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Enhanced User Interface v1.30m

What happened to the city build queue?
It's got bugged in the "small" interface version :lol: (fixed in v1.9)
I agree that the right side is too cluttered. Do you think it would be possible to move the notifications to the bottom middle of the screen perhaps? Between the unit pane and the mini map seems like prime realestate for a horizontal scroll bar for all of those notifications, giving the right side all of the room for the Civs and city states.
That's an interesting idea, moving the existing game notifications. Ultimately, though, I would like to get rid of most of them and have the relevant icon on the civilization ribbon flash instead.
 
This looks great, I'll try it out a bit later. Found this thread while searching for something I was wanting to do with my mod.

I noticed in the "Ideas for the Future" section you mention removing Notifications; however, I tend to micro-manage my empire and would not like seeing the Population Growth notification going away without an option to restore it (matter of fact, I'm in the process of integrating CIVUP/VEMs old Enhanced Notification system to show Pop growth beyond 5 and border growth).

Lastly, perhaps you can answer the question that brought me here initially... for my mod I wanted to enable the ability to rename units (The "Edit" button on the top right of Select Promotion window) at any time instead of just being there when the unit is eligible for promotion. Since you've done some amazing work on the UI, would you happen to know where I could locate the coding for this "event" to include it in my mod? (Or perhaps you might include it in yours? :D)
 
I tend to micro-manage my empire and would not like seeing the Population Growth notification going away
No way I would remove essential notifications without at least something equivalent in place
I'm in the process of integrating CIVUP/VEMs old Enhanced Notification system to show Pop growth beyond 5 and border growth
Don't bother, Enhanced User Interface already does that :D (it's one of those few features I forgot to document, it also notifies on border expansion regardless of size)
I wanted to enable the ability to rename units at any time
That's very easy to do, I can include it since it does not change gameplay...
 
Hello bc1.

One of IGE's users reported a problem that appears to be caused by your mod, more specifically your tooltips.
In InfoToolTipInclude.lua, line 746, "attempt to index local 'leagueProjectReward' (a function value)".
local leagueProjectReward = GameInfo.LeagueProjectRewards{ Building = building.Type };
local leagueProject = leagueProjectReward and GameInfo.LeagueProjects{ RewardTier3 = leagueProjectReward.Type };


The error is on the second line. Afaik GameInfo's members actually return iterators. So if my memories are correct you need to do something like:
local leagueProjectReward = GameInfo.LeagueProjectRewards{ Building = building.Type }()
local leagueProject = leagueProjectReward and GameInfo.LeagueProjects{ RewardTier3 = leagueProjectReward.Type }()


Right now this problem unfortunately prevents IGE to start up and our common users are heading to me because of the error message. So I would appreciate if you could fix it please. ;)
 
Don't bother, Enhanced User Interface already does that :D (it's one of those few features I forgot to document, it also notifies on border expansion regardless of size)

Great! Although I'd still like to locate the code to expand my understanding of modding... I had a hard time figuring out how they coded it in CIVUP/VEM because their Lua are all interconnected so picking out just that bit of scripting and how to get it to function was beyond me (of course I'm working with an OLD pre-G&K version of CIVUP/VEM...).

That's very easy to do, I can include it since it does not change gameplay...

Perfect! I always hate it when I mistype a name and have to wait until a new promotion (or churn out a new unit) to fix it... or when I decide to re-organize one of my task forces/garrisons and have to find some way to XP them up to fix the names.
 
I'm using your great improvement with Hitm II v5 and the techt tree is broken. I deleted a folder Tech??? yesterday and I figured that would do it. I tried to take an ingame screenshot from the techtree but that fails somehow. When I succeed I'll attach it to illustrate the problem.
 

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A number of tooltips show what I guess are internal variable names, for example the Caravan shows TradeRouteLandDistanceModifier and TradeRouteLandGoldBonus.
 
Really cool mod, thanks! :goodjob:

But when I'm in the city view of a puppeted city, I can't find the button to annex it. It looks like this:

8930_2013-12-22_00001.jpg

The only other mods I have which modify the UI are:
Calypso's Colored Religious Icons (Basic) (v 4)
Ethiopia Color Fix (v 1)
InfoAddict (v 22)

If I remove the PlotHelp folder, the normal popup for puppeted cities reappears.
 
Great! Although I'd still like to locate the code to expand my understanding of modding...
The Enhanced User Interface code for that is in NotificationPanel.lua line 528 and following.
with Hitm II v5 the techt tree is broken. deleted folder Tech??? that fails somehow
The screenshot doesn't help much, I would need the lua.log (see instructions in OP). You might want to try removing both the TechTree and ToolTips from the Enhanced User Interface, see if that works.
when I'm in the city view of a puppeted city, I can't find the button to annex it. If I remove the PlotHelp folder, the normal popup for puppeted cities reappears.
Your screenshot clearly shows that another mod you're using has taken over the CityView script which contains the Enhanced User Interface annex button code. If you want the city banner annex popup back, remove the Enhanced User Interface CityBanners folder, not PlotHelp.
 
A number of tooltips show what I guess are internal variable names, for example the Caravan shows TradeRouteLandDistanceModifier and TradeRouteLandGoldBonus.
Yes Enhanced User Interface is a work in prgress, it's only a hobby.
the UI relies almost entirely on Civ5 built-in text, using your selected language. Some of the unit & building tags have no built-in text, however, and would need to be translated (anyone interested ? :D)
So what you are seing are some of the game's XML tags for which no text is provided. No one cared enough to volunteer for the translations, so...
 
bc1, could you perhaps say where I could find the Package ID for your mod (or just post it here somewhere :))? I'm creating a mod that includes some small UI changes. I would like these changes to be compatible with your mod, for those who use it, so I'm creating a small "compatibility patch" mod, which I would like to Require your DLC, but it doesn't show up in the dropdown in ModBuddy (presumably for the same arcane reason it doesn't show up in the DLC list in the game).
 
I've tried that and even if you give the EUI pseudo-DLC the required GUIDs for some reason known only to the Firaxis devs (I suspect hard-coding somewhere) your mod will load regardless of whether or not this mod is enabled
 
Alrighty, been playing around with your DLC and I gotta say "Awesome work!". Quite enjoying the interface improvements.

One minor issue: Your enhanced tooltips removed the trade route information. Previously in regular BNW games if I mouseover a tile where trade routes pass through I get a summary of all the trade routes that go through that tile - who they belong to, origin city (owner), destination city (owner). It was fairly useful to use that to figure out a few things (like NOT to plunder this particular caravan because it'll annoy another AI) but, like I said, it's minor and I can deal with it.

Any progress on linking the "Rename Unit" feature to someplace else on the UI other than the Promotion interface?
 
Alrighty, been playing around with your DLC and I gotta say "Awesome work!". Quite enjoying the interface improvements.

One minor issue: Your enhanced tooltips removed the trade route information. Previously in regular BNW games if I mouseover a tile where trade routes pass through I get a summary of all the trade routes that go through that tile - who they belong to, origin city (owner), destination city (owner). It was fairly useful to use that to figure out a few things (like NOT to plunder this particular caravan because it'll annoy another AI) but, like I said, it's minor and I can deal with it.

Any progress on linking the "Rename Unit" feature to someplace else on the UI other than the Promotion interface?
Thanks for your feedback. The missing trade route info is a mistake, fixed for next release. The rename unit thingy will be in too.
Happy holidays
 
Thanks for your feedback. The missing trade route info is a mistake, fixed for next release. The rename unit thingy will be in too.
Happy holidays

Woot! Awesome. And happy holidays to you too!
 
Awesome work! I really like your UI. The display of tradeable ressources is more than elegant, and the highlighting of worked tiles when you hover over the city banner is perfect!


Sadly, I have a serious problem getting it to work with the Communitas mods by Thalassicus.

The tooltip showing yields shows weird, huge numbers when hovering over tiles within the city borders. This only happens when the mod is active, but it is independent of the UI part, the gameplay part is enough.

If you can't find the source, could you just hide insanely high yields (above 1000 or so)? I think this would be a quick&dirty fix.

Thx for looking into this!


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Thanks for your feedback.
It looks like the Communitas mods are creating new yields but that the corresponding functionality is incomplete. AFAIK they are still in their early development stages... I will try to work with them to iron out incompatibilities when their development matures and stabilizes.
Happy holidays
 
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