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Enhanced User Interface v1.30m

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?
"AllowsWaterRoutes" or "TradeRouteSeaDistanceModifier 50"
Well a harbor does allow water trade routes and sea trade distance is increased by 50% by them. So is your question about the grammar , lack of spaces between words or is it confusing to you? Please clarify? Remember this mod is a work in progress and anything you can help clear up for others is definitely welcome information.
 
Darker is better in my opinion. However, I do not care for a separator between each civ and city state as it lengthens an already too long scrolling session. My preference would be a separator between the two groups or better yet two separate sliders (one for civs and one for city states) with a separator bar between the two groups. I wonder if bc1 would even go back and revisit the layout in that respect since his framework and design specs was developed quite a bit ago.

I do want to say in a huge game it gets very busy on the right side and I wish there was a way to prevent information overload. I just can't visualize another way to present the information except the one I mentioned above. Hopefully, your art training has some solutions or suggestions.
 
abj9562,
Having a separator drawn on these custom Underlays doesn't add to the space already occupied by the Major & Minor Icon Slots. The lines are simply added to the previous plain version. Height is 64 or 32... so there's some free emptiness up or down. I just wanted to exploit the framework since bc1 has already reserved some gaps (seems like 4+ pixels) between anything in the stack.

Separating groups would need to become a special function within the code itself if another type of "SplitterLay" :) gets done and given an XML reference line.

Up to him to use both my Underlays and some extra SplitterLay!
 
bc1,
I've made the DC45--**--F2-Purples.DDS files you asked for.

The F3-F4 framework is much less of a mystery to me now... Firaxis simply re-used their F1s and dropped (only) the middle "Orb" part by a single pixel while giving the frames a slight Brightess+10 and Contrast+5.
This is what i'll be using for our F3-F4 sets except that the pixel drops will be used on F4's Overlays in a similar way that i used on the Purple-F2s.

EDIT... Previous Zip is no longer needed here -- see post #857 further below! ;)
 
@ Zyxpsilon
I understand on the splitter lines and their use much better now. They are fine. Hopefully bc1 will look at a second splitter layer to separate the two groups. :) After using the darker with lines for 20 turns in a huge game (currently in modern era), I find my eye does not twitch any more when looking at the diplomatic side bar. Thank You for your fine work. I am looking forward to seeing the full effect of the graphics you are working on. :)
 
Glad you're finding these tiny changes useful (and less intrusive to normal vision) as much as i am.
In general terms, if EUI objectives are to make players' lives and their gameplay a lot easier in a number of different ways - then, such small details as a simple semi-transparent Underlay for that specific sidebar context can only improve everyone's overall experience while being smoothly integrated in the "Enhanced UI".
bc1 shall react about such stuff with some tricky but still rational consideration... let's hope so! ;)

Besides, i think the solution offered is relatively ingenious and direct. Proud of it, nevertheless.
 
"AllowsWaterRoutes" or "TradeRouteSeaDistanceModifier 50"
Well a harbor does allow water trade routes and sea trade distance is increased by 50% by them. So is your question about the grammar , lack of spaces between words or is it confusing to you? Please clarify? Remember this mod is a work in progress and anything you can help clear up for others is definitely welcome information.
Yeah, probably lack of grammar which is confusing :)
I know it's a WIP that's why I was asking if this was ok or not (maybe some strings couldn't be read correctly).
 
Yeah!

Very nearly done.
I've finalized the whole sets of DiploCorner_4Basics and BNW with their corresponding F1 to F4 versions while providing you an extra folder of F2_Purples (only required for Diplo-List section, AFAIC) as requested.

I'll finish the remaining GKV set later this week.

Still working on the MiniMap Icons, btw; as they won't be that difficult to assemble once the graphics have been determined. I'll join some "Test" phase 80s snaps for you to choose from when i have enough diverse versions.

Anything you want altered or fixed -- just ask, as usual! :D

***************
EDIT -- 19:40EST - Friday - July 25th 2014 - somewhere near Montréal - Québec;

Abra-ca-da-bra...
Done!!!

DC45, BNW, GKV, F5's, Purples, Golds and Greys - everything... ready for wickedly hyperbolic actions on players' gameplay screens. :D

Make these all worth the creative effort i had put in with a solid EUI v1.22 code.
Enjoy!

***************
EDIT #2;

What a rush! As requested by the Boss!!, here are the ReScaling versions of the basic Fours. I feared those would be badly rendered at such a low "Framework".
Specifically, DC45_DiplomacyBase is a beast to deal with. Laurels overlap the Icon-Frame, Globe "interferes" with the Backdrop effect, etc.
I tried correcting the general results by lowering Brightness and adding slight contrast to these. I think you'll like them as they now are! :)

Now, if you'll excuse me -- i have some important family concerns to attend to... if all goes well i might gain some spare time to start the City-Bubbles test stuff. ((PS; just noticed you won't be inserting these in v122)) Bof... task has to get started anyway and the results will eventually be present in a next iteration.

Soooooo - Done it again! :D

**Some cleaning-up of obsolete stuff...
 

Attachments

I love this UI, thx for saving my life easier
one quick point about using UI in Multiplay

There is a frustrating little problem,
after you "End Turn" and waiting for other players,
if you move your mouse over any of your own city,
it actually cancels your "End Turn", probably due to city query or sth done with the city overview, hope it could be fixed if it is not the original design.
thx!
 
if you move your mouse over any of your own city,
it actually cancels your "End Turn", probably due to city query or sth done with the city overview, hope it could be fixed if it is not the original design.
thx!

I tried this but can not reproduce your issue. I am using v22beta2 though. I also did not have the problem in any previous version. What version are you using? Are you running other mods?
 
I've finalized the whole sets of DiploCorner_4Basics and BNW with their corresponding F1 to F4 versions while providing you an extra folder of F2_Purples (only required for Diplo-List section, AFAIC) as requested.

I'll finish the remaining GKV set later this week.

Still working on the MiniMap Icons, btw; as they won't be that difficult to assemble once the graphics have been determined. I'll join some "Test" phase 80s snaps for you to choose from when i have enough diverse versions.

Anything you want altered or fixed -- just ask, as usual! :D
Thanks ! What I do need is each F1/F2/F3/F4 set to be merged in a single 45x180 dds picture (like any Firaxis 4-state button)

EUI v1.22 will include some bug fixes and the new city limits stuff; I would like to also include your button designs but I need to release it ASAP because I will not have time for futher EUI work (such as the left ribbon) for a while (think weeks).

For the other posts, sorry I have no time to respond. A lot of the answers to your questions can be found in the OP and/or have been adressed in past exchanges...

Cheers
 
Just posting to say I remember seeing this posted last year and due to it having zero replies I didn't download it. That was a big mistake!

I love it, keep up the good work.

I find these mods share the same files, how do I know if these mods conflict?
CSD:
CityStateDiploPopup.lua
CityStateDiploPopup.xml
CityStateStatusHelper.lua

Civ IV Diplomatic Features (v 10):
LeaderHeadRoot.lua
TechButtonInclude.lua
TradeLogic.lua

Civilization Selection Bonus Tooltips (v 3):
UniqueBonuses.lua
 
Thanks ! What I do need is each F1/F2/F3/F4 set to be merged in a single 45x180 dds picture (like any Firaxis 4-state button)

Meaning, you agree with their current state and how they appear -- i have to assume its the case.
Thus... as expected (somehow!) from the beginning of this huge endeavor i'll have to create the bigger Stacks_With_Four_Items (F1 up to F4 down).
Easy enough -- probably by this Sunday afternoon.
The naming convention for these specific 45x180 stack files should be "DC45_xxx_F5.DDS" to maintain a clear coding pattern and prevent unforeseen conflicts with previous methods or while testing Beta stuff. Edit as you wish but that's what i suggest for better coordination between our isolated tasks.

I'll upload the Zips into the "FINALS" thread above.

PS1; Have you considered the Ribbon Underlays offered above? Let's hope it makes it into v1.22!

PS2; I've actually started reading up previous posts (up to page #17 -- as of now). Lotsa catching up to do!! Don't worry about my "other" issues - we can always return to such discussions IF need be.

** I have to get busy with more important things as of this --minute--.

Soooooo - see ya later. :D
 
I find these mods share the same files, how do I know if these mods conflict?
CSD:
CityStateDiploPopup.lua
CityStateDiploPopup.xml
CityStateStatusHelper.lua

Civ IV Diplomatic Features (v 10):
LeaderHeadRoot.lua
TechButtonInclude.lua
TradeLogic.lua

Civilization Selection Bonus Tooltips (v 3):
UniqueBonuses.lua

For the first two mods I know for a fact they are not compatible. :(
However there is a solution! :)

Follow the instructions in this thread http://forums.civfanatics.com/showthread.php?t=518556 It has the links and appropriate steps to make CSD and Diplomatic Features work well together.

I am unfamiliar with the third mod; but, if it has the same file name only one of them will load. The load order depends on the order you selected the mods. So for this, I suggest you try EUI's tooltips first by disabling the other mod in the selection screen. See if EUI does what you need it to. If not, then the tooltips folder can be deleted from the EUI installation folder as EUI is modular and the other mod will load it's tooltips after you reselect it.

Keep in mind to test this on a new game. Last but not least the OP has some good hints on mod compatibility.
 
Easy enough -- probably by this Sunday afternoon
Great ! It would be difficult for me to delay 1.22 beyond sunday
Say it ain't so bc1. We will miss you dearly. Hopefully it's vacation time for you.
thanks for your kind words. I won't disappear, it's just that I will be unexpectedly busy (work) in the coming weeks and won't have time to work on EUI and get the left ribbon in as hinted in the beta3, at least for a while...

Cheers
 
I've received hundreds of rather unhappy messages over the years from people. You just have to ignore them.

Sorry for the HUGE gap on this post bump... but i had to reply to this.

-1- I've worked plenty in Commercial "stores" in the past. One rule-of-thumb; the customer is always right. While sales people can also be, it's preferable to admit we're sometimes wrong even when we know we're absolutely right. Let it rain and it pours! :)

-2- A single unsatisfied client warns at least ten more people in its surrounding which in turn, can spread the "news" rather fast and VERY far away. Thus -- a virus is lethal, words kill.

-3- A single satisfied client mostly never speaks to anyone about it. Thus -- Silence is boring, Noise eventually gets ignored.

Just passing by. How's my religiously right good friend - gazebo faring these days? :D
 
Sorry for the HUGE gap on this post bump... but i had to reply to this.

-1- I've worked plenty in Commercial "stores" in the past. One rule-of-thumb; the customer is always right. While sales people can also be, it's preferable to admit we're sometimes wrong even when we know we're absolutely right. Let it rain and it pours! :)

-2- A single unsatisfied client warns at least ten more people in its surrounding which in turn, can spread the "news" rather fast and VERY far away. Thus -- a virus is lethal, words kill.

-3- A single satisfied client mostly never speaks to anyone about it. Thus -- Silence is boring, Noise eventually gets ignored.

Just passing by. How's my religiously right good friend - gazebo faring these days? :D

I fear getting off topic but here goes.
When I was still working at a large fortune 100 company (USA). We did a study and the cost to keep a customer was less than 10$ a year. The cost to gain a customer was a little more than 100$ and the cost to regain a lost customer was anywhere from 1150$ to never. So I agree.

Let someone vent their anger and they get over it. Challenge their anger and it increases. Defeat their anger and gain an enemy.
 
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