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Enhanced User Interface v1.30m

Thanks, sorry I didn't realize when reading through the top post there was a compatibilities tab you could click on.

Cheers,

M
 
Thank you for interesting mod but is there a way to turn off "unit list" on the left side of the screen?
 
Thank you for interesting mod but is there a way to turn off "unit list" on left side of screen?
RTFM [i.e., "read the... ahem, manual"]. In a number of places in the first post, it says:
EUI DLC is modular: if there are things you don't like or need or which conflict with mods you want to use (check the "mods compatibility" spoiler below), you can disable that part by removing the corresponding subfolder from the UI_bc1 folder. Check the feature list above to determine which module includes which feature to be disabled. Please note that EUI DLC will break if its Art* or Core folder are removed.
Then, if you look at the feature list you'll find:
  • UnitPanel: shows remaining unit movement with decimals
  • UnitPanel: all available unit commands are shown in a single column (no more "show more actions")
  • UnitPanel: can edit unit name at any time with a right click
  • UnitPanel: unit ribbon 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

In other words, delete the UnitPanel folder and go on your merry way.


Now, if you want to preserve the other 3 changes listed, you'll need to muck around with the files. I haven't tested it, but I suspect you can simply remark out lines 1846-1849 of UnitPanel.lua by putting two hyphens before each line:
Code:
	[B][COLOR="Red"]--[/COLOR][/B]if not g_isHideCityList then
		[B][COLOR="Red"]--[/COLOR][/B]Controls.UnitStack:CalculateSize()
		[B][COLOR="Red"]--[/COLOR][/B]unitStackHeight = Controls.UnitStack:GetSizeY()
	[B][COLOR="Red"]--[/COLOR][/B]end
But if that doesn't work, you're on your own.


@bc1: Note you've got a typo on line 1846 (both UnitStack and CityStack are checking g_isHideCityList). Obviously, it makes no difference until you implement a method of setting the g_isHideUnitList value.
 
Might as well ask this here too while Nutty is having a ride with some quick edits to the LUA!

Ref; Lines #349-360...

Code:
	local numberOfButtonsPerRow = [SIZE="5"][COLOR="DarkRed"][B]4[/B][/COLOR][/SIZE]
	local buttonSize = 60
	local buttonPadding = 8
	local buttonOffsetX = 16
	local buttonOffsetY = 40
	local workerPanelSizeOffsetY = 104
	if OptionsManager.GetSmallUIAssets() then --and not UI.IsTouchScreenEnabled() then
		numberOfButtonsPerRow = [SIZE="5"][COLOR="DarkRed"][B]6[/B][/COLOR][/SIZE]
		buttonSize = 40
		buttonPadding = 6
		workerPanelSizeOffsetY = 86
	end

If i were to give *1* for these values, would that allow for a single column (stack) of Unit Actions instead of the new method that creates a "Variable Box"??
 
If i were to give *1* for these values, would that allow for a single column (stack) of Unit Actions instead of the new method that creates a "Variable Box"??

Offhand, my guess would be yes. You can always try it and see!
 
Just tried this and that simply didn't apply to the right process.
Only worker's actions are affected by it and into the "Build Improvements" container.

Took a closer look further down and found a few hints about some Primary & Secondary Stacks routines... which i have no clue whatsoever how to adapt or edit to get a single column of Action buttons.
Soooooo frustrating. :D
 
Hi Bc1

First of all let me say how much I enjoy using EUI - great mod!

Second, I have two suggestions of which I know at least the second have been asked before:
  • Graying out completed wonders in tech tree: CEP had a function which grayed out wonders in the tech tree that had already been completed. It made it easy to have an overview when planning Wonder Buildings.
  • Promotion Icon Flags: Once Again a freature from CEP (but based on an earlier mod). I know you've been asked about this one before and have said that you do not wish to provide info that the base game does not (I think). But IMHO this info should be there. For example you can already see if an enemy unit has the Drill promotion of you move the mouse over it - why not make it so that we can see the info easily without having to use these workarounds? Isn't that one of the purposes of making a better UI?

Just my two cents - hope you see my points ;)

\Skodkim
 
it's a misunderstanding: I only meant that it was easy to implement given the fact that... I just need the time to code and check for bugs (the last part is by far what takes the most time)

Cheers

Just wanted to say that it looks really nice. Thanks for putting this in.
 
I have a weird bug with 1.22a. Everything is fine with the previous version, 1.22.

Basically, the old elements of UI pop up. Production screen, research screen, maybe something else too, I only noticed those 2 instances.

There is also UI bug when I meet city states, they pop up 2 greet windows. Not sure if it's because of EUI, I don't know if you changed city state greet screen (when you first meet them), and that was in modded game.

I'll included screens from the standard game. They were done in unmodded game, with all DLCs. Take a note on the city production screen (there is also the new screen behind it), same for the research.

I deleted old UI_bc1 folder before installing 1.22a. I also cleared Cache and ModUserData.
 

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:) Lol im trying to find my dlc folder and i cant seem to find it i've tried copying the folder you gave for the dlc folder for what it might be and that doesn't come up when i've searched. anyone have any ideas on what i could do that would be greatly appreciated:confused:
 
Assuming you have the Steam install for Civ 5 search here:
\SteamApps\common\Sid Meier's Civilization V\Assets\DLC

All you need to find out yourself is where you installed Steam :).
 
Basically, the old elements of UI pop up....

Strangely, this really feels like symptoms of other Mods conflict(s). Even if you claim *not* having anything else active, i'd be very surprised that there's nothing else interfering with true Vanilla defaults.

Something i've been trying (for weeks now!!) to find out too (which also proves there's other stuff creeping in, btw);
-- Your city view Top-Left corner is customized to show values in small boxes (along side the Icons only) instead of the usual drop-down listing.
** Which mod does that?
 
-- Your city view Top-Left corner is customized to show values in small boxes (along side the Icons only) instead of the usual drop-down listing.
I believe that's the default display when small interface is enabled.
 
Uh? Well, i *DO* have the small-scale interface option ON. And my City-View screen is still using the full-blown drop-down style for that list. Weird - to say the least.
Lemme check some other related stuff...

PS; Sooooo. Nope - nothing specifically "wrong" with these default files (LUA & XML) from their hosting folders (Both for vanilla UI and Expansion2-DLC). Seems okay to me. I have a silly habit to fiddle a bit with some of these files directly from installed directories (ex;how i fixed the Civilopedia overlapping at the bottom "flaw") though. But no changes were done for any City-View stuff.
 
Something i've been trying (for weeks now!!) to find out too (which also proves there's other stuff creeping in, btw);
-- Your city view Top-Left corner is customized to show values in small boxes (along side the Icons only) instead of the usual drop-down listing.
** Which mod does that?

Dunno, isn't it just a an old production screen menu?

Look at 2nd screen. Seems like vanilla game.
http://www.ericsbinaryworld.com/2010/09/21/civilization-v-first-thoughts-part-2/

My screen res is 1366x768
 
Now, i'm even more puzzled than i was!

1680x1050 here... i just tried altering my Interface options to much lower settings to see if that corner would reset its framework like yours and, no luck -- it remained exactly as is. Refer to the image in this post; http://forums.civfanatics.com/showpost.php?p=13352539&postcount=871

I kinda like it better when somehow compressed that way... not only that, EUI could use such a method as a feature since the available screen area could grow even further to help with its "larger" production stack listing.

Back to square one, still dunno what causes that to happen.

PS; You might also be right about game version(s). Vanilla, G&K, BNW, multiple DLC -- it's easy to get mixed up about actual facts that produces various UI parameters.
 
I created imgur album. Screens with descriptions, they were done using 1.22a

I deleted old folder before installing EUI, I verified my game in steam, I deleted cfg files, deleted cache and moduserdata before that.

http://imgur.com/a/Xk74B

I then ran tests with 1.22, same settings, everything was fine, and then played with my usual mods selection, everything was fine too.

I only have problems with 1.22a.

edit: my dlcs. http://imgur.com/mOTZMv1 Everything is activated in steam. I use English version.
 
I see in your Interface options that "Automatically Size.." is ON!
Now, here's a somehow good hint on creepy stuff.

When the "Auto-Size" if OFF and "Use Small Scale" is ON... the whole UI behaves quite differently is a number of ways. I'd suggest trying a brand ***NEW*** game with such options to see if that would fix the issue. If not, then i have no idea what else could interfere with normal (or expectable) gameplay UI conditions.
 
I just completely uninstalled CiV (also deleted leftover folders in documents and steam section). And then tested it with default settings, with the settings you proposed, still the same bugs. Seems like it's a some weird glitch that's only affects a very small portion of players or even only me, maybe something is wrong with my system.

Well, 1.22 is still works fine, i'll continue to use that version.

Come to think of it, I've also had the same bug some time ago, but after some updates it was gone, now it seems to be back in 1.22a.

Thanks for your patience.
 
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