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Enhanced User Interface v1.30m

I have this policy of not adding information not already available somewhere else in the game. Is this already available / or can be inferred from somewhere else, if so where ?

My original item 4 wasn't very clear, especially because I didn't mean the domestic adviser. The same information can obtained from cycling through the military adviser. There's usually a whole bunch of screens that say "I think I saw the only unit the [insert civ] have...." The information is there, it's just really annoying the way the player is expected to extract that information. We're a long way from Civ4's graphs.

I also share your opinion of UIs that merely make information more accessible. I was a big supporter of the BUG mod on Civ4.
 
My original item 4 wasn't very clear, especially because I didn't mean the domestic adviser. The same information can obtained from cycling through the military adviser. There's usually a whole bunch of screens that say "I think I saw the only unit the [insert civ] have...." The information is there, it's just really annoying the way the player is expected to extract that information. We're a long way from Civ4's graphs.

I also share your opinion of UIs that merely make information more accessible. I was a big supporter of the BUG mod on Civ4.
@bc1,

the following function is what I use for Global Relations in order to mimic the Mil Advisor and their wording (extracted from the exact formula inside the dll code). Feel free to use it inside your mod:

Code:
-- Mimics the Military Advisor's comments on relative power using the same formulas
-- glider1, Aristos
function getMilitaryPowerText(iPlayer)
	local basePower = 30;
	local ourPower = basePower + Players[Game.GetActivePlayer()]:GetMilitaryMight();
	local hisPower = basePower + Players[iPlayer]:GetMilitaryMight();
	local milRatio =  100 * hisPower / ourPower;
	
	if milRatio >= 250 then
		return Locale.ConvertTextKey("TXT_KEY_GR_IMMENSE");
	elseif milRatio >= 165 then
		return Locale.ConvertTextKey("TXT_KEY_GR_POWERFUL");
	elseif milRatio >= 115 then
		return Locale.ConvertTextKey("TXT_KEY_GR_STRONG");
	elseif milRatio >= 85 then
		return Locale.ConvertTextKey("TXT_KEY_GR_AVERAGE");
	elseif milRatio >= 60 then
		return Locale.ConvertTextKey("TXT_KEY_GR_POOR");
	elseif milRatio >= 40 then
		return Locale.ConvertTextKey("TXT_KEY_GR_WEAK");
	else
		return Locale.ConvertTextKey("TXT_KEY_GR_PATHETIC");
	end
end

(you can also include the entire GR in your pseudo-dlc if you want, would make for a heck of a DLC). Your call.
 
One of the features I truly miss from Civ IV is the map notes. I used to make notes all over the map for placing cities, where a garrison unit being constructed was heading, etc. all so if I was away from the game for a prolonged time I could quickly re-orient myself as to what I was doing.

Try this: http://www.picknmixmods.com/mods/96b31a10-8777-442f-9e6b-0f8fa969b86f/mod.html

Save Game and Options seems to be unresponive until you press Return to The Game.
+1, but it isn´t critical IMO.

---

bc1 and Thala, I hope for compatibility with CEP because this DLC rocks as Communitas does, and sadly we can´t use both yet :cry:

With Thala´s fix I also lose tile tooltips.
 
Win 7 x64 here. I don't think it's OS related.
It could have been touch related. The DLC is probably not compatible with touch, since I have done nothing to make it so.

I've also seen the same minor bug as mentioned above, this was even with only your DLC active.
+1, but it isn´t critical IMO
So it looks like it’s systematic…

One of the features I truly miss from Civ IV is the map notes.
being able to plan out, say, Spain finds a Natural Wonder, I add a pin near Uluru so I know where to place the next city
So what’s the point if a good alternative already exists ?

there is no clear indication that the tile is TOO far away to be worked when hovering over a city
Wouldn’t that be useful only when settling new cities ? I could do something like that but only when a settler is selected, that’s the only time you can actually do something about it


The information can obtained from cycling through the military adviser.
OK then I will add something equivalent
you can also include the entire GR in your pseudo-dlc if you want
Thanks :D ! But how does it make it better to include it in the DLC ?
 
If both me and my friend have this installed, will it work multiplayer since it's in the DLC folder? If so, I can definitely support having Global Relations included in this :)

And a minor thing, but why is the influence-reduction-per turn info removed from tooltip over CS banner? I know it's on the ribbon to the right, I'm just not very used to it yet.
 
@bc1,

the following function is what I use for Global Relations in order to mimic the Mil Advisor and their wording (extracted from the exact formula inside the dll code).
[snip code]

Wasn't there an "inferior" in there as well? Thought I saw that in your mod.
 
A lot of these features I can't necessarily use because they require MODS, and I want to be able to use the PROPER hotseat (the Custom Advanced Setup is flawed because it isn't really hotseat).
 
2. As far as I know the "orangeybrown" tiles are the territory of a city, but it there is no clear indication that the tile is TOO far away to be worked when hovering over a city.

Actually there is a clear indication it's too far away to work. If you mouse over city banner, even though tiles beyond 3 still show "orangeybrown" they do not show yields while those within 3 tiles do (just noticed this in my current game and it's a pretty clear indicator to me that it's 4+ tiles out).
 
Something I could do is when a settler is selected, a shadow of the 3-ring city print appears around the plot being moused over. Border growth is more organic in Civ V than it was in Civ IV...
Yes, that sounds like a great start. I was hoping for something that can be done before a settler is even available, but I'll certainly take the former. I realize border growth is much different, but the goal here I believe would be to show the full 3-hex "radius" so the player can easily see the workable potential of the city. This would make roping together several resources a whole lot easier. Often I have two in range and need to recount all over again if I'm trying for additional resources, a coast settling, or some other strategic spot as well as the resources.
 
Thanks :D ! But how does it make it better to include it in the DLC ?

Well, some BTS veterans really miss the relations wheel, mainly (me included), and InfoAddict may be considered cheating by our standards (you have the same spirit as me in your DLC, "available info only"), thus making IA a non-option to display the wheel. If you add GR to the DLC, you would have all possible ways of showing the diplo info: your wonderful ribbon, plus the wheel. For all tastes.
 
Wasn't there an "inferior" in there as well? Thought I saw that in your mod.

Yes, I used "Inferior" in place of WEAK, and "Weak" in place of POOR, trying to use antonyms (STRONG - WEAK, etc), but I may need to change some of those... or, to preserve the advisor's exact meaning, use the same wording. May change that in the future.
 
A small thing, but could you have the tech tree grey-out world wonders that are already built, like Communitas does?
 
And a minor thing, but why is the influence-reduction-per turn info removed from tooltip over CS banner? I know it's on the ribbon to the right, I'm just not very used to it yet.
People used to complain the DLC was too verbose, so I tried to cut down on the tooltips. But I can easily duplicate the ribbon tooltip like it was before...
Actually there is a clear indication it's too far away to work. If you mouse over city banner, even though tiles beyond 3 still show "orangeybrown" they do not show yields while those within 3 tiles do (just noticed this in my current game and it's a pretty clear indicator to me that it's 4+ tiles out).
The yields are shown for workable plots, this excludes plots beyond the 3rd ring but also plots assigned to be worked by adjacent cities
Yes, that sounds like a great start. I was hoping for something that can be done before a settler is even available, but I'll certainly take the former. I realize border growth is much different, but the goal here I believe would be to show the full 3-hex "radius" so the player can easily see the workable potential of the city. This would make roping together several resources a whole lot easier. Often I have two in range and need to recount all over again if I'm trying for additional resources, a coast settling, or some other strategic spot as well as the resources.
If resources are the issue, it's not that simple now that cities can capture resources up to the 5th ring (although only the 3rd ring can be worked)
Well, some BTS veterans really miss the relations wheel, mainly (me included), and InfoAddict may be considered cheating by our standards (you have the same spirit as me in your DLC, "available info only"), thus making IA a non-option to display the wheel. If you add GR to the DLC, you would have all possible ways of showing the diplo info: your wonderful ribbon, plus the wheel. For all tastes.
OK OK :lol: I will add it in
A small thing, but could you have the tech tree grey-out world wonders that are already built, like Communitas does?
Yes I could, but I would have to modify another file which would make compatibility with other mods yet more difficult. A compromise would be to put that info in the mouseover tooltip...
When I hit "Save Game" or "Options" in the main menu, nothing happens. If I then click "resume game", I'm in the options or save menu
Got back home and took a look: it occurs when clicking on the top panel "menu", because I set the main menu popup priority too high: this hides its submenus, which then appear when leaving the main menu :lol: Took me less time to fix than to write this up, will be in next release.
 
No no, I was not pushing it, only offering it. As I said, it's your call. You could ask here before adding it to see what people think before committing; both can be used together anyways, I am doing just that.
 
A food for thought bc1, why not seperate certian things, and add a tooltip "This could cause incompatibility with mods, use at your own discretion" so that when we install THIS "Mod" (DLC) then we KNOW that the thing causing the issue is the "addon".

Btw, I've discovered a very peculiar element.

When playing Hotseat I've discovered the AI actually calculates relationships. Although there's no "decieveness", the the tooltips do in fact show Warmonger penalties and other things (DoFs, for example). So, there actually ARE relations between Human players, they're just hidden in the un-modded, makes hotseat games more.. immersive, now if only this DLC actually added the ability to Denounce a player between humans -.- (among other things).

This is by far my favourite "DLC".
 
Edit:
Strange but the problem occurs randomly. Now, however, I'm meeting a new issue:

Research window scrollbar is gone, and the background is messed up.
Also, menu buttons don't take you where they should upon clicking. When Clicking return to game though, the previously clicked button executes. Say, "Options" , nothing. Clicking return to game, then the options menu comes out.


Had dx11 crash error thingy after installing the mod. Can you guys help me? When loading a save it crashes. When starting up a game certain ui textures are gone. For example certain icons that slide down at the right side becomes black. Some unit icons turn to black..

Mods:
Hulfgars Complete 6.3 for BNW (removed atilla's Ui)
 
Hey bc1,

first, the mod is wonderful, as close as it gets to the legendary BUG! :)

I would only suggest/raise the following:

1. Is it possible to add some semi-transparent background to the diplolist ribbon that is part of the notification panel? Without a bg, the list and data is sometimes confusing when over terrain/cities/units... something like the base civ/score list that has a bg.

2. When entering city screen, there is some lag as compared to the base game. I remember that GEM had a similar issue (which, by the way, made me stop using that mod altogether, never tried again). Is it possible to improve the efficiency of the city screen under this mod?
 
Edit:
Strange but the problem occurs randomly. Now, however, I'm meeting a new issue:

Research window scrollbar is gone, and the background is messed up.
Also, menu buttons don't take you where they should upon clicking. When Clicking return to game though, the previously clicked button executes. Say, "Options" , nothing. Clicking return to game, then the options menu comes out.

Research issue might be related to using another mod that alters tech tree.

Menu button's been addressed in earlier posts. Only happens when you click Menu on the Top bar (if you use Esc no issues). He's fixing that for that next release.
 
Research issue might be related to using another mod that alters tech tree.

Menu button's been addressed in earlier posts. Only happens when you click Menu on the Top bar (if you use Esc no issues). He's fixing that for that next release.

Thank you. I removed the techTree folder in the mod, allowing the research drop-down to appear at the left for a temporary fix.

Had it working though in the past. I hope this gets a treatment somehow.

Anyone having the same issue as me, and had found a solution, please help.
 
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