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Enhanced User Interface v1.30m

Hey bc,

have you somehow changed something in the diplo logic? With the latest versions, I find more and more little things that "were not there before", such as when negotiating, proposed numbers of resources or money is not 5 anymore, and little things like that, or a Ghandi that wants more than one copy of my cotton (????)... no other mods, by the way. The moment I go back to my preferred version so far (I think it was 1.21), all those little things are back to normal...

any idea?
 
As much as I love Enhanced UI, I have one issue with it. The unit banner on the left side of the screen bugs me:sad:
Is there a way I can remove that banner? I know it's more convenient, but I just don't like the look of it.:confused:
 
i tried to download this and install the mod but i can't find the location as listed in the readme/instructions. i bought the game on steam for mac and I'm certain i saved it to the default place so i don't know why I'm having such a hard time finding it. spotlight doesn't show it either. any help would be appreciated thank you.

edit
im an idiot, watch the youtube video and itll help
 
I've found that when used in conjunction with Whoward69's base dll file "various components.dll" EUI shows all yield icons as food icons

it works fine with the vanilla bnw singleplayer and multiplayer, just playing with this specific .dll mod produces this inconvenience

newest game version pulled from steam (civ 5 complete)
newest EUI version pulled from the thread
newest .dll version pulled from the pick'n'mix website

i think the problem becomes clear when one takes a look at the attached screenshots
 

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Great job. I really love the mod except 1 thing - is there a way to get old buy tiles icons and a bottom buy tiles button ?
 
The mouse-over results for production does not show correctly for projects like World Fair and International Games.
Frequent without the mod. Often going in and out of the city screen and mousing over the production (both in and out of the city screen) will eventually force the display to refresh and "fix" the issue till next turn :rolleyes:
 
There is a bug in the latest version displaying resources. You notice it when you try to trade with a civ and the trade processes, but you dont have any extra gold. It fails to display tradeable resources for some civs on the notificationpanel and when you go to trade with that civ, some resources have +1 quantity then they should due to an extra call to g_deal:IsPossibleTradeItem(...).

Here is the fix with the diff:

Code:
@@ -1366,43 +1366,40 @@ local function UpdateCivListNow()
instance.Gold:SetText()
end
- --Display all lux even if 1 copy
- local minKeepLuxuries = 0
- -- Is reasonable trade possible ?
- if player:GetMajorCivApproach( g_activePlayerID ) >= MajorCivApproachTypes.MAJOR_CIV_APPROACH_GUARDED then
- -- Luxuries available from them
+ --Is reasonable trade possible ?
+ --if player:GetMajorCivApproach( g_activePlayerID ) >= MajorCivApproachTypes.MAJOR_CIV_APPROACH_GUARDED then
for resource in GameInfo.Resources() do
-	local resourceID = resource.ID
-	if Game.GetResourceUsageType( resourceID ) == ResourceUsageTypes.RESOURCEUSAGE_LUXURY
-	and (not bnw_mode or player:GetHappinessFromLuxury( resourceID ) > 0) -- it's a luxury that has'nt been banned
-	and player:GetNumResourceAvailable( resourceID, false ) > 1 -- single resources are too expensive
-	and g_deal:IsPossibleToTradeItem(playerID, g_activePlayerID, TradeableItems.TRADE_ITEM_RESOURCES, resourceID, 1) -- 1 here is 1 quantity of the Resource, which is the minimum possible
-	then
-	table.insert( theirTradeItems, resource.IconString )
-	    minKeepLuxuries = 0	-- if they have luxes to trade, we can trade even our last one
-	    end
-	end
-
-	if gold > 0 or goldRate > 0 or minKeepLuxuries == 0 then
-	-- Resources available from us
-	for resource in GameInfo.Resources() do
-	local resourceID = resource.ID
-	local usage = Game.GetResourceUsageType( resourceID )
-	if g_activePlayer:GetNumResourceAvailable( resourceID, true ) > minKeepLuxuries
-	and g_deal:IsPossibleToTradeItem( g_activePlayerID, playerID, TradeableItems.TRADE_ITEM_RESOURCES, resourceID, 1 )
-	then
-	if ( usage == ResourceUsageTypes.RESOURCEUSAGE_LUXURY
-	and (not bnw_mode or g_activePlayer:GetHappinessFromLuxury( resourceID ) > 0) ) -- it's a luxury that has'nt been banned
-	or ( usage == ResourceUsageTypes.RESOURCEUSAGE_STRATEGIC
-	and player:GetCurrentEra() < (GameInfoTypes[ resource.AIStopTradingEra ] or math.huge)
-	and player:GetNumResourceAvailable( resourceID, true ) <= player:GetNumCities() )
-	then
-	table.insert( ourTradeItems, resource.IconString )
-	end
-	end
-	end
-	end
- end
+      local resourceID = resource.ID;
+      local usage = Game.GetResourceUsageType( resourceID )
+
+      if player:GetNumResourceAvailable( resourceID, true ) > 1 and player:GetNumResourceAvailable( resourceID, false ) > 0 then
+        if usage == ResourceUsageTypes.RESOURCEUSAGE_LUXURY then
+          if (not bnw_mode or player:GetHappinessFromLuxury( resourceID ) > 0) then
+            if g_deal:IsPossibleToTradeItem(playerID, g_activePlayerID, TradeableItems.TRADE_ITEM_RESOURCES, resourceID, 1) then
+              table.insert( theirTradeItems, resource.IconString )
+            end
+           end
+         end
+      end
+      if g_activePlayer:GetNumResourceAvailable( resourceID, false ) > 0 then
+        if usage == ResourceUsageTypes.RESOURCEUSAGE_LUXURY
+        and player:GetNumResourceAvailable( resourceID, true ) <= 0
+        and (not bnw_mode or g_activePlayer:GetHappinessFromLuxury( resourceID ) > 0)
+        and g_deal:IsPossibleToTradeItem(g_activePlayerID, playerID, TradeableItems.TRADE_ITEM_RESOURCES, resourceID, 1)
+        then
+          table.insert( ourTradeItems, resource.IconString )
+        end
+        if usage == ResourceUsageTypes.RESOURCEUSAGE_STRATEGIC
+        and g_activePlayer:GetNumResourceAvailable( resourceID, false ) > 0
+        and player:GetCurrentEra() < (GameInfoTypes[resource.AIStopTradingEra] or math.huge)
+        and g_deal:IsPossibleToTradeItem(g_activePlayerID, playerID, TradeableItems.TRADE_ITEM_RESOURCES, resourceID, 1)
+         and player:GetNumResourceAvailable(resourceID, true) <= player:GetNumCities()
+         then
+           table.insert( ourTradeItems, resource.IconString )
+         end
+       end
+     end
+ --end
end
instance.TheirTradeItems:SetText( table.concat( theirTradeItems ) )
instance.OurTradeItems:SetText( table.concat( ourTradeItems ) )
 
Hi bc1,

still enjoying your work and still having countless ideas/requests to make it even more awesome. :D

After modding the Pantheons I noticed the game still shows the old canned descriptions. Any plans to implement (like you did with buildings and units) the reading and presenting of actual game values in other areas?

thanks for your hard work to improve our game enjoyment!



This is a very important issue...

This mod is awesome but the removal of the tile information is terrible...

please fix it...

have you tried changing the delay for mouse over popups in game options?
For me this still works and shows even possible future yield changes ..
 
Frequent without the mod. Often going in and out of the city screen and mousing over the production (both in and out of the city screen) will eventually force the display to refresh and "fix" the issue till next turn :rolleyes:

I can reliable 'fix' it by moving (outside the city) the mouse between the worldfair production icon and the city name (waiting for the popup) a few times.
 
have you tried changing the delay for mouse over popups in game options?
For me this still works and shows even possible future yield changes ..

:goodjob:Thank you very much... now this mod is really perfect.
for some reason i had the map info showing after 1 sec. but the tooltip info showing after 5 sec. (that's why i thought they never showed up)...:D
 
How do I disable the unit panel and have the base unit movement buttons on the left side like in base UI while retaining the ability to rename units? I highly dislike how the info is displayed now.
 
How do I disable the unit panel and have the base unit movement buttons on the left side like in base UI while retaining the ability to rename units? I highly dislike how the info is displayed now.

You can toggle what units are visible on it by the arrow button, and hide it all.

You can't actually disable the Unit Panel.
 
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