Sid Meier's Civilization V

Sid Meier's Civilization V

46 ratings
UI - TopPanel Changes (BNW)
   
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Tags: UI
File Size
Posted
Updated
11.052 KB
6 Oct, 2013 @ 2:05pm
20 Oct, 2013 @ 2:12pm
2 Change Notes ( view )

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UI - TopPanel Changes (BNW)

Description
This mod improves info and functionality of TopPanel
(changes: TopPanel.lua, TopPanel.xml - it's not compatible with other mods that modify these files)


S T A N D A R I Z A T I O N:
100 - number without any signs next to it usually indicates the total amount of something.
(10) - number in brackets represents the number of turns left for something to occur.
+/-10 - number with + or - sign indicates certain gain or loss per turn of something.
[ICON] 100 (10) +10 - information placement - first is the icon then related values follow.


C H A N G E S:

SCIENCE - Name of researched technology (number of turns left for it to be discovered) +number of science points gainded per turn (in red color if affected by the gold's loss)

GOLD - Total amount of gold / +amount of gold gain per turn or -amount of gold loss per turn.

GOLDEN_AGE - [DIAMOND_ICON] (number of turns) for the next golden age to start (replaced with red X while happiness equals 0 or empire is unhappy) or [THREE_DIAMOND_ICONS] (number of turns for the current golden age to end).

CULTURE - (number of turns to the next policy pickup) / +amount of culture points gained per turn.

STRATEGIC RESOURCES - changed order of information - first is the icon then related value, unlike in unmodified game.

"HELP" option which links to Civilopedia has changed name to question mark ?.


A D D I T I O N S:

- 24-hour format real time clock added on the right side before the link to Civilopedia.


C H A N G E L O G:
v2:

- fixed the bug that prevented scrolling any map upwards with only a mouse
- fixed compatibility with William Howard's mods that add additional info to TopPanel, like Great People, Luxury Resources, etc.
13 Comments
lockstep 15 Jan, 2015 @ 1:11pm 
I incorporated your mod into my Consistent Yield Sequence (BNW) and gave you credit.

I added some small bugfixes and (hopefully) improvements you may want to add to the original mod:
- The numbers of turns to the next social policy/golden age were sometimes off by 1 (most notably when one founds a city at turn 0). Using the math.ceil lua function always yields the correct result.
- Some of the features added to the top panel (e.g. the real-time clock) were displayed in white, while Firaxis uses beige.
- Because the no. of turns to the next technology/social policy depends on the science/culture rates, I felt it more appropriate to display the rates before the no. of turns.
Blejky 28 Apr, 2014 @ 3:29am 
I cant see mod after update.
badkenbad 2 Mar, 2014 @ 6:49pm 
I use 2 mods with Civ V. This is one of them. The clock is just the icing, all the changes that list remaining turns for various things really make a difference. I have a hard time using the standard status bar now!
Cognitive 3 Jan, 2014 @ 2:01pm 
Finally an ingame clock that works in BNW!
artisanix  [author] 22 Oct, 2013 @ 9:18am 
I don't think it works with vanilla properly. Because the code is related to functions that have been added by both expansions - you have faith, tourism and trade routes there, and these were not present in vanilla at all.
Sky McFly 21 Oct, 2013 @ 2:12pm 
Does this only work with BNW? because, it looks like it could work fine with vanilla. (don't know about g&k's though)
artisanix  [author] 20 Oct, 2013 @ 2:17pm 
finally fixed those two bugs - with map scrolling, and compatibility with William's mods...
Skulbow 19 Oct, 2013 @ 3:51pm 
I can't use either as the mouse won't scroll very well, which is unfortunate as I liked the look of it.
artisanix  [author] 16 Oct, 2013 @ 10:41am 
MigGui ->
I could rather say that the real time clock is the most "scary" thing added to the game instead of being amazing, due to a fact which is a realization how that time flows so fast ;D


Lord Phobos ->
hm, "nice" find ;] As for myself it's not really the issue as I usually drag the map around, but nonetheless it's something which needs an investigation and possibly a fix. I'll look at it when I finish the job with that other mod mentioned above.



some grumpy statement:
How I "love" to mod such games like Civ or Skyrim, when it's just a pure quess at the end how many things you had no idea of could be accidentally broken because of your very simple mod ;p A domino like effect - that's for sure ;]
artisanix  [author] 16 Oct, 2013 @ 10:41am 
townkrier ->
Intersting... or rather not (in the case of any potential work to fix this ;]). I usually play with those William's mods myself, and somehow only after you had posted the issue I noticed that they stopped to work. I could swear that I saw all these work together on my machine but not anymore :/
Anyway, I may give it a go to incorporate such features here (though a bit modified), but it may take some time as I'm already working on another mod of a different kind ;]