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Enhanced User Interface v1.30l

I'm having a problem where the city screen doesn't show the correct cost for units and buildings and also doesn't let me buy things with gold or faith. The cost of things also changes every turn by what looks like random. They increase and decrease.

The numbers shown are how much more gold/faith you need before being able to purchase.
 
The numbers shown are how much more gold/faith you need before being able to purchase.

Wow I feel like such an idiot :blush: thanks a lot! Is there any way to disable just that feature? I don't see it in the interface options
 
Wow I feel like such an idiot :blush: thanks a lot! Is there any way to disable just that feature? I don't see it in the interface options

someone already posted how to remove this, but don't find the post at the moment.
You have to change the script. Go to
\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\UI_bc1\CityView
and open CityView.lua with an text editor.
Search for "goldCost-cash" and replace it with "goldCost" only (so remove the "-cash")
Do the same for "faithCost-faith" and "plotCost-cash" .
 
someone already posted how to remove this, but don't find the post at the moment.
You have to change the script. Go to
\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\UI_bc1\CityView
and open CityView.lua with an text editor.
Search for "goldCost-cash" and replace it with "goldCost" only (so remove the "-cash")
Do the same for "faithCost-faith" and "plotCost-cash" .

Thanks for the help :)
 
Can anyone tell me how to get the old Buy Title system back? The little gold coin in the top left is missplaced on my screen and it bugs me a bit too much:crazyeye:
 
Did you delete your EUI folder in the DLC after every update? Or maybe the mods you use are messing up the CityView.lua screen.
 
i use different versions of EUI (original and CBP version). is there a way to make your mod clickable in the DLC options screen of the main game and to put different versions of EUI in different folders? that would be a very appreciated enhancement. ;)
 
Hey guys, for some reason i'm not getting the City Border Growth notification, and it was the thing i wanted the most.
Anyone had the same problem? How can i resolve?
 
So, I gave the mod to a friend and he has a weird issue. For some reason he can't see the tile yields of his capital, either on the main map or the city screen. His tile yields show normally in every other tile of his game. Any idea what might be causing that?
 
The mod is great, but a lot of the tooltips contain just variable names and not explanation. For example:
Num City Cost Mod
Global Plot Culture Cost Modifier
Plot Culture Cost Modifier
Military Production Modifier
Extra Luxuries
Global Espionage Modifier
etc.

The Courthouse repeats "Eliminates Unhappiness from an Occupied City" twice:
http://imgur.com/NDfPh9R

National Intelligence Agency dumps several variables and their values that don't make a lot of sense, without actually reading the original help text at the bottom
http://imgur.com/W3r2I5J


Machu Picchu's "City Connection Trade Route Modifier 25%" is just another variable name+value and it is totally unnecessary when there is "+25% Gold from City Connections." at the bottom.
http://imgur.com/oRh3oaJ

etc. etc.

There are things like NukeImmune and Capture Chance that seems unnecessary, but they create additional clutter.

I am probably just being pedantic, but fixing the tooltips and removing the placeholder variables would be nice to have sometime in the future.
 
I've had this temporary solution for a long while.. so might as well share it with you and/or anyone else interested;

Two small custom DDS files and easy quick edits of the "NotificationPanel.XML" file are necessary..

EDITS;
(( The whole "RED+Green" lines must be added exactly as they are & at their corresponding locations. But, without the CFC coloring instructions! ))
_________________________
First -- near Line #1552;

<!-- LeaderButtonInstance -->
<Instance Name="LeaderButtonInstance" >
<Button ID="Button" Anchor="R,T" Size="64,64" Offset="-4,0" Texture="64x64FrameButtons.dds" >
<Image ID="RibbonUnderlay_Major" Anchor="R,T" Size="292,64" Offset="-4,0" Texture="Underlay_Major.dds" />

<!-- Leader Icon -->
<Image ID="LeaderPortrait" Anchor="C,C" Size="64.64" Texture="LeaderPortraits512.dds" />

Second -- Near Line #1602;

<Instance Name="CityStateInstance" >
<Button ID="Button" Anchor="R,T" Size="32,32" Texture="32x32CityWorker.dds" >
<Image ID="RibbonUnderlay_Minor" Anchor="R,T" Size="236,32" Offset="-4,0" Texture="Underlay_Minor.dds" />

<!-- Minor Icon -->
______________________________________

The attached Zip has two different sets of "Underlays". Personally, i prefer those that add divider lines (Up for Majors or down for Minors) which have to be renamed like the Lime text above. Whatever you decide to use must be copied in the UI_bc1/Art folder.

This is how it generally looks like when activated...
Spoiler :

Preview_Snapshot.png

Enjoy.. until BC1 finds some extra time to work on a different way *OR* simply pickup my stuff for integration. (You have formal permission, btw!)

The discussion on providing a backdrop to the civ/cs ribbons sadly seems to have stalled. In the meantime I tried this solution and thought it looked good, but it's too transparent for my taste. It looks ok over a fairly clear area, like the ocean, but leaks through too much noise when over a busy area.

Had a go at changing the xml myself in various ways, but I guess I don't have the knowledge/skill to come up with a solution. Then it occurred to me to try doubling up the image, like putting two layers of semi-transparent film together. And it works!

If anyone wants to try this, just duplicate the <Image> lines - I changed the Id for the second copy by adding a "2", which may or may not be necessary.

Still hoping for an approved solution :)
 
EUI Version 1.28f is now available
  • CityBanners: highlight cities at war with you
  • UnitFlagManager: more efficient unit flag manager (should improve late game performance)
  • UnitFlagManager: highlight units at war with you
  • UnitFlagManager: more convenient aircraft management
  • UnitFlagManager: expanded unit tooltip with all promotion icons
  • UnitFlagManager: native support for several units per tile
  • UnitFlagManager: native support for airbases
  • Improvements: show available tenets during mouse over, even if not selectable yet
  • Changed pipelining prioritizing for instant response to user actions (some are still subject to user defined delays in "interface options" screen)
  • Fixed some bugs
  • Miscellaneous improvements
I am probably just being pedantic, but fixing the tooltips and removing the placeholder variables would be nice to have sometime in the future.
Excellent suggestion: the good news is that you can easily improve the automatically generated blurbs in the file "EUI_text_en_us.txt" with a simple text editor such as notepad++ and share the results with everyone :)
Still hoping for an approved solution :)
official solution is already implemented, see post #2289
 
EUI Version 1.28f is now available
  • CityBanners: highlight cities at war with you
  • UnitFlagManager: more efficient unit flag manager (should improve late game performance)
  • UnitFlagManager: highlight units at war with you
  • UnitFlagManager: more convenient aircraft management
  • UnitFlagManager: expanded unit tooltip with all promotion icons
  • UnitFlagManager: native support for several units per tile
  • UnitFlagManager: native support for airbases
  • Improvements: show available tenets during mouse over, even if not selectable yet
  • Changed pipelining prioritizing for instant response to user actions (some are still subject to user defined delays in "interface options" screen)
  • Fixed some bugs
  • Miscellaneous improvements
Excellent suggestion: the good news is that you can easily improve the automatically generated blurbs in the file "EUI_text_en_us.txt" with a simple text editor such as notepad++ and share the results with everyone :)
official solution is already implemented, see post #2289

nice :)
but I see you changed the UnitFlagManager ...
The most important mod that changes this, is the FlagPromotions mod.
So it would be best, if you could also make it compatible
Here is the latest UnitFlagManager.lua which is also compatible to airbase mod:
http://www.file-upload.net/download-11350323/UnitFlagManager.lua.html
Here the thread:
http://forums.civfanatics.com/showthread.php?t=547864
(the v1.66 you can download at the official thread is outdated and Barra had not the time to update the thread yet)

edit:
I just tested your new version.
I see you added the promotions in the screen when hovering over the flag. It is a nice solution, but the FlagPromotion Mod is a better solution, because you can read the description of each promotion easily even if it is an enemy unit.
So maybe the best way is to simply implement the whole FlagPromotions Mod ? :D
But implementing the whole mod is difficult, if you don't now every promotion from every mod / don't have an smaller icon for it.

... so how about a check, if the flagpromotions mod is active. If so EUI does not change the flag + promotion thing and is compatible to FlagPromotion Mod. And without the Mod active, it is done like it is now.
 
there's no arguing personal preferences
advertising here is kinda uncouth though
do you mean my post is unwanted advertisement ?!
It is not ment to be ad. I just asked you to support that mod, like you support the airbase mod, because it is a quite popular mod and a good solution to see enemies promotion descriptions (which is not possible with your solution).
And it perfectly fits to your aim, to make UI better.

but okay, you don't want it. It was just a suggestion ;)
 
advertising here is kinda uncouth though

With the greatest respect, I feel that calling the post "advertising" is rather harsh. It is not as if Serp is the originator of the FlagPromotions mod. It has a long history, and I remember when it was a part of Thalassicus's CivUp, though I'm not sure that he originated it. It is not as if Serp is trying to "sell" something that he made, or get glory for it.

Anyway, personally I find FlagPromotions one of the most useful mods available for Civ5, and I was very glad to see a while back that someone had resurrected it. It would be wonderful if it could be made compatible with EUI, though I can see that might not make sense given other changes made to the Unit display. If I had to choose, I would certainly opt for FlagPromotions and disabling EUI's Unit display. (I'll have to find out how to do that.) It's personal choice of course, but I, for one, would not want to play without FlagPromotions.

Once again, I can only thank you for EUI -- it is a great mod, and makes playing Civ5 so much nicer.
 
I'll have to find out how to do that.
bc1 made his EUI that way, that it is easy to reverse changes. So if you don't want UnitFlagManager changes, just delete (or rename) the UnitFlagManager folder from EUI and everything is fine.
 
official solution is already implemented, see post #2289

Feeling foolish, not for the first time here. :blush: The graphic change is fairly subtle and isn't enough for me, but that is just personal taste, so no worries there.

EUI Version 1.28f is now available

Haven't seen all the latest changes in action yet, but a couple of days ago I was wishing I could see all the tenets once I had opened a tree (I don't know them well enough yet) so I'm very happy with that change.

I was also fighting a war with Siam when Egypt joined in against them; they have similar colours so identifying friend and foe needed close inspection. I loaded up a save from this time and the new highlighting looked great.

Thanks for great update!
 
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