FFHBUG alpha

Falc

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Fall from Heaven BUG

What is it?

A conversion of the BUG mod for Fall from Heaven. The BUG mod is a collection of UI tweaks for CIV4, which just make your life as a benevolent ruler/evil overlord that much easier.

More details about what each element of the BUG does can be found in their own forum HERE.

What's the latest version?

Version alpha6, using FfH2.031e and BUG 2.22 (svn version 606) was released on April 14th 2008.

Where can I get it?

Download it here

How do I install it?

You have two options.

The first one is to just extract the contents of the archive into your 'Fall from Heaven 2 031' folder, overwriting all different files. This requires the least work right away, but it could result in weird stuff happening if later patches overwrite those files yet again. Since the BUG makes no gameplay modifications, though, you should be able to play even in this 'broken' state.

The second one involves setting up a separate folder for your BUG-enhanced FfH, and installing the archive into that. However, to have the BUG running correctly, you will need to specify the name of this folder in the Assets\python\Contrib\CvModName.py file. Just open in Notepad and change the modName line.

Is it compatible with other modmods?

Fall Further: untested under 031, probably OK
Modular FfH: untested under 031, likely OK
Unit Statistics: incompatible due to the Statistics button on the main screen. Easily merged though (I'll do it myself one of these days...)

Release Notes - alpha 5

Great People Bar
  • This uses certain in-game graphics to display the bar. I've fudged this a bit, using the 'Great Spy' settings from normal BtS for both the Great General and the Adventurer. Some help with this would be appreciated. See Assets/Python/GPUtil.py for the defines.
Scoreboard
  • Not implemented yet. I need to dig deeper into how this works to convert it.
Sevopedia
  • 'Spells and Abilities' page added.
  • The 'Command 4' promotion is intentionally not shown in the Promotion tree. It breaks the graph.
Not Yet Another Game Clock
  • Has some era-based features which aren't very useful for FfH. I might cut them some day.
Great General Bar
  • Used for Great Generals in BtS. Pointless in FfH but it's an oft-requested feature, so I've commented most of it out. You still get the option to turn it on or off in the options panel but it won't show either way.
Autologger
  • Choosing a new tech to research while in anarchy will be logged with '999 turns left'.
  • Fixed an error occurring when Hyborem or Basium enters the game.
Options
  • Options are saved separately from regular BUG options, so if you also sometimes play normal BtS your options won't be overwritten.
Unit Naming
  • I haven't studied this in depth, I know the default works but the advanced stuff might need some tinkering.
 
I'll test it out when I get back home in a couple hours. But I just wanted to say

THANK YOU!

I had tried to get it up and running once myself with no luck, wasn't looking forward to trying again when I was able to find the time honestly :)
 
Tried it out, the Sevopedia thing is working nicely. When you add a screen for spells, you should also split things up a bit more.

Units should become: Heroes, Buildable Units, UnBuildable Units
Buildings could go for being broken into buildable and unbuildable as well.

Promotions should be split up into Promotions (can get with XP) and Effects (result of spells, races or the like).

Lairs & Unique Terrain Features (Yggdrasil and the like) could go for their own section as well.

Also, it is set to look for the .ini in Fall from Heaven 2.030k + BUG, but I see now that you addressed that in the first post.

Clockwork Golem cannot be upgraded to from Lunatic either. (nor Iron Golem from Radiant Guard. or Wood Golem from Warrior).

Doesn't show the Adept as a level before the Mage/Conjurer either.

With all the UU replacements, I am really uncertain as to how viable an upgrade chart is at all TBH. But it did look nice from the main menu. Most of the problems came when I loaded up as Luchuirp (Comments above were all from in game while playing Luchuirp. Adepts showed up fine from the main menu, and I don't think I saw any of the golems on there)


Promotion tree looks like a mess due to magic, but should be better in .31 when Sorcery & Summoning quit putting lines all over the place when they really aren't needed :)
 
The upgrade chart only looks at the units available to the Civ you're playing. Adventurers show up when you're playing Grigori. Which does make it odd that the Manes show up for everyone...

Note that these charts aren't written out in the mod but are generated by python code. I didn't actually change anything in the Sevopedia so far, so it's getting all this info on its own from the XML files. I'm pretty sure the normal Civilopedia works the same, but it does mean I can't just change some lines, I need to read and understand the code.
 
Well Manes show up for everyone because they don't require Infernal. NOBODY can build them, it just happens to be that only the Infernal are ever given any of them.

There are quite a few units and things like that, which is why I am wondering how useful overall the upgrade chart will be. It does wind up a bit difficult to read where the lines are going at times. But I am sure some people will find use for them anyway :)

There are quite a few code elements which are new for FfH which Sevopedia may need to be taught how to read, like the Golems being flagged as <bDisableUpgradeTo> or something similar.
 
Was playing around a little bit more today with FfH and I realized that your BUG conversion messed up the Font file, which was one of the earlier landmines I ran into when I was converting some of the easier aspects over (Like the Leader Opinion Smileys). The big problem file is the GameFont_75.tga. I understand how to deal with it a LOT better now than when I had first tried to modify things fortunately :)

Now, one of the catches is that FfH also has a GameFont.tga file, which is the same thing, but slightly smaller. I do not entirely understand why that is, and it might be important, but might not be.

The other catch is that FfH also doubles the bottom row for some reason. Again, no clue why. But I preserved that, so you will have to move all of your references for those new smiley faces down 1 row to get them to work right.
 
Myeah, it's likely to be the cause of some odd graphical issues I've noticed.

I do believe that if you use the standard FfH version, most of the stuff works, except the 'at a glance' diplomatic screen. Using the other one messes up the mana display so that's a lot worse.

Anyway, no release scheduled until .31 is out, but I do have the Spells and Abilities screen working in Sevopedia.
 
Well, the line which needs changed to fix the Glance Screen now would be:

Code:
		if BugScreens.isShowGlanceSmilies():
			iAtt = gc.getPlayer(nPlayer).AI_getAttitude(nTarget)
			szSmilie =  unichr(ord(unichr(CyGame().getSymbolID(FontSymbols.POWER_CHAR) + 4)) + iAtt)
			szText = szSmilie + " " + szText

From CvExoticForeignAdvisor.py

Or you simply have to figure out how they are defined in CvUtil since that is where it loads the Icons from (from what I can understand anyway).

That aside: I had some time to play with things today and it seems that shifting those icons up a row doesn't cause any issues so far. So the Gamefont attached here should work a lot better.
 
Careful when tinkering with that font file, I'm assuming there'll be a few new mana symbols in .31. But I'll certainly check out the code you posted.
 
Okay, next release will use your font file, neither original contains all that's needed, so fiddling with CvExotic... won't help.
 
I keep getting upload errors when trying to get this file into the file database. Anyone know what's going on?
 
Well, I just uploaded a new manual a little while ago so I know it is still working. You should just go here and click on the "Edit File" link, it'll bring you to the same screen as you initially posted from and you simply select a new file to upload/attach.
 
Well, the reason I couldn't upload is that I just barely went over the 2MB limit. Now that they've fixed the server so that it once again accepts uploads up to 10MB, I've uploaded the latest version.
 
Interesting... I haven't downloaded this yet, but how is it working for you guys so far? You may want to upgrade this to BUG 2.22 though. Let us know if you run into anything that is causing you guys problems, and we'll see what we can do on our end. Are there any plans to throw this into FFH2 or is it going to remain as a plug-in/add-on?

Also, PLEASE delete the documentation folder. It's not needed with the Help File any longer. Just move the GPL file please.:)
 
Please also delete all of the little MAC .svn folders and files too (I assume they are for MACs at least...) just extra junk to have to delete when I install it each time :)

As for how it works, it is really quite awesome so far :) Though I haven't checked to see if it is working with the latest patch. I presume it is mostly functional though as last patch changed very little in the Python department.
 
No problems with FfH BUG and the latest patch that I've seen.

Please also delete all of the little MAC .svn folders and files too (I assume they are for MACs at least...) just extra junk to have to delete when I install it each time :)

As for how it works, it is really quite awesome so far :) Though I haven't checked to see if it is working with the latest patch. I presume it is mostly functional though as last patch changed very little in the Python department.
 
Interesting... I haven't downloaded this yet, but how is it working for you guys so far? You may want to upgrade this to BUG 2.22 though. Let us know if you run into anything that is causing you guys problems, and we'll see what we can do on our end. Are there any plans to throw this into FFH2 or is it going to remain as a plug-in/add-on?

Also, PLEASE delete the documentation folder. It's not needed with the Help File any longer. Just move the GPL file please.:)

Actually, I've been basing it on the SVN version of BUG. Maybe not the smartest move all things considered, but still, it's easier for me to keep that up to date than to check the BUG forum every time.

As for things that don't work, there's a few very specific items left on the to-do list. Unfortunately, I tend to get easily distracted by other games/projects.

And the .svn folders aren't Mac related at all, but they're in there because I packed that particular release at work due to the upload issues and...

Anyway, I'll doublecheck for patch e problems and make an alpha-6 release soon.
 
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