View Full Version : Installing The BUG Mod in the MODs folder
alerum68 Oct 18, 2007, 08:27 AM Here are detailed steps on how to include BUG in your own mod.
How to Add BUG to a Mod (http://bug-mod.blogspot.com/2008/07/how-to-add-bug-to-your-mod.html)
walbeek Oct 24, 2007, 01:35 PM But what directory to use. Do I use the Game directory, in my case on the E: drive E:\Games\Civilization 4\Beyond the Sword where the game is installed; or do I use the My Documents folder C:\Documents and Settings\user\My Documents\My Games\Beyond the Sword....???
Cammagno Oct 24, 2007, 01:39 PM But what directory to use. Do I use the Game directory, in my case on the E: drive E:\Games\Civilization 4\Beyond the Sword where the game is installed; or do I use the My Documents folder C:\Documents and Settings\user\My Documents\My Games\Beyond the Sword....???
The second.
As it is written in the readme :rolleyes:
Grave Nov 12, 2007, 08:52 AM Ok guys, I have a question for you.
In History it the Making, I have BUG Mod 2.00 in it. Everything works fine. But, when I went to update to 2.11, I couldn't access the Pedia and the Main Interface was blank.
I did a WinMerge comparison, and updated every single file accordingly (and also added new files that came with 2.11), and still couldn't get it quite right.
I know diagnosing this is kinda vague... but any ideas where I went wrong?
EmperorFool Nov 12, 2007, 11:19 PM I need more to go on. Can you post the contents of PythonErr.log?
Grave Nov 17, 2007, 07:57 AM Sure, here it is:
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 13, in ?
File "<string>", line 52, in load_module
File "CvCustomEventManager", line 24, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 12, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 10, in ?
File "<string>", line 35, in load_module
File "<string>", line 13, in _get_code
File "
CvExoticForeignAdvisor
", line
422
if (gc.getPlayer(iLoopPlayer).isAlive()
^
IndentationError
:
expected an indented block
Failed to load python module CvEventInterface.
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
The only other changes I made are to the following:
In RuffModControl.py
except:
mod = "BUG Mod"
FileName = CvPath.get_INI_File(mod + ".ini")
RuffModConfigFile = read_ConfigFile()
is now
except:
mod = "HISTORY IN THE MAKING"
FileName = CvPath.get_INI_File(mod + " Config.ini")
RuffModConfigFile = read_ConfigFile()
In CvCustomEventManager
import CvEventManager
import ReminderEventManager
import autologEventManager
import Civ4lerts
import MoreCiv4lerts
import UnitNameEventManager
import BugOptionsEventManager
is now
import CvEventManager
import CvPiratesModEventManager
import CvEnhancedTechConquestEventManager
import CvViaAppiaEventManager
import CvUnitStatisticsEventManager
import ReminderEventManager
import autologEventManager
import Civ4lerts
import MoreCiv4lerts
import UnitNameEventManager
import BugOptionsEventManager
and
def __init__(self, *args, **kwargs):
super(CvCustomEventManager, self).__init__(*args, **kwargs)
# map the initial EventHandlerMap values into the new data structure
for eventType, eventHandler in self.EventHandlerMap.iteritems():
self.setEventHandler(eventType, eventHandler)
# --> INSERT EVENT HANDLER INITIALIZATION HERE <--
autologEventManager.autologEventManager(self)
Civ4lerts.Civ4lerts(self)
MoreCiv4lerts.MoreCiv4lerts(self)
ReminderEventManager.ReminderEventManager(self)
UnitNameEventManager.UnitNameEventManager(self)
BugOptionsEventManager.BugOptionsEventManager(self )
is now
def __init__(self, *args, **kwargs):
super(CvCustomEventManager, self).__init__(*args, **kwargs)
# map the initial EventHandlerMap values into the new data structure
for eventType, eventHandler in self.EventHandlerMap.iteritems():
self.setEventHandler(eventType, eventHandler)
# --> INSERT EVENT HANDLER INITIALIZATION HERE <--
CvPiratesModEventManager.CvPiratesModEventManager( self)
CvEnhancedTechConquestEventManager.CvEnhancedTechC onquestEventManager(self)
CvViaAppiaEventManager.CvViaAppiaEventManager(self )
CvUnitStatisticsEventManager.CvUnitStatisticsEvent Manager(self)
autologEventManager.autologEventManager(self)
Civ4lerts.Civ4lerts(self)
MoreCiv4lerts.MoreCiv4lerts(self)
ReminderEventManager.ReminderEventManager(self)
UnitNameEventManager.UnitNameEventManager(self)
BugOptionsEventManager.BugOptionsEventManager(self )
and finally in CvModName.py
#CvModName.py
modName = "BUG Mod"
modVersion = "2.11"
civName = "BtS"
civVersion = "3.13"
def getName():
return modName
def getVersion():
return modVersion
def getNameAndVersion():
return modName + " " + modVersion
def getCivName():
return civName
def getCivVersion():
return civVersion
def getCivNameAndVersion():
return civName + " " + civVersion
is now
#CvModName.py
modName = "HISTORY IN THE MAKING"
modVersion = "- BUG Mod 2.11"
civName = "BtS"
civVersion = "3.13"
def getName():
return modName
def getVersion():
return modVersion
def getNameAndVersion():
return modName + " " + modVersion
def getCivName():
return civName
def getCivVersion():
return civVersion
def getCivNameAndVersion():
return civName + " " + civVersion
There are also some very minor changes to CvMainInterface.py, but they only change the amount of Religions/Corportaions you can view on the CityScreen (increases them by +1) and I added Unit Statistics mod.
Grave Nov 17, 2007, 08:23 AM Ah, nevermind... I think I got it.
I fixed the indent error in the CvExoticForeignAdvisor.py
PythonErr log is now blank. :)
I guess sometimes it helps to actually print out the errors you having and read them yourself, instead of just trying to fix things without doing so. ;)
EmperorFool Nov 17, 2007, 01:24 PM I guess sometimes it helps to actually print out the errors you having and read them yourself, instead of just trying to fix things without doing so. ;)
:goodjob: Amen to that! The Python errors can be generally helpful, even if you're not used to them. And yes, indentation can bite you, especially if you try to mix tabs and spaces.
cubeboy Apr 20, 2008, 11:35 AM I don't fully understand how to install this. Do i put in the BTS Mod folder or the BTS folder in "My Games"?
alerum68 Apr 20, 2008, 11:40 AM It goes in the BTS folder within My Games:
My Documents
My Games
Beyond The Sword
Mods
BAT will install there automatically.
shari May 04, 2008, 02:11 PM Hi
I dont seem to get this thing installed.
I followed the install guide and exported it to:
Eigene Dateien (german windows)
My Games
Beyond The Sword
Mods
I can load the mod in the main menu but all the extra infos i see on the screens here in the boards are missing (looks like normal CIV).
Am I missing something?
greets shari
Cammagno May 04, 2008, 02:17 PM Hi
I dont seem to get this thing installed.
I followed the install guide and exported it to:
Eigene Dateien (german windows)
My Games
Beyond The Sword
Mods
I can load the mod in the main menu but all the extra infos i see on the screens here in the boards are missing (looks like normal CIV).
Am I missing something?
greets shari
As it is written in the guide, if you install it in the Mod folder, you have to rename CustomAssets in Assets and then, of course, you have to load the Bug mod from the game menu.
Otherwise, you may install it outside the Mod folder (which, according to me, is much better).
alerum68 May 04, 2008, 02:36 PM Also you'll have to move all the support files (.INI's, and CDA info) to BUG Mod foler within My Games for the current SVN build.
Caesium Jul 17, 2008, 08:04 AM What part of the code has to be changed, if want to incorporate bug into another mod, using that mod's name and structure, but if I want to use the BUG Mod.ini for my purpose?
EmperorFool Jul 17, 2008, 05:13 PM I'm currently doing some work on BUG to make this a lot easier for mod authors to do. Can you please explain exactly what you mean by "using that mod's name and structure"? I assume you want the mod folder to be named for your mod, sure, but what else? Are you okay with a separate folder in "My Games\BtS" called "BUG Mod" that contains "BUG Mod.ini"?
The more specific you can be, the better I can help you.
Caesium Jul 17, 2008, 10:38 PM OK, what I thought about, is having my mod's name and in the mod's folder a subfolder called "ini files", for example, where I want to put all the inis my mod incorporates (there will be 3-4 ini files in this folder).
But for now, after editing BugOptions.py BUG reads the "BUG Mod.ini" from my mod's main folder.
In Line 122 I changed
self.iniFile = findMainModIniFile()toself.iniFile = BugPath.findIniFile("BUG Mod.ini") and it works fine for me.
EmperorFool Jul 17, 2008, 10:43 PM Yes, part of my work will involve creating more names than just modName in CvModName.py. Currently, it looks for the INI in various places, many involving "<modName>\<modName>.ini". I'd like to make the directory name separate from the INI name.
alerum68 Jul 21, 2008, 06:18 PM Check the first page for new detailed directions on how to make BUG work with your Mod.
lroumen Oct 03, 2008, 08:50 AM I'd like to try out the BUG mod as a stand-alone in the mods directory and I don't want parts of it sticking into any other parts of the BTS folders.
I downloaded the zipfile and noticed that the BUGMod_30.zip contains 3 folders
- BUG Mod
- CustomAssets
- PublicMaps
I've read the readme on the site, but I don't think I fully understood. It seems to me that unzipping the file dumps the CustomAssets and PublicMaps (along with all their useful content and minimods) into the main mods folder and not in a singular BUGMod folder. Aren't mods supposed to have all content into their own folder, or have I somehow misunderstood?
The Doc Oct 03, 2008, 08:59 AM I'd like to try out the BUG mod as a stand-alone in the mods directory and I don't want parts of it sticking into any other parts of the BTS folders.
I downloaded the zipfile and noticed that the BUGMod_30.zip contains 3 folders
- BUG Mod
- CustomAssets
- PublicMaps
I've read the readme on the site, but I don't think I fully understood. It seems to me that unzipping the file dumps the CustomAssets and PublicMaps (along with all their useful content and minimods) into the main mods folder and not in a singular BUGMod folder. Aren't mods supposed to have all content into their own folder, or have I somehow misunderstood?
Just create a folder called "BUG Mod" or "BUG Mod 3.0" in your Mods folder and dump the 3 folders from the zip in there. Then rename "CustomAssets" to "Assets" and you're done. The BUG Mod folder in the zip-file just holds some config stuff.
Maybe we should rename it to "BUG Settings" or something similar.
strategyonly Oct 03, 2008, 09:20 AM OK i have read the instructions, a few times, still a no go, sorry, if i use Play Now the BUG mod works great, but once i start using MY mod its gone?? What do i need to do??
The Doc Oct 03, 2008, 09:25 AM OK i have read the instructions, a few times, still a no go, sorry, if i use Play Now the BUG mod works great, but once i start using MY mod its gone?? What do i need to do??
I guess, you installed BUG as main mod (aka into CustomAssets). If yes: Have you checked your mod's ini that the "NoCustomAssets" option is set to 0?
strategyonly Oct 03, 2008, 09:30 AM I guess, you installed BUG as main mod (aka into CustomAssets). If yes: Have you checked your mod's ini that the "NoCustomAssets" option is set to 0?
If your talking about this??
; Custom Art from user folder is not loaded
NoCustomArt = 0
EDIT: I think i got it, i forgot to put the CustomAssets in the MODS area of the My Game area stuff, and rename it? I am going to try that, i hope it works.
EDIT EDIT: Nope, but now my starting screens are gone and my music also??
EDIT EDIT EDIT: NOPE it DIDNT work, i lost everything there, my mod everything, doing this?????
EmperorFool Oct 03, 2008, 11:35 AM That will work, but I highly recommend using the EXE installer. It has an option to install BUG as a mod to the Mods folder and adds an uninstaller inside there for easy removal. Everything will be self-contained, and you won't have to worry about manually setting things up.
strategyonly Oct 03, 2008, 04:39 PM That will work, but I highly recommend using the EXE installer. It has an option to install BUG as a mod to the Mods folder and adds an uninstaller inside there for easy removal. Everything will be self-contained, and you won't have to worry about manually setting things up.
OK tried the exe one and install it both for first option and second option, neither one worked??
EmperorFool Oct 03, 2008, 05:37 PM Sorry, I hadn't read this page of posts before I replied previously, and I was replying to roumen.
strategyonly - I am confused about what you mean. What exactly are you trying to do?
If Civ4 is completely hosed, you should be able to rename "My Games/BTS" to something else and start Civ4. It should create the whole directory anew and be working.
strategyonly Oct 03, 2008, 06:42 PM Sorry, I hadn't read this page of posts before I replied previously, and I was replying to roumen.
strategyonly - I am confused about what you mean. What exactly are you trying to do?
If Civ4 is completely hosed, you should be able to rename "My Games/BTS" to something else and start Civ4. It should create the whole directory anew and be working.
Nope my Civ4 works great, i am trying to use your BUG mod and can not get it to work, no matter what i try??:rolleyes:
As stated above, if i just use the bug mod with normal civ4 , works ok, but once i start my mod, nothing of the BUG mod works??
EmperorFool Oct 03, 2008, 07:36 PM How did you install BUG? How did you install your mod?
Two mods installed into separate directories under "My Games/BTS/Mods" will never work together as only one folder in that folder can be active at a time.
You can install BUG to CustomAssets and modify your mod's INI file so that NoCustomAssets is 0 and hope that it works, but you may run into trouble if the two mods modify the same Python file.
strategyonly Oct 03, 2008, 10:22 PM How did you install BUG? How did you install your mod?
Two mods installed into separate directories under "My Games/BTS/Mods" will never work together as only one folder in that folder can be active at a time.
You can install BUG to CustomAssets and modify your mod's INI file so that NoCustomAssets is 0 and hope that it works, but you may run into trouble if the two mods modify the same Python file.
thats probably whats doing it then is the python files, cause i did everything else that the directions suggested.
Is there anyone that could add this to my mod "for me."??:rolleyes: I have NO experience at all in python.:(
lroumen Oct 08, 2008, 02:24 AM Maybe we should rename it to "BUG Settings" or something similar.That may clarify things. I will try EFs suggestion with the exe though.
That will work, but I highly recommend using the EXE installer. It has an option to install BUG as a mod to the Mods folder and adds an uninstaller inside there for easy removal. Everything will be self-contained, and you won't have to worry about manually setting things up.Thank you. I will try that.
Grave Oct 13, 2008, 09:45 AM I know v3.5 just came out, but I was wondering how you merge this with a mod that's using a CvCustomEventManager.py file?
EmperorFool Oct 13, 2008, 11:17 AM I know v3.5 just came out, but I was wondering how you merge this with a mod that's using a CvCustomEventManager.py file?
My focus this week is going to be on writing up documentation for modders wishing to include BUG into their mods. It will cover this issue. Short answer: remove CvCustomEventManager and create small XML files. You won't have to modify your own event managers in any way (no Python work whatsoever).
The XML config files are located in Assets/Config. For a good example, take a look at FavoriteCivicDetector.xml. It includes only events (no options), so it will match what you already have most likely. If you use options, take a look at Reminder.xml.
Removing all comments and unnecessary information, this is what you must have for your config file:
<?xml version="1.0" encoding="ISO-8859-1" ?>
<mod id="FavoriteCivicDetector" >
<events module="FavoriteCivicDetector" />
</mod>
That's it!* This tells BUG to look for a module called FavoriteCivicsDetector, instantiate a class with the same name, passing in BUG's event manager. This calls the __init__(eventMgr) function in your event manager, just as it used to with CvCustomEventManager. And BUG's event manager works just like CvCEM.
Why did I do this? To keep modders from having to modify BUG files.* This makes upgrading BUG in your mods in the future much easier as you won't have to remerge your changes into the new BUG files.
* Almost. You also must add the names of your config XML files to init.xml for now (located in the same folder). This is temporary; in the future BUG will scan for other XML files and run them automatically. Just look in init.xml for the <load mod="foo"/> lines at the end and add your xml files after them using the same format.
Grave Oct 13, 2008, 04:21 PM Excellent... I look forward to your tutorial!
I tried doing a merge with v3.5, but I was running into interface problems still. So when writing your documentation, make it simple... so a simple minded man like me can understand it (specifically on mods with options). ;)
Excellent work on this though, fellas. This is radically different than your previous incarnation!
EmperorFool Oct 13, 2008, 05:22 PM Can you please give me an executive summary of how much your mod is integrated into BUG and what features it uses itself?
Do you define your own events using CvCEM? - Yes
Do you use BugOptions to access options or your own separate INI files?
Do you use BugOptionTab to create your own tabs for users to modify those options?
Plus anything else you think relevant. This will help me make sure I cover all the bases. Having some test cases to work with will help me improve the tutorial as well, so if you're up for it, let's get you on 3.5 ASAP! :)
strategyonly Oct 13, 2008, 09:11 PM Now thats theres a new one out, same thing, how do i get it to work into my mod??
EmperorFool Oct 13, 2008, 09:13 PM Now thats theres a new one out, same thing, how do i get it to work into my mod??
Can you start by answering the same questions that I asked Grave?
strategyonly Oct 14, 2008, 01:56 AM Can you start by answering the same questions that I asked Grave?
1. More than likely
2. ?? Cant get it to work so i guess NO
3. ?? same
I use alot of python file, so thats more than like why it does NOT show up in my mod. And i am not a python person so i have no idea how to merge to my mod directly.:rolleyes:
alerum68 Oct 14, 2008, 04:23 PM I think the questions EF is asking is about your current config in your mod. Can you answer those questions for what your current mod is using? As for merging Python files, it's the same as merging any files. use something like WinMerge, compare the differences, and take your time.
strategyonly Oct 14, 2008, 05:09 PM I think the questions EF is asking is about your current config in your mod. Can you answer those questions for what your current mod is using? As for merging Python files, it's the same as merging any files. use something like WinMerge, compare the differences, and take your time.
I use Winmerge, but if one line is different than the other Winmerge is NO good.
EmperorFool Oct 14, 2008, 09:09 PM I use Winmerge, but if one line is different than the other Winmerge is NO good.
Are you saying that if your file and the new BUG file both modify the same line, it's harder to merge?
ORIGINAL
1 See Jane run.
2 Run Jane run.
3 Jane ran.
YOURS BUG
1 See Jane run. See Jane run.
2 Run Jane!!! Did Jane run?
3 Jane ran. Yes, Jane ran.
Line 1 is unchanged in both files, so it remains unchanged in the merged file.
Line 3 is changed in only one file (BUG's), so you take BUG's line 3 for the merged file.
Line 2 is changed in both files, so you don't know what to do for your merged file.
If this is the problem you're addressing, there's not much I can say other than, "This is the hard part of being a modder." This is the "take your time" part of Alerum's response. When you have specific questions, ask. General questions like "How do i get it to work into my mod?" are simply unanswerable except with similarly general responses like, "carefully". :crazyeye:
I'm very busy and simply cannot do the merge for you, but if you post a specific section of code--both yours and BUG's--and ask for help, I am willing to assist modders as time permits. If people point out specific pain points moving from 3.0 to 3.5, I can address them in the tutorial for everyone's benefit. Help me help you and your fellow modders, and everyone wins. :goodjob:
In general, you will feel less pain if you minimize the number of files you modify that BUG has already modified. I have striven with the 3.5 release to minimize the number of common files between BUG and your mod. Upgrading from 3.0 to 3.5 will be painful, I admit, but upgrading from 3.5 to the next version should be much easier going forward.
strategyonly Oct 15, 2008, 03:37 AM Are you saying that if your file and the new BUG file both modify the same line, it's harder to merge?
No, thats not what i mean, I am saying is
1. You have "see run", i have: "if iBuildingType == gc.getInfoTypeForString( 'BUILDING_BRIDGE' ):
pPID = pPlayer.getID()"
2. You have "run run", i have : "see run"
3. You have "Run", i have: pPlayer = gc.getPlayer(pCity.plot().getOwner())
Winmerge does not pick up on these, only if they are supposed to be in the same area.
So i'd have to go line by line, and in big python files, well for ME that would almost be impossible. (No python experience)
And i know if you even miss a "." you could mess the whole file up.
I guess its hard for me to explain, cause i dont know python, but you think its easy because you KNOW python, but thats like me being a Dentist and you being a Physician. Both Dr's but have no idea what the other does.
btw, i dont have BUG in my mod already, if thats what your saying also.
And again if i use BUG in the Custom Area like you'll said in a regular game(no mod), works ok, but as soon as i use MY mod, nothing.
If you dont have time to merge thats ok, i just wanted the eye candy stuff anyways, like Great General, and the bigger white "arrows" area near the bottom middle right area, i really dont like all the arrows icons before them though. (looks messy).:blush:
If you can thats great if not, thats ok also.
EmperorFool Oct 15, 2008, 10:28 AM Okay, that's a lot more clear. I thought you had BUG 3.0 in your mod already. BTW, I don't think it's easy, and I understand that you don't have Python experience. To extend your metaphor, imagine the dentist asking the physician, "Please, tell me how to perform open-heart surgery." :) Not so easy for me to explain either.
The biggest thing against you--more so than lack of Python skills--is that the changes you want are in the toughest file: CvMainInterface.py. That file alone contains probably 20 or more individual BUG features. Off the top of my head . . .
GP Bar
GG Bar
City Cycle Arrows (the ones you want)
PLE (huge, tons of code)
Technology Icons in Scores
WHEOOH
War/Peace icon
Power Ratio
Worst Enemy
Vassal/Master Icons
Attitude Icons
Whip Assist
Raw Yields
Anger Counter
Stacked Specialists
Chevron Specialists
Culture Turns
Great Person Turns
Your best bet with that file is to look for the comments. I did notice that some of the features in the scoreboard don't have comments, but the city cycle arrows should as they were done early on in BUG's history.
Open the file and look for "City Cycle Arrows" or various combinations until you find a comment that looks like this:
# BUG - City Cycle Arrows - start
I did my best to enforce the comments to follow this standard, modifying those taken from other mods to match.
The GP Bar should be somewhat similar except it also requires a separate GPUtil module to perform the calculations, and that file I believe needs to be initialized when a game starts or loads. I would hold off on adding the GP Bar until I have written the tutorial. In it I'll explain how to extract modules that require initialization.
Grave Oct 16, 2008, 08:14 PM Can you please give me an executive summary of how much your mod is integrated into BUG and what features it uses itself?
Do you define your own events using CvCEM? - Yes
Do you use BugOptions to access options or your own separate INI files?
Do you use BugOptionTab to create your own tabs for users to modify those options?
Plus anything else you think relevant. This will help me make sure I cover all the bases. Having some test cases to work with will help me improve the tutorial as well, so if you're up for it, let's get you on 3.5 ASAP! :)
1) Yes
2) I'm currently using a seperate INI file for options. They're all consolidated into a History in the Making Config.ini file, including BUG Mod.
3) No - but that does sound neat. :)
That's about it. I always have troubles merging BUG Mod when a new version comes out. I just play with the files in WinMerge until I get them just right. I guess I'm just a little overwhelmed with the whole new XML features, but I'm sure with the right guidance I'll figure this out. :)
EmperorFool Oct 17, 2008, 01:10 AM I have begun the tutorial/documentation for the BUG Core. See this post (http://forums.civfanatics.com/showthread.php?t=295728) for links, and I recommend you subscribe to it as I will be updating it as I make major additions into the tutorial.
mcorey Apr 10, 2009, 03:28 PM I am new to using Mods, however I have been trying to read as must as I can but some things are still confusing.
I would like to do a compare between BUG and WOC to see what they have and which one I would like better. I'm not really into a lot of game play changes, but interface changes I am all for (especially the Foriegn Advisor screen). I want to install BUG so that if I don't like it I can get rid of it and try the other.
Anyway I downloaded 3.6 and I chose option 3 which was Mod load multi-player and I thought it was going to install in my \My Documents\My Games\Beyond the Sword\MODS folder. Just in case from reading other instructions posted I saved the folder \My Documents\My Games\Beyond the Sword\CustomAssets. When I checked after the install there was nothing in the MODS folder. I checked the Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Gold\Beyond the Sword\Mods and it was there. I am confused as to why was it installed there and whether this will cause problems on unistallation. Do I have the right setup for what I want to do? Has it overwritten some files which will cause an install of another project not to load?
One other question, which I can not seem to find in the features for BUG, does it have a screen which tracks unit statistics like battles, kills, etc..?
Thanks
EmperorFool Apr 10, 2009, 11:35 PM I checked the Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Gold\Beyond the Sword\Mods and it was there. I am confused as to why was it installed there . . .
I was under the impression that mods must be installed there to work for multiplayer.
. . . and whether this will cause problems on unistallation. Do I have the right setup for what I want to do? Has it overwritten some files which will cause an install of another project not to load?
No problems. It created a new folder for itself (BUG Mod 3.6) which will be deleted when you uninstall it, assuming you check the options to remove all parts. By default it will not delete your BUG settings in case you are upgrading to a new version of BUG. Just check all the boxes.
Does it have a screen which tracks unit statistics like battles, kills, etc..?
No it doesn't. The Python solution for this causes a considerable performance hit on the game.
mcorey Apr 11, 2009, 10:35 AM Thanks for the response. One more question, what about BAT? Will I be able to uninstall it if I don't like it?
Also, if I do install if I remember correctly I have to change a config setting to use BAT 3.6 and Blue Marble (which I have installed), correct?
EmperorFool Apr 11, 2009, 09:49 PM Thanks for the response. One more question, what about BAT? Will I be able to uninstall it if I don't like it?
Yes, the installer will remove the new BAT folder as well.
The only tricky one to uninstall is BUG if you install it to the CustomAssets folder and you already have added your own stuff to that folder. Otherwise, it will uninstall that way as well.
Also, if I do install if I remember correctly I have to change a config setting to use BAT 3.6 and Blue Marble (which I have installed), correct?
This is also covered (http://apps.sourceforge.net/mediawiki/civ4bug/index.php?title=FAQ#How_do_I_use_BlueMarble.3F) in the FAQ (http://apps.sourceforge.net/mediawiki/civ4bug/index.php?title=FAQ).
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