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Enhanced User Interface v1.30m

1.25d includes a few minor bug fixes

Cheers
Hey guys,
I have an error with the NotificationPanel.lua which is shown in the lua.log file:
Code:
[1632.453] Runtime Error: Assets\DLC\UI_bc1\NotificationPanel\NotificationPanel.lua:1037: attempt to call method 'GetScoreFromReligion' (a nil value)
[1633.375] Runtime Error: Assets\DLC\UI_bc1\NotificationPanel\NotificationPanel.lua:1037: attempt to call method 'GetScoreFromReligion' (a nil value)
fixed in 1.25d
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:
you are suggesting a functional change which I won't make - design is that trade hint is provided only for advantageous trades (for details use mouse over)
however there was another small bug which is fixed in 1.25d
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?
sorry, no plans
Hi bc1, is there any chance you'd feel like adding compatibility with Health & Plague?
sorry, no
 
Hi Bc1

I noticed in the city view that I don't see any tile yield icons further than three tiles from the city center. This clashes with Whowards "City Working Distance" mod which allows a city which had built the Hanging Gardens to work on extra ring of tiles. Any chance this could be changed?

\Skodkim
 
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.

This is a huge oversight in this mod. It looks ugly, I do not care for it since it doesn't provide me with any knowledge I need to see at all times. Now I would have to manually in each and every game disable ALL the units not to show up and still the unit action center is not on the side and shows everything, making the game look even more cluttered. Is there a way to revert to the latest version without unit panel?
 
This is a huge oversight in this mod. It looks ugly, I do not care for it since it doesn't provide me with any knowledge I need to see at all times. Now I would have to manually in each and every game disable ALL the units not to show up and still the unit action center is not on the side and shows everything, making the game look even more cluttered. Is there a way to revert to the latest version without unit panel?

Let me get this straight. What are you trying to to disable? the Unit Ribbons (list of all units in your empire) or the Unit Panel (which shows the unit you have selected, their remaining moves, combat strength etc?)
 
Was there ever a workaround found for people who could not click on the diplomacy tab?

Bump? I find I am unable to pull up the diplomacy tab or check on who is warring who, who'se allied or who I'm trading resources to. No diplomacy at all.
 
Bump? I find I am unable to pull up the diplomacy tab or check on who is warring who, who'se allied or who I'm trading resources to. No diplomacy at all.

There should be a button for Diplomatic Overview, otherwise, just hover over the civilization ribbons, usually tells you that info.
 
Bump? I find I am unable to pull up the diplomacy tab or check on who is warring who, who'se allied or who I'm trading resources to. No diplomacy at all.

On the top right string of icons, the second from the left (the world-shaped one that tells you how many turns are left until a World Council vote), brings up the Diplo Screen.
 
What I meant, was that clicking the diplo icon button doesn't pop up the diplo screen for me.
 
1.25d includes a few minor bug fixes
you are suggesting a functional change which I won't make - design is that trade hint is provided only for advantageous trades (for details use mouse over)
however there was another small bug which is fixed in 1.25d

Um no. Dling the new ver now to check but your 1.25c change to the notificationpanel.lua tradable item display logic broke the old behavior. It would occasionally show items that you already traded to that civ as still tradeable to them.

Ex: You have 3 pearls, it shows Ghandi wants a pearl. You give him 1 pearl.
You have 2 pearls. Your next turn starts, it shows Ghandi wants pearl, he already has a pearl trade from you.
 
I have been using this DLC for a while now, but there is a problem that I only experience with the DLC pertaining to your Pantheon acquisition before you settle your city.

I know it is a standard practice to found your city in the first two turns, but if I find a religious CS immediately, and select my Pantheon before the Capital it results in a game lock crash which requires rebooting BNW.

I have not seen other complaints,...But I would assume most don't experience this problem because they are founding before the Pantheon.

Can you check this out?,...I would appreciate it,...I have had some incredible starts thrown away for something that is probably a easy fix. Thank You!
 
Hi,

Very nice job!! :goodjob:

I want to know if i can put this section of interface more like the original version

Capture d’écran 2015-02-19 à 20.01.55.png

Because I see other player on internet (quill18) who have your interface and have this section like the original.

Capture d’écran 2015-02-19 à 20.16.28.png

Thank you.:)
 
I have been using this DLC for a while now, but there is a problem that I only experience with the DLC pertaining to your Pantheon acquisition before you settle your city.

I know it is a standard practice to found your city in the first two turns, but if I find a religious CS immediately, and select my Pantheon before the Capital it results in a game lock crash which requires rebooting BNW.

Maybe hes using the debug consoles full map reveal.

No, I am not...I'm not sure why that would effect it anyway...??
If you one plays on Quick a single City State is enough to provide for the first pantheon.

Yeah, I am playing this months Gauntlet Minor (Quick), and it is easy to do,...especially since Monty's Jaguar ignores Forests/Jungle.

It was occurring with the last version, and I now updated to most recent,...Still problems :sad:

Could one of you guys attempt a trial on Quick, and see if it happens to you,....it shouldn't take more than a few rerolls if your not actually playing a "Real" game and settling your city.

Could it be something else,...?? I don't play with any MODS, just this DLC,....Maybe I should Delete Civ V, reload and start from scratch,...??
 
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
Any idea what might cause this? It's not a game breaker but can be quite distracting and whwoard dll is now required by several great mods.
 
Any idea what might cause this? It's not a game breaker but can be quite distracting and whwoard dll is now required by several great mods.

Delete the YieldIconManager files in Core Files\PNM Mods DB\InGame

That's for the CP; I'm not sure of the exact location in Whoward's DLL anymore.
 
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