UI - Improved City View (Vox Populi with EUI)

Isn't this list a bit long for 'must haves'?
Haha, like I said - evyone has his own 'must haves'.

Anyway, the criteria I would use to select:
1. The mod is a pure UI mod, must be "doesn't affect save files" - non disputable, imho.
2. The mod is adding gameplay useful info i.e. having it enables you to make better decisions but NOT cheating!
3. Any other changes must be non-invasive for players who don't want them i.e. I can play without ever knowing that they are there until I conciously use them.

Examples.
- InfoAddict - unfortunately it is not pure-UI mod (I personally think it provides too much info on civ's internal progress)
- RandomCityNames, UnitContextualNames, GreatProphetHistoricalNames - not gameplay useful, invasive (pure "for fun" mods)
- RCI - invasive
- etc.
 
I'm also testing a reworked PromoFlags, that uses the EUI UnitFlagManager, doesn't mess with LostOnUpgrade property of the promotions, is less of a performance drag late game, and also improved the clarity of some of the icons.
That is good to hear. I stopped using RED and FlagPromotions because of the heavy resources it uses and inevitable problems with combining together with VP.

2. The mod is adding gameplay useful info i.e. having it enables you to make better decisions but NOT cheating!

Indeed, I think I have now made my final decision about removal of particular ones since I'm not the only person in seeing that some are just plain cheating.

Isn't this list a bit long for 'must haves'?
Yes, perhaps (I made a note on the list) . I am constantly trimming and pruning to come down to a more minimalistic approach but, the eye candy of some of these mods makes it hard to resist the lure.
 
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That sounds like a sensible set of criteria, although excludes a surprising number of mods. Out of my current mod list (which is mostly UI tweaks\addtions and small rule changes)
Spoiler :

(1) Community Patch
(2) Community Balance Overhaul
(3) CSD for CBP
(4) Civ IV Diplomatic Features
(5) More Luxuries
(6a) Community Balance Overhaul - Compatibility Files (EUI)
(8) VP-EE Compatibility
13935-civ_linked_great_generals__v_11
30962-longer_cityunitreligion_names__v_1
88700-contextual_unit_names__v_2
akPromoFlagsEUI
Barbarians Evolved (v 5)
Better Civilization Colors (v 1)
Christian Denominations (Historical Religions) (v 10)
Egyptian Denominations (Historical Religions) (v 2)
Enhanced Naval Warfare for Vox Populi
Enlightenment Era (v 6)
Ethnic Diversity (vanilla scale) (v 29)
Ethnic Diversity Unit Pack (v 29)
Ethnic Diversity Unit Pack for Mods (v 29)
Faster Aircraft Animations (v 3)
Global - 2 Units Per Fort (v 1)
Global - Barbarian XP Level 6 (v 2)
Global - Capture Great People (v 1)
Global - Coastal Waters Only (v 2)
Global - Fortify Almost Healed (v 1)
Global - GA Happiness (v 1)
Global - Local Generals (v 2)
Global - No Conquered Spaceships (v 2)
Global - No Lost Greatworks (v 1)
Global - No Ocean Plundering (v 1)
Global - Passable Forts (v 3)
Global - Random City Names (v 1)
Global - Separate GP Counters (v 1)
Global - Truly Free Great People (v 1)
Global - Units Awake In Danger (v 2)
Goody Huts - No Auto-Mapping (v 2)
Goody Huts - Tech Refund (v 7)
Great Prophet Historical Names (BNW or GK) (v 31)
Greatest Cities (v 11)
Greco-Roman Denominations (Historical Religions) (v 2)
Improvement - Airbases (v 14)
Improvement - Pontoon Bridge (v 3)
Improvement - Tunnel (v 5)
InfoAddict (v 22)
Mesopotamian Denominations (Historical Religions) (v 1)
Quick Turns (v 10)
Religion - Natural Wonder Epiphany (v 4)
Religion - Recurring Purchase Notify (v 1)
Thals FlagPromotions
UI - Alternative National Wonder Splashes (v 1)
UI - Auto Map Pins (v 4)
UI - City Production (v 15)
UI - Diplomacy Log (v 2)
UI - Enhanced Demographics (v 6)
UI - Enhanced Rankings (v 13)
UI - Filters in Trade Route Overview (Vox Populi) (v1.1)
UI - Improved City View (Vox Populi EUI) (v 10)
UI - Map Pins (v 17)
UI - Military Log (v 2)
UI - Military Statistics (v.1)
UI - National Wonder Splash Screens (v 10)
UI - Overlay Antiquities (v 2)
UI - Overlay Luxuries (v 3)
UI - Overlay Resources (v 11)
UI - Project Splash Screens (v 8)
UI - Promotion Tree (v 15)
UI - Religion Spread (v 13)
UI - Show XP in Military Overview (v 2.2)
UI - Trade Opportunities (v 28)
UI - Upgrade Tree (v 8)
Unique City-States (v 1)
Unit Path Viewer (v 10)
Wonder Race (v 7)
World Congress Reformation (v 5)
Yet (not) Another Earth Maps Pack (v 24)
zakUIOptions


I think only these meet the criteria:
akPromoFlagsEUI
Quick Turns (v 10)
UI - Map Pins (v 17)
UI - Auto Map Pins (v 4)
UI - City Production (v 15)
UI - Overlay Antiquities (v 2)
UI - Overlay Luxuries (v 3)
UI - Overlay Resources (v 11)
UI - Promotion Tree (v 15) - Fixed by me
UI - Religion Spread (v 13) - seems to work, what did you change infixo?
UI - Show XP in Military Overview (v 2.2)
UI - Trade Opportunities (v 28) - partially work with VP
UI - Upgrade Tree (v 8) - Fixed by me
Unit Path Viewer (v 10) - Fixed by me

And even then, I wouldn't include all of them in a 'Must Have' compilation: FlagPromos is always going to hurt performance; the Overlays block some EUI functionality; and even fixed Unit Path Viewer writes to the save file (although it's fine if you disable it mid-game).

Perhaps a better idea, would be a Recommended Mod list?
 
I have not fixed Promo Tree entirely, only enabled CombatClass drop-down.
So, if you managed to display a tree for a selected unit, then go for it and post it as well.
Yeah, both Promo and Upgrade Tree is fixed to pick up on the selected unit. I'll try to post both at the weekend.
 
.
UI - Religion Spread (v 13) - seems to work, what did you change infixo?
I think I had problems with the button to found a pantheon. Or this flags-thing. Did it some time ago, don’t remember exactly. Anyway, I took VP version and re-apply only necessary changes to make sure it’s fully VP compatible.
 
Yeah, both Promo and Upgrade Tree is fixed to pick up on the selected unit. I'll try to post both at the weekend.
Unit Path Viewer, what does this do vs UI - Destination?

UI - Wonder Planner (v 14) I've changed how the techs are counted so it loads very quickly now
Could this also be uploaded when you have time?
 
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And Unit Path Viewer would be a nice addition as well. What does this do vs UI - Destination?
If I remember correctly, UI - Destination shows just the destination of the unit, whereas Unit Path shows the path the unit (might!) take, and the path it (might have!) taken to get to where it is, from where it was when given the move order.

Be careful if you use it as-is though. Although it works fine, it incorporates a very old version of TableSaverLoader and will cause subtle problems with mods that use a newer version (such as civ_linked_great_generals__v_11). I'll see if I can track down where I found it, and see if the author's okay with me releasing a fixed verson.
 
Haha, like I said - evyone has his own 'must haves'.

Anyway, the criteria I would use to select:
1. The mod is a pure UI mod, must be "doesn't affect save files" - non disputable, imho.
2. The mod is adding gameplay useful info i.e. having it enables you to make better decisions but NOT cheating!
3. Any other changes must be non-invasive for players who don't want them i.e. I can play without ever knowing that they are there until I conciously use them.

Examples.
- InfoAddict - unfortunately it is not pure-UI mod (I personally think it provides too much info on civ's internal progress)
- RandomCityNames, UnitContextualNames, GreatProphetHistoricalNames - not gameplay useful, invasive (pure "for fun" mods)
- RCI - invasive
- etc.
This seems sensible to me. If I want InfoAddict I can install it myself, knowing the risks. I prefer that you keep it short than having to deal with savegame problems, or feeling that you are cheating, knowing more than you should.

Also, if any mod wants to be in this list, just make them complain with the rules. How would you name this creature? UI basic modpack for VP?
 
If I remember correctly, UI - Destination shows just the destination of the unit, whereas Unit Path shows the path the unit (might!) take, and the path it (might have!) taken to get to where it is, from where it was when given the move order.

Be careful if you use it as-is though. Although it works fine, it incorporates a very old version of TableSaverLoader and will cause subtle problems with mods that use a newer version (such as civ_linked_great_generals__v_11). I'll see if I can track down where I found it, and see if the author's okay with me releasing a fixed verson.

There's a version UI - Destination that was fixed by Serp that I found on the forums somewhere. Maybe ask if it's OK to use his version? EDIT: You're talking about Unit Path Viewer, my mistake!
 
Could this also be uploaded when you have time?
I only made a technical change. This mod requires also changes to accomodate for new VP features. So, it is not ready to be released. I can put it here just for some testing.
 

Attachments

What did you fix in Unit Path Viewer? Could it be related to freezes on barbarian turns?
https://github.com/LoneGazebo/Community-Patch-DLL/issues/3901

I don't think it's related to that. The main problem i fixed is its saving code potentially prevents other mods correctly saving their data (specifically any other mods using the TableSaverLoader library, such as civ linked generals).

Other than that a couple of nil reference bugs when the save data was corrupted, and the turn of arrival estimates being off by a factor of ten. Oh, and I removed some custom End-turn-blocking code, that didn't seem to be achieving anything.

None of that sounds like it relates to the linked bug though?
 
Other than that a couple of nil reference bugs when the save data was corrupted, and the turn of arrival estimates being off by a factor of ten. Oh, and I removed some custom End-turn-blocking code, that didn't seem to be achieving anything.
nil references in Lua can have weird effects
"custom End-turn-blocking code" - you mean the human player couldn't end turn? Could it activate somehow during AI turn?
 
I don't think it does anything on ai turns. Immediately on the player turn ending it writes it's data, but lua log will show how that took, usually less than a tenth on a second.

The end blocking code is doing something to determine whether the player should be allowed to end the turn (I've not figured out what). So if the end turn button is present and works, I doubt that is the problem.
 
It doesn't seem like it's working properly for me, i am using small icons as instructed and a clean latest vp install with a few mods.
Spoiler :
RoWt7hF.jpg

I have the same issue as LucidAPs - Playing with the 12-15 version, used the installer and am using EUI, not using the 43 civ version
 
And Unit Path Viewer also, please. :please:

UI - Promotion Tree and UI - Upgrade Tree, updated to work with EUI as well as standard game uploaded here:

UI - Promotion Tree (v16)
UI - Upgrade Tree (v9)

UnitPath will have to wait a while longer. While it works well enough that I'm happy using it myself, I want to have a few more games to make sure I've not broken anything before I'm comfortable with other people's games relying on it.
 
I have the same issue as LucidAPs - Playing with the 12-15 version, used the installer and am using EUI, not using the 43 civ version
12-15 is incompatible. ICVv10 displays food consumed by specialists using a new function developed for a january release.
Please use at least 1-21.

@LucidAPs If you are using december VP...
 
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