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Enhanced User Interface v1.30m

Bug: when a spy is assigned to a City State, and spy icon appears on ribbon in front of CS button, the tooltip for the CS quests does not work.
game engine scroll panel limitation - children objects' tooltips are available only inside scroll panel area (left of screen)
So sad, EUI make a lot of things that Emigration mod cant work. But i cant live without EUI... T_T
Please RTFM more carefully (opening post - mod compatibility)
Is it possible for the "Religion Enhanced" and "Reformation Belief Added" popups for AIs to state exactly what the AI chose for these eg "Jesuit Education" instead of some generic popup if the player has access to that knowledge via the Religion screen ?

ie Something like this :

Reformation Belief Added
The Maya have added Jesuit Education to their religion Catholicism.

Instead of:

Reformation Belief Added
The Maya have added a reformation belief to their religion Catholicism.

Which necessitates that I go click on the religion button and switch to the Beliefs tab to find out that info.
true but not that big a deal, would be too time consuming to code due to the way the game is designed
is it possible to make a tooltip in diploscreen for luxs as you made for research agreement. Sometimes, when an AI renews a deal we have no information about lux we own. Example : Itrade one ivory for one gold 30 turns ago. Deal end, AI offer the same deal. Sometimes we lose this lux (a copy from CS, pillage, trade it with another AI...). So during the deal, I'm not able to know if I have 1 or more copies of this lux. A tooltip who remind number of copies when I mouse over will be helpful
resources you have available for trade are shown in the tooltip mouse over of your own leader icon in the civilization ribbon (evaluated at the time of mouse over)
I can't zoom in city screen. Is it normal or do I miss something ?
this was intentional but changed back to zoom allowed in EUI 1.20
Same question for terrain info. It seems to vanish. So I can't know if a forest or jungle is a hill except if I zoom to see it. It's pretty hard for jungle tiles.
terrain info is no longer displayed next to the minimap: it is only below mouse cursor, check your delay settings for this to appear (details in OP)
 
For the life of me I can't see what I'm doing wrong. I'm also using quick turns, no more civillon traffic, and smart ai along with CSD and Diplo mods and EUI. Another thing about the notifications is if I click on them they don't take me to the hex.

Smart AI has a dll and will cause a problem. For Smart AI and No More Civilian Traffic Jams use the whoward69 versions for both of these. Do not use the original versions from the authors. The whoward dll is designed to integrate and combine these and many more mods.

For heavily modded games, mod testing, and scenario designing I may use up to any of the following mods and have used them all of them at the same time with no issues:
Spoiler :
Smart
Lighthouse Near Sea
The Empire of Germany
The Papal States
The United States of America (Roosevelt)
Auto-Denounce
City State Diplomacy
City States
CivIV Features
Diplomatic Features
Tech Bonuses
Enhanced User Interface
Various Mod Components
2 Units Per Tile
3 Units Per City
3 Units Per Fort
Allies Block Blockades
Archaeologist Dig Sites
Barbarian XP Level 6
City Forest Bonus
City State Airbases
City States Gifts
City States No Allied Skirmishes
City States Overseas Territory
Civilians Move After Purchase
Commander Influence Borders
Counter Espionage
Counter Religion
CS Liberate After Buyout
CS Raze Rarely
CS Unit Upgrades
Enable Magellan
Espionage Mapping
Espionage Race
Espionage Reports
Fortify Almost Healed
GA Happiness
Grateful Settlers
Hex Conquer and Release
Less Warmonger Hate
Local Generals
Naval Nearest Water
No Conquered Allies
No Conquered Spaceships
No Followup From Cities
No More Civilian Traffic Jams
No Ocean Plundering
Passable Forts
Pro-rata Buildings Purchase
Raze Major Capitals
Religious Settlers
Remove Ghost Routes
Resource - Mint Includes Gold
Spice Islands
Units Awake In Danger
Venice Keeps Resources
Tech Refund
Faster Aircraft Animations
R.E.D. Modpack
R.E.D. Xtreme
Airbases
Farm Replacement
Tunnel
Improved CS Luxuries
Improved River Systems
Improved Small Landmasses
Random Goody Huts
Random Start Position
Rotate Start Position
No El Dorado Gold
No Fountain Healing
Bob's Liberty
Reveal Capitals
All Siege Units Indirect Fire
AntiAir Only Defensive
AntiAir Specialisations
Crossovers
Extra Cargo
Flagship
Heli AirRecon
Jet Long Range Recon
No InstaHeal
Siege Defensive Terrain
Terrain Crossing
Fixed Pantheons
Fixed Prophets
Natural Wonder Epiphany
Recurring Purchase Notify
Satellites Reveal Cities
Marble Shipments
Antiquity Site Tooltips
Auto Map Pins
City Happiness
City Production
City Religions
Condensed Promotions
Diary
Enhanced Demographics
Enhanced Rankings
Gold Alerts
Great Work Manager
Improved City Banner
InfoAddict
Map Pins
Multiple Great Library Splashes
National Wonder Splash Screens
No Auto-Embark Workers
Overlay Antiquities
Overlay Barbarians
Overlay City Limits
Overlay Continents
Overlay Harbours And Airports
Overlay Luxuries
Overlay Resources
Overlay Road And Rail
Overlay Wonders
Project Splash Screens
Promotion Tree
Religion Spread
Small Resource Icons
Summary Antiquities
Summary Barbarians
Summary City States
Summary Luxuries
Summary Shipping
Summary Specialists
Trade Opportunities
Trade Routes Enhancements
Unit List Enhancements
Unit Path Viewer
Upgrade Tree
Wonder Planner
Cheap Workboats
Equine Need Stables
Galleon
Herdsmen
Multiple Upgrades
Naval Changes - Early Eras
Naval Changes - Late Eras
No Mechs
No Nukes
Paratroop Enhancements
Pikeman to Musketman
Population
Reconnaissance
Sub Upgrades
Subs Ignore Borders
Subs Immune Under Ice
Super Carrier
Visible Trade Units
IGE Window
In Game Editor
Quick Turns
Really Advanced Setup
TacTurns


For lightly modded games I use:
Spoiler :
Auto-Denounce
Enhanced User Interface
Various Mod Components
2 Units Per Tile
3 Units Per City
3 Units Per Fort
Archaeologist Dig Sites
Civilians Move After Purchase
Commander Influence Borders
Fortify Almost Healed
Local Generals
Naval Nearest Water
No Followup From Cities
No More Civilian Traffic Jams
Passable Forts
Remove Ghost Routes
Units Awake In Danger
Faster Aircraft Animations
R.E.D. Modpack
R.E.D. Xtreme
Farm Replacement
Improved CS Luxuries
Improved River Systems
Improved Small Landmasses
Random Goody Huts
Random Start Position
Rotate Start Position
Flagship
No InstaHeal
Recurring Purchase Notify
Antiquity Site Tooltips
Auto Map Pins
City Happiness
City Production
City Religions
Condensed Promotions
Diary
Enhanced Demographics
Enhanced Rankings
Gold Alerts
Great Work Manager
Improved City Banner
InfoAddict
Map Pins
Multiple Great Library Splashes
National Wonder Splash Screens
No Auto-Embark Workers
Overlay Antiquities
Overlay Barbarians
Overlay City Limits
Overlay Continents
Overlay Harbours And Airports
Overlay Luxuries
Overlay Resources
Overlay Road And Rail
Overlay Wonders
Project Splash Screens
Promotion Tree
Religion Spread
Small Resource Icons
Summary Antiquities
Summary Barbarians
Summary City States
Summary Luxuries
Summary Shipping
Summary Specialists
Trade Opportunities
Trade Routes Enhancements
Unit List Enhancements
Unit Path Viewer
Upgrade Tree
Wonder Planner
No Mechs
No Nukes
Visible Trade Units
Quick Turns



For a UI only modded Game I use:
Spoiler :
Auto-Denounce
Enhanced User Interface
Various Mod Components
Commander Influence Borders
Fortify Almost Healed
Passable Forts
Units Awake In Danger
Farm Replacement
Recurring Purchase Notify
Antiquity Site Tooltips
Auto Map Pins
City Happiness
City Production
City Religions
Condensed Promotions
Diary
Enhanced Demographics
Enhanced Rankings
Gold Alerts
Great Work Manager
Improved City Banner
InfoAddict
Map Pins
Multiple Great Library Splashes
National Wonder Splash Screens
No Auto-Embark Workers
Overlay Antiquities
Overlay Barbarians
Overlay City Limits
Overlay Continents
Overlay Harbours And Airports
Overlay Luxuries
Overlay Resources
Overlay Road And Rail
Overlay Wonders
Project Splash Screens
Promotion Tree
Religion Spread
Small Resource Icons
Summary Antiquities
Summary Barbarians
Summary City States
Summary Luxuries
Summary Shipping
Summary Specialists
Trade Opportunities
Trade Routes Enhancements
Unit List Enhancements
Unit Path Viewer
Upgrade Tree
Wonder Planner
Visible Trade Units
Quick Turns


So I know it works and the issue you describe is one I experienced a few times until I got the install right.

As for not moving to the hex being notified that is an EUI limitation explaned by bc1 in a previous post on this thread.
 
If you use any mods (like 'Smart AI') along with CSD and Whoward's combined DLL, there will be major problems, as they both have DLLs. You can't do that.

G
That is correct but he can use the whoward69 dll and his versions of those mods provided the other dll's are disabled by renaming or deleted entirely. By the way I like your CSD mod.

@ Zeppelin4 Maybe we should move this discussion to another thread it seems as if we are hijacking EUI. I suggest DLL - Various Mod Comps + Civ IV Diplo + CSD mods where this issue is discussed in detail.
 
As for not moving to the hex being notified that is an EUI limitation explaned by bc1 in a previous post on this thread.
There is no known EUI bug/limitation with regards to border growth notifications. However CDM or the combined DLL do seem to have a feature which prevents correct operation (the jump is actually done by the game's or mods' DLL upon EUI request: the request is made but only the base game DLL will jump - not the mod's DLL)
 
If you use any mods (like 'Smart AI') along with CSD and Whoward's combined DLL, there will be major problems, as they both have DLLs. You can't do that.

G

I was using the smart AI from Whoward's site with no dll. There is 2 mods I can't go without that is EUI and CSD the rest I will toss if it's not working with these 2 mods. I will just wait for your community project to get help for the AI.
 
There is no known EUI bug/limitation with regards to border growth notifications. However CDM or the combined DLL do seem to have a feature which prevents correct operation (the jump is actually done by the game's or mods' DLL upon EUI request: the request is made but only the base game DLL will jump - not the mod's DLL)

My mistake in calling it a limitation with EUI. I should have been more clear and stated it is a known issue with the set of mods he is trying to use together. Thanks for the clarification and explanation on exactly why it happens.
 
Does this mod have a notification option where it will let you know when a civ has an extra of a specific resource you need? For example, a lot of times I'll need something like salt for a CS quest or WLTK Day. I know this one civ has two, but he keeps trading it to the other AI. Sometime in the next 30 turns it will free up for 1 turn only. It would be nice if I could get notified that X resource is available for an even trade. Otherwise I have to check every single turn for up to 30 turns.
 
game engine scroll panel limitation - children objects' tooltips are available only inside scroll panel area (left of screen)

Possible solution? --> concatenate both tooltips so that the information appears one after the other in one tooltip, instead of replacing quest tooltip with spy tooltip.
 
Great mod! Any way to hide the diplomatic ribbon while in the game? It's quite useful, but in a game with 12 civs and 18 city states is quite cluttered and annoying to have it active all the time.

Thanks!
 
As for not moving to the hex being notified that is an EUI limitation explaned by bc1 in a previous post on this thread.

It works fine without whoward's mods and I have gone over it twice starting from scratch both times trying to get it working. The only reason I used his mod so I could get smart AI that he had tweeked from the original that was said to have problems. Like I said in another post will just wait for the community project for this.
 
Does this mod have a notification option where it will let you know when a civ has an extra of a specific resource you need? For example, a lot of times I'll need something like salt for a CS quest or WLTK Day. I know this one civ has two, but he keeps trading it to the other AI. Sometime in the next 30 turns it will free up for 1 turn only. It would be nice if I could get notified that X resource is available for an even trade. Otherwise I have to check every single turn for up to 30 turns.
that's the main pupose of the civilization ribbon to the right
Possible solution? --> concatenate both tooltips so that the information appears one after the other in one tooltip, instead of replacing quest tooltip with spy tooltip.
that would not be easy within the existing EUI Lua framework, I will probably end up emulating a scroll panel (and the other right most tooltips will at last become visible)
Great mod! Any way to hide the diplomatic ribbon while in the game? It's quite useful, but in a game with 12 civs and 18 city states is quite cluttered and annoying to have it active all the time Thanks!
please RTFM (in OP)
It works fine without whoward's mods and I have gone over it twice starting from scratch both times trying to get it working. The only reason I used his mod so I could get smart AI that he had tweeked from the original that was said to have problems. Like I said in another post will just wait for the community project for this.
it might go faster if you make a report in that thread
 
please RTFM (in OP)

I've read it several times, thank you, but I'm not asking for disabling it completely nor to hide it by going into the options and activating the single player score list. I was thinking of something along the lines of pressing a button and hiding it while playing, kinda like is done for the diplomacy panel on the main view.

These are the parts that I read:

- EUI DLC is modular: if there are things you don't like or need or which conflict with mods you want to use, you can disable that part by removing the corresponding subfolder from the UI_bc1 folder. Check the feature list above to determine which module includes which feature to be disabled. Please note that EUI DLC will break if its Art* or Core folder are removed.
- in the game menu - options - interface options - UNcheck "single player score list" if you want to use the civilization ribbon and bundled notifications

Plus I've searched the word ribbon in the whole page for more references.
 
Possible solution? --> concatenate both tooltips so that the information appears one after the other in one tooltip, instead of replacing quest tooltip with spy tooltip.
that would not be easy within the existing EUI Lua framework, I will probably end up emulating a scroll panel (and the other right most tooltips will at last become visible)
found an even simpler solution, done
I'm not asking for disabling it completely nor to hide it by going into the options and activating the single player score list. I was thinking of something along the lines of pressing a button and hiding it while playing, kinda like is done for the diplomacy panel on the main view
sorry I misunderstood, no ATM there is no way to do that. Plus it would need a button and no graphic talent is interested in working on EUI
 
sorry I misunderstood, no ATM there is no way to do that. Plus it would need a button and no graphic talent is interested in working on EUI

Tell me what you need and I can do it (I work as a game artist) :)

In any case, the ribbon makes the diplomacy panel almost obsolete, I would replace it with the ribbon activation. From an aesthetics standpoint, the ribbon info would look better inside the diplomacy panel, IMO.
 
Tell me what you need and I can do it (I work as a game artist) :)
:king::worship::band::cheers:
that would be awsome. EUI is currently constrained by my utter lack of graphic skill... I'll PM you tomorrow (RL constraints)
In any case, the ribbon makes the diplomacy panel almost obsolete, I would replace it with the ribbon activation
on my private EUI version, the diplomacy panel no longer exists and its button is used to access the world congress. But when EUI initially came out public without the diplo panel, people did not like it
from an aesthetics standpoint, the ribbon info would look better inside the diplomacy panel, IMO.
since I always leave it on (I play deity and need to always see available trades / city state quests) I dislike the idea of a big blob of background (especially wide if many trade opportunities are present). Also I feel it would not look very nice inside the leader screen...

Cheers
 
Read several times, but the problem is since v 1.20 that EUI edited notification panel too.

I deleted both City View folder (b/c if i just delelte cityview.lua, it messed up in game and unplayable ) and notificationpanel.lua but finally turned out that this mod was failed. Tested when i had 50 :c5happy: and no people came to my city ? Did that mod fail or just my happy was not enough ?
 
I deleted both City View folder (b/c if i just delelte cityview.lua, it messed up in game and unplayable ) and notificationpanel.lua
If you want to remove a component, you need to remove the entire folder.
 
Bc1: Using 1.19 beta (number 4 I think) I've (still) got a problem with city border notifications not being clickable, e.g. I can'y click the icons yto bring the map to the location.

I realize that this may be due to a conflict with other mods and as such isn't EUI's "fault". I would hwever like to see if I could find the culprit. Could you give any hint as to what to look for? Certain files, text strings in files, ...

\Skodkim
 
Just to confirm that the latest beta fixes the culture-from-CS display (in vanilla). Thanks!
 
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