see post #1574Some of the Pick'N'Mix-mods that add new buttons to the UI just get this generic icon.
What would I have to do to add a custom .dds icon for each button instead?
Thank you!
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modify "CityView.lua"Is there a way to turn off the setting in cityview that shows how much gold you need? I just don't want to delete the entire cityview folder since I love all of the other improvements
Also, is there something I can do about the loading screen leader bug (other than get a larger monitor)
remove "GameSetup" folderIs there a way to turn off the full screen dawn of man when you start a new game? Almost every time I play it's messed up for me with either low texture leader portraits or text where it shouldn't be. Thanks.
lua.log ?bc1,
Did you change how EUI refreshes its cached data after loading mods? The Civilopedia, tech tree, and tooltips are not matching up with the database in games with modded data (such as prereq. techs).
Update: the greatpeople icon caching is the culprit. I removed it all from the code and units in the tech tree/civilopedia now function appropriately.
G
lua.log ?
[ Lua State = YieldIconManager ]
> GameInfo.Yields[1].ImageTexture
YieldAtlas.dds
> for row in DB.Query("SELECT ImageTexture FROM Yields WHERE ID=1") do print(row.ImageTexture) end
YieldIconManager: YieldAtlas.dds
[ Lua State = YieldIconManager ]
> GameInfo.Yields[1].ImageTexture
YieldIconManager: _cmdr = {GameInfo.Yields[1].ImageTexture}:1: [COLOR="Red"]Cannot find key - ImageTexture
[/COLOR]> for row in DB.Query("SELECT ImageTexture FROM Yields WHERE ID=1") do print(row.ImageTexture) end
YieldIconManager: YieldAtlas.dds
that's to be expected: after reviewing the great people index LUA code for bugs, I found none but added a tiny edit to protect v1.27f from buggy XML
v1.27f does nothing about compatibility with CBP, which as stated many times before is not supported by "official" EUI
the symptoms reported are diffcult to understand: amongst other things EUI does not change civilopedia
just as strange as the food icon bug when using EUI + Whoward's DLL (which is currently worked around, not fixed)
it seems as if game database access breaks down, like if there was some kind of memory overflow, and I am not willing to waste my time investigating this
The game caches GameInfo.XXX data when GameInfo.XXX is first used, but does NOT update it if a mod is loaded afterwards. So I simply changed the GameInfo statement EUI makes before loading mods to a DB.Query.I don't think it's anything we can control, as it appears to be a weirdness in the way the GameInfo database cache is cleared/reloaded
Thanks for your detailed reportHey there, I love the interface Just one bug to report (not sure if it's just me).
Game version: 1.0.3.279
Game expansion/DLC: Both (GK,BNW)
PC/MAC: PC (Windows 10)
Description:
Every time a worker has finished working a tile, it shows the icon in the interface (i.e. Farm, mine, plantation). For example, if there's a hill that I can build a mine on, I'd put my worker on it to do the job. After he's done doing building it, it would show the mine icon in the bottom left. I can mouse over it and it would display the value (+1 whatever), just like how it is before you build you start building the structure. Not only does it show up again, it has a green opaque background to it.
Sorry if this doesn't sound clear to you. Picture explains it better.
Happens no matter how I'm playing the game. With or without mods. Tried messing with options. Verified game cache through Steam. Reinstalled your interface. Tried the beta. Nothing works.
Provided you with the screenshot, civ 5 save (simply started a new game, made a worker, and had him build a farm, and saved the game after it was done being built), and of course the Lua.log. Hoping for your guidance!![]()
the button is disabled and not clickableWhat happens if you click this icon?
What exactly should I delete in it? I know next to nothing about code
Hi!
Is it possible that with latest version of EUI (v1.27g) isn't possible liberation of city which was captured by some other player? It was possible with version middle of November, I did it. But now there is no option when capturing the city...
Regards,
Sorxus
Hi!
Is it possible that with latest version of EUI (v1.27g) isn't possible liberation of city which was captured by some other player? It was possible with version middle of November, I did it. But now there is no option when capturing the city...
Regards,
Sorxus
I loaded your 1st save and could annex Unlundi either via the city screen prompt or by clicking the city banner puppet iconIn the attached save file, Ulundi is puppeted and can't be annexed. Nothing happens when I puch the annex-button in the city screen
with either save I could delete units in or outside home bordersI can't delete units outside my borders
there can be a mod conflictCan there be a problem with my installation of the mod?
the latest version has the most bugs fixedIs there maybe an older version more reliable for me?![]()
the liberate popup is not modified by EUI
You could try deleting line 2530 "Network.SendUpdateCityCitizens( cityID )" from CityView.lua, it might cause some strange behavior in the game's spaghetti code
Cheers