Make a Screen 2.0 mod! Seriously, go for it, but take your time to get it right. Once you get going more and more ideas will pop into your head until it drives you to distraction.
For now, focus on fixing outstanding issues with the CU. You did some amazing work finding dozens of typos and inconsistencies. All that work will see the light of day and for a basis for brand new mods based of a FULLY WORKING Galactic Civilizations 2: Ultimate Edition.
For the first time since this game saw the light of day we can actually make mods that focus on modding and fun stuff instead of fixing bugs and AI idiocy.
Absolutely! Make a mods, think up crazy stuff and get it to work. The CU update brought people back to Galciv 2 and fresh mods will keep them there.
Don't try to get it perfect with the CU. Let the CU form a decent basis and work on that. Let's be honest here the CU blows the old game out of the water in balance, AI performance and fine tuning and it should keep happy for quite a while.
See, I'm not being creative here. I'm polishing things, fixing bugbears, minor stuff, but all too visible. Maiden has a point, one that I've kept in mind from the beginning. When I started fixing things, first with the typos, then the screens, my first thought wasn't "I'm doing something awesome!", but rather "Why has no one done this before?!" None of the changes I've made are particularly relevant to long-time players. You've all coped with these minor nuisances up to now. Rather, I'm counting on these changes hitting mass distribution, so that more new people might peek in and see a nice and round terror star, videos with proper aspect ratios, minor conveniences. That should hopefully expose a few more people to the under-the-hood changes that you folks have so meticulously implemented. If that stuff goes into a mod, the people whom it's catering to will never get it, and the people who do get it, won't really care either way.
Try getting a copy of DesktopX to edit the screens, that's the software Stardock used. Manual editing .DXPACK files might seem fine an dandy but it hasn't seen enough testing to be sure.
Au contraire. Having rummaged through the files and seen the errors that DX tends to introduce, not to mention the precision of manually tweaking things, I'd put very little faith in that software. It might be good for an initial drafting, but I'd only trust a screen once I've gone over the offsets personally. If you've ever done typesetting, you should know the mentality. As to testing, in-game by a few people with different machines and monitors is the only way. And if I have to do it blindly, I'd trust my manual edits over DX, easily. And honestly, for the vast majority of edits, a single test suffices to prove the concept. The numbers guarantee the rest.
Anyway, I think I'm finished with the screens. Here's the full collection, for convenience. Except for the Rally Points screen (which I've only bundled for whoever wishes to avail themselves of it), all the changes should fall well within the CU purview. Again, I consider these bug-fixes and polish.
New:
InvasionOptionsWnd: In the Invasion Options screen, restricted the tactics selection panel to its default 1024x768 size. As Maiden pointed out, the vanilla version creates a lot of non-functional separation. My solution isn't quite what Maiden was suggesting, but given that text can't be scaled with resolution and the associated images are of such low resolution, there was little to be gained in allowing the panel to scale up. Also, we need new TacticImages to better fit the square. Here are, again, a few cropped versions I managed, but surely there's ways to up-rez such stylised art. Also, there was a duplicate of the trapezoidal frame around the text in the bottom panel. There seemed no good reason for its presence, and it was misaligned with the other elements. I decided to remove it, with no apparent undesirable effects.
Updated:
InvasionWnd: Reworked the map in the Invasion screen! On widescreen monitors it is not as wide as before, but still wider than the default 4x3 proportions and set to scale dynamically. It is flanked by properly aligned and stretched grill-brackets. A lot of arithmetic went into these offsets, so it's hard to describe the result verbally. Please give it a few tests. I've tried to accommodate 1080p and 1280x1024, but without a big enough display I can't be completely sure and the calculations are a little too convoluted to give quick guarantees. I'm concerned that the brackets might clip into the map, but if so, it can be fine tuned. Previously: resized the video container to preserve the video's aspect ratio.
TradeWnd (no-planet-trading version): In the Trade screen, fine-tuned the video display. The lines should now be pixel perfect. This is just fine-tuning my previous effort to restrict the video container to preserve the aspect ratio of its contents.
Not updated:
BrowseWnd: In the window to browse the Mods folder, fixed misaligned label on the Cancel button.
CustomOverViewWnd: In the overview tab of the Race Customization screen, extended the Political box and fixed its scrollbar (added slider), contracted the Tech box to compensate;
EventWnd: resized the video container to better preserve the contents' aspect ratio. I was thinking of fine-tuning this further, but there's a big headache to be had there, with the static pictures having different proportions, and the adornments around them, and the fixed-size elements. Truth is, the proportions are already remarkably close to the raw ones, so there's no more need for tampering.
GalaxyWnd: In the Galaxy customization screen, extended the combo boxes for Custom Map and Scenario selection. There was no conceivable reason why they had to be as small and unwieldy as they were.
RaceWnd: In the Race selection screen, fixed the scrollbar on the Political box. It's not the prettiest, but it's an improvement and still preserves the general layout of the screen.
RallyPointWnd: moved and enlarged the Rally Point mini map for minor usability. This screen requires a change to screens.str: "Choose a Type of Rally Point" to "Type of Rally Point".
TitleWnd: In the main menu screen, restricted the video container to preserve the proportions of the terror star, decoupled the background and video from the UI and allowed them to stretch beyond the limits of the window. This preserves their visual proportions and alignment. Requires a 1792x768 TitleBack.png
TradeWnd_planetrading: This is the planet-trading-enabled version of the Trade screen. I've restricted the video container to preserve the aspect ratio of its contents. If there's demand, I could try to carry over the shiny stuff Mabus added to the planet-less screen.
That's all then, enjoy! I'll take me a breather, then see if any new typos have been introduced 