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Enhanced User Interface v1.30m

I am playing as Polynesia with Community Patch enabled.
When I mouse over a jungle tile, farm doesn't show up as a possible improvement. Also, the option 'chop jungle down' appears at arbitrary times when mousing over. In both cases I can actually perform the action just fine.

Also, a suggestion: show the maximum possible bonuses from adjacent farms in the farm mouseover tooltip.
if you're using the spinoff of EUI modified by CBP, I have nothing to do with it. Otherwise, I would need an lua.log (see OP)
Thanks for the new update (1.27d)! I like the new information about existing buildings in the city view :)
thanks for the feedback
In the city view, the yields for the palace don't fit and sort of overlap the next wonder. I can post a screen shot if this is useful. I guess there may be other buildings/wonders that could have this problem.
the problem is a bug with the game engine UI stack manager, but I already have a workaround fix for the next EUI update
Sometimes when I click the icon for barb camp in the city state ribbon nothing happens. Then, clicking a little to the right (on another icon) takes me to the relevant camp. In a few hours play this happened four times. Still trying to work out what triggers this but I suspect some sort of race or caching type issue. Anyone else seen this?
this can happen when the scrollbar needs to be displayed - then the civ icons are children of an invisble scroll panel, and a limitation of the game UI engine is that anything that sticks out cannot be clicked.
 
if you're using the spinoff of EUI modified by CBP, I have nothing to do with it. Otherwise, I would need an lua.log (see OP)
thanks for the feedback
the problem is a bug with the game engine UI stack manager, but I already have a workaround fix for the next EUI update
this can happen when the scrollbar needs to be displayed - then the civ icons are children of an invisble scroll panel, and a limitation of the game UI engine is that anything that sticks out cannot be clicked.

The 'spinoff code' he's talking about is identical yours, except where I've added in new DLL functions (all of which follow your template). If you need a copy of the code, I can link you to it.

I can also confirm the cityview issue with regards to yields spilling over into the row below - it happens on most buildings with specialists (especially those with two specialists).

G
 
The 'spinoff code' he's talking about is identical yours, except where I've added in new DLL functions (all of which follow your template). If you need a copy of the code, I can link you to it. G
anyone can make coding mistakes, not just me ;) and "official" EUI is a big enough project for little me, I am not willing to take on any more
Cheers
 
I am still unhappy with the current stability calculations. Take this for example:

Spoiler :
doc-stability.png


Context: I have had (to use) a Golden Age in 1500, haven't whipped anywhere except the 1 city (last turn) since then, had almost all cities grow substantially since then and....still I am unstable because people don't like me, and since they dont like me I get random events making them like me even less.

My domestic stability still suffers a whopping -4 from unhappiness even though basically all my cities are happy.

And my economy is 0 even though I am using several nice cottages and have my cities grow.

And in return I am classified as unstable.
The situation was pretty much the same in 1500AD only then I had mongolia as my neighbour and I was forced to start a Golden Age so I dont lose half my empire because China gets reborn while I am considered "unstable".

This is not only pretty annoying but seems really counterintuitive and I don't think that this situation is really intended.

TL;DR:
- foreign stability sucks because it's always negative
- economic stability sucks because it's usually 0
- domestic stability sucks when you run (or ran) slavery because that malus carries over far too long.
- being "unstable" because your modifiers are "-1" sucks.
 

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anyone can make coding mistakes, not just me ;) and "official" EUI is a big enough project for little me, I am not willing to take on any more
Cheers

It's up to you to determine your own workload, sure, but I wouldn't be dismissive of this just because it is an edited version of your code. Many other modders (including myself) bend over backwards to maintain compatibility with EUI, and it is difficult for end-users to distinguish between what is a bug in our mods versus a bug in EUI. Your word on what is or is not a bug from EUI allows users and modders to more readily distinguish between native-EUI quirks and compatibility quirks (a constant headache, at least for me).

On another note, any reason you shifted to a hard-coded model in the leaderhead and trade logic changes recently? It utterly broke compatibility with Civ 4 Diplomacy Features and a few other mods that rely on the old tradelogic/leaderhead screens. I'm just curious.

G
 
So it seems I need to word this more carefully...
All I wanted to say is that I do not design EUI to work with community patch (it's just a hobby of mine, nothing more). I prefer feedback in this thread to be about the "official" EUI version, since community patch has released a modified EUI version this may confuse users (obvious incompatibilities have most likely been adressed, but thorough analysis of what assumptions EUI makes about the game DLL need to be changed is no piece of cake).
Cheers
 
Is it possible to restore compatibility with C4DF again?
Not being able to play with this mod while using EUI would be a shame.. :/
 
Hello bc1,

Would it be possible for you to create another lua file like the one you created in your post below but this time attach the IGE button to the top right side bar instead of the top left side bar?

Thanks for any help you may provide.

The attached modified "IGE_Window.lua" script automatically positions IGE's main menu button so it does not overlap with other stuff. Although intended to work with EUI, it is also designed to work fine without EUI.
Simply replace IGE's "IGE_Window.lua" file with the modified one.
Cheers
 
Hello bc1,

Would it be possible for you to create another lua file like the one you created in your post below but this time attach the IGE button to the top right side bar instead of the top left side bar?

Thanks for any help you may provide.

This is absolutely unnecessary. For as long as I've played Civ 5, IGE has had instructions on how to move the button yourself. It's literally changing 2 numbers in a file you can open up with Notepad. That way, you can put it wherever you feel like.
 
This is absolutely unnecessary. For as long as I've played Civ 5, IGE has had instructions on how to move the button yourself. It's literally changing 2 numbers in a file you can open up with Notepad. That way, you can put it wherever you feel like.

Since you're that dismissive I suppose you wouldn't mind completing such a simple task yourself or posting the so called instructions somewhere for me to view, as I don't seem to be able to find them. Cheers.
 
Hey Dushku. Just wondering if your going to release your CityView plot addon for the new version of EUI because that was a handy feature to have. Also thanks for your videos on YouTube. You have a good series going on there.
 
After installing 1.27d the city screen looks like this :cry:

If you are using a MPMPM-modspack, you need a version that was compiled while using the new version of EUI, otherwise it will use the old CityView.lua and the City View won't work.
 
Guess all I had to do was change "TopPanelInfoStack" to "TopPanelDiploStack". What took me 5 hours could have taken you 10 seconds, but I guess I'm not even worthy of a reply. Thank you for your time gentlemen.
 
I have the game version 1.0.3.279 with all Expansions and DLC on the PC

When viewing the city my production and gold markers on the map look like food. I believe it's a conflict between DLL - Various Mod Components (CSD and C4D) and EUI, removing either solves the problem. I have posted this exact post on the other mods bug report page. Hopefully between the three of us we can figure this out. I've attached a picture of what's going on with my lua.log.
 

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I have the game version 1.0.3.279 with all Expansions and DLC on the PC

When viewing the city my production and gold markers on the map look like food. I believe it's a conflict between DLL - Various Mod Components (CSD and C4D) and EUI, removing either solves the problem. I have posted this exact post on the other mods bug report page. Hopefully between the three of us we can figure this out. I've attached a picture of what's going on with my lua.log.

Delete the YieldIconManager files from the DLL- VMC. Should be two, but not sure where in the mod.

G
 
Made an account just to tell you how amazing this, recently got back into Civ. Wish I saw this sooner!!! Just one thing, how do I display all current players and their scores? Noticed is under layers your interface.
 
Thanks Gazebo! I love both your mods man, haven't been able to get Communitas to work well with EUI but I usually run two separate games with either mod anyway. Helps to appreciate the differences that way haha.
 
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