View Full Version : New Features & Fixes


EmperorFool
Oct 28, 2007, 08:35 PM
This thread is for the BUG team to post information about new features and major fixes as they are added to the mod's SVN repository. See the Latest Version thread (http://forums.civfanatics.com/showthread.php?t=241793) for instructions on using the repository to get the latest pre-release version.

Please do not post or reply in this thread.


If you find bugs, post to the Bug Reporting (http://forums.civfanatics.com/showthread.php?t=241796) thread.
If you want to suggest a new feature, do so in the Requests for new components (and features) (http://forums.civfanatics.com/showthread.php?t=242253) thread.
If you want to discuss or ask questions about a feature from this thread, use one of the feature-related threads (like Civ4lerts (http://forums.civfanatics.com/showthread.php?t=248534)) or start a new thread.

Thank you for your cooperation :goodjob: and enjoy the new stuff! :)

EmperorFool
Oct 28, 2007, 08:42 PM
I've added two related alerts. Both optionally display a message the first turn that you can hurry the production in a city by either the whip or gold.

The whip message tells you how many population you will lose and how many overflow :hammers: you will gain.

The gold message tells you how much :gold: it will cost.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Alerts/CanHurryAlerts.png

Note: I have changed the messages slightly from what's in the pics. The city name now comes before the item being produced.


London can hurry Archer for 2:( with 12:hammers: overflow
Heliopolis can hurry Bank for 159:gold:

I also renamed the option "Can Hurry w. Population" since "the whip" is the colloquial term, and some players may not know what it means.

EmperorFool
Oct 28, 2007, 09:42 PM
I have modified the alerts for happiness and healthiness.


Pending alerts now consider the effects from whipping, drafting, espionage, defying UN/AP resolutions and random events.
Added alerts for when a city becomes happy/healthy in addition to angry/sick.

I wasn't able to capture the event as it passed by in the messages at the top of the screen, but they do show up there.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Alerts/HappyHealthyAlerts.png

EmperorFool
Oct 29, 2007, 12:11 AM
I added three new hurry-related columns to the CDA.


Population cost of whipping.
Overflow hammers from whipping.
Gold cost of rush-buying.

If you can't hurry using the method or just cannot afford the cost, a "-" is displayed.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Alerts/WhipBuyColumns.png

EmperorFool
May 02, 2008, 01:23 AM
I added new columns to the CDA for the number of trade routes and the total trade route profit. Each has three columns for domestic, foreign and all trade routes. These can be helpful when deciding whether or not Mercantilism is a good civic option.

EmperorFool
May 02, 2008, 01:27 AM
I added an option to display an angry person icon in the scoreboard next to each AI civ that considers you their worst enemy.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Scoreboard/WorstEnemyIcons.png

This shot shows that I am Montezuma's worst enemy. It's the angry person (bust) icon between the red angry face and the orange fist. At least Brennus still loves me! :)

If you are updating from an older version of BUG and you're using Aligned Icons, you'll need to add "H" (for Hated) to the Column Order setting (BUG Options : Scores).

alerum68
May 02, 2008, 01:37 AM
Should set the installer to overwrite the existing .ini file with this?

EmperorFool
Jul 02, 2008, 08:25 AM
A quickie to whet your appetite for the really good stuff in the upcoming BUG 3.0 release.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Scoreboard/warandpeace.png

The "at war" icon has been changed from the orange fist used for occupation (see two posts above) to a pair of crossed swords. (Isabella and Caesar)

The same column now shows a peace sign when you have a peace treaty with another civ and cannot declare war. (Victoria)

NikNaks has been helping us put a pretty face on the various BUG features with his artistic talent. :goodjob:

Edit: These two icons along with one for Worst Enemy also appear on the Glance tab of the Exotic Foreign Advisor.

·Imhotep·
Jul 02, 2008, 01:12 PM
Neat work, NikNaks is a true master :) !

EmperorFool
Jul 03, 2008, 09:37 AM
We're striving to make the Plot List Enhancements mod sleeker and more intuitive. Here is the first installment of that work.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/plebefore.png
Old and Busted

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/ple.png
New and Shiny


Added a BUG filtering behavior that works more like standard user interfaces.
Click "Wounded" filter (red cross) to see only wounded units. Click again to show all units.
The four "View Mode" buttons have been combined into a single toggle button to make room for new buttons.
The two "Group Mode" buttons have been combined into a single toggle button.
This combined button and the "Promo/Upgrade Mode" buttons have been moved from the far right to the far left to be next to the "View Mode" button. This will hopefully clear up which ones relate to what.
Added a "Reset Filters" button that clears out all selected filters, showing any units that were previously hidden.
Added a "Movement" filter.
Larger, colorful icons by NikNaks.

EmperorFool
Jul 03, 2008, 10:41 AM
We've changed the way units lead by a Great General are indicated in the plot list.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/gg.png
Regular Warrior with Great General Swordsmen

EmperorFool
Jul 03, 2008, 01:42 PM
It just doesn't stop! We've now replaced the untranslatable tiny text mission tags below the unit icons with some spiffy new icons. I've also rounded out the missions by adding blockade, patrol, intercept and automate spread religion.

Here are a few of the icons in action.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/meds.png
Left: Spread Religion, Explore, Fortify
Right: Heal, Fortify, Sentry, Sleep

ruff_hi
Jul 03, 2008, 01:54 PM
nice, very nice.

Aristos
Jul 03, 2008, 03:05 PM
This is very small, but given the quality of your mod, it's a must. Notice the crossed swords icon you use now as a symbol of war... Great addition! But it is inconsistent with the graphic quality of the rest of the mod. Why? It has a background, contrary to the other icons in BUG (transparency is a very nice addition of yours).

So, here is the gamefont_75 file with the transparent crossed swords... it looks a lot better, if you ask me.

Aristos
Jul 03, 2008, 10:24 PM
For those of us who like to face 10+ civs and use BUG, the Glance screen becomes a nightmare... so I did the same you did for the MA: widen the screen. It looks a lot better for 12+ civs, especially the Glance screen.

Aristos
Jul 04, 2008, 12:17 AM
well, one thingie I was missing from the excellent new MA SitRep was the rollover for the units in the Strategic Advantage columns.

Here it is.

EDIT: I added some lines to the input handler. Now you can also talk to the other leaders from the SitRep room :D :goodjob:

Enjoy!

ruff_hi
Jul 04, 2008, 05:58 AM
well, one thingie I was missing from the excellent new MA SitRep was the rollover for the units in the Strategic Advantage columns.

Here it is.

EDIT: I added some lines to the input handler. Now you can also talk to the other leaders from the SitRep room :D :goodjob:

Enjoy!Thanks for this. I knew that the MA screen was missing this, just hadn't dug into the other screens to see how to do it. I'll add your code to the production version. :D :goodjob:

BTW: I saw the first half of Hancock last night ... about 50% of the way thru the projector blew a bulb and they couldn't repair it. Gave us back our money (gee thanks) but not our evening or a free ticket to see the other half. The surprising thing was that everyone hung around for 10-15 minutes while they tried to fix it ... must have liked the movie.

ruff_hi
Jul 04, 2008, 06:26 AM
well, one thingie I was missing from the excellent new MA SitRep was the rollover for the units in the Strategic Advantage columns. EDIT: I added some lines to the input handler. Now you can also talk to the other leaders from the SitRep room :D :goodjob:

well, one thingie I was missing from the excellent new MA SitRep was the rollover for the units in the Strategic Advantage columns.Added to SVN with some MA code removed due to python crash.

EmperorFool
Jul 04, 2008, 06:48 AM
The surprising thing was that everyone hung around for 10-15 minutes while they tried to fix it ... must have liked the movie.

Or they felt the same about an evening already invested in half the movie, figured "risking" another 15 minutes to recover it would be worth it. :)

@ricardojahns - I'll check out your EFA changes. Thanks!

Edit: In general I try to avoid modifying existing Civ4 core files like the basic ForeignAdvisor. However, given that 3.17 is probably the last patch and the FA is unlikely to change if they do another patch, are the other BUGgers cool with including this widescreen one?

ruff_hi
Jul 04, 2008, 07:04 AM
Edit: In general I try to avoid modifying existing Civ4 core files like the basic ForeignAdvisor. However, given that 3.17 is probably the last patch and the FA is unlikely to change if they do another patch, are the other BUGgers cool with including this widescreen one?Oh right - putting in the wide version doesn't have option code wrapped around it ... meaning that it is there and cannot be disabled. I'm obviously ok with it. I really only noticed when I saw that the HOF FA looked much nicer than ours ... theirs is wide screen.

EmperorFool
Jul 04, 2008, 07:07 AM
Oh right - putting in the wide version doesn't have option code wrapped around it ... meaning that it is there and cannot be disabled.

Not that. More that if we have duplicated files with core files, we have to work quick when a patch comes out. That is the cause of the "missing text keys" thing going on with 3.17. In this case, I think it's okay. I can't imagine anyone wanting to turn off a widescreen FA. :)

NikNaks
Jul 04, 2008, 11:59 AM
This thread is being superceded by the new BUG Blog (http://bug-mod.blogspot.com/) on Blogger. Feel free to post comments relating to specific features there. :D

Aristos
Jul 04, 2008, 12:01 PM
well, the only thing I had to change in the vainilla FA file was the value that centers the "knights of the round table", the first screen. I did not went further with that, but as your Exotic FA imports the original FA and calls the function to draw the first screen from there, maybe there is a way to just include the adjustment for that value inside the Exotic FA.

EmperorFool
Jul 04, 2008, 12:26 PM
I tried this out, and it doesn't work on monitors not running 1280xYYY resolution. You cannot assume the screen is 1280 wide, otherwise the right-most leaders are drawn off-screen. :(

I'll take a look at the EFA and see about making it not require a modified FA.

Aristos
Jul 04, 2008, 02:15 PM
yes, I know. The widening works OK, but the Relations "round table" stays out of center if you don't modify the FA as of now. It is a minor annoyance, compared to the benefits of a wider Glance, but nevertheless...

I only modified the FA for my use. I just finished trying some things to get rid of the modified FA, but I couldn't (only a rookie programmer wannabe here... for now :D)

EmperorFool
Jul 04, 2008, 02:44 PM
I looked at that too, and the only way to fix the stuff drawn by the FA screen is to modify that screen. For now, I'll just leave it alone and have the first tab be off center.

Aristos
Jul 04, 2008, 03:35 PM
I looked at that too, and the only way to fix the stuff drawn by the FA screen is to modify that screen. For now, I'll just leave it alone and have the first tab be off center.

:D:D:D

Done.

This is the code I inserted into EFA:

# RJG Start
def drawRelations (self, bInitial):
screen = self.getScreen()
self.W_SCREEN = screen.getXResolution() - 40
self.X_SCREEN = (screen.getXResolution() - 24) / 2
self.X_LEADER_CIRCLE_TOP = self.X_SCREEN
CvForeignAdvisor.CvForeignAdvisor.drawRelations (self, bInitial)
# RJG End

The screenie shows the result.

The attached file is your latest SVN EFA including the inserted code (calling drawRelations). Works like a charm.

EmperorFool
Jul 12, 2008, 05:28 PM
With the successful release of BUG 3.0, it's time to once again start adding new stuff. :)

Tired of calculating the whip overflow?


Epic, shoot, it's 45 :hammers: not 30 :hammers:
+25% for the Forge, so that's 56 :hammers:. 2 population, so that's 112 :hammers:? No, 113 :hammers:?
Oh I have stone, so that's, um, carry the 2 . . . divide by pi . . . It's Tuesday, so drop the 6 and add 8 . . . #$!&@

Me too! :D

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/WhipAssist.png
Whip Population and Overflow :hammers: / Purchase Cost :gold:

The next feature of this mod will help you determine the optimal time to whip so you can maximize your overflow. No more missing that 89 :hammers: overflow by 1 lousy :hammers:!

EmperorFool
Jul 19, 2008, 06:00 PM
The Sevopedia now has a section for leader traits. Each trait lists the leaders with that trait, the effects of the trait, and strategy for maximizing the trait.

The strategy articles were written by Sisiutil of ALC fame and include useful technologies, buildings, wonders and civics.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/CharismaticTrait.png

EmperorFool
Jul 21, 2008, 03:04 AM
The scoreboard now has an option to include the score delta for each civ: the change in score during the previous turn. There is also an option to include the current turn's delta so you can see the scores change while you make your moves. Note that this second option can get confusing.

Thanks Caesium for the idea and code. To enable, update from SVN and select "Score Deltas". If you use the Advanced Layout, you must also add "Z" to the Display Order field, to the right of "S" in the screenshot below.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Scoreboard/ScoreDeltas.png
Score Deltas

Caesium
Jul 21, 2008, 05:23 AM
The scoreboard now has an option to include the score delta for each civ: the change in score during the previous turn. There is also an option to include the current turn's delta so you can see the scores change while you make your moves. Note that this second option can get confusing.

Thanks Caesium for the idea and code. To enable, update from SVN and select "Score Deltas". If you use the Advanced Layout, you must also add "Z" to the Display Order field, to the right of "S" in the screenshot below.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Scoreboard/ScoreDeltas.png
Score Deltas


I'm glad to see this added to BUG :)

Cybah
Jul 25, 2008, 09:49 AM
well, where is the strength display on that scoreboard?

The Doc
Jul 25, 2008, 11:20 AM
well, where is the strength display on that scoreboard?

The scoreboard in BUG is fully customizable. With the text field at the scoreboard tab at the BUG options screen you can select which elements are displayed. On that screenshot the elements are reduced to a minimum.

Cybah
Jul 25, 2008, 11:59 AM
ah great. :-)

EmperorFool
Jul 25, 2008, 05:09 PM
The Doc is correct about the customizability of the Advanced Layout scoreboard. However in the above pic, I think it's just that it's very early in the game and I didn't have enough EPs against any of my rivals yet to see their demographics. Note also that I don't have OB or TNs with anyone.

I use the above game as a test game because it loads very quickly, being early and having probably 30 total units and 10 cities for all players combined. ;)

EmperorFool
Jul 28, 2008, 09:38 PM
Ask and ye shall receive! Though it took some wrangling and a serious rewriting of much of SevoPediaMain.py's drawing code, I have added in fitchn's Civilopedia Index for Sevopedia.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/SevopediaIndex.pngEverything is indexed except Hints, Shortcuts, and Strategy Articles. I will do the SAs when I get a breather, but the others don't make sense.

A further enhancement I'd like to make is to have the sorting work like in a phone book, where you read down a column until the end and continue at the top of the next column. I think that will be easier to scan for entries.

ruff_hi
Jul 29, 2008, 08:38 AM
Ask and ye shall receive! Though it took some wrangling and a serious rewriting of much of SevoPediaMain.py's drawing code, I have added in fitchn's Civilopedia Index for Sevopedia.Too many icons.
you know I'm joking - good job.

psob2
Jul 29, 2008, 10:54 AM
sevopedia index is a great idea. i just updated to 1060 and it works fine

thanks

EmperorFool
Sep 05, 2008, 05:29 AM
Note: The following feature isn't in SVN yet (still working on related items), but it's working and should be committed shortly (this weekend?).

I have modified the Peace Treaty, Open Borders and Defensive Pact icons in Advanced Scoreboard by adding functioning hovers to them. If they cannot be canceled (10 turn waiting period), you are told how many turns you must wait. Otherwise, clicking it will ask you if you want to cancel the deal.

Be careful, as the popup (out of my control) doesn't say which deal you'll be canceling.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Scoreboard/PeaceTreatyOpenBordersHover.png
Trade Deal Hovers in Scoreboard

Warning: If you were dumb enough to include other items in the same trade (e.g. gold per turn or resources), those will be canceled at the same time. This is a game and player lunacy issue and has nothing to do with BUG. The same thing happens if you use the Diplomacy screen or Foreign Advisor.

I got so completely sick of opening the EFA just to find out how many turns I had to wait before I could open another can of whoop-ass. :D

EmperorFool
Sep 10, 2008, 03:05 AM
I have finally added two dropdown lists so you can select the way in which units are grouped on the Military Advisor's Deployment tab.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Advisors/BUG-MADropdownLists.png
Grouping Dropdown Lists

There are currently five grouping methods.


Unit Type
Combat Type
Level
Promotion
Location

The default is by Location and Type (soon to be configurable in options screen). Here are some examples showing various combinations.

Location and Unit Type
http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Advisors/BUG-MALocationandType.jpg

Combat Type and Unit Type
http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Advisors/BUG-MAOriginal.png

Unit Type and Level
http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Advisors/BUG-MATypeandLevel.png

Unit Type and Promotion
http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Advisors/BUG-MATypeandPromotions.png

EmperorFool
Sep 10, 2008, 03:21 AM
"Oh noes! Two AIs have just declared war on me while I was busy stomping my neighbor on the other side of my territory! How will I ever defend against their huge stacks? If only I had had some advanced warning!"

Yes, it can be tedious checking all the AIs for their WHEOOH status (a.k.a. war mobilization). Sure, the BUG Military Advisor shows them all in one place, but who remembers to hit F5 every turn? Now you don't have to . . .

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Scoreboard/WHEOOH.png
We Have Enough on Our Hands

The two orange fists are telling you that a) Hannibal has his hands full fighting you and b) Ragnar is either about to :backstab: you or he's gonna dobpile Hannibal.

[ Lucky for me it's the former, as his invasion fleet had already arrived at the completely undefended opposite end of my empire before I added this feature. Too bad for him that Hannibal will be gone by the time it arrives at the other end. Too bad for me if he decides that I'll make a good second choice. ]

ruff_hi
Sep 10, 2008, 05:24 AM
I have finally added two dropdown lists so you can select the way in which units are grouped on the Military Advisor's Deployment tab.only thing I have to say is 'drool':hatsoff:

EmperorFool
Sep 10, 2008, 08:34 AM
I've added buttons for each of the first letters of items in the Sevopedia Index. Clicking S, for example, scrolls the index so that "- S -" is at the top and you see the entries that start with S below it.

JujuLautre
Sep 10, 2008, 06:56 PM
Will you guys stop one day to have ideas ?

I hope not :D

EmperorFool
Sep 12, 2008, 04:14 AM
The Advanced Scoreboard now has an option to group each team's vassals under the team's members. When it's turned on, vassal's names have a hyphen in front to indent them below their master(s). I also added a column that puts a silver star next to any player that has at least one vassal (add V to your Display Order option).

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Scoreboard/GroupedVassals.png
Grouped Vassals and Master Stars

While adding this functionality I extended the column spacing capabilities slightly. You can now use negative spacing to move two columns closer together and even overlap them if you wish. This is handy for some of the icon columns that have built-in extra spacing around the icon in the font itself.

I also removed the spaces that were being added to the score and name from before the column spacing was implemented. You may want to adjust your column spacing now.

Cybah
Sep 12, 2008, 08:05 AM
simply fantastic.

mystyfly
Sep 14, 2008, 09:07 AM
Just amazing. I really admire your work guys :thumbsup:

EmperorFool
Nov 04, 2008, 02:45 AM
I added a tiny option to show the net food difference (produced minus eaten) added to / subtracted from the city's stockpile each turn. When the stockpile is shrinking, the number of turns until the city shrinks is displayed. Only when the city will actually shrink this turn does it show "STARVATION!"

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/FoodAssist.png

The image also demonstrates Ruff's Tick Marks feature which shows future food storage and production levels.

Dresden
Nov 06, 2008, 01:41 AM
Not much of a feature, but the scoreboard now has a Player ID number option ("I") because during my last round of debugging I just really, really wanted one. :p It's not in the default layout because I'm not sure that anyone else will ever want to see it, but it's listed in the help hover text (so it needs translation.) Here's an in-game sample; it's the team-colored number between the score delta & the leadername:

http://www.isarapix.org/pix22/1225955973.jpg

EmperorFool
Nov 23, 2008, 04:03 PM
I have added a few small features to the Advanced Scoreboard:

Player Rank

Use the new column code "K" to display each player's rank based on their score (1, 2, ...). This is useful when grouping vassals under their masters. It's yellow by default, and you can change it by setting a value for "Rank Color" in the INI file (e.g. COLOR_RED). It must be one of the colors in the standard color dropdown list. The column is not visible by default.

Max Players

For those of you that play with a lot of players, this setting lets you limit the number of players displayed in the scoreboard. Only the top X players are shown as if you chopped off the bottom of the scoreboard. Thus a last place player who is a vassal of the first place player would still show in the second player slot when grouping vassals.

Line Height and Research Icon Size

I added these so you can squish the lines together to get more players to fit on-screen at once. I found 18 for height and 20 for icon size to work pretty well without overlapping using the default game font.

EmperorFool
Jan 15, 2009, 05:15 PM
A couple months back, Del69 took some of the ideas in the Strategy Layer thread (http://forums.civfanatics.com/showthread.php?t=288253), originally proposed by Eunomiac some time ago, and built an in-game dot-mapping tool. I think it's about time I posted about this awesome feature!

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/th_DotMap.png (http://s222.photobucket.com/albums/dd275/EmperorFool/New%20Features/?action=view&current=DotMap.png)

It is available in the latest SVN repository.


CTRL + X: Hide/show the dot-map
ALT + X: Enter edit mode (showing the dot-map if it's hidden):

Left-click color: Set the color to use for new dots
Left-click plot: Place a dot and BFC outline using the selected color, replacing any existing dot on the same plot
Right-click dot: Remove the dot and BFC
ALT + X or Right-click empty plot: Exit edit mode (hiding the dot-map if it was hidden before)


The General tab of the BUG Options screen has sliders to change the brightness of the dots and BFC outlines as well as a few other settings.

Roland Johansen
Jan 15, 2009, 05:56 PM
Awful, really awful, utterly stupid!!





Who would place that yellow city, one spot off the coast!

;)

Great feature. Yesterday, I started playing civ again after some time off and redownloaded the BUG Mod with this great new feature (and lots of others which were new to me since my last version of this mod). Great work.

mc-red
Jan 16, 2009, 05:48 PM
I just got BUG working with the unofficial patch. I am not a programmer so not sure if I want to go through that again.
I really really like this dot map feature. Is there a simple way to copy a file or two to my BUG 3.5.1 unofficial patch set up to take advantage of this.

Regards

EmperorFool
Jan 16, 2009, 06:39 PM
Actually, merging BUG with the Unofficial Patch is pretty simple. I suspect you did more work than you needed to. BUG includes all of the Python changes in the UP, so you don't need the UP ones. To merge UP and BUG:


Install BUG to CustomAssets (1) or as a mod (2)
Copy UP XML files to CustomAssets folder (1) or BUG's Assets folder (2)
Renamed Assets/CvGameCoreDLL.dll in the game's install folder by adding ".old" after ".dll"
Copy the UP CvGameCoreDLL.dll file where you just renamed the other one

Done!

mc-red
Jan 17, 2009, 06:45 AM
Actually, merging BUG with the Unofficial Patch is pretty simple. I suspect you did more work than you needed to. BUG includes all of the Python changes in the UP, so you don't need the UP ones. To merge UP and BUG:


Install BUG to CustomAssets (1) or as a mod (2)
Copy UP XML files to CustomAssets folder (1) or BUG's Assets folder (2)
Renamed Assets/CvGameCoreDLL.dll in the game's install folder by adding ".old" after ".dll"
Copy the UP CvGameCoreDLL.dll file where you just renamed the other one

Done!
Ok I'll give it a go. That dot map feature really looks worth it :)

EDIT:
First attempt didn't work. Mod loaded fine but when tested a game
got some message like bug init could not load mod init or something like that.
I will try again sometime.
Trying to load as Mod step 2 in the above instructions.
I don't change the game .dll as i play botm. Instead put the .dll from UP into the Assets folder of the mod
This worked fine for 3.5.1.

entwood
Jan 17, 2009, 12:42 PM
If you run BUG or BAT as a MOD and install the unofficial patch (I am using the Dresden 0.21 version) into the BTS Assets folder so it will alway run, this should work right? I hope so. I run BAT as a mod and pick up the UP changes because BUG/BAT doesn't change this data...Is this a correct way to use both?

EmperorFool
Jan 17, 2009, 01:35 PM
First attempt didn't work. Mod loaded fine but when tested a game
got some message like bug init could not load mod init or something like that.

When installing BUG to a folder other than "BUG Mod 1.1", you must follow the instructions the file "BUG Mod/CvModFolder.py". The file will be with the help files.

If you run BUG or BAT as a MOD and install the unofficial patch (I am using the Dresden 0.21 version) into the BTS Assets folder so it will alway run, this should work right?

Yes. The DLL in Civ's install Assets folder will be used for any mod that doesn't have its own DLL. Neither BUG nor BAT have their own DLL, so you're covered.

Single Malt
Jan 17, 2009, 11:21 PM
Great that I stumbled upon this feature while browsing the Strategy board. I update regularly, but never check what's being changed. Sometimes I see it, sometimes its not so obvious:)

mc-red
Jan 18, 2009, 12:29 PM
[QUOTE=EmperorFool;7663167]When installing BUG to a folder other than "BUG Mod 1.1", you must follow the instructions the file "BUG Mod/CvModFolder.py". The file will be with the help files.

:goodjob: that worked

Nials
Jan 18, 2009, 12:56 PM
I just grabbed the latest revision off the SVN and I have to say that I absolutely love the new dot-mapping feature! It will help my bad city placement skills tremendously :)

Keep up the great work.

EmperorFool
Jan 20, 2009, 12:04 AM
I recently added a community mod to add 100% and 0% buttons for each :commerce: rate on the main screen (General : Min/Max Commerce Buttons). They are the outermost buttons (far left/right) in the screenshot below. When I get time to convert all the BUG buttons to theme-based, I'll add new images for them.

Today I added an option (General : Gold Rate Warning) to display your :gold:/turn in yellow if it is negative but won't take you below 0:gold: this turn.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/MinMaxCommerceandGoldRateWarning.png

dirtyparrot
Feb 09, 2009, 10:51 PM
A couple months back, Del69 took some of the ideas in the Strategy Layer thread (http://forums.civfanatics.com/showthread.php?t=288253), originally proposed by Eunomiac some time ago, and built an in-game dot-mapping tool. I think it's about time I posted about this awesome feature!

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/th_DotMap.png (http://s222.photobucket.com/albums/dd275/EmperorFool/New%20Features/?action=view&current=DotMap.png)

It is available in the latest SVN repository.


CTRL + X: Hide/show the dot-map
ALT + X: Enter edit mode (showing the dot-map if it's hidden):

Left-click color: Set the color to use for new dots
Left-click plot: Place a dot and BFC outline using the selected color, replacing any existing dot on the same plot
Right-click dot: Remove the dot and BFC
ALT + X or Right-click empty plot: Exit edit mode (hiding the dot-map if it was hidden before)


The General tab of the BUG Options screen has sliders to change the brightness of the dots and BFC outlines as well as a few other settings.

EmperorFool, the City Planning tool looks great, but I'm a complete noob to modding. Quite frankly I'm surprised that I got the BUG mod installed. I don't intend on installing many other additional mods, but would really like to have the city planner tool. I feel like I'm over my head in this. I'll list the details below and hopefully you can give me a step-by-step instruction of how to do this.

I've installed the BUG mod to my C:\Program Files\Firaxis Games\...\Beyond the Sword\Mods directory. So, obviously I need to load the Bug Mod from the game menu each time I want to use it.

I've also installed TurtoiseSVN program on my computer as it appears that I need that as well, although I'm not sure exactly what it's for (seems like some type of updater).

Once again keep in mind that I'm a complete noob in this. Thanks in advance.

ruff_hi
Feb 09, 2009, 11:03 PM
if you only play single player, I would install BUG under customassets in the 'my docs' BtS folder. That will give you BUG without the need to load it as a mod.

EmperorFool
Feb 09, 2009, 11:13 PM
See the first post in the Downloading thread for instructions on using SVN to get the latest version of BUG. Note that we are planning a 3.6 release very soon (1 week I hope), so you may just want to wait for a nice installer.

dirtyparrot
Feb 09, 2009, 11:14 PM
if you only play single player, I would install BUG under customassets in the 'my docs'
BtS folder. That will give you BUG without the need to load it as a mod.

For me that's fine. It's merely a minor inconvenience.

EmperorFool
Feb 09, 2009, 11:34 PM
You have two other options:


Set BUG to autoload with Civ in the CivilizationIV.ini with

mod = BUG Mod 3.5.1

Copy the Civ4 shortcut and append

/mod="BUG Mod 3.5.1"

to its command line.

EmperorFool
Feb 14, 2009, 03:37 AM
I'm doing some code cleanup in preparation for the 3.6 release and found that I had added a few features to my DLL branch that didn't actually require the DLL, so I've moved them to the standard BUG branch.

Fractional Movement Points

The first one allows you to view the Movement Points left for the selected unit as a fractional value with a single decimal place rather than truncated to an integer.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/FractionalMPs.png

Stack Movement Points

The second one is a lot more interesting: it shows you the minimum and maximum Movement Points left for all of the selected units as a range (always fractional, which I may change to have it use the above option).

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/StackMPs.png

GPT on Financial Advisor

The third one hardly warrants a screenshot, but heck, why go half-way?

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Advisors/GPTonF2.png

Gold Star for Active Player with Vassals

Finally, when you have the Has Vassals column showing in the Advanced Scoreboard and you have at least one Vassal, your star is gold instead of silver so that you stand out better in the scoreboard.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/Scoreboard/GoldStar.png

That's it. These features are in SVN right now, and you can look forward to a new release very, very soon.

ruff_hi
Apr 01, 2009, 03:54 PM
I've added a BUG Religious Advisor to the SVN. Here is a screenshot ...

http://img13.imageshack.us/img13/7067/bugreladvisor.jpg

Note the following:
yellow box - shows the number of temples and monasteries that you have build across all of your cities for each religion
useful for cultural games as well as making sure you have monasteries before you nullify them
purple box - temples / cathedrals / monasteries / shrines for each religion - you need to hover over the religion in question (or select it) to update the table
prayer hands = temple
culture = cathedral
science = monastery
gold = shrine
I used the same icon codes for 'under construction, can build, etc' as used in the CDA useful for when you are hunting for cities that are missing temples
table is sortable
click on 'zoom to city' (column 1) to open the city - also closes the advisor


As per all things (well, almost all), this is optional.

Yxklyx
Apr 01, 2009, 09:55 PM
Hi,

I don't see this latest change. I'm getting it from here:

http://civ4bug.sourceforge.net/daily_build/

and it has a date of:

01-Apr-2009 09:01 pm

When I press F7 I get the old screen.

ruff_hi
Apr 01, 2009, 10:25 PM
I don't see this latest change.2 things to check ... look under the [custom]assets/python/screens directory for CvReligionScreen.py. If it is there - then you have the BUG version. If it isn't there - then it must not have made the daily build for today - wait until tomorrow :D.

If it is there and it isn't showing up in game, check that you have it enabled via the BUG option screen.

ruff_hi
Apr 01, 2009, 10:28 PM
going to add ...

Cities: x/y

... so that you can see how you have spread a religion through your kingdom. Will probably bump the top panel up a few pixels and also put a panel under the table so that it is clearer.

Yxklyx
Apr 02, 2009, 10:26 PM
Looks great! Very useful!

Larklight
Apr 13, 2009, 11:18 AM
Hey, I just downloaded BAT mod 1.1, but can't find the improved strategy layer. Do I have to download BUG separately or something?

EDIT: sorry, and thankyou mystyfly.

mystyfly
Apr 13, 2009, 11:30 AM
AFAIK, BAT 1.1 doesn't include BUG 3.6 (first release that contained the strat layer).

Please post questions like this in the appropriate thread ("Questions about the BUG mod").

tgvulcan
Jul 29, 2009, 02:55 PM
wrong thread! sorry.

Nials
Jul 29, 2009, 03:11 PM
Adding new resources would alter the game mechanics, I would think.

EmperorFool
Jul 29, 2009, 03:23 PM
I am requesting the resources from Quota Capita be added with this as well! It's very small but adds more dynamic to the game.

http://forums.civfanatics.com/showthread.php?t=261143

Please use the Requests thread for feature requests (better still, the SF.net Feature Request tracker) as this thread is for showcasing new features we have added.

As for this one, BUG is about Unaltered Gameplay, and BAT adds artistic content to BUG. Adding new resources would alter gameplay.

DaveMcW
Aug 26, 2009, 02:09 PM
Thanks to the BUG team for finally defaulting the colored clock off! :love:

EmperorFool
Aug 26, 2009, 02:57 PM
Thanks to the BUG team for finally defaulting the colored clock off! :love:

I meant to do it for the BUFFY release, but I had too much going on at the time and missed it. :(

EmperorFool
Sep 06, 2009, 09:42 PM
I've merged in johny smith's scrolling Religion Advisor and his changes to the main interface to allow for more than seven religions and/or corporations. I haven't done the work on the Corporation Advisor yet.

Could people who have merged BUG in with mods with more than seven religions give this screen a workout? You can specify which religions to show in the top area of the screen (all, founded, or player's) from the Advisors tab of the BUG Options screen.

Cybah
Sep 07, 2009, 02:49 PM
Works perfectly. Thanks very much. :)

http://forums.civfanatics.com/attachment.php?attachmentid=227229&stc=1&d=1252353019

http://forums.civfanatics.com/attachment.php?attachmentid=227230&stc=1&d=1252353019

zappara
Sep 13, 2009, 09:13 AM
I've merged in johny smith's scrolling Religion Advisor and his changes to the main interface to allow for more than seven religions and/or corporations. I haven't done the work on the Corporation Advisor yet.

Could people who have merged BUG in with mods with more than seven religions give this screen a workout? You can specify which religions to show in the top area of the screen (all, founded, or player's) from the Advisors tab of the BUG Options screen.Just tested the new screen and seems to work flawlessly with the 11 religions I got in my mod. Also the new religion/corporation BUG option for city screen works. If needed, I can later test corporations as there's some RoM modmods that increase the corporation amount about 30 or so.

EmperorFool
Sep 13, 2009, 04:07 PM
Thanks for the feedback. At some point I'd like to place buttons on the Religion Advisor to switch which religions are displayed (All, Founded, Player's).

EmperorFool
Sep 13, 2009, 11:59 PM
No screenshots for these as they are mostly functional


Alert when a rival's willingness to talk changes
Alert when a rival's worst enemy changes
Alert when a rival will trade their map
Worst enemy indicators now handle teams correctly
Changes to the Autolog path or file name take effect immediately

EmperorFool
Nov 07, 2009, 10:55 PM
I've added a minor new feature to BULL.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/DLL/GlobalCoordinates.png

EmperorFool
May 23, 2010, 05:23 PM
I finally added something I've wanted for a long while, and it turned out to be relatively easy. As usual it took longer to tweak the position of the elements and add the options than it did to create the initial feature. :)

When you have a stack of units selected you will see all of the promotions possessed by at least one unit in the stack. When more than one unit possesses a promotion you will see how many on a circle overlay similar to the Foreign Advisor's RESOURCES tab.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/StackPromotions.png

I had been planning to merge in the feature someone else created that hides promotions that are implied by other promotions, but I'm not sure how to reconcile it with this feature for stacks.

For example you have two units selected with these promotions: C1C2 and C1. Normally you'd show 2xC1 and 1xC2. When hiding implied promotions I see four options:


Hide C1 because it is implied by C2
Subtract the one C1 implied by C2 and show 1xC1 instead of 2xC1
Only hide promotions whose counts drop to zero from rule #2.
Don't hide implied promotions when stacks are selected.

Option #3 requires further explanation. Since C1 is only implied by one unit but two units have it, it would show as 2xC1. If the second unit also had C2 then the 2xC1 becomes 0xC1 and would be completely hidden showing only 2xC1.

My gut says that it's too confusing to merge these options and I should hide implied promotions only when a single unit is selected. However, the promotion list in the info pane gets really long only for large stacks.

Please reply in the Development thread (http://forums.civfanatics.com/showthread.php?t=241797).

EmperorFool
May 31, 2010, 08:37 PM
When you hover over a Worker action that will remove a feature that has health effects, the help text will show the actual effects in nearby team-owned cities. This example shows the text for clearing a Jungle.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/DLL/HealthEffectsfromFeatures.png

This is a BULL-only feature. Feel free to discuss it in the Development thread (http://forums.civfanatics.com/showthread.php?t=241797).

EmperorFool
Aug 09, 2010, 02:40 AM
The normal view is very clean, but it can sometimes be difficult to tell which tiles may be improved, which are being worked, and--most importantly--when your city is working unimproved tiles. :eek:

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/DLL/NormalView.png

You can turn on Show Yields to help with this, but it makes the map look cluttered and detracts from the feel of the game. And it still can be tough to tell if you're working unimproved tiles.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/DLL/ShowYields.png

Hopefully this new BULL feature will help. It's actually two related features. The first feature shades the tiles controlled by the first selected city, similar to how all cities' controlled tiles are shaded when you select a Settler.

The second feature operates on every selected city. It places a colored circle over each workable tile to indicate its working and improvability status:


None: City tile, unworkable tile, or unimprovable tile not being worked
Black: Improved tile being worked
Green: Improved tile not being worked
Yellow: Unimprovable tile being worked
Red: Improvable tile being worked
Cyan: Improvable tile not being worked

Unimprovable tiles are those bare tiles on which no available improvement can be built at this time. For example, any Hill before Mining, a Forest before Replaceable Parts, etc.

http://i222.photobucket.com/albums/dd275/EmperorFool/New%20Features/DLL/CityPlotStatus.png

Now, this still needs a little adjusting. First, the black circles are a bit too hard to see. Since you don't need to take action for improved tiles the city is working, they shouldn't stand out, but they fade into the roads and get lost. I'm thinking a shade of median gray. I started with white to match the look of the City Screen, but they stood out too much and were hard to distinguish from the cyan (improvable) circles.

Second, Forests are not handled consistently. I determine if a tile is improvable by checking the AI's best selected build which varies depending on circumstances. A Forest on a Hill will have a Mine as the best improvement while a Forest on a non-riverside Plains Flatland will have none. My thinking is to never consider improvements that would clear a Forest.

Third, what about Jungle? Should they be highlighted as improvable via clearing?

Please follow up in the Development thread (http://forums.civfanatics.com/showthread.php?t=241797).