BUFFY & HOF Mod Releases

For me, it's actually very simple (@ Noble Zarkon but also the coders of BUG / BULL / BUFFY )

The culture-fix needs to be bugfixed, otherwise it may not be implemented. It must work 100%, so it must be impossible to i. e. get GA-points though a GE was hired, this is the only case in which the majority of players seems to support it.

The OF-bug into Gold-bug doesn't need to be fixed imo. , because I support bugfixes. If there should build up a new majority that votes against fixing the culture-bug though, then this feature should also be taken out, because either standard game or not, but not biggest advantage here and biggest advantage there and everywhere. Global Warming would be an exception in any case though, it must not be re-implemented in BUFFY because it would screw everybody trying to beat one of the optimized Time Victories.

Circles should get a check-box where turning them off is possible (should be rather simple) .

The special signs that BUFFY uses should be exchanged in the way, so that i. e. a normal :food: is taken instead of a food where something got bitten out and at the same time the mathematical sign should be changed from + to - or the other way around, this is way more logical and also should be really easy.

BUFFY .004 will get my votes once the culture-bug is either working without problems or once the old version is implemented, but then it'd be great if the BUG / BULL team tried to fix the culture-bug bugfree so that it could be implemented in a BUFFY .005 maybe. If there'll never be a BUFFY .005 I could live with that bug because it existed for so long that it may really maybe be seen as a feature, I'd definitely prefer a fix though.

Circles are optional, the food with the bite is also optional but both imo. really should go into BUFFY .004 because it must be 1h work at most to change that code and while I'm no programmer myself, but implementing the change in BUFFY once it has been done in BUG imo. shouldn't take more than 5-10 minutes because it's only replacing a few lines which the programmers of BUG can mention after having written that change towards Denniz or whoever else is responsible for BUFFY.

I think all of this is easier than trying to put up an enhance BUFFY .003 now, someone must still have a version of BUG where the culture wasn't fixed so the feature could be taken out completely if necessary and the others are really easy from my point of view, Lemon or ruff will both be able to make those changes without problems like I imagine them.
 
both imo. really should go into BUFFY .004 because it must be 1h work at most to change that code and while I'm no programmer myself
Sorry if this sounds harsh but if you're not a programmer and haven't looked at the source code you have no idea if it's 1h or 100h! What seems simple is often complex and vice versa.

The culture-fix needs to be bugfixed, otherwise it may not be implemented. It must work 100%, so it must be impossible to i. e. get GA-points though a GE was hired, this is the only case in which the majority of players seems to support it.
I need a test map, with Lock Modified Assets off, that demonstrates this - can someone provide this??

This should be easy to turn off / make an option as it is open to python. I'll see if I can track down that bit of code.
Great to have you involved in this, my skills are more on the Web Development side.
 
Sorry if this sounds harsh but if you're not a programmer and haven't looked at the source code you have no idea if it's 1h or 100h! What seems simple is often complex and vice versa.

Sry, but I believe I have enough skills in coding from having scripted webpages years ago to know that exchanging a mathematical sign from + to - and exchanging an icon is not a big deal, it's 2 passages probably and completely replacing a feature by an older version is copy + paste. If the source code is completely without any labels and got scripted by another person, it can be a lot of work to get into that code and to find the right passages, then I don't know how long that takes, but programmers afaik leave signs like "feature x" or "does the following" etc. . ruff afaik even tried to implement a calculator for me once because I asked it from him and he said that that was difficult so I resigned because I don't want to cause him much work, but the requests I made above are really simple, sry. If this should be really wrong, then explane in short plz, but don't tell me that I would have no idea of what I'm talking -.- .
 
Quite certain the icons for reduced unhealthiness are the same in BUG, so it naturally makes sense to use the same in BUFFY too. Like I mentioned or implied before, I think using that icon is better (less confusing) than using the normal :food: icon, because a Grocer for instance doesn't lead to a permanent increase/decrease in food, like the Supermarket does. It's not good to have the same icon mean two different things.

However, changing the coding for those things are quite a different difficulty than to changing what might be wrong with the culture fix. Having done some coding myself, things are usually more tricky than one might think, and then there is testing to make sure there aren't any "carry-over" mistakes, unintended consequences.

Am playing a game now and forgot to check before, but just want to throw this out there: In the new BUFFY, is there information about XP for new units in the city build queue, like in the most recent BUG?
 
I've found a "bug" in the current BUFFY version: When the mod says that a city will grow the next turn, but if one whips that city then so it still grows but not to the size that was shown, then no message gets created at all. It'd be very nice if this could be fixed. I also don't know if it'd be possible to make the check which cities have grown at the beginning of the next turn or right before the play presses space / enter / the red button instead of when all units have been moved, because one often whips cities after after all units have been moved when managing all cities and like that it can happen that a city grows that wasn't expected to with the check like it is now. It'd be tremendous help if the city-growth-check would return 100% accurate results, because it's common to only micro the cities that finished something or that have grown or when a tech changes things . Production + techs are shown in the log so it's possible to go by them but with the city-growth-check being inaccurate I need to set a manual timer for every city that grows that didn't before. With very many cities this can result in numerous timers which basically is a great hold-up and distraction towards normal play. Tia :) .

(Screenshot confirming the bug: )

 
Probably both, because there is the same behaviour in .003 that I'm playing. Not thought too much about it, but I agree it would be better if this was done so that the log was correct prior to hitting end turn. Once the button turns red the log updates, but we can do a lot after that. Maybe it's tricky in practice though? BUFFY can't know when we are done microing cities and ready to hit end turn, and updating the log all the time might be more resource intensive. But you guys will of course know that much better than us plurks :D
 
Can you clarify exactly which version - there are two currently on the go - .003 and .004b.

Probably both, because there is the same behaviour in .003 that I'm playing. Not thought too much about it, but I agree it would be better if this was done so that the log was correct prior to hitting end turn. Once the button turns red the log updates, but we can do a lot after that. Maybe it's tricky in practice though? BUFFY can't know when we are done microing cities and ready to hit end turn, and updating the log all the time might be more resource intensive. But you guys will of course know that much better than us plurks :D

Yes, both. The check which cities grow simply would need to be performed a 2nd time when the player ends the turn and proceeds towards the next imo. . Continuous checking may really be too resource intensive or too tricky to program but checking once more when Enter / Space is hit should be doable imo. .
 
The log shows which cities grew each new turn, though, and I think that part is correct. I use that all the time at least, so I hope it is correct! :D
 
The log shows which cities grew each new turn, though, and I think that part is correct. I use that all the time at least, so I hope it is correct! :D

That part isn't correct afaik. Cities that grew unexpectedly because you microed them to more :food: after the calculation got made aren't shown and the above shows that there's a weird bug that won't make a city show either. Microing cities every turn all in single is mostly because that log isn't accurate. If you go by it all the time, then you have an area in which you can get a lot of resources by investing manual work ;) .
 
A suggestion, if possible. Could you have a turn counter for when the various forms of anger wears off, both whipping anger and drafting anger?

This is with .003 and BUG, but I assume it hasn't been changed.


Edit: Maybe AP resolution rejections too. I don't recall if there is a counter for that, but probably not?
 
Another thing. Not a huge deal, but something that has always irked me a little.

When you have enough EPs to investigate a city, you can also see their tech choice at the top. However, if you hover, the text that pops up is for the tech you happen to be researching.

 
I found a bug in 004 which alters gameplay.

You can now attack and also capture a worker with the same unit. It's like you have blitz.
 
Is BUG even being developed anymore?

I feel a little strange that we're asked to test the new BUFFY, we then report issues and don't even get a response...

We currently have:

1. Wrong :gp: points added when borders pop.
2. The function that shall report that a city grew doesn't function properly.
3. We have no answer on Global Warming though we ask that since months already now.
4. The map is laggy with the circles-feature, we'd appreciate a check-box to disable it.
5. Mansa has been uncommonly strong in 3/3 games. This has been proven by comparing the game statistically to over 10 BUFFY .003 games.
6. We need to decide which gameplay-alterations want and which go too far. Being able to capture a Worker and attack with the same unit imo. goes too far, the fix of the culture-bug I like though.
7. Maybe some additional very minor changes, like i. e. the tick-mark showing when a whip gets cheaper by 1 population is almost not seeable, changing it to red would help a lot, same for how much production gets added in 1T, I have quite good eyes but I need to get as close as 20cm towards my display sometimes to be able to see if a build already is optimized (so gets finished with little OF) or if I could get it faster by i. e. addint a single Engineer or Citizen specialist.
8. I don't want to sound unthankful, I love that you provide us with this mod, but the food icon in which someone bit out something is illogical to me still. I thought about Pangaea's argument that simply taking a normal :food: icon could cause confustion with other buildings like i. e. the Supermarket which really always gives 1 :food: , but seriously, who is that n00b and also that is exactly how BUG handles all other buildings like i. e. Libraries, when one hoovers over a Library and sees that it adds 4 :science: one knows that those 4 :science: are the 25% bonus from the description, and not that the Library provides a fix bonus of 4 :science: similar to an UoS-Temple i. e.

I have a question regarding the Espionage-victory btw. : I believe either NZ or Denniz mentioned that BUFFY checks whether a spread culture mission was performed, but that manual checks aren't a choice in any case. Does the HoF staff at least check which victory condition a game was won by or does that get automatically extracted i. e. ? Because if it isn't manually checked, someone could simply play a 2000 BC AP win, perform 1 spread culture mission and get an Espionage-Victory by that ^^ .

Plz don't let us hang, we're yearning for a new and better BUFFY :please: ;) .
 
I found a bug in 004 which alters gameplay.

You can now attack and also capture a worker with the same unit. It's like you have blitz.

As in ... the enemy has a worker that is protected by a (say) warrior and you attack the tile with a tank? Is that what you are saying?

Or is the warrior and worker on different tiles?
 
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