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Enhanced User Interface v1.30m

bc1,
What is your opinion on the "CityView for Notebook" by meister.maggi and similarly compressed right side panels by other Mods?

Citizen Management & Specialists boxes are neat and cool to use while the Buildings, Wonders (etc) only show the Icons with their corresponding ToolTips.
Such types of re-framing approach looks fine when someone needs to enhance the UI enough for some quicker (or easier, btw) access to misc features.
Think about it when you can.
 
What is your opinion on the "CityView for Notebook" by meister.maggi and similarly compressed right side panels by other Mods?
I happen to have a very large screen and don't feel the need to implement "Notebook" compression. These mods can be used just fine with EUI, provided EUI's CityView module is disabled.
 
If anyone cares to have a preview of EUI's left side ribbon, check out the attached beta (no need to start a new game, it has no effect on the game itself). It's incomplete (especially the city ribbon and small asset mode) but stable and gives a good idea where things are going: the aim is to provide opportunity for comments / suggestions before it's too late...
 
Regarding beta 3.

Like the top right new buttons.
I don't know where you're going with the city ribbon, what I'd apreciate the most is a gauge for new citizen and time before building with a number showing how much production would be required to diminish it by 1 turn.
For unit ribbon I'd like a way to display only workers and the option to disable it altogether. I don't feel like I'd get much out of military units being displayed there. There's also some weird reordering every time I click a unit.
 
Alright, some cool new stuff -- indeed!
Busy guy you are, that's more obvious than ever...

Quick thoughts on a number of issues or simple observations on the general design approach. Refer to the snapshot below while focusing on the added Green or Red arrows for details;
Spoiler :
Beta3_Suggestions.png

1)) DiploCorner Section: Oh-Please tell me this presently is incomplete or missing some proper calls to the right Icons (F1+F2)! ;)
-- The WorldCongress button should be the Globe_Diplomacy,
-- Military Overview should not pick its F1 from the InfoCorner version,
-- Temp PlaceHolder (Double Arrows) was meant to be placed underneath these 3Letters/TXT. I'll have create some more of these custom sets, that's predictable. I'm hoping you'll provide code provision(s) for such run-time dispatching. We'll need a type of formula with strict principles to allocate such assets to people who will require it... eventually.

2) Cities Ribbon: Well, ANOTHER Icon set to produce, it seems. Plenty of space for supplemental details (through overlays or sidebar 22's) for them. Tiny cues about anything, Focus, Walls, etc.
-- Not sure if the Info-Corner (as it opens or closes) should get main Layer priority over these Buttons while somehow pushing them to the right. Had only 5 Cities right now... scrollbar would get VERY lengthy for much higher numbers. Names are a bit wide for ID. Capital Star is a given. Etc...

3) Units Stack: As previously suggested, i'd also recommend some optional functions for the Units VASTLY busy column. Specify categories (Hint--Open_Close_Borders tiny tags with colors... to cycle through a list!) such as Navals, Civilians, Trades, GreatPersons, Zzz(specifically important are the idled Garrison - maybe combine them all with a numerical & a visual hint), etc. Pips & symbols are great for direct overview. Sizing or scaling of individual slots is perfect. The frames could use some status Colors as well just like Leaders.

-- NOW, this is where it gets weird. I absolutely will not stand for a boxed group of Unit Actions. The single icon(s) filling a neat column was perfectly fine as it is. You are probably reserving some room for the Ribbon stack to the left. Too bad... this is a priority concern for me. Ergonomy, Visual appeal, Familiarity... any good enough reasons AFAIC for this specific feature.

-- The last Unit (at the bottom) on the scrolling stack should be a special case. It has to gain focus as the currently selected Unit (below). On this snapshot, it's a Worker. Well, a tiny tag (Red Arrow pointing down, or somethin') would warn players about it. A critical area of the UI which demands for feature filled considerations but not Actions call_objects -per say.

4) Welcome to your game -- but, you now begin in the Capital City-View screen. Nope, No, nada, never.

5) And... we're zooming the UI a bit further away by default upon Exit. Same reaction -- negative!

Excellent results - soooooo far.
 
Far away bumping!

From Ideas for the Future:
* on the city banner, add culture meter next to food meter (I don't like this so it would be an option)

Well, change Banner for CityView (Top right Box)...
Hey - that should give plenty of extra room... to give me back THE missing Production values slot!?! ;)
 
Regarding beta 3. Like the top right new buttons
thanks for your feedback :)
I don't know where you're going with the city ribbon, with the city ribbon, what I'd apreciate the most is a gauge for new citizen and time before building with a number showing how much production would be required to diminish it by 1 turn
the intent is to replicate city banner info + maybe a bit more depending on space / layout
For unit ribbon I'd like a way to display only workers and the option to disable it altogether. I don't feel like I'd get much out of military units being displayed there. There's also some weird reordering every time I click a unit.
units are ordered by distance to currently selected unit, so this changes each time a unit is selected. Some kind of unit filtering would be nice, and sort choice selection would be nice too... maybe not for next version though
1) DiploCorner Section: Oh-Please tell me this presently is incomplete or missing some proper calls to the right Icons (F1+F2)! ;)
-- The WorldCongress button should be the Globe_Diplomacy,
-- Military Overview should not pick its F1 from the InfoCorner version,
-- Temp PlaceHolder (Double Arrows) was meant to be placed underneath these 3Letters/TXT. I'll have create some more of these custom sets, that's predictable. I'm hoping you'll provide code provision(s) for such run-time dispatching. We'll need a type of formula with strict principles to allocate such assets to people who will require it... eventually.
yes this is not yet complete:
- I need 4-state buttons rather than single state pairs (not like civilopedia, just 4-state rond buttons), otherwise I cannot get the world congress button to show/hide conditionnally without changing DiploCorner.lua (which I do not want for compatibility reasons)
- the highlighted state should be more obvious and consistent with other Firaxis buttons
- you can play test button desings (currently only single state pairs) by changing the "predefined" table line 1444 of beta3's NotificationPanel.lua script: empty {} means no display (note some buttons are hardcoded in DiploCorner.xml), no entry means display default button, otherwise provide the pair of button icon names to be displayed (regular / highlighted)
2) Cities Ribbon: Well, ANOTHER Icon set to produce, it seems. Plenty of space for supplemental details (through overlays or sidebar 22's) for them. Tiny cues about anything, Focus, Walls, etc.
-- Not sure if the Info-Corner (as it opens or closes) should get main Layer priority over these Buttons while somehow pushing them to the right. Had only 5 Cities right now... scrollbar would get VERY lengthy for much higher numbers. Names are a bit wide for ID. Capital Star is a given. Etc...
* on the city banner, add culture meter next to food meter (I don't like this so it would be an option)
Well, change Banner for CityView (Top right Box)...
Hey - that should give plenty of extra room... to give me back THE missing Production values slot!?! ;)
the intent is to replicate city banner info + maybe a bit more depending on space / layout.
Info corner is basically useless / redundant with EUI, not sure what to do with it.
I would like to TEST 45x45 citizen & purple hex icons for population & border growth meters if you can produce icons for them (need a grayscale background and a colored foreground for each meter, just like cityview's only smaller)
3) Units Stack: As previously suggested, i'd also recommend some optional functions for the Units VASTLY busy column. Specify categories (Hint--Open_Close_Borders tiny tags with colors... to cycle through a list!) such as Navals, Civilians, Trades, GreatPersons, Zzz(specifically important are the idled Garrison - maybe combine them all with a numerical & a visual hint), etc. Pips & symbols are great for direct overview. Sizing or scaling of individual slots is perfect. The frames could use some status Colors as well just like Leaders.
colors will be used to show unit health (it's actually in but does not work). Some kind of unit filtering would be nice, and sort choice selection would be nice too... maybe not for next version though
I absolutely will not stand for a boxed group of Unit Actions. The single icon(s) filling a neat column was perfectly fine as it is. You are probably reserving some room for the Ribbon stack to the left. Too bad... this is a priority concern for me. Ergonomy, Visual appeal, Familiarity... any good enough reasons AFAIC for this specific feature.
well then come up with an alternative that meets the following constraints:
- fits with the new unit ribbon to the left, as well as the existing promotions panel, worker actions panel, and enemy panel
- actions must remain a stack - any kind of stack: horizontal, vertical, single or multiple columns - but a stack
- promotion and worker ations panel can be changed a bit - but they also need to remain stacks
- no changes to unit panel or enemy panel - too much work
- display priority (which one is on top) between the various panels can be changed to some extent
The last Unit (at the bottom) on the scrolling stack should be a special case. It has to gain focus as the currently selected Unit (below). On this snapshot, it's a Worker. Well, a tiny tag (Red Arrow pointing down, or somethin') would warn players about it. A critical area of the UI which demands for feature filled considerations but not Actions call_objects -per say.
don't understand your comment, the selected unit is always the big guy in the bottom panel
4) Welcome to your game -- but, you now begin in the Capital City-View screen. Nope, No, nada, never.
5) And... we're zooming the UI a bit further away by default upon Exit. Same reaction -- negative!
I don't understand these comments

Cheers
 
- I need 4-state buttons rather than single state pairs (not like civilopedia, just 4-state rond buttons), otherwise I cannot get the world congress button to show/hide conditionnally without changing DiploCorner.lua (which I do not want for compatibility reasons)
- the highlighted state should be more obvious and consistent with other Firaxis buttons

You mean the old 49x200 stack of F1-F4, right? Will we need to eliminate the (to me, silly pad!) default underlays while replacing everything with our fairly simple Icons? This represents the final step in the development phase and i want to make sure our conceptual perceptions match perfectly.

HL detection is much more obvious when the F2 is dispatched from a finalized DDS stack as it drops relatively lower (as i recall, by some 4-6 pixels) than F1. If you mean the glow_greenish back for BNW version... again, this was meant as emerald referencing only. GKV glow_blueish are somehow better as well. And yet, you might also describe the "Purplish(s)" used by Firaxis which i hate for it being too MUCH en-lightened. Guess there is a compromize in here somewhere. The Icons framing brightness can certainly be fiddle with to sharpen the effects.

Not exactly sure what you want with the extra F3-F4. Please explain more clearly.

Info corner is basically useless / redundant with EUI, not sure what to do with it.
Maybe?! Think of the GreatPersons stack of progress bars -- it's kinda useful but only in a sense that players have been using these for a looooonnnng time before EUI came to existence! I agree 100% that there is some "Doubling" of features from that specific stack of buttons with the old DC resources and list. Toss a coin for such a decision... *I* personally would keep it available somehow. Optional or not. Whatever.

I would like to TEST 45x45 citizen & purple hex icons for population & border growth meters if you can produce icons for them (need a grayscale background and a colored foreground for each meter, just like cityview's only smaller)

Will do. I would presume the "filling" meters located in the Top-Left corner as a reference for what you need... Population(Green), Border(Magenta). Why not just transfer the actual CV versions to the Ribbon stack of each City buttons - somehow by code magic? Unless you'd want these values overlayed instead. Like "5/8" or Turns gap expected. Some precision(s) are necessary for me to decide (what & how) nevertheless.

- fits with the new unit ribbon to the left, as well as the existing promotions panel, worker actions panel, and enemy panel
- actions must remain a stack - any kind of stack: horizontal, vertical, single or multiple columns - but a stack
- promotion and worker ations panel can be changed a bit - but they also need to remain stacks
- no changes to unit panel or enemy panel - too much work
- display priority (which one is on top) between the various panels can be changed to some extent

1) Refer to the last Rifleman icon on the previous snapshot at the bottom of the stack. Its right side tags *already* overlap the newly customized Actions Box. Sticking to the old "ONE" Icon width could solve this situation... but only if a fixed width (frozen maximum value, anchored) is defined for the entire Units ribbon stack (including the scrollbar when it shows up). Everything else in that area remains the same & should most probably react proportionately.

2) Preferably? Vertical, Single. :)
3-4-5) "Area remains the same..." mentioned above!

don't understand your comment, the selected unit is always the big guy in the bottom panel

But not while it is shuffled *INTO* the ribbon stack and away from focus. By "glueing" the currently selected Unit (while it is shown on the bottom panel) to the very last slot of the Ribbon stack, you provide a cue to the multiple variations such stacks have to deal with **except** for the direct hint that the last is active and selected. Otherwise, players would tend to consistantly grab the scrollbar to scan through a VERY high Units pool of randomized stuff.
Attaching this feature to the pre-game settings option that auto-selects (or not) next Units - if your prefer. But adding the focused Unit as described earlier.

I don't understand these comments
As soon as i loaded my first test-game. World-View was replaced by my Capital_City-View instead. When i left that screen, the map (proportions) shown was Zoomed out by nearly a factor of X2 if compared with the default World-View resolution mode. Everything was simply smaller! Maybe, that's intended... but it's weird.
 
...Guess there is a compromize in here somewhere. The Icons framing brightness can certainly be fiddle with to sharpen the effects.

On this very specific issue...

I should mention how i resolved the detection problem for many Z-UI buttons.
The solution is much more obvious with the Info_Corner versions. And is creeping up in the snapshots i provide to you here.

F2s were overlayed with the same transparency symbols layer except for a ONE pixel drop to the bottom while the Icon framing received a slight brigthness correction. F3 & F4 are something else to discuss later. L-R, top, colors variation, etc.

Thus our 80's could simply use some *2 pixels drop* editing and, 40's similar *Ones*.

If you want to witness such stuff in action... easy, grab the ZIP below and transfer these custom DDS files in (../DLC/expansion2/UI/Art/Z-UI) or wherever else - you surely know how & what.
 

Attachments

Since the 64x64framebuttons.dds file is being (temporarily, i suspect) used for the current City_Bubble(s) (duh- along with flips!), i might have figured out how you intend to exploit its built-in stack of four versions. There's even a 45x45 available.

Thus, the general framework (of my/our) DC+Stuff will either be saved (and refered into/by the code) in such a manner as a group or stay individually for procedural purposes - right?

I should ask or know about that for a simple reason; creating the final "system" of Icons requires a step-by-step method that cuts the graphic workload by nearly 75%!! *IF* the produceable items (design & features) are strictly defined and possibly finalized.

Hard to explain, unless the framework has empirical functions and coordinated elements - i'd have to continually return to a few key design stages before even expecting faster (or mutually acceptable) results.

Call me a freak for precision but if i can give you all of this in two weeks ((OOOOPPPPSSS - i meant Hours!!) or less rather than triple and/or quadruple that time... i'd say good solid references are needed.
Hoping soooooo,
;)
 
- I need 4-state buttons rather than single state pairs (not like civilopedia, just 4-state rond buttons), otherwise I cannot get the world congress button to show/hide conditionnally without changing DiploCorner.lua (which I do not want for compatibility reasons)
- the highlighted state should be more obvious and consistent with other Firaxis buttons
- you can play test button desings (currently only single state pairs) by changing the "predefined" table line 1444 of beta3's NotificationPanel.lua script: empty {} means no display (note some buttons are hardcoded in DiploCorner.xml), no entry means display default button, otherwise provide the pair of button icon names to be displayed (regular / highlighted)

I've been tossing and turning about that specific comment and might have found what it is you'd rather have for all of the new DC45-HL...

http://forums.civfanatics.com/showpost.php?p=13317577&postcount=787

These are the exact templates you'd want me to use instead of my customized "Greens" for F2... right?
I still think dropping the Overlays by two pixels on the 80's would enhance the selection even further. If so -- i would also recommend less highlighting for the frames (BNW-Gold is particularly awfull, AFAIC) while the Firaxis_Purplish middle part can remain as is.

The last issue to deal with is what the F3 & F4 should be used (and then -- created) for. It seems like they are a tiny bit de-saturated from F1's... but both still feel extremely similar to my "trained" artsy eyes.

Just waiting, then i can start actual production. :)
 
Just stopped by to say that I've been using this for about four games now after seeing it in one of Marbozir's videos and I'm really liking it! Thanks bc1!
 
Thanks for the workable city limits & the ghosted purchase buttons! Super awesome.

As one last suggestion, will there be a (translucent) dark background for the civ/city-state information on the right? It can be difficult to read against a busy background of terrain, improvements, and units.

Thanks again for such an information-packed mod!
 
Thanks for the workable city limits & the ghosted purchase buttons! Super awesome.

As one last suggestion, will there be a (translucent) dark background for the civ/city-state information on the right? It can be difficult to read against a busy background of terrain, improvements, and units.

Thanks again for such an information-packed mod!

I hope so as the screen becomes very busy to the eye.
 
Alrighty... looks like the CivRibbon stack is getting popular enough for people to notice how difficult it is to see some of the data displayed.
A few days ago i made an indirect simple solution for myself only; a Semi-Transparent GreyScale Underlay.

I wouldn't normally share such stuff with anyone else but bc1 (since there's no way for me to verify *IF* anyone will fix this properly)... all of you know what you'll be doing, right?
Here goes;

1) Grab the Zipped file below - unzip it (-duh) - place it in EUI/Art2 folder.

2) You must perform a very small edit within NotificationPanel.xml as follow;

Code:
	<!-- LeaderButtonInstance -->
	<Instance Name="LeaderButtonInstance" >
		<Button ID="Button" Anchor="R,T" Size="64,64" Offset="-4,0" Texture="64x64FrameButtons.dds" >
			[B][COLOR="DarkRed"]<Image ID="RibbonUnderlay_Major" Anchor="R,T" Size="292,64" Offset="-4,0" Texture="Underlay_Major.dds" />[/COLOR][/B]
			
			<!-- Leader Icon -->
			<Image ID="LeaderPortrait" Anchor="C,C" Size="64.64" Texture="LeaderPortraits512.dds" />

Insert the Red text exactly where it goes... this section actually starts at line #1552.

PS; I'll do another version for the CityStates later. Possibly a bit wider but still thinned at its lower 32 range.

EDIT

Okay... here's the Minor version along with an extra set of Two which have "Separator thin lines" (Up for Majors, Down for Minors) that somehow makes their slots detection in the stack (more obvious when there's a lot!) a bit easier. Renaming the extras (as defaults) is necessary if you want to replace the others.

Note; The added lines weren't made for some weird spoofy kicks... these are actually coordinated with whatever tiny icons fill the rows to the left. When they reach a maximum range, the new lines allow for better focus.

And - another slight edit to the usual XML file (starts near or at #1598..) ;

Code:
	<Instance Name="CityStateInstance" >
		<Button ID="Button" Anchor="R,T" Size="32,32" Texture="32x32CityWorker.dds" >
			[COLOR="DarkRed"][B]<Image ID="RibbonUnderlay_Minor" Anchor="R,T" Size="236,32" Offset="-4,0" Texture="Underlay_Minor.dds" />[/B][/COLOR]
			
			<!-- Minor Icon -->

Enjoy - BOTH & the extra set! :)
 

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Wow, awesome change! Simple and very unobtrusive - it creates a calming effect on the eyes while lifting the ribbon more effectively above the background. Thank you. I hope this is included in the next release. City States needs the same treatment as you hinted at.
 
Hello,

I downloaded the latest EUI dlc but I seem to encounter a small error when I mouse over the great people tab.

I get this Txt_Key_Player_GP_MOD and Txt_Key_City_GP_MOD
Here's a link of the screenshot: http://imgur.com/2QgpxFJ

Also I have kind of a similar issue with the explorer unit,the unit description isn't properly displayed,although the error seem to disappear if I remove InfoToolTipInclude.Lua Screenshot: http://imgur.com/mSqBw3b

I attached my Lua Log just in case but I haven't seen anything wrong with it,though I could be wrong Im no expert in these kind of things.

And I do have the latest Civ 5 update including all the Expansion/Dlcand I play on Pc.
I have no mods installed besides EUI.
So I don't know what I could have done wrong to get these errors.

Other than that I really enjoy your mod,it's just that Im a little bit ocd and I like it when I don't see little errors like that.
 

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I've just started using this mod and it's really good.
However I have one question. Is this tooltip works as it supposed to?
Spoiler :
8O6R6XR.jpg

The part were it says "AllowWaterRoutes" or "TradeRouteSeaDistanceModifier 50". I'm using EUI v1.21 and latest version of Civ5 + all of the addons and DLCs, everything is on Steam, have a few mods but they're disabled in the mod menu.
Noticed descriptions just like that one on some other technologies/buildings (e.g. Terracotta Army has "InstantMilitaryIncrease 1" tooltip and Aqueduct has "FoodKept 40"). While other tooltips are ok, for example Cargo Ship tooltip says this: Limited Visibility, Maintenance: 0, Establish Trade Route. I mean that some of the tooltips are hard to read and/or understand like "FoodKept 40" or "InstantMilitaryIncrease 1"
 
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