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Enhanced User Interface v1.30m

Hi,Thanks Dushku for developing these corrections. I just have one problem: the game crashes when I start it. I am on a Mac and installed it through Steam. As I was using Infoaddict I unsubscribe in the Steam workshop to stop using it and then copied your unzipped folder in my DLC folder and the game keeps crashing on the loading screen. Did I do something wrong ?
Thanks in advance :)
 
the game keeps crashing on the loading screen. Did I do something wrong ?

Did you start a new game or are you loading a new one? You won't be able to make the transition until you're ready to start a new game. Also, are you using any other mods besides my release and EUI 1.27? Finally, I'm not a Mac user, but this post provides special instructions on how to install premade modpacks (which my release technically is) on a Mac. Hope that helps and please let me know how it goes so I can use the info to help others.
 
Thanks for your answer. The game crash while loading just after the cinematics (before I even have access to the main menu). I have IDE activated, I'll uninstall it and try again.
Just one question to be sure: I copy the unzipped folder named FIXED_INFOADDICT... directly into the DLC folder. Do we agree it's what should be done ?
 
I think so. Here's the relevant part of the link I posted:
MAC:
You will probably have to use command+shift+period to reveal hidden files.
1. Navigate to Macintosh HD/Users/{Username}/Libraries/Application Support/Steam/SteamApps/common/Sid Meier's Civilization V
2. Right_click -> Civlization V -> Show Package Contents
3. Place dlc folder in Contents/Home/Assets/DLC
 
Hello, I'm looking for advice as someone who plays the community balance patch with EUI but also multiplayer regular CIV. Is there a convenient way to swap between the two?
 
Hello everyone. Was wondering if any1 could help me on this. I have Enhanced User Interfaced installed but it is retrieving me blue dots "player is currently in game" instead of green dots for every player at the multiplayer lobby. This keeps happening. What can I do?
 
Hi - After installing, one cannot cancel out of the peace negotiation "dialog box" - cancel does nothing. This is with the latest beta (d).

Beautiful/wonderful mod. Thank you.
-z
 
@bc1: Could you make the following tweak standard? It's relatively popular, is small, and I think it fits the project well.

Dushku, make a version of your blocked worker coloring thing and infoaddict for the comunity patch version of EUI. Infoaddict doesn't show up with CBP.

If you check the comments section here, I recently tried to make my tweak for EUI work with CBP. I don't use CBP, so I have no way of testing it. He said it didn't work for him, but you can try it.

Or you can try and implement my tweak yourself (it's pretty easy). BACKUP ALL FILES BEFORE YOU CHANGE THEM! First, edit Core\highlights.xml to add the following lines where similar lines are
Code:
<style name="UnlockedFill" type="FilledHex" width ="1" color="255,0,255,75" />
<style name="UnlockedOutline" type="SplineBorder" width ="7" texture="hex_contour1.dds" color="255,0,255,164" />
In CityBanners/CityBannerManager.lua, search for "Events.Clear" and add these lines
Code:
Events.ClearHexHighlightStyle( "UnlockedFill" )
Events.ClearHexHighlightStyle( "UnlockedOutline" )
and change this first following code block with the second
Spoiler :
Code:
if plot then
						local hexPos = ToHexFromGrid{ x=plot:GetX(), y=plot:GetY() }
						if city:IsWorkingPlot( plot ) then
							Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill" )
							Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline" )
						end
Code:
if plot then
						local hexPos = ToHexFromGrid{ x=plot:GetX(), y=plot:GetY() }
						if city:IsWorkingPlot( plot ) then
                        if city:IsPuppet() or city:IsRazing() or plot:IsCity() or city:IsForcedWorkingPlot( plot ) then
							Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill" )
							Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline" )
                        else
                            Events.SerialEventHexHighlight( hexPos , true, nil, "UnlockedFill") 
                            Events.SerialEventHexHighlight( hexPos , true, nil, "UnlockedOutline")
	end
						end
Finally, in CityView/CityView.lua, again search for "Events.Clear and add these lines
Code:
Events.ClearHexHighlightStyle( "UnlockedFill" )
Events.ClearHexHighlightStyle( "UnlockedOutline" )
Then replace this first code block with the second
Spoiler :
Code:
if notInStrategicView then
						Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill" )
						Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline" )
					end
Code:
if notInStrategicView then
                        if city:IsPuppet() or city:IsRazing() or plot:IsCity() or city:IsForcedWorkingPlot( plot ) then
						Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill" )
						Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline" )
                        else
                            Events.SerialEventHexHighlight( hexPos , true, nil, "UnlockedFill") 
                            Events.SerialEventHexHighlight( hexPos , true, nil, "UnlockedOutline")
	end
					end
As for InfoAddict, all you have to do is edit its .modinfo file and change "InGameUIAddin" to "DiplomacyUIAddin" to make it no longer crash and work with EUI.
 
Maybe it's a fault in my play, but I usually have a mix of locked and unlocked tiles in my cities. I can then use the governor to switch between food and production without them removing the citizen from my academy or 6-food-wheat.

I think this change would make things pretty ugly/confusing...
 
I wouldn't say "fault in your play" because you can enjoy the game however you see fit :) However, I don't think ugly and confusing are interchangeable. Distinguishing the distinct is objectively less confusing while ugly is a subjective description. He could always make it an option, though I'm not sure how many other people would object.

No worries either way. I will continue to inject and release parallel until such a time as I'm asked not to.
 
Well at least I could now easily change it back to green by making both locked and unlocked the same colour values :)

Or maybe a different shade of green!

Anyway thanks for posting the code. As a side project I'm enjoying tweaking EUI myself and this might point me in the right direction for a change I'm considering: highlighting unimproved tiles.
 
Well at least I could now easily change it back to green by making both locked and unlocked the same colour values :)

lol, that's a good point! I suppose if that feature became standard, I'd then be tasked with releasing a tweak to restore its old functionality :lol:

Let me know how you fare with the improved tiles coloration. I hadn't considered it before. I'm still mulling over if I'd find that to be worthwhile or not. Though I must say I was surprised to hear this since you mentioned confusion in your last post. Full disclosure: I play with tile yields visible, so (un)improved status is usually obvious to me. That said, if you pull it off, I hope you'll publish the code/methodology.
 
I know it's a known quirk/feature that, when clicking on CHOOSE PRODUCTION and selecting a unit/building/wonder, you get exited out of the city screen. But I have a similar issue with the Tech Tree. When I select a new tech to research I get booted out of the Tech Tree screen. This is especially annoying when I'm trying to queue up multiple techs at a time. Each time I shift-click on the next tech, I get booted back to the main screen and have to go back in to shift-click the next one.

Is anybody else running into this problem, or is it some kind of mod conflict unique to my mod combination?

I'm playing with:

Events & Decisions
Modular City Info Stack
Cultural Diversity
Dynamic Culture Overview
Naval Healing
India Split
Polynesia Split
random mod civ of the game (currently MC's The Buccaneers)
 
I know it's a known quirk/feature that, when clicking on CHOOSE PRODUCTION and selecting a unit/building/wonder, you get exited out of the city screen. But I have a similar issue with the Tech Tree. When I select a new tech to research I get booted out of the Tech Tree screen.

I think it's meant to work like that, but can be disabled with the Interface Option - Close Tech Tree City Screen.
 
I think it's meant to work like that, but can be disabled with the Interface Option - Close Tech Tree City Screen.

Oh, you're a life saver (was that too melodramatic?)! I can't wait to get home and try this out.
 
Let me know how you fare with the improved tiles coloration. I hadn't considered it before. I'm still mulling over if I'd find that to be worthwhile or not. Though I must say I was surprised to hear this since you mentioned confusion in your last post. Full disclosure: I play with tile yields visible, so (un)improved status is usually obvious to me. That said, if you pull it off, I hope you'll publish the code/methodology.

My original post was not very well thought out. Rather than mention 'confusion' I should have said that I believe that a mix of two different colours which both mean the tile is being worked would, for me, be less easy to quickly interpret than when they are all green. I did not have any confusion regarding the implementation of the change.

Regarding unimproved tiles, I noticed I always seem to find one or two that I should have improved eras ago. Maybe the worker got interrupted by something more pressing (in which case there may be a partial improvement visible making it harder to spot) or I planned on doing it after finishing some other job, then assumed I already did it. :sad: Also, I prefer to play without yields as I think it looks prettier that way - each to his own.

I'm still considering under what circumstances I would like to highlight unimproved tiles and how to highlight them. For the latter, I think I will investigate using a different border for the tile. For the former, my current definition is any resource tile within my borders and any worked tile. In this context, road and railways are not considered improvements. This definition would exclude non-worked tiles that I would or might work if they were improved, so it's not perfect.

Charges I have already made that seem to work include notification of culture border expansions in the fourth and fifth rings when the tile includes a resource and removal of notification of ocean tile acquisition. In the trade part of the major ribbon, it always shows all resources that could be sold rather than a plus when there are more than five, and highlights those where I have multiple copies or a copy and an import. I also always (not at war of course) display both gold (in red if no DoF) and gpt, not only when a trade is possible.

I would be happy to share any of that, but I don't want to do anything that would be against the wishes of the original author (to whom I am extremely grateful). He has the right to decide how things should work in his mod (This is certainly not intended as a dig at you - your change is a further enhancement, building on existing work, but I am changing things he already decided upon). I would say my changes are more a case of personal preference which just happens to be different to the author's.
 
Is anybody else running into this problem

This was a feature added in 1.27 and the option to turn it off was a feature of 1.27b. I like the feature myself and if I want to choose production without the city view closing, I enter by way of clicking on the city, not the prompt to choose production. Similarly, you can click on science instead of the choose tech prompt to not close it right away. Or you can just toggle the option.

Charges I have already made that seem to work include notification of culture border expansions in the fourth and fifth rings when the tile includes a resource

I was under the impression that this simply wasn't possible. I went to try and do this myself also, but notation in the code made me think I'd be wasting my time. So while I can't speak for others, I think even the author would like to have this info. If not, I certainly would.
 
*** WARNING *** This code breaks G&K and probably Vanilla too. Not sure why at present, but maybe that's why it was thought impossible

This is how my code looks at the moment:

Spoiler :

local function OnCityTileNotification( hexX, hexY, playerID, isUnknown )

if playerID == g_activePlayerID then
-- print( "AFW Border growth at coordinates: ", hexX, hexY, "playerID:", playerID, "WTH?:", isUnknown )
local x, y = ToGridFromHex( hexX, hexY )
local plot = x and y and Map.GetPlot( x, y )

local plotOwner = Players[playerID]
local workingCity = plot and plot:GetWorkingCity()
-- local city = plot and plot:GetWorkingCity() -- doesnt work correctly for plots outside city working radius, but don't care about those anyway
local city = plot and plot.GetCityPurchaseID and plotOwner and plotOwner:GetCityByID( plot:GetCityPurchaseID() )
-- print( "AFW CityTileNotification:", city and city:GetName(), workingCity and workingCity:GetName(), plot and plot:GetResourceType( g_activeTeamID), plot and plot:GetPlotType() == PlotTypes.PLOT_OCEAN )

if city
and Game.GetGameTurn() > city:GetGameTurnAcquired() -- inhibit upon city creation or capture
and ( (workingCity and plot:GetPlotType() ~= PlotTypes.PLOT_OCEAN )or plot:GetResourceType( g_activeTeamID ) >= 0 )
-- and ( not city:IsPuppet() or not city:IsResistance() or plot:GetResourceType( g_activeTeamID ) >= 0 ) -- who cares ? nothing to be done
-- and city:GetJONSCulturePerTurn() > city:GetJONSCultureStored() -- only for natural growth, inhibit for plot purchase
-- and not Players[playerID]:IsTurnActive() -- inhibit for plot purchases / but doesn't work
then
Players[playerID]:AddNotification( NotificationTypes.NOTIFICATION_CITY_TILE,
L( "TXT_KEY_NOTIFICATION_CITY_CULTURE_ACQUIRED_NEW_PLOT", city:GetName() ),
L( "TXT_KEY_NOTIFICATION_SUMMARY_CITY_CULTURE_ACQUIRED_NEW_PLOT", city:GetName() ),
x, y, plot:GetPlotIndex() ) --iGameDataIndex, int iExtraGameData
--print( "CityTileNotification sent:", NotificationTypes.NOTIFICATION_CITY_TILE, sTip, sTitle, x, y )
end
end
end


Hmmm, looked better in notepad++ with proper indentation...

In addition to notification of resource tiles in the outer rings, this also has the possibly dubious non-notification of ocean tiles and removes the checks related to puppet/resistance status where the logic looks wrong to me - in any case I didn't want that interfering with testing my other changes.

And oh yes, the notification is always the city whose border grew, rather than sometimes a city that could work the tile.
 
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