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Enhanced User Interface v1.30m

A question regarding EUI: has the diplomacy screen been changed in any way? It's really clunky and uninformative by default and I'm hoping to find something better. Also, something to get away from the full-screen leaderhead would be really awesome. I guess I'm looking for something more like Civ 3 or 4.
 
bc1,
Must be a "buggy" call - clicking on the WorldCongress button doesn't link to the corresponding popup. Wondering if the oldest Diplomacy methods should return temporarily until everything is functional again -- for a formal v122 release that is. Otherwise some people might be tempted to re-activate Diplo-List(s) stuff by fiddling with the Zeros. Not suggesting they should, just warning ahead of silly problems.
 
EUI & CSD contains CityStateDiploPopup.lua, CityStateDiploPopup.xml, CityStateStatusHelper.lua & DiploList.lua
should not be a problem, so long as CSD does not rely on DiploList (it's no longer available in EUI)
EUI & Civ IV Diplomatic Features (v 10) contains LeaderHeadRoot.lua, TechButtonInclude.lua & TradeLogic.lua
LeaderHeadRoot.lua: leader buttons may not be available in leader discuss mode
TechButtonInclude.lua: revert to Firaxis-style tech buttons
TradeLogic.lua: not much effect
Agreed! But for now, i guess these will suffice. Besides, who needs some Firaxis_like buttons when we (now) have custom EUI buttons however imperfect they may be. In fact, on my end (while the whole of Z-UI assets is active) the consistancy is splendid!!
your call
couldn't resist snapping this LUA log section for everyone to enjoy!?!:
LUA_Log_snap.png

No wonder you can't find time to do *whatever* it is you should be doing! :D :lol:
and you're the artists ??? http://www.network-science.de/ascii/ took me more time to write this :lol: and saves lots of time looking through the log
You did not say anything about wanting to use the community patch in the first post but that is a viable option that works well. However if you use CPP with EUI - I understand you end up having to disable chunks of EUI. (Gutting EUI in my opinion.)
nothing I can do about it (even if I had the time) since EUI is loaded before mods. The DLL should not be a problem, only the lua UI stuff
Must be a "buggy" call - clicking on the WorldCongress button doesn't link to the corresponding popup. Wondering if the oldest Diplomacy methods should return temporarily until everything is functional again -- for a formal v122 release that is
no AFAIK it's working as intended but beware I shuffled some of the icon art file names a bit :D
some people might be tempted to re-activate Diplo-List(s) stuff by fiddling with the Zeros. Not suggesting they should, just warning ahead of silly problems.
people are welcome to change anything they want (as if I could do anything about it :lol:) so long as they don't complain if things no longer work
A question regarding EUI: has the diplomacy screen been changed in any way? It's really clunky and uninformative by default and I'm hoping to find something better. Also, something to get away from the full-screen leaderhead would be really awesome. I guess I'm looking for something more like Civ 3 or 4.
no EUI does not change the diplomacy overview screen and likely never will. The civilization ribbon is intended for that role

Cheers
 
Is there a way to remove the feature: "Notifications are bundled by type" , but keeping the rest of the Notificationpanel still there?
 
you're the artist - still it's not consistent with all of the other buttons

Is it still useable ?

Attached is hopefully the last Release Candidate for EUI v1.22, with less than 24 hours for feedbacks...

It's semi-usable, you can work around it if you scroll around in the trade dialog.

EDIT:
Added screenshot.
 

Attachments

  • hot-seat trade.jpg
    hot-seat trade.jpg
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** Critical flaw;
-- When the very first Notification to choose a Social Policy appears, the PopUP can't be accessed.

PS; Suddenly, i realized that my own SocialPolicyPopup.LUA file for the new ZNW-Symbolic Ideology Tenets mod might also be guilty for such an error. I'll have to verify something first.

PS2; Soooooo - nevermind - it's my stuff. Nil value from the necessary LUA file. Sorry for bothering you with this.
 
Funny how simply REM'ming a tricky but smart Blocking_Container (temporary, until everything has been addressed for proper parsing and anchoring flow -- i hope!) can reveal a few supplemental (some perfectly functional - no less!) buttons that certainly deserve to be available at will!

More_F5s_Please.jpg


Wouldn't you agree, bc1?
And yet -- there's still plenty more spare room to the left! Unless 80s come creeping into the gang.

Anyhow, the Diplo(s) switch-flip is mind boggling (to me)... as i don't really understand why WorldCongress access would try replacing the old'ishly Diplomacy processing and its (now useless - it seems) Diplo-List methods.
Code stuff. The artist is puzzled. Nice underlays too, right? :D

PS; Yeah! ZNW-Symbolic Ideology Tenets is now available!! ;)
 
Two simple questions;

1) WHoward's "UI - City Production Queue Enhancements" (can't find it anywhere, btw) is warned as not being compatible with EUI (on the first page)... is this the same as the other "UI - City Production" which simply does a quick summary popup invoqued from the (old) Diplo-List??

2) Have you abandonned this feature?? http://forums.civfanatics.com/showthread.php?t=519245 ... or is it still part of your pending situation with City-View Queue and other issues hinted about in some earlier comments?
 
1) WHoward's "UI - City Production Queue Enhancements" (can't find it anywhere, btw) is warned as not being compatible with EUI (on the first page)... is this the same as the other "UI - City Production" which simply does a quick summary popup invoqued from the (old) Diplo-List??
not the same, but not sure, best is to ask the author
2) Have you abandonned this feature?? http://forums.civfanatics.com/showthread.php?t=519245 ... or is it still part of your pending situation with City-View Queue and other issues hinted about in some earlier comments?
abandonned
 
Version 1.22 (July 28th 2014)
  • Now featuring awesome diplo corner artwork by Zyxpsilon
  • Fixed some bugs
  • NotificationPanel: added Zyxpsilon's excellent artwork for diplo corner
  • CityBanners: when mousing over the city banner, show city max work limits
  • CityView: when inside city screen, show city max work limits and highlight plots used by your other cities
  • PlotHelp: when a settler is selected, plot mouse over shows potential city max work limits (dark) and highlight overlapping plots (orange)
  • UnitPanel: first version of unit ribbon, which lists player's units and status icons. When selecting a unit, units are sorted by distance to selected unit. Some mouse over actions are operational. Filtering / sort options are not yet implemented
Cheers
 
I would like to ask if at least two minor (simple) improvements could be added to cityview:

- In CityView.lua, the following line

local g_workerHeadingOpen = OptionsManager.IsNoCitizenWarning()

essentially works as setting the g_workerHeadingOpen to false since this option originally present in the options menu is no longer active, as far as I can see. Could you replace this line by the following:

local g_workerHeadingOpen = true

- Would it be possible to adopt the much more handy FocusBox as shown in the attachment?

2014-07-29_00001.jpg

The original version takes away a lot of space for no reason. If you were interested, I can send you the short piece of code that has to be introduced in both CityView.xml and CityView_small.xml.

Thanks,
Meister Maggi
 
I would like to ask if at least two minor (simple) improvements could be added to cityview:

- In CityView.lua, the following line

local g_workerHeadingOpen = OptionsManager.IsNoCitizenWarning()

essentially works as setting the g_workerHeadingOpen to false since this option originally present in the options menu is no longer active, as far as I can see. Could you replace this line by the following:

local g_workerHeadingOpen = true

- Would it be possible to adopt the much more handy FocusBox as shown in the attachment?

View attachment 379897

The original version takes away a lot of space for no reason. If you were interested, I can send you the short piece of code that has to be introduced in both CityView.xml and CityView_small.xml.

Thanks,
Meister Maggi

Nice, both very good suggestions.
 
- Would it be possible to adopt the much more handy FocusBox as shown in the attachment?

View attachment 379897

The original version takes away a lot of space for no reason.
Agreed!
And there are still a few more features from your "Notepad" mod that could certainly be integrated into EUI general framework on the right side auto_Drop_Panel(s). If it is important for the overall design to simplify Users' access to multiple gameplay functions with Elevator-Ribbon Stacks left & right for example... then, it is just as much essential to have an open-mind to *OTHER* great solutions offered by people like you, Meister.

An optimal UI is clearly the goal here. Nothing should stand in the way of alternate components as long as such offers fit the deal - so to speak.
 
I've been having trouble lately trying to use this mod. I've done everything the instructions have said, there is no duplicate file, it is in the DLC folder. I've been trying for hours now to try to get this to work. If anyone can post this mod that is already set-up and all I would have to do was just put in the DLC folder that would be greatly appreciated. (I'm using a MAC btw):confused:
 
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