FFHBUG beta

Falc

Warlord
Joined
Oct 6, 2007
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292
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 beta3, using FfH2.032i and BUG 2.30 (svn version 852) was released on July 2nd 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 2 032' 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?

Since there's so many modmods out there nowadays, it's hard to tell.
However, Fall Further is officially supported and will work. The correct order for installing is Fall Further and then the FFHBUG, but doing it the other way round should not produce errors.

Release Notes - beta 3

Beta?
Yes, we're in beta stage now. All the useful BUG functionalities are now present and aware of FfH specificities. There are a number of further FfH specific improvements that I have in mind, the release of those will mark the end of beta.

Changes
  • Various BUG updates

Full list of contents and outstanding issues

Plot List Enhancement
Custom Military Advisor
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
Sevopedia
  • 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, turned off by default in the .ini. 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'. During anarchy, there's no way to get a correct value (and you could argue that even during normal play this value is highly likely to fluctuate...) so this clearly nonsensical value was picked.
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
  • If anyone feels like it, this could use a more FfH flavored version when it comes to actual unit names...
 
Falc, for the autologger doing the tech research, you could use std::max(1, ____) if it was in the DLL ("____" is whatever you would normally divide by). This is just a function telling the program to either use 1, or the normally available value, whichever is the highest. I am not sure if there is a similar function in Python, but it would remove the 999 and set it to display how many :science: is left to research instead.
 
I actually hardcoded the '999 turns left' value because its suitably nonsensical and is thus clearly different from any tech choice made outside of anarchy.

Yeah, okay, I could replace it with the actual tech cost in beakers, or some other indicator that this is a special case. The problem is, there is no way to get a correct value for the research time left on a tech when you change during anarchy, because you don't have a correct value for your tech rate.

Heck, you could argue that with all the ways you can tweak your tech rate, logging this value at all is rather pointless, but since I'm just porting BUG to FfH, I'm leaving it in to save me extra work.
 
When I tried changing the name (including the name in Assets\python\Contrib\CvModName.py ) it consistently gave the GFC error and crashed. I had to go back to the default name.


Is there some reason why Alignments don't show up?

As you can see, it is also having trouble finding the era info.
 
Magister: for the eras, for now, just go into the BUG Options (CTRL+ALT+O) and turn off all era-related stuff on the Clock page. I'll yank them out one day, FfH has no eras (at least not like vanilla). The name thing, I'll look into it. The alignment in the scoreboard needs to be enabled, it's on by default in the new .ini but if you kept an old one, it's off until you add it. See the Options for the scoreboard.

Loocas: looks like a BUG bug, I'll look into it.
 
Magister: You need to keep a fully valid 'Fall from Heaven 2 032' folder in your Mods directory. See HERE for a more detailed explanation. This will make the GFC error go away and the game will load. However, there are still some python errors occurring after a name change so it's not fully fixed.

Loocas: solved, I'll wait a bit longer to see if there's other bugs before I release again. To anyone too impatient, go to Assets\Python\Contrib\MonkeyTools.py, line 435, change hasBuilding to isHasBuilding.
 
OK, for some reason I thought that I was supposed to rename FFHBUG.ini Fall from Heaven 2 032.ini, instead of including both. Thus, Ctrl-Alt-O didn't work. It is working fine now.
 
A little heads up:

The little bugsies reported have been fixed.

I have, however, noticed a few other bits and pieces that need to be adapted, because the unit naming part uses standard unitclasses so it doesn't work for all of FfH's units. I'm working on that.

Also, I've merged Fall Further's changes to the main interface so you can play that and the FFHBUG at the same time. However, I sort of like the extended AC counter that Vehem added, so I'm asking all of you: do you want this in the main FFHBUG too?
 
will this work with the latest ffh and ff patches?
 
Maybe...

Sorry for not being clearer, but I had an error pop up. I'm not 100% certain where it came from, it might be related to the problems showing up with the command buttons in plain 032d. So I'm actually waiting for those to get solved, which is taking a bit longer than expected...
 
Probably this evening (I'm on Central European Time).

It's all done except that I have to undo the changes I made which added Vehem's AC display, for the reasons you saw in the Modders thread...
 
New version is up, go ahead and let me know what I forgot to correct this time :)
 
Yeah! Installing right now (and hoping and believing that it doesn't break savegames).

Also I want to know if this is compatible with the FfH Unit Statistics mod, which I don't think it is. But I'll report my findings. :)
Edit: It's not (at least not if installed AFTER the Statistics mod).
 
It won't be compatible. The BUG modifies quite a lot of the main game display, and so does the Unit Stats mod. This is all done in the same file (CvMainInterface.py) so if I change it one way and UnitStats changes it another way, you can't have both at the same time unless you merge the code.
 
Is this going to be be compatible with patch i anytime soon?


Also, is there any chance you could release a version that includes UnitStats?
 
Sorry, haven't been paying much attention to FfH lately. I can sort of see that some things in i might conflict, so I'll check when I find the time which will be wednesday evening...

As for Unitstats... I'm already juggling two changing codebases. Adding it to the FFHBUG would mean adding a third source of modifications and I just don't have the time for that now.
 
Ok. It doesn't matter so much now that Vehem says he intends to include both UnitStats and FFHBUG in future versions of Fall Further (although perhaps not immediately). I'll be borrowing his DLL anyway for my modmod.
 
Updated, didn't need to change anything for i but there was some BUG work done in the mean time
 
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