behavior of EUI did not changed from 1.26 to 1.27, this is not caused by EUI alone. In my modpack wit EUI 1.26 are also techs with more than 6 things. The 7th and 8th item are just not shown.
So I guess this is also because of the combination of several mods.

The only way to solve those issues, is to find out the files causing it. It's very likely, that you have two or more files with the same name installed. Find them, and ask the creators how to make those files compatbile (or do it on your own).


I don't know if it is possible to make the bubbles bigger. But if it is possible, I think it would be done in the xml files of techtree.
 
I've released an update to my tweak here: https://youtu.be/c3ZjzvOnhd8

Thanks again, Serp. Also thanks for that resource link. It came in handy when I accidentally (thankfully) stumbled upon the fact that I wanted to exclude cities being razed as well as puppets. Works great and you receive credit once again :)

Thanks for your update, does make a lot of sense.

I guess it would be easy for me just to change the hex code for the colors, I might prefer all worked tiles to remain in the greenish tint and differentiate them by hue level and maybe by border colors as well, it never hurts doing some experimenting.
 
After i installed the leaderscreen of the other civs is messed up, like there is nothing for me to click and i cant do diplomacy. Modded civs are even worse, im getting just a black screen with those.
 
&#1055;&#1086;&#1076;&#1089;&#1082;&#1072;&#1078;&#1080;&#1090;&#1077; &#1082;&#1091;&#1076;&#1072; &#1074;&#1089;&#1090;&#1072;&#1074;&#1080;&#1090;&#1100; &#1082;&#1086;&#1076;, &#1095;&#1090;&#1086;&#1073; &#1086;&#1090;&#1086;&#1073;&#1088;&#1072;&#1078;&#1072;&#1083;&#1072;&#1089;&#1100; &#1076;&#1080;&#1094;&#1077;&#1085;&#1090;&#1088;&#1072;&#1083;&#1080;&#1079;&#1072;&#1094;&#1080;&#1103; &#1085;&#1072;&#1091;&#1082;&#1080; &#1080; &#1079;&#1086;&#1083;&#1086;&#1090;&#1072;, &#1082;&#1088;&#1072;&#1089;&#1085;&#1086;&#1081; &#1089;&#1090;&#1088;&#1077;&#1083;&#1082;&#1086;&#1081; &#1087;&#1086;&#1082;&#1072;&#1079;&#1072;&#1085;&#1086; &#1075;&#1076;&#1077; &#1076;&#1086;&#1083;&#1078;&#1085;&#1086; &#1087;&#1086;&#1103;&#1074;&#1080;&#1090;&#1100;&#1089;&#1103; &#1086;&#1087;&#1080;&#1089;&#1072;&#1085;&#1080;&#1077; (Prompt where to insert the code to display ditsentralizatsiya science and gold, red arrow shows where the description should appear):
Spoiler :
6049713.jpg
 
I really like the InfoAddict and Imfo Addict Light mods, but I can't play without EUI. Any tips on getting this to work or are we just at mercy of the IA modder?
 
Is there a way to alter the code so that I'll receive notifications for cultural border growth even when it's outside my workable range? I've had a number of games where I later pick up a resource tile outside my workable range that I'd still like to improve for the happiness/gold. Here's an example:
Spoiler :
nO07yhP.png
I was not notified that I have another Crab resource I could improve.
 
Hi bc1,I really don't want tech tree and production panel to auto close,how can I disable these two new features?What file should I edit?
 
Hi bc1,I really don't want tech tree and production panel to auto close,how can I disable these two new features?What file should I edit?

This doesn't communicate "The answer already provided isn't to my satisfaction."

It communicates that you wish to be acknowledged while denying acknowledgement of another. In other words, you've contracted yourself.

It's also an exercise in futility. If somebody had an answer for you, either they would've provided it or they haven't read your question yet. Asking a 2nd time won't change either of these.

When 1.27 was first announced, the auto close was the reason I was most looking forward to it. If this is not a feature you would want, why would you upgrade? If you're interested in altering the code yourself, why wouldn't you compare the old and the new version to see in what ways it's changed to do this? It's something I'd do to pay it forward, but not when I have reason to believe that the person I'm doing it for would intentionally not receive it.
 
Hi there,

I'm getting a box that says "check info addict" (i.e. the same button that happens on the diplomacy screen) in my minimap since I updated to 1.27. Has a fix for this been found?

Thanks!
 
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