UI - Improved City View (Vox Populi with EUI)

You need to set SmallUIAssets to 1 in UserSettings.ini, which is in <user>\Documents\My Games\Sid Meier's Civilization 5. Also, quit and restart the game after that.

Does ticking the appropriate box on the Video Options page not work?

Another option is to copy the CityView_small.xml file to the CityView.xml file so that you get the necessary version without needing to change the setting - this would also allow users with large displays to continue to use the default (not small) interface for the other parts of the interface.
 
UI - Promotion Tree and UI - Upgrade Tree, updated to work with EUI as well as standard game uploaded here:
I know that there's an option to pick a Unit Combat from a drop-down list. However, if the unit is selected you can't do that.
I find it extremely useful when testing mods, basically I have instant access to all trees, no need for a specific unit to appear.
So - can you make this dropbox visible as well? Like, below/above the unit. So I can choose a combat class any time and see its promotions.
And optionally, when the specific unit is chosen, the box can align with its class. But its secondary.
 
I know that there's an option to pick a Unit Combat from a drop-down list. However, if the unit is selected you can't do that.
I find it extremely useful when testing mods, basically I have instant access to all trees, no need for a specific unit to appear.
So - can you make this dropbox visible as well? Like, below/above the unit. So I can choose a combat class any time and see its promotions.
And optionally, when the specific unit is chosen, the box can align with its class. But its secondary.

Sure, I'll have a look at it later in the week and post update in the original mod thread, so as to not keep taking this one off topic!
 
Does ticking the appropriate box on the Video Options page not work?

I can confirm it works.

I ended up going that route after changing the file itself didn't work; not sure if I somehow didn't save the change, the change was overwritten once I started the game, or what but once I saw most (all?) the other options in that file are in-game options I was encouraged to hunt that little sub-box of a box down.
 
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...
I had a feeling that it needed a newer version - Was waiting for it to get out of beta..

Thank you for your hard work and the response!
 
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.
If in my mods folder, if nothing else has a TableSaveLoader, should I be OK?
 
Hello :^)

Yes, after running six tests, it can be said that Buildings - Upgrade System mod by BlouBlou (with VP compatibility mod used) is incompatible with this, Improve City View mod. Has somebody found a fix yet?
tests* in my term is loading a modded game, play, delete cache/log, repeat

Please have a nice day everyone,
nmh
 
@NikMuazHakim
The bug is in Community Patch Mod Compatibility. SpecialistCount for Harbor Upgrade is set to NULL instead of 0.
Put this file into ...\MODS\Community Patch Mod Compatibility (v 14)\BuildingUpgrade and it will fix the issue.
 

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@NikMuazHakim
The bug is in Community Patch Mod Compatibility. SpecialistCount for Harbor Upgrade is set to NULL instead of 0.
Put this file into ...\MODS\Community Patch Mod Compatibility (v 14)\BuildingUpgrade and it will fix the issue.
Thank you thank you thank you!
 
Does a mod have a *mandatory* requirement of matching folder name to modinfo name?
Code:
UI - Improved City View (Vox Populi EUI) (v 10)
UI - Improved City View (Vox Populi EUI) (v 10).modinfo
I became a bit OCD one night and took off the decimal points from some of the version numbers of folders under /MODS. Will this affect the functioning of those, i.e. subfolders undernearth?
Code:
Promotion Flags EUI (v 1)
Promotion Flags EUI (v 1.1).modinfo
 
Does a mod have a *mandatory* requirement of matching folder name to modinfo name?
Code:
UI - Improved City View (Vox Populi EUI) (v 10)
UI - Improved City View (Vox Populi EUI) (v 10).modinfo
I became a bit OCD one night and took off the decimal points from some of the version numbers of folders under /MODS. Will this affect the functioning of those, i.e. subfolders undernearth?
Code:
Promotion Flags EUI (v 1)
Promotion Flags EUI (v 1.1).modinfo
Folder names? No
Files like xml, sql and lua? Yes it will break the mod
 
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