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Enhanced User Interface v1.30m

Looks like the few things I wanted are already there, I just somehow removed them then. I guess i'l download it again and try to be more careful this time. Thanks for the clarification !
 
This is nice for small screens, but i happen to use a 2560 wide screen

I didn't mean "implement this mod specifically", just those particular features (it was the only screen I found when googling for it).

Regarding specialists: right now it feels kinda awkward if I want to, for example, switch specialists from all merchants to all engineers - the merchant slots are spread out and jumbled up depending on the building they belong to, and it's not immediately obvious what type a slot is (I have to check the building, or click the slot to find out). It's also not easy to see if I've filled *all* the engineer slots - maybe I've missed one somewhere?

Why are they even grouped by building in the first place? Once the building is built, that doesn't matter, unless it's vitally important to know which buildings have specialist slots when selling them (so much so that it's not enough with the tooltip). With the communitas-style interface, managing specialists is much easier - the information is condensed and immediate, and activating/deactivating specialists just takes small movements with no hunting.


The condensed city focus box is more of a personal issue, I guess - at the moment I just feel it takes up more space than is necessery without improving usability. It's still as easy to see which focus is active (I'd say easier, since the communitas-style is more condensed - the active buttons are just as small in both versions so that's no improvement). I'd also argue it's not much more difficult to see what the focus types are (the text is removed, but there are still symbols and tooltips for details).

My two cents at least - still a big thanks for all the hard work you've put in! I can't go back to the regular interface after using this.
 
Bug 1:
Not sure if this bug is caused by this mod or civ v bnw itself, but I can't work the city tile on a city I just captured.

Bug 2:
Also, the raze city and annex city button never work in the city view -> I have to click on the puppet icon below city name on the normal worldview as to be able to do either one of those tasks. Razing an annexed city is not possible, because the puppet icon isn't there anymore (obviously) and as I said, the raze city button doesn't work on the city screen.

LhJ5jC5.jpg


I only use the diplomacy values mod other than EUI. Seem to be the only mods I'm happy with, EUI has been awesome so far ! :)

v6.1.7601 - G&K & BNW & everything else - PC

edit: Removing EUI fixed both bugs
If I can help you in any way to fix this bug, I'll try my best.

edit2: Searching for civ v EUI mod raze bug my post is the first result ... oh come on. This is 100 reproducable and other people just have to have reported it ...
 
The inability to work the core city tile happens to me without EUI on cities acquired through trade. I'd come to the conclusion it was tied to going into city view during AI turns (and EUI generally throws you into city view when the city is acquired during the trade causing it to appear more frequently). I've been avoiding it by never accepting cities I want to keep during peace deals on AI turns (I'll request them on my turn instead).
 
One other small thing I would like to see addressed is the negative counters for declarations of friendship and denouncements which appear when playing on game speeds slower than standard. Here's a picture as an example:

http://steamcommunity.com/sharedfiles/filedetails/?id=239805498

This problem has been addressed before, in other mods, but it would be nice to have a fix which didn't disable achievements, if possible. Here's a description of the issue, if it helps:

http://forums.civfanatics.com/showthread.php?t=514606
 
Bug 1: Not sure if this bug is caused by this mod or civ v bnw itself, but I can't work the city tile on a city I just captured
This bug has been reported time and again since the beginnings of civ v. EUI is lua only and has no access to the game's internal data structures, while a custom DLL such as the one you are using may
Bug 2: the raze city and annex city button never work in the city view. This is 100 reproducable and other people just have to have reported it ...
EUI's raze and annex buttons do work under normal circumstances. Might be a consequence of the 1st bug, or a conflict with another mod
The inability to work the core city tile happens to me without EUI on cities acquired through trade. I'd come to the conclusion it was tied to going into city view during AI turns (and EUI generally throws you into city view when the city is acquired during the trade causing it to appear more frequently). I've been avoiding it by never accepting cities I want to keep during peace deals on AI turns (I'll request them on my turn instead).
This is a truly interesting find and should be pinned on the forum somewhere
One other small thing I would like to see addressed is the negative counters for declarations of friendship and denouncements which appear when playing on game speeds slower than standard
AFAIK this bug is also present is the game's DLL (CvDiplomacyAI.cpp), so there's no point in fixing just the UI

Cheers
 
EUI's raze and annex buttons do work under normal circumstances. Might be a consequence of the 1st bug, or a conflict with another mod

Made a testgame without any mod other than EUI. Annex button still doesn't work. What could this be? Also, as you can see in the screenshot, the button isn't even centered.
 
If the issue persist in the main game try validating the game cache. If it shows any broken files it will fix them. It MIGHT fix the issues.
 
AFAIK this bug is also present is the game's DLL (CvDiplomacyAI.cpp), so there's no point in fixing just the UI

Cheers

Yes there is, when you define your mod as an XUG mod (X Unaltered Gameplay).
 
This bug has been reported time and again since the beginnings of civ v. EUI is lua only and has no access to the game's internal data structures, while a custom DLL such as the one you are using may

I just want to reiterate that this bug is caused by this mod. Once I remove the mod at any point (before the trade or after), the city tile is being worked on and raze + annex work. In the save, ask Arabia for peace and get those 2 cities. With the mod active, the city tiles won't be workable. I highly doubt that this exact bug exists in unmodded game.
 

Attachments

BC: can you make pressing "enter" take you to the screen or action being enforced? (this was in GEP I think)

As in: Production required, you press enter and it sends you to the city screen.

A unit needs orders, hit enter and you get to move the unit (and centers the camera there).

Cheers!
 
Yes there is, when you define your mod as an XUG mod (X Unaltered Gameplay).
:lol: could you please translate for us humans ?
Made a testgame without any mod other than EUI. Annex button still doesn't work. What could this be? Also, as you can see in the screenshot, the button isn't even centered.
I just want to reiterate that this bug is caused by this mod. Once I remove the mod at any point (before the trade or after), the city tile is being worked on and raze + annex work. In the save, ask Arabia for peace and get those 2 cities. With the mod active, the city tiles won't be workable. I highly doubt that this exact bug exists in unmodded game.
Thanks for taking the time to post your save game. Took a look, and did find minor game data corruption: the game core does not report the city plot as "worked". This does not show up without EUI because Firaxis's lua code sequence is a bit different, but only the cosmetics differ: EUI's code will be changed to also hide this game core bug.
Concerning the annex / raze button: there is a problem with EUI when selecting "view city" the city screen is not in view-only mode like it should be, the button should not be displayed and has no effect. However once a choice has been made on the city capture menu, the annex / raze buttons work correctly. The annex / raze button is centered, but it's not aligned with the other buttons which are not in small screen mode (which i do not use) this minor cosmetic issue is easy to fix.

So there are a few minor cosmetic issues to fix, with easy workarounds until availability.
How about condensing promotions icons? (like whoward mod)
This has been asked before, reply = simply use whoward's mod
can you make pressing "enter" take you to the screen or action being enforced?
As in: Production required, you press enter and it sends you to the city screen
A unit needs orders, hit enter and you get to move the unit (and centers the camera there)
Yes, this is already on my todo list

Cheers
 
:lol: could you please translate for us humans ?

I think what he's getting at is that this mod is popular mainly because it doesn't disable achievements. It's very nice to be able to play the game with a well-designed interface and still get achievements.

It would therefore seem silly to then require a mod, which does disable achievements, just to fix a minor but still irritating issue (the turn counters).

I would have to agree. Unless you know of a way to fix this bug without disabling achievements, I would like to see this fixed in EUI.

Until then, I will continue to be very very slightly disappointed in this otherwise brilliant mod. ;)
 
I think what he's getting at is that this mod is popular mainly because it doesn't disable achievements. It's very nice to be able to play the game with a well-designed interface and still get achievements.

It would therefore seem silly to then require a mod, which does disable achievements, just to fix a minor but still irritating issue (the turn counters).

I would have to agree. Unless you know of a way to fix this bug without disabling achievements, I would like to see this fixed in EUI.

Until then, I will continue to be very very slightly disappointed in this otherwise brilliant mod. ;)

Well, he could just add Global Relations to his DLC, I am sure he needs some 37 seconds to do just that (meant as a compliment).

As for XUG, oh come one bc, you know exactly what I mean. BUG mod is our father, no doubt about that... the legendary BUG for Civ4 BTS.
 
Thanks for the translation. I used to play a lot of civ iv but the only civ iv mod i ever tried was FFH II. I am mostly a player, and only made EUI because i felt its UI was so much lacking.

To follow up on earlier notification discussions, i made some code which bundles notifications together by type: click to cycle through notifications. It's only beta (stable but incomplete) but i like it so much maybe some of you might want to try it too. Coders only: if you want to change which notifications get bundled, change around line #330 g_bundledNotifications table to include only the names needed.
 
This has been asked before, reply = simply use whoward's mod

It kinda of screws that corner presentation. The mod doesn't work with the EUI, rather, it works but EUI doesn't show it's usual information on that corner


Other stuff, when you click choose tech research or city production, after you pick your choosing that panel should close itself no?
 
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