alerum68
Sep 06, 2007, 09:43 PM
Please post all questions pertaining to installation, setup, or other minor issues here instead of starting a new thread.
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alerum68 Sep 06, 2007, 09:43 PM Please post all questions pertaining to installation, setup, or other minor issues here instead of starting a new thread. Thank you! Roland Johansen Sep 12, 2007, 06:42 AM First of all, thank you for this mod. :goodjob: I have some small question about installing this mod as a mod (as opposed to installing it in customassets). I installed it as a mod in its own modfolder (...\Civilization 4\Beyond the Sword\Mods\Modname\), placing the ini file directly in the Modname folder and renaming the customassets folder to Assets and also placing it in the Modname folder. I also placed the documentation folder in the Modname folder, but I guess that wasn't important. Question 1: Was the above a correct installation? Question 2: I didn't name the Modname folder BUG Mod and thus the game creates a new ini-file named Modname.ini. I know that the BUG Mod.ini file contains a lot of important settings about how the mod works. Will the mod still be able to find the correct information and is the Modname.ini file just a dummy file? Question 3: I was playing a game with my own mod with some small xml-changes (in different files than the xml files that were added by this mod) and with Solvers unofficial patch (which also affects different files than your mod). I added these xml-changes and Solvers unofficial patch to your mod and named this combined mod the same as my old mod so that I could continue my game. The game seems to work ok. Can you tell me if there are to be expected any problems with using this mod with a savegame as opposed to a new game? (edit: I'm using the flavour version of the mod) Remark 1: The shortcut button CTRL ALT O with which one can change the settings of the mod is not well documented. I only found out about it when reading the Loading Hints & Tips suggestions thread in this forum and that thread isn't sticky. Maybe you could mention it in the Latest Version thread where all the other features of the mod are mentioned. Remark 2: In the documentation about the Reminder mod component, the shortcut key ALT R is mentioned while it should be ALT M. The ingame customisation menu (CTRL ALT O) mentions the correct ALT M. Thanks again for this mod and good luck with any further additions to the mod. :) alerum68 Sep 12, 2007, 07:20 AM Yes it was correct, but you will need to make sure it calls the .ini file. I don't think it matters about the the other .ini file since BUG pulls from the .ini, not the game, so it should still pull up alright. Let us know if you have any problems. I'll take into account the options buttons not being well documents, and see what I can do to to fix it. alot of the Docs have been copied in whole, and haven't been updated yet. It's going to be a big project just doing that, and are taking our time since I'm afraid alot of people don't read the docs like you did. Will keep tabs on it though, and when we have time will update it. Roland Johansen Sep 12, 2007, 07:57 AM Yes it was correct, but you will need to make sure it calls the .ini file. I don't think it matters about the the other .ini file since BUG pulls from the .ini, not the game, so it should still pull up alright. Let us know if you have any problems. I'll take into account the options buttons not being well documents, and see what I can do to to fix it. alot of the Docs have been copied in whole, and haven't been updated yet. It's going to be a big project just doing that, and are taking our time since I'm afraid alot of people don't read the docs like you did. Will keep tabs on it though, and when we have time will update it. Thanks for the answer. Everything seems to working ok. I made some changes to the settings with CTRL ALT O and noticed the game remembered it after restarting, so the ini file must have been updated. I know that many will not read through the documentation. I also didn't read every detail, I read the documentation of the modcomponents that I planned to use/activate. Many people also don't read a game manual, so that's to be expected. It's mainly the CTRL ALT O button that needs to be mentioned somewhere where you can't miss it. If you don't know about the button, then you can't customise the mod. Whether it's in the newest version thread where the mod is explained or during installation of the mod. Oh, one other thing that isn't actually a question, but more a remark. The new game clock uses (in its standard settings) a blue colour during one of the ages of the game. The contrast between this colour and the background is so small that the clock is barely visible. Maybe this standard colour could be changed. If I notice something buggy, I'll mention it in the bug reporting thread. Good luck with the ideas for improvement. They sound interesting. Cammagno Sep 12, 2007, 02:18 PM Remark 1: The shortcut button CTRL ALT O with which one can change the settings of the mod is not well documented. I only found out about it when reading the Loading Hints & Tips suggestions thread in this forum and that thread isn't sticky. Maybe you could mention it in the Latest Version thread where all the other features of the mod are mentioned. Good idea to mention it in that thread. But I have to say that I don't agree with you when you say that it's not well documented. It's written clearly in the BUG Readme file, and it's in bold :) Remark 2: In the documentation about the Reminder mod component, the shortcut key ALT R is mentioned while it should be ALT M. The ingame customisation menu (CTRL ALT O) mentions the correct ALT M. The ReadMe files for the mods included in the BUG mod are the original ones. They have been written by the original authors and have not been modified by the BUG Team (with only small exceptions in particular cases), so there are lots of things that are not up-to-date there. In the final release of the BUG Mod (and hopefully already in the 1.0 release, but we are not sure we'll have enough time for it) there will be a Changes.rtf file that will list all the changes made by the BUG Team to the original mods, and a Feature.rtf file listing all the features of the BUG mod. So... you only have to wait :) Roland Johansen Sep 12, 2007, 02:38 PM Good idea to mention it in that thread. But I have to say that I don't agree with you when you say that it's not well documented. It's written clearly in the BUG Readme file, and it's in bold :) :blush: :blush: :blush: Uhm, sorry. I thought, I had really read the documentation pretty well. So, yeah, it's there and I missed it.:blush: I also know why I missed it. The text in that file resembles the text on your SourceForge page with a few changes. The addition of that line is one of them. When reading the text, I thought that I had already read it. Good luck with updating the documentation. It's pretty boring work, I guess. Not as much fun as creating a nice mod. On the other hand, making an easily accessible mod where people are never wondering how something works is probably one of the best ways to make a mod successful. It's not the thing that attracts the first users, but it will cause the first users to advertise it as a nice mod. The problem with making a mod easily accessible is that you already know how everything works and it seems very logical to you as you created it in a way that seems logical to you. A first time user might think otherwise. By the way, I don't want to say that your mod is not easily accessible. Besides not finding the shortcut key for the customisation menu, I haven't had any problems whatsoever. The menu was easy to use and the new options are already integrated in my playing style. That only took a few minutes. So good job. :goodjob: Cammagno Sep 12, 2007, 02:58 PM I also know why I missed it. The text in that file resembles the text on your SourceForge page with a few changes. The addition of that line is one of them. When reading the text, I thought that I had already read it. You are right, the documentation on SF really ned to be updated, and also expanded. It will be done for sure... soon or later :D Good luck with updating the documentation. It's pretty boring work, I guess. Not as much fun as creating a nice mod. On the other hand, making an easily accessible mod where people are never wondering how something works is probably one of the best ways to make a mod successful. It's not the thing that attracts the first users, but it will cause the first users to advertise it as a nice mod. The problem with making a mod easily accessible is that you already know how everything works and it seems very logical to you as you created it in a way that seems logical to you. A first time user might think otherwise. I fully agree with you, documentation IS important, no doubt about this. And we'll try to put good docs in the first release and improve them for subsequent releases. For now, we are still releasing beta versions, so we are focusing on making changes, trying to add features and killing bugs. Even because, as you can figure, if writing lots of docs is a bit boring, having to frequently rewrite them because the mod has changed is much more boring :) By the way, I don't want to say that your mod is not easily accessible. Besides not finding the shortcut key for the customisation menu, I haven't had any problems whatsoever. The menu was easy to use and the new options are already integrated in my playing style. That only took a few minutes. So good job. :goodjob: Thanks :) And we'll try to explain things clearly also in the main thread here on CF, as you suggested. Ezeki3l Oct 12, 2007, 10:18 PM Hey folks. First of all. I want to say thanks. I love this mod. It is the only mod I use and I love it, So thanks for all the work. Second. I just have a few questions. I am sorry if they are a rehash. I tried searching the forum but didn't find what I needed. Setup: I just downloaded BUG 1.0b and BAT .06 from source forge. I downloaded the Zip files and placed them in my My documents\My Games\Beyond the Sword. I used the custom assets from the zip files to overwrite the custom assets in the MY games\BTS folder. I unzipped BUG 1.00.b first and then the BAT .06 second and in each case, I overwrote the custom assets folder with the custom assets from the Zip. So that is how I installed it. (if this is wrong then I may have to redo it or something). Problem 1: I am having a problem when I hit the CTRL - ALT - O . When I do it, it will pop up and I can make changes. But I cannot exit. It just hangs up and I have to kill the game. Problem 2: As I understand it, the BAT mod contains the Great person mod that will pop up a GP scroll with a quote or something. Is that mod included in the BAT mod? I could not get it to work and it is one of my most favorite mods. I know there was some discussion about waiting to get it in python. But I thought I saw it in the BAT documentation that the mod was added. Is this not the case or is my install just wrong and thats why it is not working? Thanks tons for the work and the help. It has made the game very enjoyable. :D Cammagno Oct 12, 2007, 11:39 PM Setup: I just downloaded BUG 1.0b and BAT .06 from source forge. I downloaded the Zip files and placed them in my My documents\My Games\Beyond the Sword. I used the custom assets from the zip files to overwrite the custom assets in the MY games\BTS folder. I unzipped BUG 1.00.b first and then the BAT .06 second and in each case, I overwrote the custom assets folder with the custom assets from the Zip. So that is how I installed it. (if this is wrong then I may have to redo it or something). It's ok, but IMHO is better to delete (or rename) the CustomAssets folder before installing BUG. Problem 1: I am having a problem when I hit the CTRL - ALT - O . When I do it, it will pop up and I can make changes. But I cannot exit. It just hangs up and I have to kill the game. This normally happens when the game is not able to write on BUG Mod.ini. And this n ormally happens when this file is not in the right place (BUG is able to find it in differente places when reading, but only write on it in one place). Is it in the main My Games/BtS folder, outside the CustomAssets folder? Ezeki3l Oct 13, 2007, 08:26 AM Thank you for the quick reply. :) It's ok, but IMHO is better to delete (or rename) the CustomAssets folder before installing BUG. Actually. I renamed my original custom assets folder and copied the BUG folders in. When I did the BAT custom assets though, I just overwrote everything. Is the BUG custom assets a stand alone? perhaps I should redo that This normally happens when the game is not able to write on BUG Mod.ini. And this n ormally happens when this file is not in the right place (BUG is able to find it in differente places when reading, but only write on it in one place). Is it in the main My Games/BtS folder, outside the CustomAssets folder? It is outside the CustomAssets folder inthe my docs \ my games \bts folder. I do happen to have my docs pointed ad a different drive, but I don't suppose that would be the problem. If I cant get it to work that is fine. I will still enjoy the game and I should be able to modify the ini file in text pad or something. My biggest thing is the Great person mod which gives the pop ups. I love that mod. . . Is there any chance that it is contained with the BAT mod? Its the same one that pops up the scroll with the quote of the great person right? thanks tons for the help. NikNaks Oct 13, 2007, 09:12 AM Problem 2: As I understand it, the BAT mod contains the Great person mod that will pop up a GP scroll with a quote or something. Is that mod included in the BAT mod? I could not get it to work and it is one of my most favorite mods. I know there was some discussion about waiting to get it in python. But I thought I saw it in the BAT documentation that the mod was added. Is this not the case or is my install just wrong and thats why it is not working?Well, the art files are included, but no-one has helped with the Python code as of yet :sad: Ezeki3l Oct 13, 2007, 10:21 AM Well, the art files are included, but no-one has helped with the Python code as of yet :sad: Ok thanks. That is the answer I was looking for. That is a shame since i love it so much. Cammagno Oct 13, 2007, 01:09 PM Well, the art files are included, but no-one has helped with the Python code as of yet :sad: I think that everybody forgot about this. :blush: I suggest to include it in the to-do list... pawelo Oct 16, 2007, 02:29 AM Hey guys (or ladies, who knows ;)), First of all, congrats for the awesome jobs you are doing for the community :goodjob: I have a noob question: It is my first mod I use, and it seems to overwrite pretty well the vanilla BtS. As there are some nice RB events open, I'm required to leave your mod aside for these games. Is there a nice elegant config-like way to do it, or do I have to re-overwrite the bug assets dll to disable it ? Thanks again for this spectacular mod making micro-management a fun part of the game :) ·Imhotep· Oct 16, 2007, 04:52 AM @pawelo: Easiest way: Rename your CustomAssets folder in Documents/MyGames/... to CustomAssets_BUG (or whatever you like) and then start BtS. The game will create a fresh CustomAssets folder without any mods in it. If you want to switch back to BUG, just delete the new folder and rename the CustomAssets_BUG folder back to CustomAssets... pawelo Oct 16, 2007, 05:29 AM Thanks for your answer -Imhotep-! <removed question> alerum68 Oct 16, 2007, 07:34 AM Hey guys (or ladies, who knows ;)), First of all, congrats for the awesome jobs you are doing for the community :goodjob: I have a noob question: It is my first mod I use, and it seems to overwrite pretty well the vanilla BtS. As there are some nice RB events open, I'm required to leave your mod aside for these games. Is there a nice elegant config-like way to do it, or do I have to re-overwrite the bug assets dll to disable it ? Thanks again for this spectacular mod making micro-management a fun part of the game :) I suppose we could build an uninstaller into the .exe file, but this will remove the config file as well. I'd suggest just renaming the CustomAssets folder to something like CustomAssetsBUG and when you restart it will be standard BTS, then just delete the other one.... ORRRRRR... you can get Ruff_hi's CustomAssets switcher. I don't have the link handy, but it's in his sig line. pawelo Oct 16, 2007, 07:39 AM ORRRRRR... you can get Ruff_hi's CustomAssets switcher. I don't have the link handy, but it's in his sig line. He has a CustomAssets switcher implemented :eek: Thanks for advice alerum68! ruff_hi Oct 16, 2007, 08:03 AM yes I do ... any feedback on easy of use would be good. See sig for details. pawelo Oct 16, 2007, 08:11 AM I'll give definitely give it a try :goodjob: pholkhero Oct 19, 2007, 07:10 PM i have a question: what is that little arm doing in my top left corner, near the sliders ~ i have 47/90 what?? ruff_hi Oct 19, 2007, 07:24 PM i have a question: what is that little arm doing in my top left corner, near the sliders ~ i have 47/90 what??what do you think it is? look at F5 ... and stop bugging us ... people are trying to sleep! :D And a message to everyone else ... this is how pholk and I usually relate so live with it. BTW - it is obviously not clear as to what it is ... what would make it clearer? pholkhero Oct 19, 2007, 07:29 PM well, obviously YOU'RE not trying to sleep ~ oh...is it GG points? that would be good ~ isn't there a GG icon you can use?? might have to enlarge the numbers, but you could also move it perhaps ~ pholkhero Oct 19, 2007, 07:29 PM or just change the arm (which you're using for power ratings) to a simple "GG" EmperorFool Oct 19, 2007, 08:42 PM I was originally going to make it a progress bar (just like on F5) next to the GP Bar under the Research Bar. If you have both enabled, it would just shrink each to half the size. Another reason to do this is that the numbers overlap the messages a little. I could then change "Great Person" to use the GP icon (to make more room), but there's no GG icon in the font. Do we have any artists that could create a 16x16 icon for a GG? Of course, with more space in the bar, we could just say "Great General" or "Combat Experience" ... whatever it says on F5. ruff_hi Oct 19, 2007, 09:06 PM isn't there a GG icon for the unit? How big is that? pholkhero Oct 19, 2007, 09:26 PM that's what I had in mind when i suggested it ~ even the icon for Military Instructor might do ~ You wouldn't even need ot make the GP and GG bar split the room evenly. if it was something like 66-33, that would work since, imo, the GP is of more importance. also, i wonder if you get %'s displayed on the GP bar ~ since you can get the next city, i wonder how hard it would be? sounds like a job for ruff, methinks (who's still not sleeping). ruff_hi Oct 19, 2007, 09:46 PM yawn - sure, we can add % signs ... how many do you want? 2? 3? %%%% Cammagno Oct 19, 2007, 11:13 PM that's what I had in mind when i suggested it ~ even the icon for Military Instructor might do ~ You wouldn't even need ot make the GP and GG bar split the room evenly. if it was something like 66-33, that would work since, imo, the GP is of more importance. also, i wonder if you get %'s displayed on the GP bar ~ since you can get the next city, i wonder how hard it would be? sounds like a job for ruff, methinks (who's still not sleeping). A bunch of good ideas :) EmperorFool Oct 19, 2007, 11:56 PM I'm going to tackle both of these: change GG points to a bar and see about adding color-coding for each type of GP in GP Bar. You can't get it to display the %'s, but I can color the bar like this: [RRRRYYYYYYYYYGGBBB----------] I just need to pick colors. Gray: Engineer (production bar) Yellow: Merchant (gold) Purple: Artist (culture) Green: Scientist (research) Blue: Prophet White: Spy Since there aren't any existing bars for Spy and Prophet, can anyone suggest alternate colors? And I'm not convinced about gray for the Engineer ... might be hard to see. robuck Oct 20, 2007, 12:48 AM I installed BUG yesterday easily while having the older version of BTS and it worked great. After browsing the forums I saw there was an official 3.13 patch so I downloaded it and made sure I also downloaded and reinstalled the most recent version of BUG that supposedly works with 3.13 - now BUG will not work for me? I tried loading it from the mod folder, and also tried installing it into the root bts folder with the EXE. Neither work, other than a "BUG mod" in the upper right corner when loading from the mod folder, not a thing is different from plain old BTS. What's going wrong? I'm new with this modding stuff. I only got to try BUG for a few minutes before 3.13 "broke" it. How disappointing! :( edit: Tried reinstalling BTS, Patch, BUG and still the same. Doesn't work. EmperorFool Oct 20, 2007, 03:07 AM @robuck - So the game plays normally as if BUG weren't installed at all? Are you loading a saved game or starting a new game? If you're loading a game that you started while using a mod, that mod will be used. Having said that, unless you checked "Lock Modified Assets" (off by default) when starting the game, it should still load the CustomAssets stuff which is where BUG is installed using the EXE. Did you install the real 3.13 patch from Firaxis or the "Unofficial 3.13 Patch" that's just a new DLL? The latter is really a mod with some fixes to the game DLL and is not the 3.13 that the latest BUG requires. If things aren't working, you should see problems, like no interface or messed up screens. That it plays normally as if BUG weren't installed, it seems more like a save game issue. Please elaborate and we'll try to help. EmperorFool Oct 20, 2007, 03:45 AM Sad news on the GP Progress Bar front. I got the code all written and working only to find out that the stacked bar only allows four sections. Given that one section is needed for the points you'll gain this turn, that leaves only three sections for different GP types. http://i222.photobucket.com/albums/dd275/EmperorFool/GP%20Progress%20Bar/GPProgressBar1.png So it looks like this idea is a wash unless we combine some of the GPs or use multiple stacked bars. I could still put the % values as text in the bar. Anyone have any bright ideas? BTW, the above picture looks rather busy, and I wonder if leaving it as it is might be better. It's handy information, but you can always click the bar to zoom to the city to see it. There is unfortunately no way to get the hover popup to work outside the city screen. :( pholkhero Oct 20, 2007, 07:39 AM well, to be honest, though the color-coding is a really great idea, unless you could remember what each color mean, you'd have to click anyway. [edit: oh, i see that you coded them to other bars ~ that makes more sense to me] and also, w/my idea of displaying %'s ~ imagine having 6 different GP %'s trying to be displayed in that bar written out. yeek ~ if the hover bar would work, that would've been a perfect solution, but i guess you can't have everything. I wonder if it would be worth it to just display the highest percentage?? make it say: "Great Person 54% GS: Thebes (2)" or even "Great Scientist (54%): Thebes (2)" or the top 3 as color-coded bars?? or if that's just more trouble that it's worth. isn't it fun when someone who HASN'T been working on the project all along comes around with suggestions? :lol: thanks for listening ~ :D ruff_hi Oct 20, 2007, 08:34 AM "Great Scientist (54%): Thebes (2)"I like this option. You know, we now have 3 threads about new features or enhancements ... - Questions about The BUG Mod - Requests for new components (and features) - Development Thread At least we are organized! :D robuck Oct 20, 2007, 11:06 AM [QUOTE=EmperorFool;6069456]@robuck - So the game plays normally as if BUG weren't installed at all? Thanks for the help, I got it working by renaming customassets folder to "assets". GREAT compilation of mods by the way ! OneBinary Oct 21, 2007, 02:02 PM I gotta say I'm not a big fan of the color coded bars. Doesn't mesh well with the interface and the Research bar IMHO. Let me shed a bitter tear for no hover bar, that would be so ideal. :cry: OK now that I got that out of my system... I like the "Great Scientist (54%): Thebes (2)" option as well, but could you maybe code that up and post a screeny so that we can weigh in? EF: On a quasi-tangential pseudo-related topic, were you going to look into moving the Research and GP bars onto the same row for those of us with the resolution to support it? Seems like a good time to explore that if you're playing around with the bars. :goodjob: EmperorFool Oct 22, 2007, 01:13 AM Civ4: 2 EF: 0 So I wrote the code for a nice hover panel building off of PLE's hover stuff. This mimics what you see in the City Screen without any modifiers. But of course Civ4 doesn't have mouse-over events in Python for Stacked Bars or Text -- only Buttons. Joy! :gripe::wallbash::aargh:[pissed] That about sums it up. :cry: Any other ideas? EmperorFool Oct 22, 2007, 01:52 AM BTW, I'm resisting the %s in the label simply due to space issues, but how about this: use the icons for various things instead of the full unit name. Engineer: :hammers: Scientist: :science: Merchant: :gold: Artist: :culture: Prophet: :religion: Spy: :espionage:Does this look too confusing? http://i222.photobucket.com/albums/dd275/EmperorFool/GP%20Progress%20Bar/GPProgressBar2.png I have it so that it cuts off whenever it would overflow past the end of the bar. If we make the bar wider (possible now, definitely for wider screens), it will show more icons and %s. If you rename the city longer, it drops the ":culture: 7%" in the screenshot. Also, it sorts them in decending %. Cammagno Oct 22, 2007, 03:43 AM BTW, I'm resisting the %s in the label simply due to space issues, but how about this: use the icons for various things instead of the full unit name. Engineer: :hammers: Scientist: :science: Merchant: :gold: Artist: :culture: Prophet: :religion: Spy: :espionage:Does this look too confusing? http://i222.photobucket.com/albums/dd275/EmperorFool/GP%20Progress%20Bar/GPProgressBar2.png I have it so that it cuts off whenever it would overflow past the end of the bar. If we make the bar wider (possible now, definitely for wider screens), it will show more icons and %s. If you rename the city longer, it drops the ":culture: 7%" in the screenshot. Also, it sorts them in decending %. :goodjob: :goodjob: :goodjob: Only a different colour for the bar, yellow is not good for the GP icon and even not so good for the gold icon... I think something more similar to red will be better. ruff_hi Oct 22, 2007, 06:02 AM looking good. Now for some 'glance' payback ... can you make the 54%, 22%, etc font one size small? Elandal Oct 22, 2007, 07:17 AM Can you also make displaying that information optional? I like the GP bar, but would like to only see the bar or at most have the type of most likely GP said (instead of Great Person it would read Great Scientist and so on). If I don't know what kind of GP's I'm about to get, I can as well click the bar... OneBinary Oct 22, 2007, 09:48 AM BTW, I'm resisting the %s in the label simply due to space issues, but how about this: use the icons for various things instead of the full unit name. Does this look too confusing? I gotta say I'm not a huge fan, the bar does look pretty cluttered. Would it be possible to allow us to select 3 options for the GP Bar: Off On (Original) On (Shuper Duper Fancy Smansy) ruff_hi Oct 22, 2007, 09:50 AM On (text shows city and highest probability GP) EmperorFool Oct 23, 2007, 11:18 AM Changes committed. No time to explain now, check it out. ruff_hi Oct 24, 2007, 04:20 AM Changes committed. No time to explain now, check it out.I like it - was looking at this last night. Nice. pholkhero Oct 24, 2007, 10:33 AM ahh, it's good to see someone other than Ruff listens to me ~ I really like that change! can't wait to see what the latest changes are . . . now if only you took care of that GG thing ;) :lol: EmperorFool Oct 24, 2007, 10:40 AM Good to hear. Yes, the GG counter -> GG Bar is next and should be a piece of cake next to the GP Bar. And yes, putting them on the same line as the Research Bar when you have the space is a nice idea. Anyone else playing with widescreen or larger resolution have any thoughts on the subject? Put one on either side of the RB? What if you have one hidden? OneBinary Oct 24, 2007, 10:49 AM I think it'd like to see the ordering as RB GP GG, with RB being the largest, GP second largest, and GG the smallest. ruff_hi Oct 24, 2007, 07:23 PM Didn't v3.13 of BtS put the better espionage advisor screen in the default game. If so, are we taking it out of BUG? EmperorFool Oct 24, 2007, 09:15 PM Yes, Better Espionage is in 3.13, but I added some stuff to it before 3.13 so I'd like to leave it in. Rearranged the fields in the list of civs. I think it's clearer. Added coloring to cost %. Added coloring to missions: can perform gets green and can perform soon (within 10%) gets cyan. walbeek Oct 26, 2007, 03:00 AM At last I finaly tried an Internet Multiplayer BTS game with a friend of mine. We both have the patch 3.13 installed. Alerum already mentioned there are some issues with BAT and 3.13. Updating through SVN caused the game to Crash to Desktop, as already explained in the Bug Reporting thread. The problem was currently fixed by installing the BAT (FBUGMod_006.exe) from civ4bug.sourceforge.net (http://civ4bug.sourceforge.net). In a Single player game the BUG mod with the Custom-art units works fine. However, on the multiplayergame the BUG mod is not present (we changed the BUG mod.ini file line "SinglePlayerOnly = 1" to 0). It plays as a normal game w/o the BUG mod. Also the custom units from BAT(fbug) are not present in the Multiplayer game... for the players. All AI player have the Civ Unique cutom-art units. But the players themselve have the original civ-units (except for the spearman?!?!?:confused: ) Now, this could be related to non-compatibility with BAT and 3.13, but since the BUG is not present either, I think it is something else. The BUG mod is multiplayer compatible is it not. Or do I need to change some setting for the BUG to work in an on-line game (Maybe manualy load the mod somehow?) Any thoughts anyone? We are running no other mod's. We are using the latest (update 2 days ago) SVN BUG+BAT version with the FBUGMod_006.exe installed after the SVN update (so I guess that has overwritten most files). alerum68 Oct 26, 2007, 07:30 AM It's not MP compatible. I think you can install into a Mod folder, and load that up and play an MP game that way, but I haven't tried it yet, so don't know if it would work.:( EmperorFool Oct 26, 2007, 11:23 AM As long as you're both running BUG as a mod, it should work fine. None of the changes are single-player only. I've fixed the INI file. ruff_hi Oct 26, 2007, 11:38 AM The logger will not work 100% as it includes some code that makes the assumption that the human is player #1. EmperorFool Oct 26, 2007, 11:43 AM How hard would it be to fix that? ruff_hi Oct 26, 2007, 11:46 AM HARD! It is actually the part that puts in the IBT section in the code and controls the "while attacking" / "while defending". It is all driven by the silly order that events fire during the game (but you know about that silly order already). Cammagno Oct 26, 2007, 01:25 PM Yes, Better Espionage is in 3.13, but I added some stuff to it before 3.13 so I'd like to leave it in. Rearranged the fields in the list of civs. I think it's clearer. Added coloring to cost %. Added coloring to missions: can perform gets green and can perform soon (within 10%) gets cyan. As it is written in our BUG Included Mods.rtf file ;) Cammagno Oct 26, 2007, 01:28 PM HARD! It is actually the part that puts in the IBT section in the code and controls the "while attacking" / "while defending". It is all driven by the silly order that events fire during the game (but you know about that silly order already). But opting out IBT, everything else will work? :confused: ruff_hi Oct 26, 2007, 01:56 PM But opting out IBT, everything else will work? :confused:maybe - not 100% sure. It might be that the log created on the players pc shows the log from the players point of view and not from the human's point of view. EmperorFool Oct 26, 2007, 09:15 PM I guess I don't see the problem. Each player should see their own log from their own point of view. The logs will be different, of course, but that's fine. I thought you meant the logger does things like # Log the player's action player = gc.getPlayer(0) # assume first player is up, BAD It couldn't hurt to try. :) walbeek Oct 27, 2007, 03:47 AM If we can assist in any way by providing saves, files etc......... EmperorFool Oct 27, 2007, 03:56 AM @walbeek - Are you accessing our SVN repository on SF.net directly to get the latest changes file-by-file? If so, sync to the latest so you get the INI file change to allow multiplayer. If not, change "BUG Mod.ini" yourself: # This mod should work multiplayer SinglePlayerOnly = 0 Now try the same game or a new one and let us know if you see BUG. BTW, are you running it as a mod or in your CustomAssets folder? walbeek Oct 27, 2007, 04:20 AM @EmperorFool: Yes, I WAS using the file by file SVN update, but stopped using it because 3.13 is currently incompatible with BAT. Now I have the current self-extracting bug and fbug files from SF installed, they're working with 3.13. As for the changed BUG mod.ini: ....... However, on the multiplayergame the BUG mod is not present (we changed the BUG mod.ini file line "SinglePlayerOnly = 1" to 0). It plays as a normal game w/o the BUG mod. Also the custom units from BAT(fbug) are not present in the Multiplayer game... for the players. All AI player have the Civ Unique cutom-art units. But the players themselve have the original civ-units (except for the spearman?!?!?:confused: ) ....... So we already tackled that... We both have the battybug installed in CustomAssets. We're now going to try installings as a mod next. It's not MP compatible. I think you can install into a Mod folder, and load that up and play an MP game that way, but I haven't tried it yet, so don't know if it would work.:( EmperorFool Oct 27, 2007, 04:24 AM Sorry, I forgot you were the one that pointed it out (posted too fast). Yes, please try it as a mod. It makes sense that Civ4 would not load CustomAssets files in multiplayer. I've got my fingers crossed! If that doesn't work, you might want to try just using BUG from SVN without BAT. I don't see how that should matter, but I know everything that is in BUG and can help you there better. alerum68 Oct 28, 2007, 09:51 AM Bushface - unless you have modified your Documents folder within Vista, that is the directory that BTS puts the files. First, I'd suggest downloading and using the .exe file as it will automate this process for you, as it uses variables and your registry to locate the location of the BTS documents. If that doesn't work I'd suggest using your search feature and searching for "CustomAssets". TbeLastOne - You need to set this up as a Mod, in the Mods folder. Also, if the other player is not using The BUG Mod, there will be a popup generated stating that the other player is using a different version then you because of the Mod being loaded. This should still allow gameplay though. Cammagno Oct 28, 2007, 10:26 AM Bushface - unless you have modified your Documents folder within Vista, that is the directory that BTS puts the files. No, it is not. The name reported by Bushface is wrong, I don't know from where he has taken it... :confused: alerum68 Oct 28, 2007, 10:51 AM No, it's right. He's using Vista. The documents folder is in a different location, but the .exe file is set up to find the right location. on my pc it's C:\Users\Hazem\Documents\My Games\Beyond The Sword. Cammagno Oct 28, 2007, 04:09 PM No, it's right. He's using Vista. The documents folder is in a different location, but the .exe file is set up to find the right location. on my pc it's C:\Users\Hazem\Documents\My Games\Beyond The Sword. Wait, Bushface said: I'd like to install the BUG mod, but the instructions say to put it into a folder called "BTS Documents". Search as I may, I cannot find such a folder... Now, no instruction says to put BUG inside a folder called "BTS Documents", and of course he has not found it, because it doesn't exist. walbeek Nov 01, 2007, 03:19 AM It's not MP compatible. I think you can install into a Mod folder, and load that up and play an MP game that way, but I haven't tried it yet, so don't know if it would work.:( As long as you're both running BUG as a mod, it should work fine. None of the changes are single-player only. I've fixed the INI file. @walbeek - Are you accessing our SVN repository on SF.net directly to get the latest changes file-by-file? If so, sync to the latest so you get the INI file change to allow multiplayer. If not, change "BUG Mod.ini" yourself: # This mod should work multiplayer SinglePlayerOnly = 0 Now try the same game or a new one and let us know if you see BUG. BTW, are you running it as a mod or in your CustomAssets folder? We yesterday finaly got around to trying a Multiplayer game installed as a MOD. When the BUG mod loaded as a mod, No games (neither active nor closed. The list is just EMPTY appear in the multiplayer internet-staging room. We figures, only games with the same MOD loaded appeared, but when I started a new game, he didn't see that game in the staging-room either, and vice versa.:( When unloading the MOD and returing to the multiplayer internet staging room all games have returned to the list and starting a new game that the other would see was possible. But without BUG :cry: I recently installed Blue Marble. Blue Marble just kept working, no difference playing single or double player. For the record: my friend has the same version of BUG (2.1 from SVN repository) but no Blue Marble installed. I doubt however that BlueMarble had anything to do with it. To install the BUG as a mod we coppied the CustomAssets and CustDomAdv folders and the AdvUnitNaming.ini (or something like that) to mods\BUG mod and copied the BUG mod.ini to mods. The entire BUG mod remained also installed in CustomAssets. Again, in a single player game the BUG works GREAT :goodjob: alerum68 Nov 01, 2007, 09:50 AM MODs need to be Assets not CustomAssets. Rename that directory and try again. walbeek Nov 01, 2007, 02:09 PM MODs need to be Assets not CustomAssets. Rename that directory and try again. Okay, changed it, but no difference. There are no games in Multiplayer internet stagingroom again with BUG loaded as a mod with files in Assets. None at all. Even tried an SVN update, so I'm using the latest BUG. When I continue and set up a new multiplayergame and start it by myself, it will load fine WITH bug. The problem is, nobody, including my friend who is using the BUG mod aswell (that was yesterday, haven't tried it with the CustomAssets renamed to Assets yet, but I figured since the problem is exactly the same that would not have been te cause) can see our game. When unloading the mod, a lot of available games will appear in the list. EmperorFool Nov 01, 2007, 09:19 PM Just to double-check, but is your friend also loading the BUG mod before trying to see your game? What happens if you both just have it installed in CustomAssets in "My Games/BtS" and not as a mod? Since you see BlueMarble, I would expect you to see BUG as well. Or is this how you got the flashing message about modified assets? We're not doing anything kinky to make it not work as a mod. I guess I'd recommend making sure you can start some built-in mod multiplayer game and have you friend see it. If so, tell me which mod and I'll see if there's something I missed. walbeek Nov 02, 2007, 02:11 AM Just to double-check, but is your friend also loading the BUG mod before trying to see your game?Of course. What happens if you both just have it installed in CustomAssets in "My Games/BtS" and not as a mod?A Multiplayer game will start as a normal game, without BUG mod. Since you see BlueMarble, I would expect you to see BUG as well. Or is this how you got the flashing message about modified assets?I do not recall that message, possibly someone else mentioned this. I searched all thread in this BUG forum, for possible multiplayer issues. Could only find the post from TheLastOne36 (http://forums.civfanatics.com/showthread.php?t=241793&page=2), who seems to got it working right on Multiplayer, but on his game other people could join but got the Message "TheLastOne is using a different version". I did post earlier for not seeing BUG when starting a game in Multiplayer while having it installed in CustomAssets. I did however see the FBUG (old version BAT) units for the AI players. (Now we don't have FBUG installed anymore). The strange part is: when loading Bug as a mod, that there are no active games in the internet-staging room, where there are normally hundreds of games. Unloadind the MOD resolves this, but lets the game play as a normal BtS game (Bug is also installed in CustomAssets). I don't know how Blue Marble works, but that works fine: Single- and Multiplayer, without exeption or modification. We're not doing anything kinky to make it not work as a mod. I guess I'd recommend making sure you can start some built-in mod multiplayer game and have you friend see it. If so, tell me which mod and I'll see if there's something I missed.OK, we'll do. I'll report back when we did so. EmperorFool Nov 02, 2007, 11:03 AM BlueMarble is installed in CustomAssets, which is why I was hoping BUG would work there. I guess Civ only loads XML and art changes (which is why you saw the BAT ethnic units) but not Python. Can you post your "BUG Mod.ini" and "CivilizationIV.ini" files? walbeek Nov 02, 2007, 02:03 PM Here you go EmperorFool Nov 02, 2007, 08:30 PM Those both look fine. And when you play as a mod, I see the folder is correct ("BUG Mod"). Is your friend's folder named correctly as well? I'm sorry, I'm out of ideas at this point. :( walbeek Nov 06, 2007, 01:23 AM I asked TheLastOne by PM to post here how he got BUG to work in Multiplayer. According to his posts in the Latest Version thread of this forum he got it to work fine. Hope TheLastOne responds..... :) madAzrael Nov 06, 2007, 05:32 AM you could try to connect via "direct ip" instead of using the internetlobby. just an idea... jpinard Nov 06, 2007, 08:31 PM I've looked everywhere and I can't find the answer to these two question: 1. I have a game I started with BUG mod 2.00 (I use it in my //MODS// folder) Can I throw the new version in and continue with my game that's in progress? 2. With my current game I go into the BUG settings and make changes, but the changes I make are never saved nor even implemented in the game. The folder names in mods is: BUG Mod and there are two ini files in the root of that directory (no where else) BUG Mod.ini and BUG.ini. I am using my own set of leader and civs via customassets. Can someone please help me figure out why I can't save changes? The mod worls fine on default settings, but there's some things I need to change. EmperorFool Nov 06, 2007, 09:19 PM 1. I have a game I started with BUG mod 2.00 (I use it in my //MODS// folder) Can I throw the new version in and continue with my game that's in progress? Great question! Yes, this should work just fine. Careful about overwriting your "BUG Mod.ini" file. I try to specify good defaults so you can use your old INI file with the new mod. 2. With my current game I go into the BUG settings and make changes, but the changes I make are never saved nor even implemented in the game. The folder names in mods is: BUG Mod and there are two ini files in the root of that directory (no where else) BUG Mod.ini and BUG.ini. You have the folder named correctly ("BUG Mod"), so I don't know why it's creating BUG.ini. Open the file "Assets/Python/Contrib/CvModName.py" in Notepad or some other text editor and tell me what the value of "modName" is set to. Or just post the whole file here (it's short). I am using my own set of leader and civs via customassets. This shouldn't interfere with BUG -- definitely not with INI changes not being saved. If you make a change to the settings in-game, do the modified dates of either of those INI files change? If you change the settings in the INI file, do you see the changes in-game (after restart of game)? jpinard Nov 07, 2007, 11:51 PM Woohoo! I installed the new version and it now works perfectly. Wow, it is so cool to see the commerce/gold breakdown in the city screen. Thank you soooooo much! gnome Nov 17, 2007, 04:48 PM If I'm interested in the BATty Bug version for 3.13, is that available yet? Jeff1787 Nov 30, 2007, 11:08 AM I installed the BUG mod directly so that it always runs. I did not install it in the mods folder. Now my HOF games don't work right. My question is this: Is there anyway to uninstall the BUG mod and then reinstall it in my mods folder?? Thank you RockTheCazbah87 Nov 30, 2007, 11:17 AM I'm playing on Vista, and I couldn't download the Tortoise SVN thing. So instead I downloaded the .zip file, extracted everything in place, and bish bash bosh, everything was ready. But nothing came up when I pressed Ctrl/Alt/O. Is the SVN completely 100% necessary? alerum68 Nov 30, 2007, 04:34 PM I installed the BUG mod directly so that it always runs. I did not install it in the mods folder. Now my HOF games don't work right. My question is this: Is there anyway to uninstall the BUG mod and then reinstall it in my mods folder?? Thank you You don't even need to uninstall. Follow these steps: Create a folder named BUG Mod within your mods folder. Do not change the name. It has to remain that way or will cause problems. Move your current CustomAssets folder to the BUG Mod directory you just created. Rename CustomAssets to Assets. Move the file named "BUG Mod.ini" into the BUG Mod folder. If you backed up your older CustomAssets folder with HoF in it, then just restore that, and it should bring back HoF. If not, you will have to reinstall the HoF MOD again. alerum68 Nov 30, 2007, 04:55 PM I'm playing on Vista, and I couldn't download the Tortoise SVN thing. So instead I downloaded the .zip file, extracted everything in place, and bish bash bosh, everything was ready. But nothing came up when I pressed Ctrl/Alt/O. Is the SVN completely 100% necessary? Sorry, was searching the forum in Bug Reporting for the answer... Did you remember to unzip the INI's and add them to the root Civ4 folder in your documents? If you didn't unzip these, or renamed them, or didn't put it in the right directory, it will cause the options screen not to work. The problem is caused when BUG tries to search for the BUG Mod.ini file, and can't find it. You don't need to use SVN at all actually. It was just a tool to help us with keeping files updated between the team, so we weren't having to upload a new .zip everytime we changed something. EmperorFool Nov 30, 2007, 09:04 PM @RockTheCazbah87 - BUG should work fine with Vista; SVN isn't necessary as Alerum said. The problems with the Options screen usually meant it wouldn't close, but it should open. That says to me that it didn't get installed right. Where exactly did you unzip it? RockTheCazbah87 Dec 01, 2007, 03:51 AM I unzipped it to my Civ4/BtS folder. The BUG Mod.ini file is in the BtS folder. Is this right? Do I need to change the XML loading to 1 or something? alerum68 Dec 01, 2007, 10:17 AM Did you put it into the BTS folder, or the BTS folder within My Documents? It can be a bit tricky to put it in the right place, that's why we put out the setup file. Would you mind trying that and seeing if it works for you? RockTheCazbah87 Dec 01, 2007, 04:20 PM Nope, that didn't work. Was I supposed to extract the whole mod to the My Documents directory? My Documents and my BtS directory are on two different drives, that's all. A little tricky sometimes. EmperorFool Dec 01, 2007, 05:28 PM You should have this structure: ...\My Documents My Games Beyond the Sword BUG Mod.ini BUG Documentation CustomAssets Art Python Res XML Most all of the BUG stuff will go in CustomAssets. Siblings to CustomAssets are BUG Mod.ini and BUG Documentation. RockTheCazbah87 Dec 03, 2007, 12:45 AM It worked! Thanks guys. The mod's great. :D Hackapell Jan 13, 2008, 07:21 PM Just wondering when this will be out for mac, if at all, as The mod looks absolutely amazing. alerum68 Jan 14, 2008, 11:15 AM IIRC, we've already done everything to make it Mac Compatible. The only thing we have to wait for now is a Mac version of BtS, as this won't work on Civ4 or Warlords. Fujisan Jan 20, 2008, 05:00 AM Sorry if this question was already asked. How can I change the maximum number of messages in the Event log of the Ctrl+TAB panel? Actually it is about 10 that is quite not enough. All earlier events and alerts are lost. Sometimes I cannot see all events even for the last single turn... :p In vanilla this number is unlimited, as far as I know. ecc Jan 28, 2008, 03:56 PM Is it possible to announce this mod at another level of the forums? It seems somewhat difficult to locate at the moment. Or at least, unless you're specifically looking for mod development. It might be a good idea to at least mention in the mods category for BTS so more people know that it exists and can participate in it and use it. This in my opinion is one of the better mods with potential. Thanks. :) marcbyrne Feb 14, 2008, 05:55 PM I was just looking for a definitive answer to how this mod works with multiplayer. I've looked, and seen a little bit on this topic, but nothing definate. Anyway, does it work well? Do all the players have to have it install for it to work. If not, does it cause sync errors? Anyway, I'm interested in trying this mod out, but I don't want to go through the hassle if its not going to be useful to me all the time. I play alot of multiplayer with friends and don't want to have to turn it on and off or whatever all the time. Thanks for your help! Minor Annoyance Feb 15, 2008, 12:53 PM It only affects the interface so other players don't need it. mudfoot Mar 03, 2008, 01:54 PM Hi I'm currently in a PBEM Game and I would like to use the BUG Mod (which I just installed) in this game. Is it possible? If so, how can I make it work? What about the other players in the PBEM? Thanks in advance! Lord_Zath Mar 05, 2008, 08:38 AM I was just looking for a definitive answer to how this mod works with multiplayer. I've looked, and seen a little bit on this topic, but nothing definate. Anyway, does it work well? Do all the players have to have it install for it to work. If not, does it cause sync errors? Anyway, I'm interested in trying this mod out, but I don't want to go through the hassle if its not going to be useful to me all the time. I play alot of multiplayer with friends and don't want to have to turn it on and off or whatever all the time. Thanks for your help! I play the BUG mod on multiplayer. If you intend to do this, make sure you install it as a mod. If others are not playing with that mod, a window will pop up saying they are not using the same files you are. There are some things to keep in mind when playing multiplayer. - You cannot connect via LAN for some reason. Even if you're on a router. You now have to direct IP join a game. - Advanced scoreboards do not work in multiplayer. Be sure to disable it. - Warnings for city growth and unrest are one turn too late. You're told that the city will grow unhappy next turn on the same turn that it has grown unhappy. The creators of the BUG mod do not support multiplayer, so don't expect those to change any time soon. They're not so bad that they break the game. ruff_hi Mar 07, 2008, 07:18 AM I'm not sure but I don't think that BUG is possible with PBEM unless the game is started with BUG loaded as a MOD (as opposed to installed under custom assets). ruff_hi Mar 07, 2008, 07:20 AM Warnings for city growth and unrest are one turn too late. You're told that the city will grow unhappy next turn on the same turn that it has grown unhappy.Is this a MP issue only or does it appear in SP games too? Lord_Zath Mar 09, 2008, 10:20 AM Ruff, this only happens in multiplayer. I tried a singleplayer game and it worked fine. Something I did come across while playing single player, however - The GP bar does not work. I am using a new map script - PerfectWorld. Perhaps that's done it? It had always worked fine before... I can post a save game if you like. ruff_hi Mar 09, 2008, 11:47 AM save game demoing 'bug' would be good. I think the issue with MP is that we are keying some things off 'player #1' which is always the human in SP. It is not something that we are going to rush to fix (if ever). Lord_Zath Mar 09, 2008, 03:32 PM I'm usually Player #1 in multiplayer (you mean the first player slot, right)? Here's the save game. Falc Mar 15, 2008, 06:46 AM While trying to merge BUG with Fall from Heaven, I've run into the following: file Assets\Python\EntryPoints\CvScreensInterface.py, around line 850-900 def liberateOnClickedCallback(argsList): [...] if (not city.isNone()): if (iButtonId == 0): CyMessageControl().sendDoTask(iData1, TaskTypes.TASK_LIBERATE, -1, -1, False, False, False, False) elif (iButtonId == 2): CyInterface().selectCity(city, False) In both the BtS and FfH versions of this file, the -1 I marked in red is a 0 instead. I have no clue what this piece of code is for, so I don't have a clue if I should keep your modification or throw it out. Can someone help me out? ruff_hi Mar 15, 2008, 07:38 AM I have no idea. I wonder who and when it was changed. I'd say change it back as all of the other BUG changes in this file are screen related (sevopedia, BUG options, Dom Advisor, etc). ricardojahns Mar 29, 2008, 08:13 AM Hi there, I just would like to know why the PLE (12 Monkeys) has been "cut down" to include it in BUG. Is there any way that I can include the complete version? Did someone do this before? I find the complete version very useful. Thank you for any answer. Regards, alerum68 Mar 29, 2008, 08:27 AM There is a Warlords version, but the code is very messy. You can try porting it yourself to BTS, but we've decided to reduce it and take elements instead of recoding the whole thing. ricardojahns Mar 29, 2008, 08:34 AM There is a Warlords version, but the code is very messy. You can try porting it yourself to BTS, but we've decided to reduce it and take elements instead of recoding the whole thing. will try, thank you. Did you try before? I just want to know if I'm dealing with a death cause, or if it hasn't been tested yet. I love your "mod" (more of an expansion really...). Good work. alerum68 Mar 29, 2008, 11:03 AM It's not a death cause, and all modifications were marked by 12Monkeys when he first created it, so you can just pull it to make it work. But the code is ALL over the place in the maininterface file. I remember when I added PLE to Alerum's UAG a few years ago, and it took me longer to merge PLE into the MOD then it did rest of the Mods, excluding the GP Mod, combined. Good Luck though!:) Thanks for the compliment.:) ruff_hi Mar 29, 2008, 11:36 AM the main issue for me with PLE is that it totally re-wrote the unit selection code for very little added benefit. I think the current interface (and kb shortcuts like Ctrl-H to select all injured units) can do almost all of what PLE provided. What, specifically, do you like about PLE? I'm asking for the particular feature(s) of PLE that you like. ricardojahns Mar 29, 2008, 03:44 PM well, I tried it... a mess of code, so I gave up. What I liked from it was mostly the arranging thing, I used it all the time, for me it made the management of stacks much easier. I didn't use the filters that much, although I find them a very good idea. If you could just add those two things, specially the arrangement of units in rows or columns, and hopefull the filtering system (at least the most basic stuff) to BUG, that would be wonderful. Regards, jason77024 Apr 02, 2008, 10:49 PM Awesome mod, folks. Question (probably for Ruff): It is it possible to tell Civ not to append the unit type onto the unit name? If I call a unit "XIV Warrior Legion," Civ calling it "XIV Warrior Legion (Warrior)" is like allowing myself to introduce... myself. ;) In any event, thanks for the great work. alerum68 Apr 03, 2008, 12:03 AM I don't think so, but I'm not sure if you want to do that. The units do not rename when you upgrade them, so it may say XIV Warrior Legion, if you make him a Swordsman it will still say XIV Warrior Legion. ruff_hi Apr 03, 2008, 05:22 AM Question (probably for Ruff): It is it possible to tell Civ not to append the unit type onto the unit name? If I call a unit "XIV Warrior Legion," Civ calling it "XIV Warrior Legion (Warrior)" is like allowing myself to introduce... myself. ;)Nope - nothing we can do about that. It is just part of the game that we cannot change. jason77024 Apr 03, 2008, 09:52 PM No problem. Thanks again for the feedback, guys. Sweetacshon Apr 10, 2008, 09:57 PM Firstly, great work on BUG, it really is great! :thumbsup: My issue has been entering a custom log entry using alt-e; no log entry is recorded, and a message is displayed: DEBUG event: (Sweetacshon). Any ideas? alerum68 Apr 10, 2008, 10:54 PM the debug event is normal. That's how the events mod is coded that it enters a debug message. I don't know why it's not in your log though. It should be in both the in-game and autologger field. Did you check your options in the BUG mod to make sure it's set to log events and reminders? Sweetacshon Apr 10, 2008, 11:36 PM :hammer2::suicide: OK, it turns out it was in the log after all, and I can't read. :rolleyes: I guess I'm used to HoF where the entry is displayed on-screen, and I hadn't set a prefix, which is not blank by default in HoF. Maybe I need sleep. :crazyeye: Thanks, anyway. kneark Apr 30, 2008, 10:18 PM Since the BUG, BAT, and Blue Marble Mods are all modifications that do not affect gameplay, I should be able to continue a game that I started before installing the mod if I install it right now, right? What I mean is, I should be able to save my game right now, download and install the mods, and then load that same game up and have it work correctly, right? alerum68 Apr 30, 2008, 11:08 PM Yes with BlueMarble and BUG, no with BAT. BAT contains modular XML so it HAS to be loaded as a Mod. For you to load a saved game, it has to be a game started with the BAT Mod. Should have no problems with BUG though.:) Thanks for using the right thread, and not starting a new one.;) Balderstrom May 01, 2008, 02:17 AM Interesting, so if you put BUG & Blue Marble in Custom Assets... and BAT in MODs how do the 2 ini's work ? I notice the BUG & BAT ini's contain some of the same settings: from a quick glance - Alternate Clock for one. And if you want to install BUG/BAT as a 'single' mod? Or when you say BAT includes BUG... so you only need BAT? Hmmm is it getting complicated maintaining separate files? Or were you able to utilize the same files used for BUG in BAT? [Edit] Just compared the svn directories, BAT by itself doesn't duplicate the files in BUG. So then my original question stands, how do the ini files compete/work if you do CustomAssets(BUG) and MOD(BAT) ? EmperorFool May 01, 2008, 07:55 AM The SVN is kept straight -- BAT does not contain BUG at all. It is version-control gospel not to duplicate files in the repository. That way madness lies. When Alerum packages BAT up for release, however, he merges in the latest BUG. So if you install BAT using the installer, you don't need BUG. If you use SVN to grab the files, you'll have to merge them yourself. I believe that means simply copying the BUG files over BAT -- there should be no collisions. @kneark - To clarify Alerum's response, if you want to play a non-BUG game using BUG, you must install BUG into the CustomAssets folder. This is an option in the installer. Make sure you do not install it as a mod. BAT, as Alerum said, can only be installed as a mod, and thus you cannot continue non-BAT saved games using BAT. Also, we have an outstanding bug in BUG where people have tried to play a saved game from BUG without BUG. When they open the log screen (ctrl-tab), the game crashes to the Windows desktop. :( Of course, no one really ever uninstalls BUG. ;) The problem happens when people play SGs together, some with BUG and some without. Reuban May 10, 2008, 04:40 PM Just downloaded Bug. This is my first time really using a mod. I'm playing BTS 3.13, and when I start a game with bug it starts on an empty tech screen, and when I go to tech advisor it's blank. Also, on my city screen I cannot speed production. The button appears active, but cannot be pushed. Let me know if there is anything else I can provide. I'm guessing it's something I'm doing wrong, not sure what.... zarakand May 11, 2008, 08:31 AM I'm not sure if this is the correct spot to post this question, but I looked through several other threads and was unable to find an answer. I installed the BUG mod 2.30 using the exe installer as a mod. It works fine, but I none of the changes I make in options stay changed. Civ BTS is updated to 3.13, and I am not having the no interface issue that several other people were. Any help would be appreciated, as I love playing with this mod. Thank you Balderstrom May 11, 2008, 08:44 AM I think a couple bugs were introduced with the last release, currently reminders aren't working - and more than a few people have noted that options aren't sticking. Possibly the code that is looking for the .ini isn't writing to the right place, or reading from the right place. alerum68 May 11, 2008, 10:02 AM Zarakand, if you are a previous BUG Mod user, did you make sure to uninstall or remove all traces of The BUG Mod from your PC, including the old BUG Mod.ini file? zarakand May 11, 2008, 11:34 AM Zarakand, if you are a previous BUG Mod user, did you make sure to uninstall or remove all traces of The BUG Mod from your PC, including the old BUG Mod.ini file? Yes its a new PC that did not have civ installed on it at all. I uninstalled bug mod and reinstalled it yet I'm having the same issue where I when the options are changed it does not save the changes. Carabodes May 12, 2008, 04:22 AM And how do I use them? I downloaded and installed BlueMarble, BUG, BAT and CivScale (in that order) yesterday. It all went smoothly (in spite of having Vista ;)), and I'm eager to try it out. Looks swell :goodjob: I started an old game (thus could not try out BAT, only BUG), and encountered these new symbols (see attachment). When starting a new game with BAT, those symbols are not present. I tried clicking on each and every one of them, but to no immidiate effect. So, to repeat my question; what are they, and how do I use them? And futhermore, to a complete computer-dummy like myself, the BUG-options (ctrl+Alt+O) are not selfexplanatory. Do I have to use the try-and-fail-method to find out the effect of each and every option, or is there some kind of user manual available in some thread? And last, but definitely not least, I want to thank the team behind all this for the great job you've done. From the little I tried out last night, I found out that now I can finally use the :whipped: without killing myself. I think I'm going to get addicted to these mods. :D Thank you :goodjob: The Doc May 12, 2008, 06:00 AM The Symbols explained: Click (http://forums.civfanatics.com/showpost.php?p=6800040&postcount=8) All options have hover text, so you just have to, well, hover the cursor over them. :D Also you can find some more explanations in the help file. btw: Is this a Spanish quote in your sig? If you have enough experience in Spanish, would you like to translate BUG to Spanish? Thats the only language we are still missing. :D Carabodes May 12, 2008, 08:40 AM The Symbols explained: Click (http://forums.civfanatics.com/showpost.php?p=6800040&postcount=8) All options have hover text, so you just have to, well, hover the cursor over them. :D Also you can find some more explanations in the help file. btw: Is this a Spanish quote in your sig? If you have enough experience in Spanish, would you like to translate BUG to Spanish? Thats the only language we are still missing. :D Thank you :D I tried hovering over them last night, nothing happened. Then, following your link I find this remark "The hover text is not implemented yet." at the bottom of the post. :lol: Yes, that is a spanish quote, from the chilean singer Victor Jara. And I do speak the language (chileans say I sound like a chilean who has lived too long in Nicaragua) but, being autodidact, trained by chileans here in Norway, I only speak the language, I do not have experience with written texts, and I'm lousy at the grammar, to say the least. I have done translations many times, but only from spanish, not into spanish. So sorry, but I think you have to look elsewhere for your translations. I saw your advertisement for translators earlier, and gave it some serious thought but, I think that an attemt on my hand to translate a serious text into written castillean would cause both much grief and much laughter in spanishtalking countries. And, as far as I know, none of my chilean friends here play Civ, so I doubt I can persuade any of my friends to step in. Good luck in your hunt for translaters and, once again, thank you ever so much for helping me out. I've had the chance to play a bit more today, and I simply love this mod. :D The Doc May 12, 2008, 09:43 AM Oh, OK. Thanks anyway. :) Just to clarify things: The options in the BUG option screen have hover text, the PLE icons not (yet). Maybe I should be more precise next time. :D Lord Neil May 13, 2008, 05:27 PM Ok I have a question and I am sorry if this has been asked since I don't really have time to read all the questions but... Will this work in different mods and if so how can I install it onto a mod? Or do the modders have to configure this into their mod? The mods I want to add this to would be FFH and Rhye's and Fall Epic. ruff_hi May 13, 2008, 05:37 PM for those you mentioned, the mod builders would need to build it in themselves. That said - I think the FfH people have a version of BUG that works with their mod. Lord Neil May 14, 2008, 01:43 PM OK thanks. NagyGL May 17, 2008, 06:33 AM I have a question as well.. I installed newest BUG over a fresh BtS 3.13 installation and everything works fine - except that all the small icons (shields, coins, health, grain...) have disappeared (see attached images). I have tried both BUG 2.3 exe and zip, both as mod and CustomAssets, and then tried BUG 2.2 with the same result... Do you have any idea? alerum68 May 17, 2008, 10:39 AM First, try playing it without the BUG Mod. This has happened once before and it turned out the person was missing artwork in their root game. Also, make sure the file GameFonts_75.tga is in your /res directory. Are you getting the Smiley Faces in the Score? NagyGL May 17, 2008, 02:43 PM Hmm.. No, it is not that. As you can see attached, the root game works perfectly. I have GameFont_75.tga in the Mods/BUG Mod/Assets/Res/Fonts as well... However, in the mod, there is still a problem. The funny thing is that if I copy it to CustomAssets, the small icons go missing even in the root game :) I don't know about the Smiley faces in the Score, because I couldn't manage to change the mod options... There are only two buttons: Help and Exit, but if I use Exit, all the changes disappear. I am starting to think that I miss something really obvious. Anyway, thank you for the strong player support for your mod :) NagyGL May 17, 2008, 03:19 PM Another idea: I installed the mod as everyone, so the only problem could be in the following My Games\BtS dirs: assets, CustomAssets. The other dirs are either empty (Patch etc.), ineffective (e.g. Screenshots) or made by the mod (BUG Mod & MODS). Would it make any sense to compare my assets/CustomAssets lib contents to yours? alerum68 May 17, 2008, 10:37 PM Can you tell me how you installed it NagyGL? It sounds like it's not locating the BUG Mod.INI file. There should be a directory called BUG Mod inside of the BTS folder within My Docs/My Games, or My Docs/My Games/Beyond the Sword. Check that the BUG Mod.ini file is in there, and make sure it's the one included in the installer or zip. alerum68 May 17, 2008, 10:40 PM Yes, if you install it as a MOD it has to be named Assets. Only if you want to have it run every time do you put it as the CustomAssets, but not in a MOD directory, just in the My Docs/My Games/BTS folder. NagyGL May 18, 2008, 02:42 AM Last time I used the .exe installer and get the following file structures: All in My Games/BtS: BUG Mod > CustomDomAdv, Adv Unit Naming.ini, BUG Mod Help.chm, BUG Mod.ini, GNU License.rtf CustomAssets > 5 empty subfolders MODS > BUG Mod > Assets, BUG Mod.ini, BUG Mod.ini.bak, Uninstall_BUG.exe Various other subfolders (see on image) CivilizationIV.ini CivilizationIV.ini.bak Or see as attached... I have checked when the .ini files have been accessed. In the case of the smaller BUG Mod.ini (containing only base config) this was yesterday (as it should be), but according to the Windows, the bigger .ini (with the config like scoreboard options) and the gamefont_75 file has been accessed at 6th May - so probably you are right! But what can be the reason? The Doc May 18, 2008, 03:08 AM Try moving everything in "BUG Mod" folder to "Mods\BUG Mod". Then you should be able to load BUG as a mod. Or is this the new folder structure for BUG? :dunno: alerum68 May 18, 2008, 10:13 AM Did you run the installer using both CustomAssets and as the MOD dir? Try uninstalling, and installing just to the Mods directory only and see if that helps. @ Doc - Yes, that is a new file structure we're going to be using. It allows the BUG Mod settings to be used for any MOD that is using BUG 2.30. NagyGL May 18, 2008, 02:43 PM Did you run the installer using both CustomAssets and as the MOD dir? Try uninstalling, and installing just to the Mods directory only and see if that helps. No, I let the installer work on its own and installed it only to the MOD dir :confused: Well, since the MOD and the install were correct, and you haven't met this phenomenon before, the problem can be only with my BtS install. I'll try to reinstall later this week, if I'll have time to do that. Thank you for your help and time, I really appreciate it :) Keep up the good work! :goodjob: alerum68 May 18, 2008, 04:32 PM We did encounter it one time before, and it was a problem with the BTS install. If you search our forum, you may find something more on it... I think it was back in our first thread, which is probably at the bottom of the forum now. It's been closed... It's called the same as the forum name. Cammagno May 18, 2008, 11:30 PM Last time I used the .exe installer and get the following file structures: All in My Games/BtS: BUG Mod > CustomDomAdv, Adv Unit Naming.ini, BUG Mod Help.chm, BUG Mod.ini, GNU License.rtf CustomAssets > 5 empty subfolders MODS > BUG Mod > Assets, BUG Mod.ini, BUG Mod.ini.bak, Uninstall_BUG.exe Various other subfolders (see on image) CivilizationIV.ini CivilizationIV.ini.bak Or see as attached... Ok, I don't know as you get this (never used the installer myself, I hate them) but I think the problem is rather clear, you have a mess of files, and in particular two BUG Mod.ini. My suggestion is to delete the BUG Mod.ini that is in My Games/BtS/BUG Mod and moving everything else that is in that folder to the correct folder My Games/BtS/MODS/BUG Mod. The only thing that I don't know is which of the two BUG Mod.ini files is the correct one, so try both of them in turn. zulu9812 May 20, 2008, 06:43 AM Is there any documentation for the unit naming conventions? It all looks like gobbledegook to me ruff_hi May 20, 2008, 06:55 AM Is there any documentation for the unit naming conventions? It all looks like gobbledegook to meyes - check the help file - 'BUG Mod Help.chm'. Help and examples. zulu9812 May 20, 2008, 02:02 PM Aah, my bad. I was experiencing the BUG mod through Keldath's Overlord mod, and he hadn't provided any documentation. sethi_i May 21, 2008, 08:31 PM Is there a way to tell what version of Bug is installed? Last night I uninstalled 2.2 and d'led 2.3 and installed it. I used the installer and everything is setup as before. Bug Mod ini is in the main BTS folder. I have the Bat mod setup to run on startup. Blue Marble is also installed and running. I started a new game and everything looked fine, except there are no new PLE buttons. The MA also looked the same. I went through the options screen and found no new options for the PLE addition. I checked the Bug ini and the PLE code is detailed and looks like it should display everything (lines for promotable/wounded/etc). I also double checked to ensure that I didn't reinstall 2.2 (I've done stupid-er things). The executable is for 2.3. I'm sure the answer to this is simple, but I can't figure it out. Thanks ruff_hi May 21, 2008, 08:34 PM Look at the option screen - bottom right. Should have the version and revision numbers there. EmperorFool May 21, 2008, 08:58 PM I have the Bat mod setup to run on startup. The BAT installer hasn't been updated to use BUG 2.3 yet. You should be able to copy the contents of CustomAssets from BUG 2.3 over Assets in BAT, but I'd make a backup first. You mentioned having BlueMarble, and while it should work with BAT and BUG, I don't know how it will like being copied into the BAT mod folder. It should be okay, though. sethi_i May 21, 2008, 09:42 PM Ruff...the one thing I forgot to say was the options screen shows the BAT version, not the BUG version. I guess it's because I have BAT setup as the mod? EF...That was exactly it, and Blue Marble is fine too. Thanks Balderstrom May 21, 2008, 11:18 PM Blue Marble sits at the MyDocs CustomAssets\Art level, along w/ some changes in the program directory itself: Assets\Res & Resource\ At least from what I've seen they're in pretty disparate locations and don't conflict at all. ck07 May 23, 2008, 09:10 AM Please post all questions pertaining to installation, setup, or other minor issues here instead of starting a new thread. Thank you! When I clicked on "download BAT here" it seemed to include 10+ separate items. Is there no avaiable place to download BUG and BAT as one download each? Thanks. alerum68 May 23, 2008, 03:17 PM Just download the latest one. Those are all the releases we've mad... you only need to download the file called "BUGMod_230.exe" EmperorFool May 23, 2008, 08:44 PM Same for BAT. And the latest BAT includes the previous BUG -- not the latest 2.30. ck07 May 24, 2008, 07:26 PM Just installed BUG 2.30 over BtS 3.13 and Bhruic. No problems. Don't understand one thing: the 17 little buttons in 8 groups at the bottom of the main screen. None are labeled, none give any mouse-over information, and after reading through the BUG MOD documentation I still can't tell which of the included mods creates these, much less what they do. (None seem to do anything on Turn 0.) I'm guessing that they have something do with how units are displayed, or which units, or .... Can someone point me to the documentation for these? EmperorFool May 24, 2008, 08:20 PM These buttons do in fact affect how and which units in the "plot list" (unit icons that appear when you select a unit on the map) are displayed. Search for the "Plot List Enhancements" mod and you'll see more information. This was just added with BUG 2.30, and we haven't had a chance to make it more configurable or add help yet. The options that you can change are on the "Plot List" tab on the BUG Options screen. The Doc May 25, 2008, 03:20 AM Just installed BUG 2.30 over BtS 3.13 and Bhruic. No problems. Don't understand one thing: the 17 little buttons in 8 groups at the bottom of the main screen. None are labeled, none give any mouse-over information, and after reading through the BUG MOD documentation I still can't tell which of the included mods creates these, much less what they do. (None seem to do anything on Turn 0.) I'm guessing that they have something do with how units are displayed, or which units, or .... Can someone point me to the documentation for these? See this post: click (http://forums.civfanatics.com/showpost.php?p=6800040&postcount=8) Everest May 25, 2008, 11:30 AM I just installed BUG and id seems to work fine, but I can't change any options. If I press Ctrl+Alt+M I get the options dialog and can click on anything but when I push <Exit> and open it up again all my changes are gone. I cleared the cache and copied the .ini-File to the BtS directory just to be sure but I still get the same problem. I first installed it as a mod and when it didn't work uninstalled and installed the "normal" way. How can I fix this? Thanks in advance, great job guys! Edit: When I hover over the <Exit>-Button I get this: http://img139.imageshack.us/img139/8210/civ4screenshot0086gw0.jpg All the other hover popups are displayed correctly, just this one isn't. Don't know if it is related. (?) alerum68 May 25, 2008, 01:10 PM take a screenshot of the Config tab for us? Balderstrom May 26, 2008, 05:35 AM I was looking over the .ini files included with BAT .008a BAT Mod.ini, 382: # name of log file -- if there is no file of this name in the directory above, one will be created 383: File Name = autolog.txtBUG Mod.ini380: # name of log file -- if there is no file of this name in the directory above, one will be created 381: File Name = Willem de Wonka.txt That can't be right? Everest May 26, 2008, 09:18 AM Of course, here it is: http://img369.imageshack.us/img369/2042/civ4screenshot0087gi0.jpg The "BUG Mod Options File" exists and I can change its values with notepad, so user access rights shoud be okay. (Note: "L:\" is for files, "D:\" for programs.) alerum68 May 26, 2008, 09:32 AM @Balder - No, that's not right. Looks like someones personal .ini got mixed up with the teams.... who uses Willie Wonka?:P @Everest - Move the folder named "BUG MOD" that is now contained inside your Mods directory, and move it down two directories so it's inside the "My Games\Beyond the Sword" folder within your documents. Make sure to remove all traces of the other "BUG Mod" folder from within the Mods directory. They're conflicting with each other. EmperorFool May 26, 2008, 10:09 AM "Willem de Wonka" sounds like a name I'd use, and it sounds very familiar. I'm currently playing as "Khaaaaaan" and "Booty Kah". However, those shouldn't ever make it into my coding directory's INI file. I forget the exact rules, but I think the name gets reset whenever the logging is started. This thing with the options not saving is very strange. Once an INI file is found, it is used for reading and writing. I realize the options seem reverted when you reopen the options screen, but do the changes take effect in the actual game? I doubt it, but I just want to double-check. Actually, now that I think of it, it sounds like the options are not being changed at all -- just the on-screen controls (checkboxes and dropdowns, etc). Everest May 26, 2008, 10:31 AM do the changes take effect in the actual game?Changes do not take effect in-game, just like you said. I have moved the bug mod folder like alerum68 said and the search paths have changed: http://img353.imageshack.us/img353/6482/civ4screenshot0090pz0.jpg But the problem still remains the same. :confused: EmperorFool May 26, 2008, 11:06 AM Can you post the contents of the PythonErr.log file inside "My Games\Bts\Logs folder"? Not PythonErr2.log; the other one. Everest May 26, 2008, 11:10 AM There is no "PythonErr.log" under "My Games\Beyond the Sword\Logs". There are just: init.log PythonErr2.log resmgr.log xml.log. Edit: Just in case you need to know: I have bhruics installed and run Civ4 Complete. The Doc May 26, 2008, 11:33 AM Looks like you run Vista. Maybe Civ4 needs admin privileges in order to write something into the BUG Mod.ini file. :dunno: EmperorFool May 26, 2008, 11:51 AM There is no "PythonErr.log" under "My Games\Beyond the Sword\Logs" That means there's no error happening, like it cannot write the file. Unfortunately, that makes it harder to diagnose. :( Looks like you run Vista. Maybe Civ4 needs admin privileges in order to write something into the BUG Mod.ini file. :dunno: The problem isn't that options aren't being saved to the INI -- it's that they just aren't being changed in the first place. Even if the INI isn't written, the options changes should still take effect in the game, and this isn't happening. I have Bruic's patch as well, which I ran in BAT. I'll try it in BUG alone, though I can't see how this could be a problem. Works fine with Bruic's. Can you try changing the "GP Bar" option. You should see the bar appear/disappear as you check/uncheck the option without having to close the window. Do you see anything happening? alerum68 May 26, 2008, 11:58 AM It's not Vista. I'm running Vista and have never experienced an error like this with it, no mattter which user I was on. It not seeing the XML on the exit buttons makes me think that things didn't get installed properly, or a file maybe missing. Maybe try installing it into CustomAssets, after renaming the current CustomAssets directory, and deleteing everything in BUG Mod, then copying CustomAssets into The empty BUG Mod directory, and renaming it to Assets will work. EF, what errors do we have in 2.30, and can they be easily fixed so we can put out a new release to fix any issues we are having? EmperorFool May 26, 2008, 12:11 PM It not seeing the XML on the exit buttons I've fixed that, but I cannot commit yet as I have other unfinished changes in the same file. The missing XML tag is a legitimate unrelated issue. I'm still in the middle of doing all the PLE work. I took too long of a break there and now am trying to reload the context. Hopefully we can do a new release in the next week. Also, I just saw the problem with Reminders -- they weren't updated with Ruff's autolog changes. Balderstrom May 26, 2008, 12:17 PM I was looking over this CvMainInterface & comparing it to sevoMod's, and PLE 2.03 This doesn't seem to jive with either of those, lines 179-199: self.PLE_MODE_STANDARD = "PLE_MODE_STANDARD1" self.PLE_MODE_MULTILINE = "PLE_MODE_MULTILINE1" self.PLE_MODE_STACK_VERT = "PLE_MODE_STACK_VERT1" self.PLE_MODE_STACK_HORIZ = "PLE_MODE_STACK_HORIZ1" self.PLE_FILTER_WOUND = "PLE_FILTER_WOUND1" self.PLE_FILTER_NOTWOUND = "PLE_FILTER_NOTWOUND1" self.PLE_FILTER_AIR = "PLE_FILTER_AIR1" self.PLE_FILTER_SEA = "PLE_FILTER_SEA1" self.PLE_FILTER_LAND = "PLE_FILTER_LAND1" self.PLE_FILTER_DOM = "PLE_FILTER_DOM1" self.PLE_FILTER_MIL = "PLE_FILTER_MIL1" self.PLE_FILTER_OWN = "PLE_FILTER_OWN1" self.PLE_FILTER_FOREIGN = "PLE_FILTER_FOREIGN1" self.PLE_PROMO_BUTTONS_UNITINFO = "PLE_PROMO_BUTTONS_UNITINFO" self.PLE_GRP_UNITTYPE = "PLE_GRP_UNITTYPE1" self.PLE_GRP_GROUPS = "PLE_GRP_GROUPS1" self.PLE_GRP_PROMO = "PLE_GRP_PROMO1" self.PLE_GRP_UPGRADE = "PLE_GRP_UPGRADE1" Note the '1's in most of those Strings. And there is a file: BUGMod_230\CustomAssets\XML\Text\CIV4PlotListEnhan cementsInfo.xml Which appears to contain the toolTips for PLE ... EmperorFool May 26, 2008, 12:35 PM Fixes for Exit button hover and Reminders committed. I believe the trailing "1"s in those strings has to do with how Civ does event handling (clicks and such) as there's a comment about it in CDA. Is there some functionality that you suspect this is breaking? Balderstrom May 26, 2008, 12:42 PM The tooltips for the PLE buttons... EmperorFool May 26, 2008, 12:47 PM So there are tooltips for those buttons? Cool, I'll check it out. I've never used the original PLE -- only parts of it that Ruff added to his mod originally. Random rant for 1000th post In my current game, I just received a cool event that gives me +1 road movement because of a massive freeway construction project. Gee, too bad I've only got 3 or 4 tiles in my entire empire that haven't been railroaded yet. ruff_hi May 26, 2008, 12:50 PM Random rant for 1000th post In my current game, I just received a cool event that gives me +1 road movement because of a massive freeway construction project. Gee, too bad I've only got 3 or 4 tiles in my entire empire that haven't been railroaded yet.You actually play this game? Thought you just modded it to death. Haven't seen you in the SG forum yet? EmperorFool May 26, 2008, 12:59 PM LOL, you saw how sporadic I was with playing our SG. :) I don't wanna subject anyone else to that, so I just play alone. I did enjoy that SG, so maybe I'll stick my head in there again. So I'm looking at PLE 2.03, and the only hovers I see are for the unit icons (main info pane) and the promotion and upgrade views. BUG has all of those.* I don't see hover text for any of the other buttons (views, filters or grouping modes). Am I missing something? I'm only looking at the code. * There is a bug where the info pane for some of the icons doesn't show up, and I haven't tested the promo/upgrade views lately. Everest May 27, 2008, 05:35 AM Looks like you run Vista. Maybe Civ4 needs admin privileges in order to write something into the BUG Mod.ini file. :dunno:No, I'm running XP and all games run under admin rights. How come you think it's vista? Can you try changing the "GP Bar" option. You should see the bar appear/disappear as you check/uncheck the option without having to close the window. Do you see anything happening?I tried it and I coud still see the GP-bar above the window. After that I took the blank approach: just deinstalled BUG and reinstalled it. Works perfectly fine now, so thank you for your time and this mod. :king: EmperorFool May 27, 2008, 06:27 AM Glad that worked. Guess I'll start with that suggestion in the future. :) Janook May 28, 2008, 09:50 PM Is there a way to use the BUG mod for mulitplayer games? Does each perosn need to have it installed? Will it work if I have it installed but no one else? EmperorFool May 28, 2008, 10:07 PM BUG should work fine in multiplayer even if only some players use it, but I haven't tried it. Since it doesn't modify any of the game rules, I can't see any problems. If anyone can confirm this, please do. Lord_Zath May 31, 2008, 08:09 PM I have used it in multiplayer on LAN. As long as both computers are installed in the same fasion w/the same patches in the same order, it should be fine. I did run into an issue where BTS thinks that the other computer is using a mod after I put the perfectworld.py scripts in both computers... Otherwise, it runs fine EXCEPT for the advanced leaderboard (must be turned off), and the city warnings (xxx will grow to size x in 1 turn) are 1 turn too late. So you're warned of growth the same time that the city grows. alerum68 May 31, 2008, 08:52 PM Why does the Leaderboard need to be turned off? I believe the growth thing can be fixed by changing the alerts to count from turn 1 instead of turn 0..... EmperorFool Jun 01, 2008, 01:54 PM Why does the Leaderboard need to be turned off? Ditto. This is news to me. I didn't do anything wacky with the multiplayer-related information contained in the original scoreboard. Do you get the dreaded "no interface" issue, or is it a simple display problem? If the former, it's a Python bug and I cannot easily test--no friends, poor me :(--would you mind turning it on and then posting the contents of "My Games\BtS\Logs\PythonErr.log"? I believe the growth thing can be fixed by changing the alerts to count from turn 1 instead of turn 0..... You're probably thinking of the AutoLogger "4000BC is Turn 0/1" option. Civ4lerts has no such functionality. I have, however, thought of a hopefully simple fix that will make some of the other tricky things I have tried that failed possible. In due time . . . . ruff_hi Jun 01, 2008, 03:01 PM I have, however, thought of a hopefully simple fix that will make some of the other tricky things I have tried that failed possible. In due time . . . .Really! I thought it was me telling you how the HOF guys overcame this issue. :D ripple01 Jun 04, 2008, 11:45 AM Per Balderstrom's suggestion, I am posting this here in addition to the thread I started. Sorry if I peeved anyone by starting a new thread... Hi, I am currently merging the latest SVN version of BUG with glider1's RevolutionDCM mod and have run into a small issue. It is due to the fact that RevolutionDCM and BUG use different methods of parsing the .ini file. I have the BUG .ini file wholly included inside the .ini file for my mod, along with the revolutionDCM components. The RevoloutionDCM components are being read from the .ini file, but the BUG options are not. When I hit Ctrl-Alt-O, I get the message about the ini file not being found. I have modified the CvModName.py file to match the name of my mod. The mod directory and .ini file have the same name and it is in the proper place in the mod directory. The message upon hitting Ctrl-Alt-O says that BUG is looking for the .ini file named TestMod.ini in C:/Program Files/Sid Meier...etc./Mods/TestMod. The file is clearly there but for some reason it is not being read. Do the BUG options have to be in their own .ini file and is having the RevolutionDCM options in there as well throwing it off? Any help would be appreciated. Thanks, ripple01 alerum68 Jun 04, 2008, 01:19 PM You still need to maintain a copy of BUG Mod.ini when merging into a Mod. Try creating a BUG Mod.ini with just the BUG Mod Options. ripple01 Jun 04, 2008, 01:21 PM Ah, OK, that is probably my issue. I'll try it when I get home. Thanks for the tip. Cheers, ripple01 EmperorFool Jun 04, 2008, 09:34 PM BUG should find the options where you have them. It even tells you the name and location of the file it is trying to read, and you say it's there (I'll trust you :)). Also, BUG should ignore any extra options in the INI file. Ah, are you using semi-colon (;) for comments in your combined INI file? The INI parser BUG uses doesn't accept those -- only hash marks (#). I'll see about fixing BUG to detect that the file is there but cannot be parsed. ripple01 Jun 05, 2008, 08:19 AM BUG should find the options where you have them. It even tells you the name and location of the file it is trying to read, and you say it's there (I'll trust you :)). Also, BUG should ignore any extra options in the INI file. Ah, are you using semi-colon (;) for comments in your combined INI file? The INI parser BUG uses doesn't accept those -- only hash marks (#). I'll see about fixing BUG to detect that the file is there but cannot be parsed. Ah, I think that is the problem, the semi-colon's. I'll double check tonight, didn't get a chance to do so last night. Thank you all for your help. Cheers, ripple01 Lord_Zath Jun 05, 2008, 07:46 PM Why does the Leaderboard need to be turned off? I believe the growth thing can be fixed by changing the alerts to count from turn 1 instead of turn 0..... This was something I posted months ago as a multiplayer bug, but was told that this mod was mainly for singleplayer. Which is fine, since most bugs are not game-breaking, even for MP. If Advanced Scoreboard is enabled, NO score is shown on the scoreboard. Usually, I only see my score; no others. That's just for turn one or so. A few turns in, the scoreboard completely vanishes. The only way to show the scoreboard is to disable advanced scoreboard and restart BTS/Bug. Lord_Zath Jun 05, 2008, 07:49 PM Ditto. This is news to me. I didn't do anything wacky with the multiplayer-related information contained in the original scoreboard. Do you get the dreaded "no interface" issue, or is it a simple display problem? If the former, it's a Python bug and I cannot easily test--no friends, poor me :(--would you mind turning it on and then posting the contents of "My Games\BtS\Logs\PythonErr.log"? . The issue is the second - simply doesn't display. There's no error messages, weird sounds, or gameplay slowdown. I can turn it on and post the contents, but it may take a while - family over for the next few days + work is stepping up for me (got married on Sunday, and teaching summer school/taking grad classes). alerum68 Jun 05, 2008, 11:29 PM Congrats on the marriage! I'm suprised your wife is letting you even touch the PC.:p CivCorpse Jun 26, 2008, 12:40 AM OK, remember to speak slowly and use small words since i am old (43) and not all that comp savvy. I downloaded bug 230zip from sourceforge. I opened mydocuments/civ4/BTS but there is no "documents" folder there. Ummmmmm, ...:help: EmperorFool Jun 26, 2008, 03:58 AM I would recommend using the EXE installer if you're not computer savvy (link inside the green bar on this page (http://sourceforge.net/project/platformdownload.php?group_id=202755)). It will put all the files in the right places and can be removed using the Windows "Add/Remove Software" control panel. To use the ZIP: Extract all the files in the archive somewhere (to your desktop perhaps). This should create a new folder called "BUGMod_230". Open that folder. Select both folders inside ("CustomAssets" and "BUG Mod"). Copy them. Navigate to "C:\Documents and Settings\<user>\My Documents\My Games\Beyond the Sword". Rename the folder "CustomAssets" to "CustomAssets-Old" to save your existing folder for uninstalling BUG. |