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Enhanced User Interface v1.30m

I've had an issue pop up after using the mod in conjunction with YnAEMP.

Spoiler :
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The strange thing is the issue remains even when mods are not loaded. I've tried clearing the cache and reinstalling EUI. But the issue remains. :confused:
 
@bc1

I am currently comparing your InfoTooltipInclude.lua with the CEP version to see where we can find a common ground. I have to say, your code is very elegant. Simple but effective, just the way I like it. It appears the way we have set up the tooltip generation is both easier to maintain but harder to setup initially than yours.
Easier to maintain in the sense that we don't rely on TXT_KEY entries to provide the text for the info where yours for the most part does.
Harder to setup because of the different permutations of table entries that are needed to give a clear idea of what each unit/building/etc. does.

Having said that I feel your method is head and shoulders superior.

I would love to find a common ground but the more I look it appears you have nailed the execution of the UI and anything we try and do will be a 2nd rate version.

I think I will push for us to try and use your interface and we will minimize the amount of changes we make to these types of files. Thus easing the need to compromise.

I assume the entries you have in this file that are like:
Code:
InstantMilitaryIncrease = "",
are just placeholders until you get around to defining which TXT_KEYs to use?
Need any help?

Lastly, when running some tests I came across an error with how your setup screen handled just one of our unique buildings, all others showed perfectly.
We have an 'Abbey' as the UB for the Celts but the setup screen showed the Aztec Chinampa in its place. Not sure why that was chosen, they have nothing even closely related in their definitions. The only thing different with this building, compared to anything else I can see is, it uses the EXPANSION_SCEN_BUILDING_ATLAS for it's icon, though the icon showed correctly just the text was off.

Stupid mistake by me. After moving the UI_BC1 folder in and out of the DLC folder I forgot to disable the TechTree folder.

Keep up the excellent work.:goodjob:
 
The mod seems to be breaking the "Load Scenario" feature for custom maps that are built exclusively by World Builder.
The button literally doesn't show up when the map is selected via the Basic Setup Screen, and if you go Advanced and back the map's map is blank (red) and it generally messes up the screen :/
I've had an issue pop up after using the mod in conjunction with YnAEMP. The strange thing is the issue remains even when mods are not loaded. I've tried clearing the cache and reinstalling EUI. But the issue remains. :confused:
Found a stupid bug I made with GameSetupScreen.lua, please find attached a replacement (overwrite into ...DLC\UI_bc1\GameSetup), does this fix the issues ?
InfoToolIn InfoTooltipInclude.lua, I assume the entries you have in this file that are like:
Code:
InstantMilitaryIncrease = "",
are just placeholders until you get around to defining which TXT_KEYs to use? Need any help?
Yes and yes :D
 
I'm excited about using this UI, however, still being a little newto Civ 5 BNW, I'm not exactly sure what these two instructions actually mean?

in the game menu - options - game options - set the desired delays for plot help / map tooltips to appear (there are now 2 delays - basic and detailed plot help)
in the game menu - options - game options - check if the "No Basic Tooltip Help" option matches the level of info desired (this has more effects than before)

Does this have to do with tiles and how they are worked by a worker or some information concerning tile information?
 
The EUI does nothing more than compact and show more information in the same places.

The Tooltip delay does exactly what it says, when hovering over a tile after a certain time it will show details of (i.e the yield, and in case of EUI the additional Yield with certain elements (i.e if you got Desert Folkore then a desert tile would have Desert Folkore - +1 Faith)
 
Q. What are the figures in parentheses immediately after the unit name and before the movement icon & stats on the tooltips?

e.g. "German Warrior" (0 - 81345)

At first I thought they were to indicate the current experience and possible total but they don't appear to change at all.
(Are you considering showing the experience on the tooltip in the future? Not a request just a query.)

I'm fiddling with adding in more TXT_KEYs into the code. When I find something that works well and is sufficient enough to post I'll let you know.
You already have most of the obvious ones and some will need custom TXT_KEYs as there isn't anything in the vanilla to use. If you want me to focus on specific areas give me a PM.
 
What are the figures in parentheses immediately after the unit name and before the movement icon & stats on the tooltips?
e.g. "German Warrior" (0 - 81345)
Are you referring to the plot help tooltip ? This is unchanged from the base game, when debug mode is active the owner ID and unit ID are displayed.
Are you considering showing the experience on the tooltip in the future?
I did consider adding promotions, but this would either be too much text or a lot of work to do it using graphics. XP did not seem a primary concern for unit movement decision.

Cheers
 
Are you referring to the plot help tooltip ? This is unchanged from the base game, when debug mode is active the owner ID and unit ID are displayed.

I did consider adding promotions, but this would either be too much text or a lot of work to do it using graphics. XP did not seem a primary concern for unit movement decision.

Cheers

What I would add is the wonderful promotion icons that CEP/GEM uses... about the only thing I miss from CEP now.
 
The EUI does nothing more than compact and show more information in the same places.

The Tooltip delay does exactly what it says, when hovering over a tile after a certain time it will show details of (i.e the yield, and in case of EUI the additional Yield with certain elements (i.e if you got Desert Folkore then a desert tile would have Desert Folkore - +1 Faith)

To get directly to my question, what is the Option Called in Options? I do hover over a tile, but I'm not getting any information. I'm apparently not selecting an Option correctly, that's what I'm trying to figure out.
 
What I would add is the wonderful promotion icons that CEP/GEM uses... about the only thing I miss from CEP now.

Have another look at where we are now. I think you will find the FlagPromotions are back in place and are looking very good, if I do say so myself.

Are you referring to the plot help tooltip ? This is unchanged from the base game, when debug mode is active the owner ID and unit ID are displayed.

Really!! I haven't played a vanilla game in so long a time I didn't even realize. I don't have those when I am using CEP of course, we do a bit of our own tooltip fiddling.
 
Ok, I haven't downloaded any mods since CIVIII, can someone explain this, please:

You have to right click the app icon and select Show package contents. The application package is located at:
Steam installation: /Users/<user_name>/Library/Application Support/Steam/SteamApps/common/Sid Meier's Civilization V/Civilization V.app
OR
AppStore installation: /Applications/Civilization V Campaign Edition.app


I have downloaded the DLC/MOD (step 1), and opened the game's DLC folder (first part of step 2), but I'm not sure what to do next...thanks
 
Ok, I haven't downloaded any mods since CIVIII, can someone explain this, please:

You have to right click the app icon and select Show package contents. The application package is located at:
Steam installation: /Users/<user_name>/Library/Application Support/Steam/SteamApps/common/Sid Meier's Civilization V/Civilization V.app
OR
AppStore installation: /Applications/Civilization V Campaign Edition.app


I have downloaded the DLC/MOD (step 1), and opened the game's DLC folder (first part of step 2), but I'm not sure what to do next...thanks

All you need to do to get this to work (win7 here) is put UI_bc1 folder into your DLC folder. ie .. /install directory ie /C:drive/steam library/steam apps/common/sid meier's civilization 5/assets/dlc

Here is mine for instance...
Spoiler :
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Thanks. That works. Still not sure what that extra step means, though. Can't find the path.


I like this mod. Playing with it a few minutes, my favorite parts are the WLTKD icons under the city bar and hovering over city to see tiles worked. Saves a lot of clicking into the cities!
 
Version 1.15 (March 7th, 2014)
  • Fixed some bugs (including one that broke some custom maps)
  • Compatibility with City-State Diplomacy Mod (CSD) v21: should work provided you remove CSD's own CityView.lua from its ...\Assets\UI\InGame\CityView folder (EUI's CityView.lua is now compatible with CSD, the reverse is not true)
  • Compatibility with Civ IV Diplomacy Features Mod v10: should work provided you remove CDM's TopPanel.lua from its ...\UI\InGame folder (EUI's TopPanel.lua is now compatible with CDM, the reverse is not true)
 
This thing is neat thanks.
I didn't read thru all the posts to determine if it had been addressed or not but...
The quick mouse over on normal hexes no longer shows terrain type.
 
:( same questions over and over...
Please read the instructions in the opening post:
  • in the game menu - options - interface options - UNcheck "single player score list" if you want to use the civilization ribbon
  • in the game menu - options - game options - set the desired delays for plot help / map tooltips to appear (there are now 2 delays - basic and detailed plot help)
  • in the game menu - options - game options - check if the "No Basic Tooltip Help" option matches the level of info desired (this has more effects than before)
  • in the game menu - options - game options - check whether you want a clock displayed on the top panel

Cheers
 
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