User Interface Tweaks

Nice improvements, with the last built item!

One thing you might want to check out, is on Steam workshop there's a "Trade Routes Rebalanced" mod that changes the "Previous Route" text in the trade-route pop up to be bright red, instead of dull grey, so it's quick to find your previous route. It's still not the ideal solution, which would promote it to the top of the list, but a big help.

You should ask if the author if you could include that change in your mod.
 
Great mod! Much better for me!

Thanks :)
Every little bit helps me to keep motivated and to keep going


Nice improvements, with the last built item!

One thing you might want to check out, is on Steam workshop there's a "Trade Routes Rebalanced" mod that changes the "Previous Route" text in the trade-route pop up to be bright red, instead of dull grey, so it's quick to find your previous route. It's still not the ideal solution, which would promote it to the top of the list, but a big help.

You should ask if the author if you could include that change in your mod.

Thanks! :)

And that sounds like a good idea. I'll definitely ask them.

It does leave me hopeful that there is a way to distinguish between trade routes, and a previous trade route.

My ideal situation would be to have a unit order button on the UI next to the 'trade route' order button (or whatever it's called) that simply gives it the same order as last time.

So instead of having to click twice and move your cursor half way across the screen, you could click a single button.

I have absolutely no idea how possible this would actually be, however. So don't get your hopes up. But that's definitely the direction I would like to head in.
 
Yeah, it's nice to see official recognition of these issues.

As for the previous trade route, it's in ChooseInternationalTradeRoutePopup.lua. They insert TXT_KEY_CHOOSE_INTERNATIONAL_TRADE_ROUTE_PREV_ROUTE into the destinations. Just adding in the color codes should be fine, although I have no idea how to do that.

Looking through this LUA file, I notice they actually have a sort by science yield function but commented out. Another piece of clue that this game was rushed out the door.

It looks like this section of code is relevant:
Spoiler :
Code:
local potentialTradeSpots = pPlayer:GetUnitAvailableTradeRoutes(pUnit);
for i,v in ipairs(potentialTradeSpots) do
	if (v.OldTradeRoute) then
		tradeRoute.PrevRoute = Locale.Lookup("TXT_KEY_CHOOSE_INTERNATIONAL_TRADE_ROUTE_PREV_ROUTE");
	else
		tradeRoute.PrevRoute = "";
	end
end

I don't know how they give the order that "this is the next destination for you!" though...not a programmer orz
 
I'm playing now and on the citizen screen I can't see the empty slots for citizen management, it just shows the yield, is this normal?
 
Yes, that's intentional. To change the tiles your citizens are working on, just click on the tile and the green population icon will move to that one.
 
I found a few cases with the second ring of citizens where the bottom 1/3 of the hex doesn't respond to clicks. It happens to the second and third ring in the back (as in moving deeper into the 3D space away from the camera). I have no idea why and can't reproduce this consistently. :(

Also, the building list behaves weird.
Spoiler :
4OLJT59.jpg
48GbVNY.jpg

I have no idea when this started. They're not tied to the individual buildings, as in some cities even the Clinic is getting its original spacing.
 
It looks like this section of code is relevant:
Spoiler :
Code:
local potentialTradeSpots = pPlayer:GetUnitAvailableTradeRoutes(pUnit);
for i,v in ipairs(potentialTradeSpots) do
	if (v.OldTradeRoute) then
		tradeRoute.PrevRoute = Locale.Lookup("TXT_KEY_CHOOSE_INTERNATIONAL_TRADE_ROUTE_PREV_ROUTE");
	else
		tradeRoute.PrevRoute = "";
	end
end

I don't know how they give the order that "this is the next destination for you!" though...not a programmer orz

Thanks! Just saved me a bunch of time, and confirmed it is possible to distinguish the old trade routes!

Don't worry, I'll definitely be able to do something with this!


I found a few cases with the second ring of citizens where the bottom 1/3 of the hex doesn't respond to clicks. It happens to the second and third ring in the back (as in moving deeper into the 3D space away from the camera). I have no idea why and can't reproduce this consistently. :(

Also, the building list behaves weird.
Spoiler :
4OLJT59.jpg
48GbVNY.jpg

I have no idea when this started. They're not tied to the individual buildings, as in some cities even the Clinic is getting its original spacing.

I don't think I can change the "1/3 of the hex doesn't respond to clicks" problem.

But, in both cases, can you send me a save? TBH, a save is the best way for me to see for myself and to fix the bug/problem. (It means I don't have to guess at the situation, and don't have to try and recreate it)
 
Here's the save!

Also I just realized that the air units icon are now covered by the "city is connected" icon:

NsZq9mh.jpg


EDIT: I'm not that worried about the 1/3 hex thing because it doesn't happen that often and I can't really reproduce it properly. I suspect it has something to do with how some people have unresponsive hot keys---i.e. the problem is buried deep in the CivBE system code.
 

Attachments

Uploaded a new version that fixed the building bug mnf reported, as well as...


ADDED PREVIOUS TRADE ROUTE BUTTON!
 
Oh no no no no no! I have work to do tonight and you make me want to fire up CivBE and play! :crazyeye:

You are amazing! :goodjob:
 
It's a good mod but I'm not a fan of how the city management screen is set up since it doesn't show the tiles anymore you just have to click on the yield.

I'd honestly prefer the mod maker to keep it like how Civ V was as it was very clean and worked perfectly for me.
 
Love the Previous Route button. This is absolutely fantastic. It really makes life so much easier. My personal wish for even more improvement:

1. A hot key? Like 'R' for Repeat previous route or something. I know, I'm lazy :D
2. Since the trade units don't have any info, why not use the empty unit panel space to show the previous route info? This way we can see at a glance whether we want to repeat the previous route, or whether we should change it due to how the yields have decayed.

Also I noticed that the "XXX finished" production notification for units will only show unit class. For example, when I build the supremacy variant of soldiers called Disciples, it still says "Soldier finished".

And I found that the game highlights the miasma tiles during trade route selection this way, in ChooseInternationalTradeRoutePopup.lua:
Spoiler :
Code:
-- Highlight invalid trade plots
local bHighlightMiasma : boolean = pPlayer:GetGeneralUnitMiasmaHealthDelta() < 0;

for iPlotLoop = 0, Map.GetNumPlots()-1, 1 do

	local pPlot = Map.GetPlotByIndex(iPlotLoop);
	local hexID = ToHexFromGrid(Vector2(pPlot:GetX(), pPlot:GetY()));

	if pPlot:IsVisible(pPlayer:GetTeam(), false) then

		if (bHighlightMiasma and pPlot:HasMiasma()) then
			Events.SerialEventHexHighlight(hexID, true, g_invalidPlotMiasmaColor, g_invalidPlotMiasmaStyle);
		end
	end
end
I'm not sure how useful that is, though. Perhaps automatically turn this on when launching Miasma Repulsor?

I do have to note that it seems to run a check through every single tile on the map. That may cause performance hogs if you use this too much?

On the other hand, this opens up a possibility. Perhaps it's possible to hook onto the start of a turn (is there's a hook for that?) and run a check through the list of units. If a unit in miasma has less than 21 health then do a notification that'll take the player to that unit. To perfect it we could make exceptions to these cases:
  • unit has active order to move, i.e. it's only moving over miasma
  • unit is idle, i.e. player will cycle to this unit anyway, so don't need extra notification
  • player is Harmony 6 or above (although this check really should be done first before even looping through the unit list)

And lastly, some suggestions on the Covert Ops screen:
  • Show current intrigue level for each target city, using the space to the right of the agent rank. This space doesn't seem to have any use. Otherwise we have to always click each agent to see intrigue levels.
  • Show player's own capital intrigue level right at the top, above the "Switch Project" button. Again this is dead space that is never used.
Both these tweaks give player the same readily available info, eliminating extra clicks.

I'd honestly prefer the mod maker to keep it like how Civ V was as it was very clean and worked perfectly for me.

This mod doesn't yet make changes to graphics resources. What you want can only be achieved with extra graphics modding. Personally I find this perfectly fine as any plot that has a citizen button means there's a citizen working there. To put citizens on unworked plots, just click plots that are unworked. Pretty straight-forward.

Although I'm sure after the first patch arrives, there will be other complete city screen overhaul mods. I wouldn't even be surprised if people start doing Civ V interface ports to make CivBE almost exactly like Civ V. Since most people expect a quick patch soon, I'd say there are many modders holding off on overhauls. I'm just glad there's this mod that focuses on fixing things, letting us have a "proper" UI while still enjoy the full taste of "vanilla CivBE".

EDIT: found a bug! I have a trade convoy with 2 of these Previous Route buttons. :D
Please see attachment.
 

Attachments

I liked the mod, except for the vertical tile yields (maybe it's just habit talking, but I find it looks really weird to me) and the new city tile assignment interface (I find the normal one better). Is there a way to disable these specific features?
 
I liked the mod, except for the vertical tile yields (maybe it's just habit talking, but I find it looks really weird to me) and the new city tile assignment interface (I find the normal one better). Is there a way to disable these specific features?

I'm not sure what feature you're referring to, exactly...


Also, that's 2 people so far who've complained about the new citizen management system. I'll see if I can implement it as an option (defaulted to true). I think the best I will be able to manage would be to have it as a temporary option, like the production queue option.


@mnf thanks a lot for looking into it, and for the suggestions. I'm pretty sure I know what caused the problem, so should get it done pretty quick tomorrow. No idea how to do hot keys... Will have to look into it.

I'm also considering changing the citizen management system so that it simply highlights the tiles, instead of showing the icon. Thoughts?
 
Hi there.

My first post on this forum to tell you that your UI mod is fantastic!

In particular, I love the new city screen management, it reminds me of the Civ4 screen, which was so much clearer and easier to read than the Civ5 one.

A small question/suggestion to the author : do you know the Endless games (Endless Space and Endless Legend), if "yes" do you think it is possible to implement some element of their great interface (the right click thing in particular)?

Thanks a lot for this mod!

:)
 
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