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Enhanced User Interface v1.30m

Little bug:

when hovering over a city banner, all yields for civilian units disappear. Example: I have a worker selected, civilian units yields ON, then hover over a city banner, all yields for civilian units are gone.
 
When playing Mayans, the date tooltip displays the Mayan date, instead of the traditional date.
 
Thanks for these reports. Fixed for version 1.12.

Just asking: is it a mess to add an option to ALT-hover the city banner? The tooltip is a gem, but the tile display sometimes just gets in the way... possible?
 
Found bug: If you looking at terrain tooltip during start of your turn the game will freeze.
Can provide lua.log later
 
hello,
would it be possible to merge, integrate or make compatible ?
Enhanced User Interface DLC
with UI - Condensed Promotions
http://forums.2k.com/showthread.php?118658-MOD-UI-Condensed-Promotions
http://forums.civfanatics.com/showthread.php?t=458414

both modify UnitPanel.lua

I compared them between original, EUI DLC & condensed, too many changes in all cases for me to do that without any deeper knowledge

thanks for any answer.
sidenote: also posted in the corresponding thread of the other mod on civfanatics
 
hello,
would it be possible to merge, integrate or make compatible ?
Enhanced User Interface DLC
with UI - Condensed Promotions
http://forums.2k.com/showthread.php?118658-MOD-UI-Condensed-Promotions
http://forums.civfanatics.com/showthread.php?t=458414

both modify UnitPanel.lua

I compared them between original, EUI DLC & condensed, too many changes in all cases for me to do that without any deeper knowledge

thanks for any answer.
sidenote: also posted in the corresponding thread of the other mod on civfanatics

I've done that... the modified UnitPanel.lua is in my Legendary Journeys mod.

Meant to post something here when I did it... :P

EDIT: Added it as attachment.
 

Attachments

Just asking: is it a mess to add an option to ALT-hover the city banner? The tooltip is a gem, but the tile display sometimes just gets in the way... possible?

This is actually the first jury-rig I made to this excellent mod. Until bc1 incorporates this into a more elegant solution (should he choose to do so) here's my rough patch job:
Spoiler :
In CityBannerManager.lua, find the line "local function OnBannerMouseEnter( plotIndex )"

Change from:
local function OnBannerMouseEnter( plotIndex )
OnBannerMouseOver( plotIndex , true );​
end​

To:
local function OnBannerMouseEnter( plotIndex )
if UIManager:GetAlt() then
OnBannerMouseOver( plotIndex , true );​
end​
end​
This will make the tiles show up only if you hold alt before hovering over the banner. If you are already hovering, to make the tiles show you have to move away, press alt, then re-hover.


Also found two more bugs:
1) InfoTooltipInclude.lua, in function getHelpTextForProject(), missing [] around ICON_PRODUCTION.
2) CityStateDiploPopup.lua, before function PopulateTakeChoices(), local vars iBullyGoldInfluenceLost & iBullyUnitInfluenceLost are re-declared in the middle of the if bnw_mode block instead of having their value set.
 
Just asking: is it a mess to add an option to ALT-hover the city banner?
It's a bit of work to make it an option (I happen to like it the way it is :P)
Found bug: If you looking at terrain tooltip during start of your turn the game will freeze.Can provide lua.log later
Cannot reproduce - no log & no save = no fix (+ are you sure it's not a coincidence with a "regular" game crash ?)
Added to the game yesterday I found nice, congratulations.
Thanks for our feedback
would it be possible to merge UI - Condensed Promotions
I've done that... see attachment
I'll look into it (too late for version 1.12)
InfoTooltipInclude.lua, in function getHelpTextForProject(), missing [] around ICON_PRODUCTION
CityStateDiploPopup.lua, before function PopulateTakeChoices(), local vars iBullyGoldInfluenceLost & iBullyUnitInfluenceLost are re-declared in the middle of the if bnw_mode block instead of having their value set.
Thanks, fixed in 1.12

Version 1.12 (February 1st, 2014)
  • Fixed some MP & SP bugs
  • Significant code optimizations
  • CityBanners: click on spy icon -> espionage overview, click on puppet icon -> annex popup
  • CityView: supports modded buildings with unlimited specialists & great works (mods only)
  • CityView: production queue items can now be dragged to appropriate location (no more clunky arrows)
  • NotificationPanel: when city acquires new tiles, resource is shown in border expansion notification
  • TechTree: supports "OR" tech prerequistes (mods only)
  • UnitPanel: removed the ugly "edit" button, but unit name can now be changed with a right click
  • GameSetup: supports unlimited UU/UB/UI (mods only)
  • GameSetup: can right click on stuff to access pedia (pre-game)
  • Other stuff...
 
Beautiful... and about the Alt-banner, no problem, easy enough to adapt as shown by alex.

I am also defaulting your code to normal behaviour for the Production end turn button, I prefer it (and the icon for production in the city banner) to go to the "light" production city screen and not to the full screen, easy to change too... but it would be lovely to have it as an option. No rush, no urgency.

Good work.
 
I think this is a bug - the large buttons on the top right of the notification panel (for culture, tourism, diplo, espionage) always get resized to 55x55, when I'm assuming it's only supposed to happen when the MP chat window is open.
 
Yes :lol: just remove the ProductionPopup.lua and ProductionPopup.xml files (but it's going to become more difficult once I complete the drag & drop production thing ;) )

naaah... I just out-comment those 3 lines in there so I can keep the rest of your marvelous changes.

By the way: the drag and drop queue is genius. I wonder where the firaxians were drinking when they had to decide UI stuff... :D
 
In TopPanel.lua, function InternationalTradeRoutesTipHandler(), after local strToYouTradeRoutes, the if tests for #strYourTradeRoutes instead of #strToYouTradeRoutes.
 
I'll look into it (too late for version 1.12) (about compatibility with condensed promotions)

also take into account that even if you include a compatible unitpanel.lua
it will get overwritten by condensed promotions unitpanel.lua file since yours is considered as DLC
so a user would potentially need to manually do something about this
 
I think this is a bug - the large buttons on the top right of the notification panel (for culture, tourism, diplo, espionage) always get resized to 55x55, when I'm assuming it's only supposed to happen when the MP chat window is open.
It's per design - these very pretty buttons are resized in consideration of their actual information content, so the wasted space can be claimed by the civilization ribbon :)
the drag and drop queue...
Actually version 1.12 only includes drag, drop is not yet implemented (needs a merge between the production popup and city view, you're not going to like that :P)
In TopPanel.lua, function InternationalTradeRoutesTipHandler(), after local strToYouTradeRoutes, the if tests for #strYourTradeRoutes instead of #strToYouTradeRoutes.
:crazyeye: yes thank you
also take into account that even if you include a compatible unitpanel.lua it will get overwritten by condensed promotions unitpanel.lua file since yours is considered as DLC so a user would potentially need to manually do something about this
Isn't it the whole point of the request to merge it in, so both the condensed promotions mod and the EUI unit panel changes can coexist ? Actually I don't fancy much merging other people's work and would prefer finding an alternative solution...
 
On the TopPanel, the progressbar for TooltipTypeTech is always colored red, even if you are not running a deficit.
 
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