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Enhanced User Interface v1.30m

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Per design, the item is darkened only if neither production nor purchase is possible
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I see your point. In my example some queued buildings were darkened, some not. That means that my quantity of gold was enough to buy some buildings but not enough for all.

But in previous UI it was easy to see if some building was queued because it was darkened (on build page), now you have to read writing underneath. I think it was more surveyable before.

I have one idea: could it be implemented on this way that if you queue some building in build order it's darkened and if you have insufficient founds for buying the purchase button is darkened? On this way it's easy to spot I think...

Regards...
 
this may already have been answered but, if i want to decide between the tech tree when picking research or the usual screen with advisor recomendations how do i do that
 
Having an issue with EUI and Community Patch compatability. Everything works fine with toppanel after removing it, but I'm having an issue with mouseovers on my cities showing limited info (which isn't a big deal), but the killer is City-States are bugged info wise. If I hover over their banner in game it shows whatever city I last hovered overs' info instead, and it's the same if I try to hover over them on the right panel EUI adds.

EDIT: Nevermind, found a workaround. Deleted Community Patch's citystatestatushelper.lua and let it use the one from CSD, which works fine with EUI. No issue after that. According to Gazebo it'd be a matter of adding in their new code to the EUI files either manually, or having you do them.. this works for now. :p
 
Hello,

There is a few problems with this DLL - Various Mod Comps + Civ IV Diplo + CSD mods

The top bar is just wrong, and when entering in the city view you can't get out by pressing return in the middle of the screen, you can only get out by clicking in the RETURN that is in the top right area in the screen.


EDIT:

Should I delete all UI folders that these mods have?

EDIT2:
Added print view of the city view.

Non-relevant PS: I really need to put back the fog of war ... the gray blocks really depresses me
 

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Small bug again:

When you discover archaeology, you get messages about new Antiquity Sites and those messages are doubled!

My example: on my territory there are four Antiquity Sites but there are eight messages about it, 1st about AS#1, 2nd about AS#2, 3rd about AS#3, 4th about AS#4 and then 5th again about AS#1, 6th about AS#2...
 
Hello,

There is a few problems with this DLL - Various Mod Comps + Civ IV Diplo + CSD mods

The top bar is just wrong, and when entering in the city view you can't get out by pressing return in the middle of the screen, you can only get out by clicking in the RETURN that is in the top right area in the screen.


EDIT:

Should I delete all UI folders that these mods have?

EDIT2:
Added print view of the city view.

Non-relevant PS: I really need to put back the fog of war ... the gray blocks really depresses me

Did you make sure to follow the special compatibility instructions for CSD and C4D from the first post?
 
Version 1.21 is now available for download
  • Fixed some bugs
  • CityView: current production queue item can be cleared (but next turn will not be possible until another selection has been made)
  • TechTree: most tech bonus "star" icons are replanced by more explicit icons (e.g. trade route icon instead of star), requires less mouse over to find out what everything does
  • TechTree: much faster loading - tooltips are evaluated only when required by mouse over

Small bug again:
When you discover archaeology, you get messages about new Antiquity Sites and those messages are doubled!
My example: on my territory there are four Antiquity Sites but there are eight messages about it, 1st about AS#1, 2nd about AS#2, 3rd about AS#3, 4th about AS#4 and then 5th again about AS#1, 6th about AS#2...
not seen this bug before - are you using mods ? would you have a savegame to look at ?

Cheers
 
I know that EUI should be compatible with Reform and Rule but in my game the leader portraits and the city mouse over tooltips won't give extra information like policies and wonders. I already checked both mods but apparently there are no double files, so the problem is strange and I'm searching a solution.

If necessary I can add screenshots later.
 
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not seen this bug before - are you using mods ? would you have a savegame to look at ?

Cheers

I don't use any other mod besides your "EnhancedUI". Unfortunately don't have any savegame right now, will try to send one...

Best regards,
Taurus
 
I know that EUI should be compatible with Reform and Rule but in my game the leader portraits and the city mouse over tooltips won't give extra information like policies and wonders. I already checked both mods but apparently there are no double files, so the problem is strange and I'm searching a solution.
Reform and Rule has an "InfoTooltipInclude.lua" script in its ".../Shared/Building Tooltip fix" which conflicts with EUI's. It should be deleted if you want to use EUI's enhanced tooltips (and EUI's tooltips do not need to be "fixed")

Cheers
 
Did you make sure to follow the special compatibility instructions for CSD and C4D from the first post?


Yes, I did. I'll try the new version and post if it works.

Edit:

It's the same, can't even choose production. oh well, it would be cool to use it...
 
Yes, I did. I'll try the new version and post if it works.
It's the same, can't even choose production. oh well, it would be cool to use it...
It appears you did not RTFM correctly...
City-State Diplomacy Mod v23: should work provided you remove CSD's own CityView.lua, TopPanel.lua, and InfoTooltipInclude.lua from its ...\Assets\UI\... folder (EUI DLC's CityView.lua and TopPanel.lua are compatible with CSD, the reverse is not true)
Civ IV Diplomacy Features Mod v10: should work provided you remove CDM's TopPanel.lua from its ...\UI\InGame folder (EUI DLC's TopPanel.lua is compatible with CDM, the reverse is not true)
 
One more question,

When choosing research, is there a way to see what my advisors pick? (I searched the thread and could not find an answer do that.)
 
Is the whoward69 mod-mod of the EUI V20 UnitPanel.lua included in the 1.21 update as I did not see it listed in the OP, post above, or the readme.txt file? If not were any changes made to the UnitPanel.lua file in this update?
 
Small bug again:

When you discover archaeology, you get messages about new Antiquity Sites and those messages are doubled!

My example: on my territory there are four Antiquity Sites but there are eight messages about it, 1st about AS#1, 2nd about AS#2, 3rd about AS#3, 4th about AS#4 and then 5th again about AS#1, 6th about AS#2...

I can confirm this, have been seeing it for a long time now, I always assumed it was vanilla, but now I wonder...
 
When choosing research, is there a way to see what my advisors pick? (I searched the thread and could not find an answer do that.)
:blush:*cough* the tech advisors, upon realizing the depthlessness of their stupidity, decided to hide away forever :eek: (if you really want them back, remove EUI's TechTree module)
Just installed 1.21 and I would like to thank you for the new tech tree, it's so much clearer like this! :)
:) thanks for sharing
Is the whoward69 mod-mod of the EUI V20 UnitPanel.lua included in the 1.21 update as I did not see it listed in the OP, post above, or the readme.txt file? If not were any changes made to the UnitPanel.lua file in this update?
nope & nope; decided it's best if things are kept separate
Small bug again:
When you discover archaeology, you get messages about new Antiquity Sites and those messages are doubled!
My example: on my territory there are four Antiquity Sites but there are eight messages about it, 1st about AS#1, 2nd about AS#2, 3rd about AS#3, 4th about AS#4 and then 5th again about AS#1, 6th about AS#2...
I can confirm this, have been seeing it for a long time now, I always assumed it was vanilla, but now I wonder...
sounds like a minor bug, and I don't have a lot of time. But if you can confirm that it's actually not a Firaxis game bug (reload the game on the previous turn without EUI, next turn and check how many notifications there are) and supply a previous turn save I will take a closer look

Cheers
 
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