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Enhanced User Interface v1.30j

Been using EUI for YEARS. Been using 1.29i specifically for over a year. Steam started bugging, so I had to reinstall it. And so began my nightmare...

Spoiler screenshot :


As I recall, this was a very common issue with an easy workaround. I just don't remember what it is! I've cleared the game's cache twice and made sure I had replace the text files as part of the installation. I've unchecked and rechecked citizen management in the options (at the title screen). I've been combing over this thread because I thought I remembered it getting posted all the time, but can't seem to find it. My game was working fine, I didn't get much sleep, and I have a 3 day weekend off from work. Please help me be able to play my favorite game that was working just fine until I had to reinstall Steam :mad:

Forgot to add that I loaded up an older save and found that every city functioned as normal except the most recently settled one, which appeared instead like this. Don't know if that helps to understand the problem.
What about the Lua logs? I assume there must be a crash involved since some stuff is straight up not rendered in any way, so the logs might help. Also, I wonder if EUI settings database might be worth deleting (it's in "ModUserData" folder next to "cache", so you might not have removed it). On a side note, is the older save you tested also playing as Celts, by any chance? Perhaps it's somehow their UA getting involved.

Edit: there's this comment, which seems similar, except Vox Populi is involved. I assume you aren't playing with it, since you didn't mention it, but is there any chance you had it installed before and have some files still in your game's folder? I recall that interface files in particular are manually copied over

Edit2: though following that guy's posts on Community Project thread, seems like it was it's entire own issue with missing DLCs and weird folder structure, so... Don't think it's related
 
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Thanks for trying to help. Thankfully, I had it installed on my laptop as well. My first attempt at copying things from my laptop to desktop lead to me launching the game, but nothing happened. So I had Steam reinstall it and tried a more selective copy/paste. Managed to get it working! Not sure how.

It just really bugged me because it's something I overcame many times in the past, and remembered as being a common problem. Yet I was not able to solve it conventionally. Just glad I got it working!
 
hm here are more important bugs reported, but I still would like to ask if someone knows a fix for:

Cityview: Production Queue List is not scrollable with MouseWheel as long as the mouse is over the queued items (only works while over the scrollbar itself). For the normal production list one can scroll while over the items.

edit: ok searched the thread and found you post when it was implemented. So you are aware and probably it was not possible with allowing scrolling =/ https://forums.civfanatics.com/threads/enhanced-user-interface.512263/page-26#post-13204591

edit2:
btw BUGFIX for the issue I reported ~3 years ago (https://forums.civfanatics.com/threads/enhanced-user-interface.512263/page-164#post-16094364 not being able to switch plot to another city, if the plot has no yields) is this:
Code:
                  elseif workingCity ~= city then -- serp bugfix for EUI: also show plots owned by other city we can not work on (eg. because plot as no yields), to still allow changing the city the plot belongs to
                    iconID = 12 -- use switch icon
                    tipKey = "TXT_KEY_CITYVIEW_UNWORKED_CITY_TILE"
it is added in CityView.lua after the condition elseif plot:IsVisibleEnemyUnit( cityOwnerID ) then
 
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i found that doing that crashes from the amount of copies ... lol, what worked is rebuilding all anchors only once from scratch... Maybe there could be some button to force rebuild the icons in the options.
any chance you (bc1) could add "rebuild anchors" code to the "YieldOn" gameoption (so they rebuild every time the YieldOn gamesetting is enabled again)? Rebuilding them shows the missing yields on all plots. If loading a savegame they are gone again unfortunately and not sure how long they will stay when keep playing.
But it would still be a good workaround I think. I tried to implement it myself, but I have absolutely no clue how to free up the RAM when recreating new anchors...
 
Just got this and Comm Patch going on new Win 11 laptop. Had to figure it all out, but seemed was working as policy, religion etc, icons were there.

So that made me happy, to get how my older laptop looked during games.

But, when I tried to build my very first city, and the city screen pops up....the game insta crashes. Any insights? Clarification....it opens the city screen, pauses a few seconds, then crashes.
If you check out the mod compatibility list on EUI's description here, it says that it's incompatible with Community Patch, so yeah, you're probably out of luck.
 
I had these working together on Win 10 laptop prior. Though it was not called EUI per se. Think it was part of Vox Popul in an old form? I'd have to get a closer look, just going off memory. I just know I cannot play without the improved interface, ever again. So got to figure this out.
Vox Populi actually has it's own version of EUI that is compatible with it (and as consequence, with Community Patch, since it's a part of Vox Populi). No idea whether you can use that version without Vox Populi, but you can always try, I suppose
 
I know the save bug that's breaking other mods was supposedly fixed in 1.05, but this morning I'm running into it again with both 1.05 and 1.06 when reloading an auto-save from just turn 8 of my game, and when reverting back to 1.01 (or removing the AI mod entirely) the issue is no longer present. I'm unsure of what other details to provide (e.g. logs), but here are my current mods and game settings:



Game Settings:

Yesterday he added back some stuff to the mod info that broke the game saved with 1.05 which didn't have them (but fixing the ones that did have them from the earlier versions).
 
Okay, Aksum's info

He has two settings to go after coast. In the latest version, I dropped his desire to go after this dramatically. So if you're using the latest version, then it isn't that reason....

If you aren't, that would be the reason I would guess at. His desire for resources is also higher, it looks like he's a civ whose trying to get resource tiles.

And since the DLL doesn't take plot ownership into account, he thinks when he's settling, he's getting all the resources within 3 tiles of his city.

Some of this ultimately comes down to Firaxis has to fix that.

Thanks! I was using the latest version (1.05 at that time), but he did it twice (I restarted the same game from settings and went to that spot again). In any case, it's nitpicking, the AI is really much better now :salute:
 
Hello. On the loading screen, there are no tooltips for uniques. it only says the name of the unit or improvement. Well, I have not played for some time, but imho there were full tooltips when you hover over the icon. Is there a setting for that? How to turn them back on? Edit. Version 1.29j. No other mods.
 
A bug that is driving me crazy is that if an AI Civ's Army is planning to attack, or on the way to attack, or attacking an Independent Nation, and any nation becomes suzerain of the Independent Nation, the Army gets stuck forever doing nothing.

These can be quite large armys stuck the entire game, taking zero actions.

This is due to the check for if you can attack an Independent Nation is if they are Hostile to you.

And Independent Nations are still Hostile to you as a check in the DLL, even when a nation you are not at war with is Suzerain of them.

I hate it so much. I think the only thing I can come up with is making it so that the AI never tries to attack a Independent Nation, and instead just defends against them.

But I'm open to ideas.
You have way more experience with the trees than I do at this point but I see this node type:
<Row NodeType="Limit Turns" NodeId="48" ShapeId="3">
<Description>Limits child to N turns before returning failure</Description>
</Row>
Can this be used for a time limit on the operation ?
 
hi bc1 love the work. i'm new to civ5 and enhanced ui. i have installed eui and consistently encountering a hard crash when attempting to heal a unit. whether its merely attempting to hover over the heal button or using the "h" hotkey, the app will just crash every single time. for context i'm on running on mac installed with steam. thanks.

edit: just saw there's a specific bug logging process. will follow that, so ignore in this thread.

edit2: Full bug report:

Game version 1.4.2 launching through steam
Just BNW. I have removed all DLC's including separate civs.
MacOs Sequoia
Problem: Attempting to hover the healkey or pressing "h" to heal causes instant hard crash. This crash happens with different civs. Removing UnitPanel module has alleviated this issue.
Log: Lua logs show nothing meaningful about the crash. Only has info logs about gamestate before attempting to heal.
 
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Older versions of EUI did have extended tooltips in the loading screen, but I came to suspect that they created stability issues during game initialization and removed them. Although not 100% sure, i felt they were not worth the risk. They are still there during the game setup process, where they are more useful.
Dang it, I loved reading them as a quick reminder while the game was loading. But I understand the reasoning. Thx for the answer.
 
@bc1 just tried and it doesn't. removing the UnitPanel module has alleviated the issue. logs also didn't produce anything meaningful when i enabled them during the crash. I have updated my original post with relevant bug information.
 
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Yes, I did. I did not see an enable clock option, just the box with 'disable' and the various time formats. No clock at top of screen though.
 
select a time format and clock will show up according to the selected format
Except that it doesn't. I only tried two of the formats, but neither displayed, also I am playing a heavily modded game. Kind of busy today, but either later today or tomorrow I will load an unmodded game and report the results.

Thanks for what you do.
 
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