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Enhanced User Interface v1.30m

Apologies if it's been raised before, but I think I would find it useful if the information from the military advisor on each civ was available in the ribbon, either as an icon or included in the tooltip. I'm referring to this sort of thing: "I'm not sure they have any army at all", "I think I just saw their only unit", "They're about as strong as us", "They are stronger than us", "They could wipe us off the planet":eek:

Just a suggestion, not that I suppose you are short of those :mischief:
 
Dark blue = available tile currently assigned to another one of your cities

It took me a while to realize that there are different icons in the dark blue tiles depending on if the other city is working the tile or not.

Is there anywhere that explains that sort of level of detail?
 
Bug Report.
What game version do you have? Most recent (Whatever Steam has as the most recent)
What expansions and DLC do you have? All of them
Do you play on PC or Mac? PC
Describe the problem
When hovering over icons in the tech screen it does not tell me exactly what a building that is unlocked by the tech is or does. Provides an error message. Screenshots Linked:
http://images.akamai.steamuserconte...014/6F60C57804269CB99C752E89F697C3CFF7D4C6D9/
http://images.akamai.steamuserconte...473/0F696CAD6411FA45CF77A44AA0FE655DE96F0710/
http://images.akamai.steamuserconte...268/7DD1CE39E20026E837CC2CF231976C79D97F1471/
All appear to give the same error.
LUA Log attached

Any Response appreciated, love the mod, just a small thing thats been irking me.

Hello, downloading the beta version fixed the tooltips for me:
http://forums.civfanatics.com/downloads.php?do=file&id=24303
The file is named eui_v1_27i_beta.zip, but if you check the Readme.txt, it says "Enhanced User Interface DLC Version 1.27h (January 4th 2016)", so i guess it is just the previous version.
 
@Zyxpsilon: it's not what it might seem, the circle is not for each icon, it's to be used to create a background "Grid" image for each entire stack. The round shape is to make rounded corners.i

Ahhhh - ookay, now i get it.
In which case, that special texture DDS would need to be re-scaled relatively to the current stack(s) conditions as need dictates. You'd then continually have two specific (but variable) areas to deal with. Rounded corners smoothing included. How wide still remains to be determined though -- oval or elliptic shapes?

EDIT...
Google search revealed plenty of "Rounded square" images. But, this sample is good enough to expose what i mean by variations when any kind of re-scaling function needs to be applied before creating a runtime pseudo-grid where the intended conditions are visually met;


shapes-f15.png



ONE Civ Icon would then be "attached" to the top-right corner or simply "centered" vertically/horizontally (filling about 50% --or less-- of the available area) while a stack (if there is more than one Major or Minor to process) should expand the middle-height areas by a balanced pixels range. This theory still doesn't include any width calibration choices.
 
Does the extended UI mod mess with the save files at all? I ask because I play mainly with coworkers through multiplayer robot (basically a hot seat game with save files passed around), and I was hoping to be able to use this without affecting other players who do not have the mod.

It does not. In fact, even real-time multiplayer games can be played with some but not all players using EUI, so GMR shouldn't cause problems at all.
 
I did change that line for GR, and it is a partial solution: the annoyance of the button over the minimap disappears, but IA or GR are not accessible from main screen anymore.
... so you might want to try the updated replacement Info Addict compatibility file for EUI instead (you need to revert Info Addict to an InGameUIAddin)
It would be awesome if it was easier to choose what changes you want or not.
The readme sais you can just delete folders, but no idea what does what, and it screws up my game completely (black screens, unable to click units etc). So it seems all or nothing. Which unfortunately means nothing because i dont want 100s of pointless changes to get used to only to get a few that are truly improvements. :sad:
so so sorry EUI does not seem to be for you... don't worry you're not missing out on much :lol:
 
With 1.27j, the XML.log spams a billion warnings:

[22165.636] In table Language_en_US...
[22165.636] Tag (TXT_KEY_EUI_BUILDING_AffectSpiesNow) contains invalid character (f)
[22165.636] Tag (TXT_KEY_EUI_BUILDING_AffectSpiesNow) contains invalid character (f)
[22165.636] Tag (TXT_KEY_EUI_BUILDING_AffectSpiesNow) contains invalid character (e)
[22165.636] Tag (TXT_KEY_EUI_BUILDING_AffectSpiesNow) contains invalid character (c)
[22165.636] Tag (TXT_KEY_EUI_BUILDING_AffectSpiesNow) contains invalid character (t)
[22165.636] Tag (TXT_KEY_EUI_BUILDING_AffectSpiesNow) contains invalid character (p)
[22165.636] Tag (TXT_KEY_EUI_BUILDING_AffectSpiesNow) contains invalid character (i)
[22165.636] Tag (TXT_KEY_EUI_BUILDING_AffectSpiesNow) contains invalid character (e)
[22165.636] Tag (TXT_KEY_EUI_BUILDING_AffectSpiesNow) contains invalid character (s)
[22165.636] Tag (TXT_KEY_EUI_BUILDING_AffectSpiesNow) contains invalid character (o)
[22165.636] Tag (TXT_KEY_EUI_BUILDING_AffectSpiesNow) contains invalid character (w)
..

..and so on for each lower-case.
 
I did change that line for GR, and it is a partial solution: the annoyance of the button over the minimap disappears, but IA or GR are not accessible from main screen anymore.

I used this:
You can make that insane button disappear:

  • Comment lines 39, 40, 41 in InfoAddictHooks.lua (“Controls.IAB_ …”)
  • Comment line 61 in InfoAddictHooks.lua (“Events.LoadScreen…”)
  • Comment lines 3 to 7 in InfoAddictHooks.xml (i.e. the whole content)

This works with the DLC version of InfoAddict and EUI 1.27d (or 1.27d beta5). You won’t have the IA button in the diplo screen but you can access it from EUI’s main screen top menu.
GR is still accessible at the top button ribbon (or whatever it's called).
 
Hello bc1!

With 1.27k I cannot annex puppeted cities anymore.
The button is present and clickable, but nothing happens.

Thanks for your hard work and the constant updates!
 
Hello bc1!
With 1.27k I cannot annex puppeted cities anymore.
The button is present and clickable, but nothing happens.
Thanks for your hard work and the constant updates!
would you have a save game, and possibly an lua.log to save me time investigating this ?
Edit: this EUI code has not changed since at least 2014. If you have misplaced UI_bc1 outside of the exact destination folder it would have that effect, or maybe a mod confict...
Hello bc1,
I have sent you a translation file via private message.
It would be great if you could check it.
By the way, it seems to me that these tooltips are not so important.
1. Ranged Combat Limit
2. Ignores City Fortifications
3. City Wall
How about if you comment out these lines?
Thanks a lot ! I don't know Japanese, so there is no way for me to check your work
  1. Ranged Combat Limit: this one can probably go, I will check the DLL first
  2. Ignores City Fortifications: this one is important!
  3. City Wall: I need to check the DLL first
 
would you have a save game, and possibly an lua.log to save me time investigating this ?
Edit: this EUI code has not changed since at least 2014. If you have misplaced UI_bc1 outside of the exact destination folder it would have that effect, or maybe a mod confict...

Unfortunately there is no entry in the lua.log about this at all.
I can also confirm that it is not a mod conflict, since it also happens with vanilla (only unmodified 1.27k in the correct destination folder).
Here is a savegame: annex puppet test

Thank you! :)
 
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