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Enhanced User Interface v1.30m

No way to move production items up and down in the build order? It seems that the only way to redo the build queue is to empty the queue and redo the entire thing. This is suboptimal, as some of us don't necessarily finish building things all the time, and switch projects to make for coordinated efforts.
 
No way to move production items up and down in the build order? It seems that the only way to redo the build queue is to empty the queue and redo the entire thing. This is suboptimal, as some of us don't necessarily finish building things all the time, and switch projects to make for coordinated efforts.

drag and drop ;)
 
I've been using this mod for a while, and it used to work just fine. But since a few days, I can't use savegames anymore.

When I load a savegame, the citystates on the right look all weird, and after a few minutes or turns the game just crashes. There is no problem at all when I start a new game, but when I save that game and load it, the same problem happens.

I'm not even sure if this problem is caused by this mod, but the error log seems to show some errors pointing to the directory of this mod.

What game version do you have?
1.0.3.144
What expansions and DLC do you have?
Gods and Kings, Brave new world, Denmark, Korea, Mongols and Genghis Khan, Polynesia, Babylon, Explorer map pack, Conquest of the new world deluxe scenario, americas, asia, mediterranean, mesopotamia, ancient wonders
Do you play on PC or Mac?
PC, windows 7, 64bit
Describe the problem
See above
Attach a screenshot and/or a save game if you think it might help
Screenshot of the weird looking city states is attached. They all show the same ally icon, even though I am allied with one of them and my icon is not in the list. I play as Poland.
If the problem is caused by a mod, what's the mod's name, version, and where did you get it (url)
I have the latest version of this mod 1.20. I also use "infoaddict" and "More Luxuries"
Post your lua.log error messages (or better yet, the entire lua.log), either as an attachment (compressed to zip or renamed to lua.txt) or within a spoiler markup


Spoiler :
[19988.938] Initializing Lua 5.1.4
[20023.040] OptionsMenu: Loading EUI option menu... 37.222
[20023.040] OptionsMenu: Finished loading EUI option menu 37.226
[20023.165] InstalledPanel: Refreshing Mods
[20023.165] InstalledPanel: GetModBrowserListings()
[20023.165] InstalledPanel: Refreshing Mods
[20023.165] InstalledPanel: GetModBrowserListings()
[20050.808] CivilopediaScreen: SetSelectedCategory(12)
[20050.808] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[20050.824] CivilopediaScreen: SetSelectedCategory(1)
[20050.824] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[20050.824] PlotHelpManager: Loading EUI plot help... 65.01
[20050.839] PlotHelpManager: Finished loading EUI plot help 65.011
[20050.839] CityBannerManager: Loading EUI city banners... 65.024
[20050.855] CityBannerManager: Finished loading EUI city banners 65.03
[20050.902] NotificationPanel: Loading EUI notification panel... 65.08
[20050.917] NotificationPanel: Finished loading EUI notification panel 65.102
[20050.948] UnitPanel: Loading EUI unit panel... 65.13
[20050.948] UnitPanel: Finished loading EUI unit panel 65.131
[20051.089] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion2\Tutorial\Lua\TutorialInclude_Expansion2.lua
[20051.089] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
[20051.104] CityView: Loading EUI city view... 65.285
[20051.104] CityView: Finished loading EUI city view 65.29
[20051.120] TechTree: Loading EUI tech tree... 65.299
[20051.401] TechTree: Finished loading EUI tech tree 65.573
[20051.463] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarPlunderTradeRoutePopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\NetworkKickedPopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
[20051.463] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
[20051.604] EconomicGeneralInfo: Total Units - 25
[20051.604] EconomicGeneralInfo: Maint Free Units - 9
[20051.604] EconomicGeneralInfo: Paid Units - 16
[20051.604] EconomicGeneralInfo: Total Units - 25
[20051.604] EconomicGeneralInfo: Maint Free Units - 9
[20051.604] EconomicGeneralInfo: Paid Units - 16
[20051.853] ChoosePantheonPopup: 32
[20051.853] ChoosePantheonPopup: 963
[20051.853] ChoosePantheonPopup: 995
[20051.884] EspionageOverview: Refreshing My Cities
[20051.900] EspionageOverview: table: 5C3AE6E0
[20051.900] EspionageOverview: TXT_KEY_SPY_STATE_GATHERING_INTEL
[20051.947] ChooseIdeologyPopup: 32
[20051.947] ChooseIdeologyPopup: 963
[20051.947] ChooseIdeologyPopup: 995
[20052.025] TopPanel: Loading EUI top panel... 66.199
[20052.040] TopPanel: Finished loading EUI top panel 66.222
[20052.087] OptionsMenu: Loading EUI option menu... 66.26
[20052.087] OptionsMenu: Finished loading EUI option menu 66.265
[20052.165] InfoAddictDataManager: INFO: Loading InfoAddict Data Manager
[20052.181] InfoAddictDataManager: INFO: InfoAddict Version: 22
[20052.196] InfoAddictDataManager: INFO: InfoAddict Branch: master
[20052.196] InfoAddictDataManager: INFO: Using replay data: false
[20052.212] InfoAddictDataManager: INFO: Game Version: 1.0.3.144 (395131)
[20052.212] InfoAddictDataManager: INFO: Start Turn: 0
[20052.228] InfoAddictDataManager: INFO: Num of Civs: 10
[20052.228] InfoAddictDataManager: INFO: Player #0: Casimir III
[20052.243] InfoAddictDataManager: INFO: Player #1: Gajah Mada
[20052.243] InfoAddictDataManager: INFO: Player #2: Nebuchadnezzar II
[20052.259] InfoAddictDataManager: INFO: Player #3: Maria I
[20052.259] InfoAddictDataManager: INFO: Player #4: Napoleon
[20052.274] InfoAddictDataManager: INFO: Player #5: Haile Selassie
[20052.274] InfoAddictDataManager: INFO: Player #6: Gustavus Adolphus
[20052.290] InfoAddictDataManager: INFO: Player #7: Askia
[20052.290] InfoAddictDataManager: INFO: Player #8: Shaka
[20052.306] InfoAddictDataManager: INFO: Player #9: Pacal
[20053.132] InfoAddictDataManager: INFO: Updating the historical data table with 329 turns took 0.816s to complete (329 queries).
[20053.179] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.041s
[20053.226] InfoAddictCivRelations: INFO: Total time to build political view: 0.007s
[20053.273] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.019s
[20053.522] AdvisorInfoPopup: Closing Advisor Info
[20053.522] Demographics: Dequeuing demographics
[20053.522] Demographics: Dequeuing demographics
[20053.710] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20053.725] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20053.725] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20068.826] InfoAddictHooks: INFO: Changing InfoAddict button visibility to LeaderHead contexts
[20068.889] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
stack traceback:
Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: in function '?'
Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:545: in function 'GetActiveQuestText'
Assets\DLC\UI_bc1\NotificationPanel\NotificationPanel.lua:1294: in function 'UpdateCivList'
Assets\DLC\UI_bc1\NotificationPanel\NotificationPanel.lua:1394: in function 'OnOptionsChanged'
Assets\DLC\UI_bc1\NotificationPanel\NotificationPanel.lua:1418: in function <Assets\DLC\UI_bc1\NotificationPanel\NotificationPanel.lua:1397>
[20100.650] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20109.808] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20110.338] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.02s
[20110.354] InfoAddictCivRelations: INFO: Total time to build political view: 0.003s
[20110.385] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.018s
[20110.400] InfoAddictCivRelations: INFO: Total time to build political view: 0.003s
[20113.006] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20113.318] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20113.801] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20114.160] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20114.659] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20115.002] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20115.221] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20115.439] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20115.782] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20116.001] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20116.235] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20116.516] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20116.594] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20116.625] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20116.812] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20117.015] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20117.093] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20117.233] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20117.452] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20117.545] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20117.545] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20117.545] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20117.686] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20117.732] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20117.810] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20118.013] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20118.512] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20119.183] InfoAddictDataManager: INFO: Saving player stats took 0.153s to complete (10 inserts).
[20119.199] InfoAddictDataManager: INFO: Updating the historical data table with 0 turns took 0s to complete (0 queries).
[20119.261] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.034s
[20119.261] InfoAddictCivRelations: INFO: Total time to build political view: 0.003s
[20119.776] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20120.026] TurnProcessing: Hiding TurnProcessing
[20139.526] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20139.885] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20140.384] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20140.899] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20141.273] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20141.788] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20142.973] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20143.301] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20143.519] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20143.878] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20144.112] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20144.549] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20144.752] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20145.001] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20145.189] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20145.329] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20145.360] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20145.532] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20145.875] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20145.922] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20146.171] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20146.343] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20146.374] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20146.593] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20146.827] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20147.154] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20148.511] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20148.652] InfoAddictDataManager: INFO: Saving player stats took 0.121s to complete (10 inserts).
[20148.667] InfoAddictDataManager: INFO: Updating the historical data table with 1 turns took 0.002s to complete (1 queries).
[20148.730] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.034s
[20148.745] InfoAddictCivRelations: INFO: Total time to build political view: 0.003s
[20149.354] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20149.510] TurnProcessing: Hiding TurnProcessing
[20156.062] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20156.109] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)
[20157.076] Runtime Error: Assets\DLC\UI_bc1\Core\CityStateStatusHelper.lua:51: attempt to index field '?' (a nil value)


I hope someone can help me with this. Thanks!
 

Attachments

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Hi, I just want to say this is an amazing add-on. I have one small issue though, and I'm not sure what causes it.

When I hover over the image of the other leaders, I don't see any information except an error reporting an issue with the GetDofCounter() method in InfoToolTipInclude.lua. The same happens whenever I hover over the political attitude indicator in the diplomacy dropdown.

I have included some screenshots to better show the issue:

Main Image Hover:
YcXO3q4.png


Diplomacy Dropdown Hover:
OdjmXYI.png


Any ideas?

Thanks in advance!
 
Another thing about the notifications is if I click on them they don't take me to the hex.

As you can only disable whole blocks of EUI functionality (by removing sub-directories) and not individual features (cultural expansion notifications) within a block, I've changed the "Various Mod Components" and "Community Patch" C++ code to be compatible with EUI's re-enabling of the border expansion notifications. The change is currently in V52 of my DLL and will be in the next release of the CP DLL.

And for those wanting the features of "UI - Condensed Promotions" within EUI, I've made a mod-mod of the EUI V20 UnitPanel.lua file to include it - see here (It's a simple change - one line of code to edit and several functions to add - so should be easy enough to port over when/if EUI changes UnitPanel.lua in a future version.)
 
I've been using this mod for a while, and it used to work just fine. But since a few days, I can't use savegames anymore
wow first time I get such a detailed report! The lua.log seems to indicate EUI not being robust (fixed for next release) to some kind of save game corruption. However this hypothesis cannot be confirmed without an actual save game. As to the origin of the corruption problem, it is highly unlikely to be caused by EUI for the simple reason that EUI makes no changes to the game.
I have one small issue though, and I'm not sure what causes it
Your screenshots show one of the problems to be expected if game version is not 1.0.3.144.
As you can only disable whole blocks of EUI functionality (by removing sub-directories) and not individual features (cultural expansion notifications) within a block, I've changed the "Various Mod Components" and "Community Patch" C++ code to be compatible with EUI's re-enabling of the border expansion notifications. The change is currently in V52 of my DLL and will be in the next release of the CP DLL.

And for those wanting the features of "UI - Condensed Promotions" within EUI, I've made a mod-mod of the EUI V20 UnitPanel.lua file to include it - see here (It's a simple change - one line of code to edit and several functions to add - so should be easy enough to port over when/if EUI changes UnitPanel.lua in a future version.)
Thanks. It will be included in the next version...

Cheers
 
As you can only disable whole blocks of EUI functionality (by removing sub-directories) and not individual features (cultural expansion notifications) within a block, I've changed the "Various Mod Components" and "Community Patch" C++ code to be compatible with EUI's re-enabling of the border expansion notifications. The change is currently in V52 of my DLL and will be in the next release of the CP DLL.

And for those wanting the features of "UI - Condensed Promotions" within EUI, I've made a mod-mod of the EUI V20 UnitPanel.lua file to include it - see here (It's a simple change - one line of code to edit and several functions to add - so should be easy enough to port over when/if EUI changes UnitPanel.lua in a future version.)

Thanks for the fix. :goodjob:
 
@ bc1:

So, I've been attempting to merge this with EUI's files, and I've mostly been successful. I was able to get the Local Happiness and Prosperity to show up and function in the EUI cityview, and I was able to get the notifications to function completely with EUI's notificationpanel... except that the notifications would return at the start of every turn. It's fully functional, but the everlasting notifications are a bit annoying.

Here's what I've got so far, if anyone wants it:
https://www.dropbox.com/s/2jw4ap0gxu6ta0d/EUI v1.21beta1 - Emigration V5 - MERGE - V1.rar

If anyone knows how to fix the notifications, that would be awesome.

Came from Emigration thread... Any advise ???
 
@bc1

I've noticed that if you are building a trade unit (a caravan or a cargo ship) you can't "change production" from one to the other if you are at the limit of the number of trade units. In other words, if you are building a caravan as your last trade unit, and you think it should be a cargo ship instead, you have to put something else in the build queue so that you can get a button to delete the trade unit from the queue and choose the other type of unit, after which you delete the item you added to the queue just so you could delete the trade unit.

It's not much of a problem, but for a couple of turns I thought it was impossible to change production before I realised I could add an unwanted item just to get a delete button. I just thought that it might be a scenario you had not come across.

Still an amazing piece of work! It's what the interface should have been to begin with!
 
Are there any plans of introducing some sort of "flag promotions" system for units?

You are not allowed to see what the enemy has for promotions before an encounter because you can't hover the mouse icon over it, because it disappears.
 
If anyone wants to use this alongside Health & Plague (or Emigration (sort of) - or both) without having to sacrifice functionality, I have successfully merged the relevant files, which can be found here:
http://forums.civfanatics.com/showpost.php?p=13289137&postcount=59

As Demondance quoted a few posts above, the notifications for Emigration are currently buggy, but otherwise functions. Health & Plague seems to function perfectly, however, from what I have seen.
 
Sadly advanced UI does currently not work properly with MPMPM. Is there a way to fix it?

Using MPMPM to turn mods into dlcs for mutliplayer (and singleplayer achievement) does not work (at least for custom civs). The city screen is not populated and cant be exited or used. Its like a freeze (escape still works).

Thx for your replies.
 
Sorry for my english, I'm from Argentina. I have a question: how can I uninstall this DLC if in a future I want to go back with the game improvement ?
Thanks!
 
You can simply delete the folder.

Later if you decide to use it again, just re-install.

Sent from my GT-I9305T using Tapatalk
 
I think I found some small bug:
in the city view, when you have some buildings queued, they are sometimes darkened and always is written "queued". I think they should always be darkened, am I right?
 
Hey, all. I love how this works, but I've got one error. The black top bar doesn't cut off in the middle, like it should. It extends all the way across the screen. Any solution? Oh, and I've got no other mods running. Patched properly, all DLC installed.
 
Sadly advanced UI does currently not work properly with MPMPM. Is there a way to fix it?

Using MPMPM to turn mods into dlcs for mutliplayer (and singleplayer achievement) does not work (at least for custom civs). The city screen is not populated and cant be exited or used. Its like a freeze (escape still works).

Thx for your replies.

According to this is a problem with the city screen.
 
Just to confirm that the latest beta fixes the culture-from-CS display (in vanilla). Thanks!
Great ! thanks for the confirmation
I've noticed that if you are building a trade unit (a caravan or a cargo ship) you can't "change production" from one to the other if you are at the limit of the number of trade units. In other words, if you are building a caravan as your last trade unit, and you think it should be a cargo ship instead, you have to put something else in the build queue so that you can get a button to delete the trade unit from the queue and choose the other type of unit, after which you delete the item you added to the queue just so you could delete the trade unit.
It's not much of a problem, but for a couple of turns I thought it was impossible to change production before I realised I could add an unwanted item just to get a delete button. I just thought that it might be a scenario you had not come across.
This behaves the same as the base game, to prevent abuse of production overflow (clear production and press next turn)
Are there any plans of introducing some sort of "flag promotions" system for units?
You are not allowed to see what the enemy has for promotions before an encounter because you can't hover the mouse icon over it, because it disappears.
Maybe some day... but as per EUI philosophy not stuff that you can't see some way in base game
Sadly advanced UI does currently not work properly with MPMPM. Is there a way to fix it?
EUI is not incompatible with MPMPM - only with several mods that could be converted using MPMPM. Mod conflicts must be resolved before conversion.
I think I found some small bug: in the city view, when you have some buildings queued, they are sometimes darkened and always is written "queued". I think they should always be darkened, am I right?
Per design, the item is darkened only if neither production nor purchase is possible
Hey, all. I love how this works, but I've got one error. The black top bar doesn't cut off in the middle, like it should. It extends all the way across the screen. Any solution? Oh, and I've got no other mods running. Patched properly, all DLC installed.
The black top bar is programmed cut off in the middle only on screens wider than 1900 pixels
According to this is a problem with the city screen.
It appears the mod is not compatible with EUI's CityView module
 
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