UI Party Mod
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No but you can edit your game preferences file. Somewhere is an x/y coord
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My eco control not refresh unit icons: on the screenshot engineer and factory was successfully built, but their icon are still on my eco control hud https://drive.google.com/file/d/1UtQ20Z0wlmDS3r_Tqxymx8cQtd86l9jF/view?usp=sharing
and another question: some mod options require Notify mod (game won't launch with it) and Watch units (cant find it) - is there any solution? -
The icons are meant to stay on eco control. Otherwise they jump around a lot and the chart is hard to read.
I don't remember what exactly is the case with Notify but just disable those options and delete the the Notify mod. It is old and will cause you trouble.
"Watch units" is not a mod, it's another checkbox on the ui party settings screen
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Hm, it makes sense, but at the same time useless information covers big part of my screen (in mid game there are very many icons) Can you please make checkbox with toggle jump around and stay state for such icons?
Maybe set a delay before icon get deleted, so when a new production phase started - icon stays -
I haven't worked on the mod for years sorry. Delay is a good idea tho.
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You could try the Supreme economy 2 mod. It does a similar thing but worse imo. You might like that better.
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@nine2 I would like to collaborate and make brand new version of UI party
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He'll yeah do it bro. What are you going to put in it?
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@nine2 firstly wanna know what to leave and what to remove from existing mod, and then I add my own stuff
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Decided to give this another try after cleaning my Game.prefs (so much old junk, lol). Is there a way to move the Resource Viewer portion of Econtrol separate from the rest of the UI? I like having the Party menu and Mex list next to my main eco bar at the top left, but then the resource manager extends down, effectively cutting my screen by a third.
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Nope
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Add few lines to the
gamemain.lua
in order to fix compatibility with other modsfunction OnSelectionChanged(oldSelection, newSelection, added, removed) if ignoreSelection then return end --if not SelectHelper.IsAutoSelection() then UnitSplit.SelectionChanged() local selectionChanged = UnitLock.OnSelectionChanged(oldSelection, newSelection, added, removed) if not selectionChanged then oldOnSelectionChanged(oldSelection, newSelection, added, removed) end --end end
specifically ignoreSelection stuff
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Has anyone else had an issue with this as of version 2022.6.0? EControl has vanished, and I no longer have the wrench icon to change anything. The other settings seem to remain, like moving the menu buttons to the right and starting with a factory selected. Last time I tried a clean reinstall, all the settings remained, so I was unable to get the wrench back. Attempting to manually remove the mod's settings from my game.prefs resulted in a complete game crash, so I had to reinstall the game in full (lost all my templates & hotkeys).
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- After the recent patch, all player colors are black (only mod activated + common mod tools)
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I can't test right now but 2 out of 2 other people have told me they can't replicate your bug. Does it work fine with uiparty disabled?
Doesn't look like something a ui mod can even break.
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@magge ^^
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I could pinpoint it to "Start with Player Colors on". If that is selected, every unit in the game will be black after a new game. Friend and Enemies. That was 100% not the case before the last patch(s). I reinstalled the mod again to be sure.
It saved me for every game two thankful clicks, because I always play with those colors enabled.
If they can not reproduce that bug in that way, then something is really odd.
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Nice work. And presumably team colors itself is fine if you do it manually?