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Releases: FoxAhead/Civ2-UI-Additions

Version 1.21 (Build 2676)

06 Dec 16:09
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ADD: x3 Major Objective flag now can be used in scenarios.
FIX: Setting all units on sentry with mass Sentry feature (key U) should also set Unit.GotoX to $FFFF so they can board next ship in port.
CHANGE: CityWindow: In the 'Change Production' list show the real maintainance cost provided by Civ2.GetUpkeep() function, and not the one that is defined in the RULES.TXT, taking into account all game factors such as Adam Smith's TC, government, difficulty or advances. This applies, for example, to barracks with different military advances, or 1-gold buildings with ASTC, or happines related improvements under Fundamentalism.
ADD: CityWindow: Show city size in the top-left corner.
ADD: CityWindow: Show total resources gathered in the Resource Map. Also show resources from one tile under the cursor.
ADD: CityWindow and QuickInfo: indicate trade route level with plus signs. This is a multiplier depending on the connection between cities (considering qualified road and Airport) and the availability of Superhighways. It could be from nothing to '+++'.
ADD: Draw unit veteran badge. This feature follows the game rules, so don't expect to reveal enemy veterans.
ADD: CityWindow: show the number of turns remaining to complete construction in the bottom-right corner of the production box.
ADD: ScienceAdvisor: show more info (beakers production, turns to complete)
ADD: TaxWindow: show turns to complete current research
FIX: TaxWindow: correct Discoveries Turns calculation
FIX: CityViewWindow: Center image on the screen wider than 1280
FIX: Correct estimated time to build/research wherever possible. That is, if there is no beakers production, then it should say 'Never'. The same applies to improvements construction in the city.
FEATURE: CityWindow: ResourceMap: right click on center removes all workers.
FIX: CityWindow: While in Turn phase, allow to press key 'C' or touch Shift key without warning about closing window.
FIX: CityWindow: Bring back focus to CityWindow after some dialogs (sell, buy, rename, change production etc).
FIX: CanvasEx.TextOutWithShadows was not using clipping. Now unit internal counter should not be drawn outside of the ClientRectangle.
CHANGE: CDCheck patch (No-CD) now works in Smart mode. If Civ2 compact disc is present in the CDROM drive then all paths are directed to CD. Otherwise game works in local mode.
FIX: The game was looking for Civ2 CD only in the first CDROM drive. CdAudio and CDCheck patches now correctly find CDROM with Civ2 disc in case of multiple CDROMs are installed.
FEATURE: Some advisor windows can now handle keys for opening TaxWindow (Shift+T) or to switch to another advisor (F1, F2, F4, F5, F6). So you can swicth between them instantly.
FEATURE: CDAudio: Finally. In case of no Civ2 CD detected, music now can be played from files in the MUSIC folder. There can be separate MUSIC folder in each subfolder (scenario). Files are filtered by extensions: MP3, WAV, AIFF, FLAC, OGG, AAC, WMA, APE. The playability of specific format depends on codecs installed in your system. Please note the following logic of the original game. Files are sorted alphabetically case-insensitively, and the first file corresponds to Track N2 (the Track N1 on the CD is data). If the number of files is 9, 11, 17 or 23, the game allows you to use 'Pick Music' dialog from the Game menu, suggesting titles from the GAME.TXT file from the @PICKMUSIC, @PICKMUSICGOLD, @PICKMUSICSCENARIO, @PICKMUSICFANWORLDS sections respectively. Otherwise "music disc" is considered "Custom" and no track can be picked manually. The music switches to the next random track at the end of the current track or after leaving some no-music screens such as High Council or foreign dialogs. In "Custom" mode it could be any track, otherwise Track N2 and Track N3 (first and second files) are excluded, as they are reserved for special events: Track N2 "Funeral March" for loosing and Track N3 "Ode to Joy" for joyful events.
FIX: Crash on trying to draw music track progress while in main menu Credits window.
FIX: CityStatusAdvisor: Moved call to Civ2.CalcCityGlobals() to the beginning of the loop to bring changes of all trade-connected cities after exiting CityWindow.
FIX: Scrolling step in dialogs with multiple colums and horizontal scrollbar, e.g. Research goal was default value 3. Now this type of windows is detected as wtDialogMultiColumns and step (ScrollLines) is 1 (one column per scroll step).
FIX: Resizing Science Advisor or Intelligence Report now correctly adjusts horizontal scrollbar range and position.
FIX: Save UIA settings only when really closing Advisor (not just calling function). This prevents CreateFile spam which may cause random EFCreateError exception with ERROR_USER_MAPPED_FILE error caused by antivirus interferring.
ADD: Save UIA settings also on saving CIV2.DAT file
FEATURE: With active caravan (non-food) selected, press Shift+G or select the menu 'Kingdom - Cities Trading In...' to display a list of possible caravan delivery revenues.
ADD: Put working Settler/Engineer on top of the stack after accumulating work counter from coworker. So working unit will be first in the stack and more noticeable.
FIX: GIF loaders were crashing on GIF Graphics Control Extension (it can be added by some image editors like Aseprite).
FIX: MassMove was not checking for unit's current task and could take away engineer with order but not yet processed in this turn.

Unzip files Civ2UIALauncher.exe and Civ2UIA.dll to game's folder
Run Civ2UIALauncher.exe
Click 'Play'

Version 1.20.3 (Build 770)

20 Nov 10:18
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Fix:
UnitsLimit fix. Added more addresses for limits number patching. And increased the memory allocation size by 2 for the two technical array elements used by the game.

Unzip files Civ2UIALauncher.exe and Civ2UIA.dll to game's folder
Run Civ2UIALauncher.exe
Click 'Play'

Version 1.20.2 (Build 766)

10 Nov 18:54
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Pre-release

Refactoring:
MapOverlay optimizations. Skip a full copy of the frame if there is nothing to draw on it.

Unzip files Civ2UIALauncher.exe and Civ2UIA.dll to game's folder
Run Civ2UIALauncher.exe
Click 'Play'

Version 1.20.1 (Build 723)

28 Jul 16:50
12a3c62
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Hotfix:
Fix Dont break move on ZOC option causing AI to accidentally attack your units and break cease fire.

Unzip files Civ2UIALauncher.exe and Civ2UIA.dll to game's folder
Run Civ2UIALauncher.exe
Click 'Play'

Version 1.20 (Build 707)

13 Jul 12:08
9d34374
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  1. Fixed AI attitude calculation. Due to the uninitialized variable, every turn the attitude of the AI changed to the minimum, which made the AI very aggressive towards the player. This bug turned out to be so obvious that it was decided to completely remove the option to enable it. This bug is fixed by default without any options.

Unzip files Civ2UIALauncher.exe and Civ2UIA.dll to game's folder
Run Civ2UIALauncher.exe
Click 'Play'

Version 1.19.1 (Build 700)

13 Jul 00:14
b8cdd60
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Minor localization fixes:
Use localized words Turn and Cities from the LABELS.TXT file instead of hardcoded ones.
If somehow dialog @REPORTFOREIGN was corrupted and line @listbox=7 is missing in the GAME.TXT file then don't try to display gold icons in resulting radioboxes list.

Unzip files Civ2UIALauncher.exe and Civ2UIA.dll to game's folder
Run Civ2UIALauncher.exe
Click 'Play'

Version 1.19 (Build 692)

14 Jun 13:46
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New:
40. Fix dye-copper demand bug. Due to uninitialized variable of number of roads there was very high demand quotients for dye and copper. More info on How Supply and Demand Lists Are Determine:
https://apolyton.net/forum/civilization-series/civilization-i-and-civilization-ii/79947-how-supply-and-demand-lists-are-determined
41. Better grayed sprites for units on sentry. Instead of a simple gray silhouette, the unit is displayed in gray halftones, which helps to better recognize the type of unit.
42. Key U now also loads (sets on Sentry) all ground units in stack. Pressing U when there are no units on guard on the stack puts all ground units on that stack back on guard.
43. New game default map zoom 1:1. Now, when starting a new game, the map zoom is set to 1:1 (level 0), regardless of the screen width (previously, if the screen width was more than 1000 pixels, the zoom was set to level 2).

Unzip files Civ2UIALauncher.exe and Civ2UIA.dll to game's folder
Run Civ2UIALauncher.exe
Click 'Play'

Version 1.18 (Build 451)

31 May 17:18
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Some fixes.
Changes:
31. Turns to complete production in City Status advisor
City window: fix sell popup appearing bug after double click on change production list
Display UIA Version info in the top right corner of the main window
Shifted zoom details threshold for one step (zooming out one more step will keep details)
Added Cancel button to Sell City Improvement dialog (Esc is Cancel)
22. Attitude Advisor: draw food surplus/shortage icon.
Changes in UI Addition-menu: added About Popup.
25. Quickinfo: added food surplus/shortage and base trade in parentheses.
New:
36. Two new View-menu items: Arrange Windows S and Arrange Windows L.
37. PathLines for city trade routes and unit movement.

Unzip files Civ2UIALauncher.exe and Civ2UIA.dll to game's folder
Run Civ2UIALauncher.exe
Click 'Play'

Version 1.17 (Build 101)

18 May 13:25
d641cee
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Some fixes.
Changes:
19. Extended and renamed as 'Tweak units rotation algorithm'.
25. Improved quickinfo tooltip. More information, more icons, and it works also for units.
30. Added maintenance coins to the city change production dialog.
31. Improved City Status Advisor. Added sorting by production type, more icons, direct changing of production.
New:
36. Mass move units of the same type with Shift+RightClick. Less mouse clicking!
37. Added gold coins to the Foreign Minister.

Unzip files Civ2UIALauncher.exe and Civ2UIA.dll to game's folder
Run Civ2UIALauncher.exe
Click 'Play'

Version 1.16 (Build 68)

06 May 19:21
02f471f
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A lot of changes. See README.md items 16-31 for details.

Unzip files Civ2UIALauncher.exe and Civ2UIA.dll to game's folder
Run Civ2UIALauncher.exe
Click 'Play'