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Enhanced User Interface v1.30m

Found a small bug with v1.26 beta 2. When you select a Great Prophet, next to the picture it says "TXT_KEY_UPANEL_SPREAD_RELIGION_USES 4"

Edit: same text shows for missionaries.
 
Finally found some time to implement the city ribbon and tidy up the unit ribbon
Either / both can be hidden with corresponding option panel check boxes

Thanks for comments / bug reports before official version end of this week (26/4/2005)

Cheers

thanks, should now be fixed

are these prints reasons to worry about? They show up in the firetuner in the first turn and every now and then... I did not figure out what is causing it..
UnitPanel: Failed attempt to remove item 8192
UnitPanel: Failed attempt to remove item 164

edit:
I had several mods active. Without a mod it seems I get no message like this...
Do you know what can cause those prints and if it is game breaking?

edit2:
Testing without mods:
If you have a worker selected, on the buildable improvments mine, farm and trading posts have a green number on it representing how many turns to build.
But this number is not shown for all improvements, eg. fort and plantation. --> But the turn after you started the improvment, you can see the number.

edit3:
ah by the way: In multiplayer, if you hover with the mouse over your city name, you have to click again on "next turn" if not everyone fninished before. This is a bit annoying because you just hover over your city by accident and think you already clicked "next turn" until you get angry comments like "finish you turn!".

edit4:
You added the option to show/hide the unitlist and citylist, that's good. Could you also add a button to hide the other players showing on the right? On small screens it is a probelm with event pop ups and this list of players. So sometimes it would be good to be able to deactivate this player list.
 
it's just some debug code
I guess it is caused from the "speedy settler". It's a new unit with settler class.
But I found no issue, the unitlist and everything works well.

a save game would be useful to debug this
I don't think this would the best way ;) Just start a new game with starting age industrial or simular. Then you have 2 workers from the beginning and are able to build most of the improvements. It's not that important to fix this.

made some changes in beta 5, could you please verify in MP (I don't have the time)
Seems to work, thanks! :) :)
maybe someday (it's a different and much older code file)
okay ;)

Are you able to provide a quick solution to incomatibility to "Civ IV Diplomatic Features" ? I already modified some EUI files and added the content of CDF, you can see here which files:
http://forums.civfanatics.com/showthread.php?p=13773999#post13773999
 
I don't think this would the best way ;) Just start a new game with starting age industrial or simular. Then you have 2 workers from the beginning and are able to build most of the improvements. It's not that important to fix this.
the reason I ask is that this seems fine when I play
Seems to work, thanks! :) :)
please play with it a bit more to make sure there are no unintended side effects

Cheers
 
When I hover my mouse to faith on the left corner of the screen, the overlay text is from some scenario. This has been the case for all of 1.26 betas.
 
Hey, firstly thanks for the amazing mod, such an important part of the game for me.

I am wondering if it would be possible to have a notification that a city might be starving after a settler has been built, since sometimes I set to full production and accidentally starve the city. On singleplayer I can just reload, but in multiplayer it can be hugely detrimental to lose a population so early on!
 
the reason I ask is that this seems fine when I play
Hmm.. anyway, it's not important ;)
please play with it a bit more to make sure there are no unintended side effects
Cheers
I will ;) But unfortunately I play mutliplayer with mulitplayer modpack.
So for example I noticed also today the bug heroer descriped.. but I thought some of my mods was the reson .. good to know they are not...

Another thing I noticed today during multiplayer:
It happens ~ every 20 turns, that the game is not synchron anymore. I never experienced this before so I don't know how a typtical desync looks like, but all players suddenly were not able to move a single unit or do anything. We saved and loaded the game and everything was fine again for around 20 turns.
I'm not able to say if this is an issue of my modpack or your EUI =/
 
When playing multiplayer, the score list could show opponents score even when you havent discovered their civ yet. The "normal" score list shows their score, but your scorelist only shows it when you have found their borders. Since you already know their civs by just looking at victory conditions screen, revealing their score before finding their borders would not be "unfair".
 
When playing multiplayer, the score list could show opponents score even when you havent discovered their civ yet. The "normal" score list shows their score, but your scorelist only shows it when you have found their borders. Since you already know their civs by just looking at victory conditions screen, revealing their score before finding their borders would not be "unfair".
Doesn't the victory conditions screen show a question mark instead of the civ icon when an unmet human player has chosen a random civ ?

Cheers
 
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