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Arko

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well, if i put it lower it overlap with gamelog. Something i wouldn't mind because i never used it, but i remember some people complaining when i neglected to adjust the log's place with the province view.
another option could be to stick that unit_panel to the right, over the outliner (if by chance it doen't pops behing said outliner.
Just in case someone looks at the code, just changing the "moveable" variable doesn't always work to enable movement for a window.
 
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well, if i put it lower it overlap with gamelog. Something i wouldn't mind because i never used it, but i remember some people complaining when i neglected to adjust the log's place with the province view.
another option could be to stick that unit_panel to the right, over the outliner (if by chance it doen't pops behing said outliner.
Just in case someone looks at the code, just changing the "moveable" variable doesn't always work to enable movement for a window.

Would you be able to redesign the menu and make it more sleek? :D
 

G.Strategos

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well, if i put it lower it overlap with gamelog. Something i wouldn't mind because i never used it, but i remember some people complaining when i neglected to adjust the log's place with the province view.
another option could be to stick that unit_panel to the right, over the outliner (if by chance it doen't pops behing said outliner.
Just in case someone looks at the code, just changing the "moveable" variable doesn't always work to enable movement for a window.

So it's not moveable if you change the code ? could you point me to the specific variable's location ?
yeah I also never used the changelog.
Any solution would be better than the current one I believe. I'm sure you'll cook something for this issue. Do you have any other ideas ?
 

Arko

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Would you be able to redesign the menu and make it more sleek? :D
That unit panel ? i consider it looking good enough and it would quite hard to redesign in fact, it is made of various parts used somewhere else f.e.

So it's not moveable if you change the code ? could you point me to the specific variable's location ?
yeah I also never used the changelog.
Any solution would be better than the current one I believe. I'm sure you'll cook something for this issue. Do you have any other ideas ?
interface/unitpanel.gui
MULTIUNIT PANEL section (line 428 and following)
basicaly, activated the moveable option need to be combined with an additional layer, the latter being the clickable area. Making something clickable seems to be hardcoded, i tried adding such layer and it didn't work. Such cliclable area needs to be non transparent.
you can see an example of such moveability feature for the build_new_settlement window if want to see similar code in use (and actually working). (interface/buildview.gui "BUILD SETTLEMENT VIEW" section).

About the best placement then, do you think it could be sticked completly on the left side (where all other unit popups seems to go), right above the province or it could glitch with something else ?
 
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interface/unitpanel.gui
MULTIUNIT PANEL section (line 428 and following)
basicaly, activated the moveable option need to be combined with an additional layer, the latter being the clickable area. Making something clickable seems to be hardcoded, i tried adding such layer and it didn't work. Such cliclable area needs to be non transparent.
you can see an example of such moveability feature for the build_new_settlement window if want to see similar code in use (and actually working). (interface/buildview.gui "BUILD SETTLEMENT VIEW" section).

Τhanks for the info.

About the best placement then, do you think it could be sticked completly on the left side (where all other unit popups seems to go), right above the province or it could glitch with something else ?

If there is indeed an issue with the changelog (my first choice) I think we could place it to the left, I'm not sure if the above the province view will be practical, but we could check it anhyway.

Your panel structure is far better than vanilla for sure and the army panel is a small issue.
 

Arko

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About the best placement then, do you think it could be sticked completly on the left side (where all other unit popups seems to go), right above the province or it could glitch with something else ?
OK did that, everything is stuck on left side and it is ok afaik. There is a very small overlap left with siege tab but it is very minor.
I took the occasion to add some small embelishments to unit tabs (see attached screenshot, armies header).

I also re-addedspecific province views for pagans and muslims. I also added some fluff there (demesne tab for pagans and capital tab for muslims ;) )
armies&prov.png
 
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G.Strategos

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Looking good Arko !!!
When you have the time could we have a quickfix file to drop in our HIP's folder ?
Thanks !!!
 

Arko

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Looking good Arko !!!
When you have the time could we have a quickfix file to drop in our HIP's folder ?
Thanks !!!
i ended up tweaking a lot of things here.

You can try changing those values at the end of unitpanel.gui file :
Code:
    positionType = {
        name = "unitlist_start"
        position = { x = 0 y =175 } ###A +30x
    }
    
    positionType = {
        name = "unitlist_offset"
        #position = { x = 0 y =62 }
        position = { x = 0 y =61 }
    }
    
    positionType = {
        name = "right_unitlist_start" #when besieging // for multiple unmergeable armies
        position = { x = 0 y =-905 } # From bottom
    }
    
    positionType = { ###A
        name = "normal_multi_unitpanel"
        position = { x=0 y= 145 }   #armees multiples TITRE/merger
    }
    
    positionType = {
        name = "right_multi_unitpanel" #armees multiples TITRE/merger for unmergeable armies (hidden)
        position = { x =0 y =-935 } # From bottom
    }
    
    positionType = {
        name = "unitlist_reorgoffset"
        position = { x = 408 y = 0 }
    }
It should work, with no garantees :p
The values are adjusted with the few graphic i brought. Let me know if it is ok please ;)
 
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i ended up tweaking a lot of things here.
It should work, with no garantees :p
The values are adjusted with the few graphic i brought. Let me know if it is ok please ;)

Τhe overlap is an issue as you have said...
Could you make the army panel smaller or a bit to the top ? and maybe the siege panel a little to the right so the army panel could fit next to it from the left as it is but with no overlap ?
That would be great.

Edit: Here's a pic
 

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Arko

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I'll probably rework siege tab some time in the future, to make it pop inside province view, but not now.

edit : the overlap is small enough, and avoidable by retracting either unit tab or siege currently, to wait for some future rework ;)
 
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I'll probably rework siege tab some time in the future, to make it pop inside province view, but not now.

edit : the overlap is small enough, and avoidable by retracting either unit tab or siege currently, to wait for some future rework ;)

Thanks Arko.
I'm sure you could make it look neat and slick.
For my testing purpose is it difficult to make the army panel smaller ? or move it further up ?
 
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Arko

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Thanks Arko.
I'm sure you could make it look neat and slick.

Well, i was happy with a bit unusual and creative design for siege tab, but anything not squarish is hard to fit in Paradox's square-ish and austere world ;)

For my testing purpose is it difficult to make the army panel smaller ? or move it further up ?
Moving it further up will glitch with the played ruler CoA (what vanilla does in fact). Not somethng I'll do (especially since i fixed vanilla problem here ;) )
It would need to reduce its size by approximatively 50pixels but one can only gain easily 15/20pixels with very minimal graphic redrawin, and when it starts to require some redrawing, it is best to actually to do the wholde redrawing instead of just one small part to avoid doing the labourious work twice (any graphic change usualy require to make it for the various religious interfaces).

To be clear, the involved process for going further (or usual process in fact) would need some real re-designing, that is really time consumming. Basically is requires to identify what is what in the GUI code,thinking the whole design, actually drawing things, placing and adjusting positions -meaning that you need to relaunch the game dozens of times-, counting funky pixels again and again, etc.
All this might explain that it makes ages i am making this mod haha :p
 
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Well, i was happy with a bit unusual and creative design for siege tab, but anything not squarish is hard to fit in Paradox's square-ish and austere world ;)


Moving it further up will glitch with the played ruler CoA (what vanilla does in fact). Not somethng I'll do (especially since i fixed vanilla problem here ;) )
It would need to reduce its size by approximatively 50pixels but one can only gain easily 15/20pixels with very minimal graphic redrawin, and when it starts to require some redrawing, it is best to actually to do the wholde redrawing instead of just one small part to avoid doing the labourious work twice (any graphic change usualy require to make it for the various religious interfaces).

To be clear, the involved process for going further (or usual process in fact) would need some real re-designing, that is really time consumming. Basically is requires to identify what is what in the GUI code,thinking the whole design, actually drawing things, placing and adjusting positions -meaning that you need to relaunch the game dozens of times-, counting funky pixels again and again, etc.
All this might explain that it makes ages i am making this mod haha :p

Οh I see...It's seems quite laborious indeed.
Now I don't want to take your ''job'' so I'm letting you to clear Paradox's mess ;):p
Thanks for taking the time to explain the situation. I'll wait for your update when it's ready.

Cheers
 

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Been playing some mroe with it, and I must say this mod is awesome!
I really love how the whole interface
A) adds more space for elements that tend to get cluttered, i.e. character modifiers (and province, if you use things like T3T) and traits
B) provides a clearer view of what's what. I now feel that vanilla does a bad job at pointing which UI elements are actually important, and which belong together etc. An example would be the clearer distinction between owned titles, claims and truces, and also making province revolt risk more visible and distinct from culture/religion.
C) does all that, and looks stylish!
I personally really dig the new province interface. The extended province view now feels way more natural, unlike vanilla, where it's something I'd like to keep open all the time, but that is way to intrusive.
Making forts a little icon but displaying their stats at the same time is also great.

(Okay now enough with the praise, but I wanted to make sure you get some, you deserve it ^^)

Too bad the sieging army screen proves to be such a hassle, but it really isn't blocking anything, so take your time.
Well, i was happy with a bit unusual and creative design for siege tab, but anything not squarish is hard to fit in Paradox's square-ish and austere world ;) [...]
I actually also really liked it, felt so natural, like belonging to the province, yet not really a part of it (dunno how to say that right ^^)
A shame you'll have to redo it just to make that unit_panel work.
I'd personally just have the init_panel stay aliged to the right side of the province view, and intrude a bit into the middle of the screen. I mean, how often do you look at a sieging army, and at the same time at the map? If you want to view the siege, but not the army, just click on the province, not the army, and you see the siege screen and still the map.
Overall, the problem only is that your province panel is wider than vanilla's, and the sieging army interface thus a bit more intrusive than it is, already, in vanilla.
But yeah opinions differ, I am sure I will be able to live with whatever you come up with.

Edit:
Maybe the reason why I would have the siege view stay sticking out is probably something I personally miss in the new province screen: The terrain view from the extended province view.
Since CK2 lacks a proper "simplified terrain" mapmode (like EU4 has), it can imo be hard to guess from the map which terrain a province has - it is, after all, only shown when you mouseover it.
Thus, given that space is still rare, I thought that it could maybe take the siege_view's place while there isn't a siege.
I created this quick mockup of how it could look:
test_province_terrain.jpg
But it's a personal preference again, and it's your mod and your choice.

Edit2: Hmm either my artistic skills are too limited, or that doesn't look that good (not meaning the photoshop, that is bad alright, but the placement).
Okay it's only a suggestion, but either it's not that good an idea, or it needs a real artist/designer to make it look alright.
 
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Arko

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Been playing some mroe with it, and I must say this mod is awesome!
I really love how the whole interface
A) adds more space for elements that tend to get cluttered, i.e. character modifiers (and province, if you use things like T3T) and traits
B) provides a clearer view of what's what. I now feel that vanilla does a bad job at pointing which UI elements are actually important, and which belong together etc. An example would be the clearer distinction between owned titles, claims and truces, and also making province revolt risk more visible and distinct from culture/religion.
C) does all that, and looks stylish!
I personally really dig the new province interface. The extended province view now feels way more natural, unlike vanilla, where it's something I'd like to keep open all the time, but that is way to intrusive.
Making forts a little icon but displaying their stats at the same time is also great.

(Okay now enough with the praise, but I wanted to make sure you get some, you deserve it ^^)

Too bad the sieging army screen proves to be such a hassle, but it really isn't blocking anything, so take your time.

I actually also really liked it, felt so natural, like belonging to the province, yet not really a part of it (dunno how to say that right ^^)
A shame you'll have to redo it just to make that unit_panel work.
I'd personally just have the init_panel stay aliged to the right side of the province view, and intrude a bit into the middle of the screen. I mean, how often do you look at a sieging army, and at the same time at the map? If you want to view the siege, but not the army, just click on the province, not the army, and you see the siege screen and still the map.
Overall, the problem only is that your province panel is wider than vanilla's, and the sieging army interface thus a bit more intrusive than it is, already, in vanilla.
But yeah opinions differ, I am sure I wThank you^^ill be able to live with whatever you come up with.

Edit:
Maybe the reason why I would have the siege view stay sticking out is probably something I personally miss in the new province screen: The terrain view from the extended province view.
Since CK2 lacks a proper "simplified terrain" mapmode (like EU4 has), it can imo be hard to guess from the map which terrain a province has - it is, after all, only shown when you mouseover it.
Thus, given that space is still rare, I thought that it could maybe take the siege_view's place while there isn't a siege.
I created this quick mockup of how it could look:
View attachment 230018
But it's a personal preference again, and it's your mod and your choice.

Edit2: Hmm either my artistic skills are too limited, or that doesn't look that good (not meaning the photoshop, that is bad alright, but the placement).
Okay it's only a suggestion, but either it's not that good an idea, or it needs a real artist/designer to make it look alright.
Thank you^^

I definetly agree the glitch is very minor, so it is not a priority currently. I'll finish rule tab (and its consequences) first, then i'll see where my interest goes ;)
I'll probably try something with the unit panel if possible in a light enough way.

Default position for terrain is planned right above the province name. the way it is coded (hardcoded religion interface, weird design choices sometimes...) make it requiring much more work in regard to how simple it should be. The idea to use a similar design to siege tab can be an idea aswell.
 
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Default position for terrain is planned right above the province name. the way it is coded (hardcoded religion interface, weird design choices sometimes...) make it requiring much more work in regard to how simple it should be. The idea to use a similar design to siege tab can be an idea aswell.
Ah well, I was just interested whether you wanted to include terrain at all at some point. It's not that important, but a nice touch, so good to know it will be there sometime.
Place it wherever you want then, you know that stuff way better than I do ^^
 
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Arko

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Hi there^^

Here is something I am currently experimenting. I though about some customization options for CoA, but Muslim one this time.
It basically relies on the same scheme as the "customizer/heraldic" false religion that permits more CoA options with the ingame customizer for dynastic coats of arms. Big advantage with muslim dynastic CoA is that they are also your title CoA ;)

When i left untouched CoApatterns, i added some emblems that can be added as an overlay. Here is the current serie of emblems and some testing combinations.

Arko_emblem_cust_MUSLIM.png

muslim_cust_test.png
 
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Olaf the Unsure

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i ended up tweaking a lot of things here.

You can try changing those values at the end of unitpanel.gui file :
Code:
    positionType = {
        name = "unitlist_start"
        position = { x = 0 y =175 } ###A +30x
    }
 
    positionType = {
        name = "unitlist_offset"
        #position = { x = 0 y =62 }
        position = { x = 0 y =61 }
    }
 
    positionType = {
        name = "right_unitlist_start" #when besieging // for multiple unmergeable armies
        position = { x = 0 y =-905 } # From bottom
    }
 
    positionType = { ###A
        name = "normal_multi_unitpanel"
        position = { x=0 y= 145 }   #armees multiples TITRE/merger
    }
 
    positionType = {
        name = "right_multi_unitpanel" #armees multiples TITRE/merger for unmergeable armies (hidden)
        position = { x =0 y =-935 } # From bottom
    }
 
    positionType = {
        name = "unitlist_reorgoffset"
        position = { x = 408 y = 0 }
    }
It should work, with no garantees :p
The values are adjusted with the few graphic i brought. Let me know if it is ok please ;)

The code below works perfectly for me (at 2560x1440 and 1620x1080), with no overlap with siege panel:

positionType = {
name = "right_unitlist_start" #when besieging // for multiple unmergeable armies
position = { x = 0 y =-950 } # From bottom
}​

Great work, by the way!
 
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