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Enhanced User Interface v1.30m

Hi - I can't imagine playing w/o this anymore. Many many thanks.

There are many times I've forgotten to buy delegates just before a vote, or to set up things for a vote. If at all possible, would something like (ugh) a dialog box when < 3
turns, or a flashing indicator or a mallet that hits me on the head?

Again, thanks!
-z
 
Thanks! I started using EUI yesterday, and I enjoy it. I appreciate how many fewer useless clicks there are.

Is there a way to bring up the advisors screen? I ask because sometimes the Military advisor's information about the relative strength of different civs is useful.
 
Thanks! I started using EUI yesterday, and I enjoy it. I appreciate how many fewer useless clicks there are.

Is there a way to bring up the advisors screen? I ask because sometimes the Military advisor's information about the relative strength of different civs is useful.

Indeed, that's why I introduced such information in Global Relations. I can pass the formula/function that replicates the advisor's statements to bc1 for him to include it in the tooltips about each civ, but I don't know if he is interested (asked before, no reply).

It's known information (but badly presented), so it's non-altered gameplay. Up to bc1.

Formula is based on corresponding dll code.

Code:
-- Mimics the Military Advisor's comments on relative power using the same formulas
-- glider1, Aristos
function getMilitaryPowerText(iPlayer)
	local basePower = 30;
	local ourPower = basePower + Players[Game.GetActivePlayer()]:GetMilitaryMight();
	local hisPower = basePower + Players[iPlayer]:GetMilitaryMight();
	local milRatio =  100 * hisPower / ourPower;
	
	if milRatio >= 250 then
		return Locale.ConvertTextKey("TXT_KEY_GR_IMMENSE");
	elseif milRatio >= 165 then
		return Locale.ConvertTextKey("TXT_KEY_GR_POWERFUL");
	elseif milRatio >= 115 then
		return Locale.ConvertTextKey("TXT_KEY_GR_STRONG");
	elseif milRatio >= 85 then
		return Locale.ConvertTextKey("TXT_KEY_GR_AVERAGE");
	elseif milRatio >= 60 then
		return Locale.ConvertTextKey("TXT_KEY_GR_POOR");
	elseif milRatio >= 40 then
		return Locale.ConvertTextKey("TXT_KEY_GR_WEAK");
	else
		return Locale.ConvertTextKey("TXT_KEY_GR_PATHETIC");
	end
	
end
 
Why? It gives you more information & lets you tweak what tiles are worked, yet if you want to use it like the production shortcut it doesn't take any more time or clicks. Don't understand what the downside is.

Still, I think you can by deleting the 0-size ProductionPopup.lua and ProductionPopup.xml from EUI's CityView subfolder. Should fall back to using the originals.
EDIT: It might actually be controlled elsewhere. Like LUA code which would need to be changed, and that's 400% more involved.

It's because it takes one more click to "Return" to the game. I prefer just being able to click production or research in the classic way without having to always hit "back" every time, ya know?
 
Thanks! I started using EUI yesterday, and I enjoy it. I appreciate how many fewer useless clicks there are.

Is there a way to bring up the advisors screen? I ask because sometimes the Military advisor's information about the relative strength of different civs is useful.

Hi!

Aaron24 sparked me an idea about those advisors... OK, you can bring them with clicking on circular icon of your leader. And that brings you good old four advisors screen with some notes, let's say 1/10 "Your army is stronger than German", 2/10 "I did see Incan only unit" etc. But you have to click next ten times to see all those informations...

EUI is all about user friendliness, I think it could be good idea to make those informations visible without too much clicking, to see four times ten on one screen... I usually don't look those (precious) infos only because too much clicking... :(

Best regards,...
 
Is it possible to disable the unit ribbon only (leaving the other UnitPanel features intact), since it gets pretty clogged up mid to late game and overlaps most of the top buttons in the unit commands column, not to mention that I never use it.

Also, is it possible to make it so that when I am buying tiles in a city, I don't have to re-enter buy mode after every tile purchase? This has been driving me crazy mid & late game ever since I started playing Civ V.
 
I'm enjoying the mod so far. The problem i'm having is with the tech tree pop-up.

Every time I click to learn a new tech the full tech tree pops up which is in replacement of the side-bar one but then after I exit that screen the sidebar one is open and I have to close that as well.

It feels really redundant and i'm wondering if I can stop it somehow
 
Every time I click to learn a new tech the full tech tree pops up which is in replacement of the side-bar one but then after I exit that screen the sidebar one is open and I have to close that as well.

It feels really redundant and i'm wondering if I can stop it somehow
Oh -- well -- welcome to the fan-club of those who would want the previous TechPopUp methods as they once were.
Strangely, that process was perfectly fine since a direct link to the TechTree was provided by a simple button!

I could re-activate IT (simply by renaming both EUI TechPopup.XML+LUA zerofiles) while effectively giving the normal function back to the UI. This had weird repercussions though... EUI still proceeds with yet another TechTree dispatch -- which sadly must be closed again!! :(

Sure at 100%... there's an extremely simple code edit that could "deny" such (frankly, silly stuff) auto-dispatch link (to the Tree) in multiple gameplay instances or situations.
Problem is, bc1 seems reluctant into **changing** the process for me or anyone else - possibly including you too.

If he doesn't... maybe i'll just try fixing the messy (introduced by my corrections, btw) feature.
 
Could it be that the icon from the settler for finding a city is not looking right?

For me this mod be the best addition to the game! :)
 
Is it possible to disable the unit ribbon only (leaving the other UnitPanel features intact), since it gets pretty clogged up mid to late game and overlaps most of the top buttons in the unit commands column, not to mention that I never use it.

This is what I was searching for an answer to as well.
 
Any way to modularly provide icons for new entries?

That would my "job"! Yet, i've already given a "Generic" Icon (with double arrow symbol) to bc1 just for these. Such custom modular add-ons are more or less common. For example, Info_Addict has been the king of all Diplo-List occupants over the years... so, he got a specific Icon from me.

Which one(s) would you want - integrated as well?
Some tricky in-code edits could be necessary too.
 
So support has to be added on your end?

In any case, I was hoping to add support for my (currently unreleased) Events and Decisions mod, particularly the Enact Decisions panel. I don't feel a double arrow with "ENA" written on it really does it justice

EDIT: You made it sound quite scary with the "tricky in-code edits"! :D

Anyway, I do believe I've figured it out. Is it as simple as adding the "art" entry or is there something else I should be aware of?

Spoiler :
msHTwQZ.png
 
Can anyone help me out here. Everything is working fine except that there's no info on tiles like if it's connected to a river and stuff all that info is gone when I go over it.
 
This may be a stupid question but I'm currently playing CIV 5 + DLCs on my Mac and was wondering if this addon would work for me as well? I've been watching a ton of videos online and I can't seem to function or make good decisions without all these awesome additions.

Thanks in advance,

Markus
 
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