UI - Improved City View (Vox Populi with EUI)

I'm using it, however the problem only appears randomly. The last VP version it happened to me was from November last year, did not have time to play since then :(
 
@adan_eslavo
Checking with ModTools came up with this, can you verify?
Code:
Verifing '(ui) Improved City View (VP) (v 11)'
MD5 for UI/CityView.lua is 2BED0940A863AFE50385A646E4391766 (expecting 3C2DABF3FE0132E3470DCCBE3F9D7D80)
MD5 for UI/CityView.xml is C93355DBD4A5993C7FD89728BC07689A (expecting 132829BC625FA33153B47CD4F7355E97)
MD5 for UI/CityView_small.xml is C93355DBD4A5993C7FD89728BC07689A (expecting 0C7A8A9097B3C8093518356DD34E4550)
XML error for UI/CityView.xml: Error on line 136 of document file:/home/ryan/.local/share/Steam/steamapps/compatdata/8930/pfx/drive_c/users/steamuser/My%20Documents/My%20Games/Sid%20Meier's%20Civilization%205/MODS/(ui)%20Improved%20City%20View%20(VP)%20(v%2011)/UI/CityView.xml: Element type "ScrollPanel" must be followed by either attribute specifications, ">" or "/>".
XML file UI/CityView.xml in the VFS is not a <Context> or <LeaderScene>
--- Done
 
Seriously, most of us don't care about MD5 matching (I just type in random stuff) since we don't even use ModBuddy or plan to release the mods on Steam Workshop.
 
Seriously, most of us don't care about MD5 matching (I just type in random stuff) since we don't even use ModBuddy or plan to release the mods on Steam Workshop.
I was referring to the XML line with element type ScrollPanel. I understand that MD5 sums can be ignored.
Code:
XML error for UI/CityView.xml: Error on line 136 of document file:/home/ryan/.local/share/Steam/steamapps/compatdata/8930/pfx/drive_c/users/steamuser/My%20Documents/My%20Games/Sid%20Meier's%20Civilization%205/MODS/(ui)%20Improved%20City%20View%20(VP)%20(v%2011)/UI/CityView.xml: Element type "ScrollPanel" must be followed by either attribute specifications, ">" or "/>".
 
Is this mod up to date for 2.0? Anyone tested?
 
@adan_eslavo I've compiled a modpack with it. Seems to break the Citizen Management function though. Haven't been able to find other issues yet.
Edit: Going to load a normal mods game with only VP+(EUI) and this mod to check. I'll update after.
Edit 2: I can confirm it's the mod causing it. Without it it works fine.
 
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@arievillo Yes, the citizens aren't reassigned to work the correct tiles. They don't change at all unless manually assigned to work a specific tile.

@balparmak The mod doesn't have any Dependency issues. I tried with both versions of the mod. Neither give issues in terms of dependency, but the original version breaks the Citizen Management and the "Fixed" version doesn't seem to load at all.

Edit: The mod not loading was my bad, I just discovered that I had removed the other folders from the mod folder. I did just confirm that the Citizen Management function for the version with the updated compatibility doesn't work either.
 
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Very odd, I'm using the setup as told to in Gabezo's version. There are no Lua errors in the logs either.
 
Maybe I will try? Which version do you claim it's working? I can test it out.
Beside worker assignment, are there any other not working things to test?
 
I have been using an altered version of ICV (v11) which adds some slight enhancements to G's fixed version of the mod. I do not remember who made the change (it was not me) or I would site them here. (It was posted some time in the past on this forum but I can no longer locate it.) But it is worth including in subsequent versions of this mod going forward. I will attach it in this post in the hope that its functionality may be included going into the future.
 

Attachments

Maybe I will try? Which version do you claim it's working? I can test it out.
Beside worker assignment, are there any other not working things to test?

Just VP (EUI) 2.0 and the latest City View mod (in the MODS mode). I have replaced the original .modinfo with the fixed version and threw in the dependency folders just to be sure.
 
Comparing G's version of CityView.lua to the altered version includes this small code addition, starting at line 2359. That is the only difference. It alters the reported free specialists in the city, I believe.

Code:
        local freeSpecialists = city:GetRemainingFreeSpecialists();
        if(freeSpecialists > 0) then
            Controls.FreeSpecialistLabel:SetText(tostring(freeSpecialists))
            --Update suffix to use correct plurality.
            Controls.FreeSpecialistLabelSuffix:LocalizeAndSetText( "TXT_KEY_CITYVIEW_FREESPECIALIST_TEXT", freeSpecialists )
        else
            local defSpecialist = (GameDefines.BALANCE_UNHAPPINESS_PER_SPECIALIST / 100)
            Controls.FreeSpecialistLabel:SetText(tostring(defSpecialist))
            --Update suffix to use correct plurality.
            Controls.FreeSpecialistLabelSuffix:LocalizeAndSetText("TXT_KEY_CITYVIEW_NOFREESPECIALIST_TEXT")
        end
 
Alright, I'll try cleaning out my entire mods folder and reinstalling both VP and the UI mod to see if it works.
 
With the version @TadhgEomonn provided it seems to work but without optimization, if you focus Production the city will reassign workers but not to maximize the selected production. IE: Focusing production will move the citizens around to production tiles but it will still work a food only tile while there's a production tile available
 
With the version @TadhgEomonn provided it seems to work but without optimization, if you focus Production the city will reassign workers but not to maximize the selected production. IE: Focusing production will move the citizens around to production tiles but it will still work a food only tile while there's a production tile available

This is independent of the version change. This has been happening for awhile.
 
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