Tomice
Passionate Smart-Ass
+1 for the background!
the advantage is that either can be updated independently, but eventually I will merge it inNo 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.
that would be way too much work, sorry not gonna happenA 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".
that would be a change in game functionality - sorry that's beyond the scope of this DLCif only this DLC actually added the ability to Denounce a player between humans -.-
i need some time to think this over a bit and come up with something both feasable in lua (performance wise) and useful (well that's always subjective)How about both? Either using colors or bold outlines.
what other mods are you using ? looks like a conflict; would need a look at lua.log to get an idea of what's going onResearch window scrollbar is gone, and the background is messed up
fixed in next release, in the mean time use "esc" key to access menumenu 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
are you sure another mod is not the issue ? the DLC makes no changes to save games whatsoever. One thing you could try for the dx11 crash is to remove the "Art2" and "TopPanel" (in "UI") DLC componentsHad 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..
yes but IMHO it would look very ugly (like the current playlist), is it that much of a deal to mouse over the icon when the data is not very legible ?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.
are you sure of that ? on my rig I have absolutely no lag, except when fouding a city but that's a base game feature introduced a while ago. The DLC city view code is supposed to be optimized compared to the base game, but try removing the DLC CityView module see if that helps2. When entering city screen, there is some lag as compared to the base game
please be more specific about problems and post lua.logAnyone got this working with CEP?
next release will duplicate city state ribbon mouse over for city state bannersHovering the mouse over city-states seems like it should be offering more information
Sounds great, thanks.next release will duplicate city state ribbon mouse over for city state banners
are you sure of that ? on my rig I have absolutely no lag, except when fouding a city but that's a base game feature introduced a while ago. The DLC city view code is supposed to be optimized compared to the base game, but try removing the DLC CityView module see if that helps
For a minute I thought that was caused by HitM II that I used but since you mention it here it could well be related to this DLC. Especially when my empire grows bigger it becomes a real nuisance to enter the city build queue and it takes quite some time for the improved city bar to reflect the production changes too.In fact, I had to out-comment the line that forces the Production button to open the city screen in your code, as it became unbearable.
Yes, I tested with and without, and the difference is noticeable in my machine. I wonder if you are not seeing it only because you have a very powerful rig that overcompensates for the problem?
Is this problem linked exclusively with the CityView module, i.e. does the problem still occur when using the DLC without the CityView module (remove the entire CityView folder from the DLC's UI folder) ?Yes, I tested with and without, and the difference is noticeable in my machine
Is this problem linked exclusively with the CityView module, i.e. does the problem still occur when using the DLC without the CityView module (remove the entire CityView folder from the DLC's UI folder) ?
Sounds great, thanks.
Somewhat along those lines, I'm wondering if there's anything that can be done to make the player better understand where their luxury resources are coming from. When bringing up the resources view, resources that you're importing from other civilizations show as "1 imported" etc. It's worth mentioning here that it would be nice if this screen said which civilization was being imported (or exported too) and for how long.
My real gripe with the base game is that resources acquired from being allies with city-states don't show as being imported. They're just listed like they're within your own borders, but in reality they're just a fewinfluence away from disappearing for the player. Ideally this screen should really show if the resource is under the player's direct control inside their borders, from a CS alliance or imported from a major civ.
Luckily your mod provides this information from the individual city-state perspective, but it would be nice if the information was available the "other way" from the resource perspective directly. You can tell the ramifications from letting that CS alliance expire, but do you already have that resource in your borders anyway? It can be annoying difficult to tell.
Another gripe: When the AI initiates a trade, I constantly have to remove resources from diplomacy trading just to see how many of them I have left, and then add them back to the trade. In the Civ4 days it would say "Silver (1 of 2)" so you could easily tell the current quantities at stake. Anyway to add this in and reduce some clicks?
Just laying out some UI issues I've seen as ideas.
When entering city screen, there is some lag as compared to the base game
I may have found the issue - there was a race condition between two events, which led to the screen not being updated upon entry. Edit: try version 1.11 which includes a fix. Please report if it does or does not fix the issue, thanks.it becomes a real nuisance to enter the city
I may have found the issue - there was a race condition between two events, which led to the screen not being updated upon entry. Try the attached CityView.lua, replace existing file in [game DLC folder]\UI_bc1\UI\CityView. Please report if it does or does not fix the issue, thanks.
Thx for the reply.
Thalassicus, the head modder behind Communitas, is using this UI on his machine without gamebreaking issues, so it seems like the problem is solveable.
Apart from that, I was curious if anyone without CEG experienced this.