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BUFFY-3.19.002 Public Beta (Released!)

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Denniz

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THIS BETA IS COMPLETE!

Download: BUFFY-3.19.002 - 12/30/2009

__________________________________________________________


We need your help testing BUFFY-3.19.002 before we put it out there for HOF and BOTM use.

A few ground rules before you jump in:
  • Games using the Beta version(s) of BUFFY-3.19.002 will not be valid for submission to the HOF.
  • The goal is to test the new and existing features to make sure everything is working as designed. Enhancement requests should be made here or in the BUG Forum. Not in this thread.
  • Please provide Screenshots, Save files and/or steps required to replicate the bug with your bug report, if possible.
  • Use this thread for bug reports.

This release included BUG 4.1 and BUG 4.1.1 changes.

Download: Beta1.BUFFY-3.19.002
Download: Beta2.BUFFY-3.19.002 - 12/13/2009

BUG 4.1:
Spoiler :
Here are the changes in BUG (the Python stuff):

Code:
CHANGES

New Features:

- Mac support
- Scoreboard
	Added Civilization Description option (e.g. "English Empire")
- City Screen
	Added option to show only religions and corporations present in the city plus allows for more than seven of each
	If Fractional Trade Routes is enabled, shows two decimal places for Trade Route values [BULL]
- Foreign Advisor (F4)
	TECHS: Added a status column that shows War, Forced Peace, and Refuses to Talk
- Religion Advisor (F7)
	Added option to limit the religions shown in the top area to only those that are founded or available for conversion
	Added johny smith's scrolling panel for mods with more than seven religions
	Shows new religions and religious buildings/units types from mods
- Civ4lerts
	Added Refuses to Talk alert
	Added Worst Enemy alert
	Added Resource Trade alert
	Added Map Trade alert

Improvements:

- Scoreboard
	Refuses to Talk now works without BULL
- Customizable Domestic Advisor (F1)
	Added hover help text to buttons
- MapFinder
	Added ALT + CTRL + SHIFT + G to stop
	Added separate Save path

Bug Fixes:

- BUFFY and Single-Player BUG can coexist; set NoCustomAssets to 1 in BUFFY's INI file
- Main Interface
	Moved the Tech text down 2 pixels so that it now lines up with the GG and GP bars
	Era Text and Great Person Bar hidden in Hide Interface and WorldBuilder modes
- Strategy Layer
	Placed dots are drawn when a game is loaded if the Dot Map is visible
- Scoreboard
	Number of cities counts only the ones you can see on the map (plus their capital) when you can't see a rival's city list
	Rival city lists cannot be seen when you cannot contact them and for OCC games
- City Screen
	Production bar tick marks count food for Workers/Settlers correctly
	Anger Counter hidden for foreign cities because you cannot see Whip/Draft button hovers
- Customizable Domestic Advisor (F1)
	Culture levels under No Espionage are now correct
- Technology Advisor (F6)
	Great Person Bulbed Techs are reset when a game is started or loaded
- Info Screen (F9)
	Projects List
		Hover shows project instead of building; click goes to correct Civilopedia entry
		Completed projects no longer show an invalid date or city name
- MapFinder
	Status panel title displays correctly
- Civ4lerts
	Trade alerts suspended when an AI Refuses to Talk
- Unit Naming
	Default naming convention matches new unit counting codes
- Logger
	File name and path changes take effect immediately
	Suppresses the nationality of rival Privateers


MODDING

New Features:

- AttitudeUtil
	Added functions to determine worst enemies
- BugUtil
	Added escapeXml() to replace <, >, and & with their XML entities
- DiplomacyUtil
	Added functions to detect when a rival refuses to talk
- ReligionUtil
	Makes adding religions and new types of religious buildings/units to the Religion Advisor a snap
- TradeUtil
	Added functions to get lists of valid trading partners for the various tradeable items
	Added calculateTradeRouteYield(), calculateTotalTradeRouteYield(), and calculateTradeRoutes()
	Added functions to handle Fractional Trade Routes

Improvements:

- BugEventManager
	Exceptions from event handlers are caught and logged, and the next handler is called instead of aborting the event
- BugGameUtils
	Each callback's dispatch logging is now optional via "log" XML attribute
- GameUtil
	Added checks for more game options used by diplomacy/trade changes
- GPUtil
	Added specific instructions for adding new GP types

Bug Fixes:

- BugPath
	Ignores CustomAssets folder when running as a Mod due to too many issues

Here are the changes in BULL (mostly hovers):

Code:
CHANGES

New Features:

- City Bar
	Turns until city shrinks from starvation
- City Bar hover
	Building Actual Effects if city is constructing a building
- Pre-Chop and Pre-Build
	Workers stop clearing forests (and building improvements that clear forests) with one turn remaining
- Specialist Actual Effects
	Add/Remove Specialist and Settle Great Person button hovers
- Zoom to City button
	hover shows details using City Bar hover
- Fractional Trade Routes [optional]
	Trade route yields are rounded down *after* adding them for each city, making Harbors much more useful

Improvements:

- Building Actual Effects
	Includes free specialists
- Sped Up Techs
	Shows "Sped up by ..." for optional prerequisites to techs you can research

Bug Fixes:

- Stack Attack crash
- Promoting a unit updates Plot List buttons [BUG]
- City Bar hover
	Hide features for foreign cities
		Hurry/Draft Anger Counter
		Hurry Cost/Overflow
		Building Actual Effects
- Trade Route totals
	Values no longer separated into continental/overseas totals
		City Bar hover
		Scoreboard Trade hover
		Finance Advisor hovers
		Foreign Advisor INFO tab trade hover


MODDERS

New Features:

- Events
	City building a Project
	City building a Process

BUG 4.1.1:
Spoiler :
Code:
CHANGES

New Features:

- SevoPedia
	Tech page shows Civilizations that start with the tech

Improvements:

- Great Person Progress Bar
	Added hover text displaying full details
- Info Screen [F9]
	Added hover help text to WONDERS tab buttons

Bug Fixes:

- Mac
	Fixed reverse list sorting in GPUtil
	Fixed random crash when using Strategy Layer
- City Screen
	Fixed display of food bar text when city is already over threshold
- Customizable Domestic Advisor
	Fixed options on Advisors tab
	Fixed Zoom to City Button Details option title
- Added missing 3.19 change with liberating cities during war-time
- AutoLog
	Pillaging entries work and show correct gold amount
	Peace offer entries work
- Civ4lerts
	Fixed how growth, happiness, and health alerts determine whether or not a city will grow


MODDING

New Features:

- Events
	playerRevolution(ePlayer, iAnarchyTurns, leOldCivics, leNewCivics) [BULL]
- CityUtil
	Use willGrowThisTurn() and willShrinkThisTurn() instead of CyCity.getFoodTurnsLeft()

Improvements:

Bug Fixes:

- GameUtils
	Fixed problem when using <callback> element to define new callbacks
	New <callback>s no longer require a default value (omit both "type" and "default")

Thanks to the BUG Team for their hard work! :goodjob:
 
The following known bugs with BUFFY v3.19.001 have been fixed in 3.19.002 (to the best of our knowledge and testing :D).

Q: Are there any known bugs in BUFFY?
A: Yes. Currently, we know of 4 bugs.
1) Unit Plots are not being cleared if you swap from PLE Style to non-PLE Style. Restart the game clears the plots.
2) The members tab on the Victory Screen is borked. Don't use it.
3) Stack Attack is very broken (CTD) - turn that feature off - we are looking at it
4) BUFFY 3.19.001 doesn't like it when BUG is install in customassets - rename your customassets folder
 
A question, rather than a bug report.
With BUFFY, I had a few discussions on how each PC account could have their own user settings, and I've been using what I thought was the best suggestion: setting up a BUFFY folder under My Documents\My Games with UserSettings sub-folder.
Where does this Beta version look for user settings? It doesn't appear to be using the BUFFY folder. I tried creating a Beta1.BUFFY folder under My Games, but it doesn't seem to be looking there either. It only seems to be looking in the default place: Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Beta1.BUFFY-3.19.002\UserSettings
 
The following known bugs with BUFFY v3.19.001 have been fixed in 3.19.002 (to the best of our knowledge and testing :D).
Good job guys! :goodjob: You are all amazing and I admire the dedication! I'm hoping the beta works out requiring a minimum of fine tuning and we can get this going soon.
 
How are people doing with this? Let us know what you've been able to check, even if you haven't found any bugs.

This is a great chance for folks with a litte spare time to give a little back to the community. We don't want a bug like the stack attack to slip through this time.
 
A question, rather than a bug report.
With BUFFY, I had a few discussions on how each PC account could have their own user settings, and I've been using what I thought was the best suggestion: setting up a BUFFY folder under My Documents\My Games with UserSettings sub-folder.
Where does this Beta version look for user settings? It doesn't appear to be using the BUFFY folder. I tried creating a Beta1.BUFFY folder under My Games, but it doesn't seem to be looking there either. It only seems to be looking in the default place: Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Beta1.BUFFY-3.19.002\UserSettings
We are discussing this - will get back to you.
 
We are discussing this - will get back to you.

Thanks!
I played a few hours with this mod over the weekend, and certainly haven't noticed anything that I would call a bug.
On the plus-side, I did notice some of the fixes. One that leapt out at me was the pre-chop worker (which was set by default). Workers stop with the final chop still left to do, just as was intended.
 
I've tried it out and am very pleased with stack attack function in perfect working order. Enjoyed the worker pre-chop, too. I thought the pre-chop improvement meant that I could say... start a workshop over a cottage and it would stop 1 turn before completion... which would be nice but not important imo... but after it didn't do that I read the hover text about what it was supposed to do (stop 1 turn prior to improvement removing forest) and can say that I didn't test it.

I didn't get an autolog in the file path I specified, (or anywhere else that I can find) but this particular computer/network (probably the firewall) I'm using is pretty touchy about save paths and executable programs, so its probably my system rather than the beta-mod.

Members tab didn't show anything, but this was probably because my game did not see AP or UN built. It was totally blank, which is probably what it was supposed to be at that stage of game. But it didn't mess up and disable the other options to select at the bottom of that screen like BUFFY seems to do. (Is that what "borked" means? :lol: )

So, in the way of bugs... nothing to report.
:goodjob:
 
There seems to be a bit of a cosmetic bug in the tile tooltip. This doesn't show up at the start of the game, but did once I built stonehenge (I assume because it now knows my position on the map).

See attached SS.
 

Attachments

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There seems to be a bit of a cosmetic bug in the tile tooltip. This doesn't show up at the start of the game, but did once I built stonehenge (I assume because it now knows my position on the map).

See attached SS.
It looks like we got some older XML files when we were putting the release together. We'll be putting together a revised version (i.e. Beta2) over the weekend or early next week. Good catch. :goodjob:
 
Hi

I am having trouble loading the BUGGY MOD for my BTS 3.19.
Specifically my problem consists in that I am fully able to play beyond the sword normally, but not use the mod. I can load other mods (I tried with Afterworld and a couple of others).
I tried starting the mod in all the three ways that I know (writing it into civilizationIV.ini, writing it into the shortcut destination field and advanced->load a mod). Every single time the game simply doesn't start up. I get an hourglass for a second and then... Nothing! It is very frustrating!
I have the latest patch and mod.
I am using Windows XP Pro.

Please help me!

EDIT: or tell me where I should post this to get some help...
 
Is it the BUFFY-3.19.002 mod, or 3.19.001?

If it is 3.19.002, here is the right spot but posting here for 3.19.001 would be better.

There are no known issues with the game not starting up in XP. Does the Civ IV crash or hang? Any other info you can give? If you enable Python alerts and popups in civ.ini do you get any?
 
I am using 3.19.001.
I tried switching on python alerts and I didn't get any.
I don't know what you mean by crashing or hanging, but the game never starts up - the loading screen doesn't even get there.
Do you any idea, what I can do?

EDIT: The BUG mod works fine as well
 
I know this is the wrong place, but you are the only one who has answered, so... I found this in my PythonErr2.log:

load_module xmllib
..\WARLORDS\ASSETS\PYTHON\SYSTEM\xmllib.py:9: DeprecationWarning: The xmllib module is obsolete. Use xml.sax instead.

02:56:19 DEBUG: BugConfig - registering xml handler BugConfig.RootHandler
02:56:19 DEBUG: BugConfig - registering bug handler BugConfig.BugHandler
02:56:19 DEBUG: BugConfig - registering load handler BugConfig.LoadHandler
02:56:19 DEBUG: BugConfig - registering config handler BugConfig.ConfigHandler
02:56:19 DEBUG: BugConfig - registering arg handler BugConfig.ArgHandler

02:56:19 INFO : BugCore - creating uninitialized mod Autolog
02:56:19 INFO : BugCore - creating uninitialized mod Reminder
...this goes on for all the mods included in BUFFY.
Do you have any idea, what I should do
 
Denniz said:
How are people doing with this? Let us know what you've been able to check, even if you haven't found any bugs.

Denniz said:
It looks like we got some older XML files when we were putting the release together. We'll be putting together a revised version (i.e. Beta2) over the weekend or early next week. Good catch. :goodjob:

Did play few quick games with Emperor difficulty. I didnt find any other bugs besides the one Shakes already found. Altho i felt violent and always massacred the AI before AD's so cant really say much for the late ages :D

Will try more difficult test game with Immortal or Deity difficulty once the Beta 2 is posted :spear:
 
Hello.

Just found a new bug from Beta1.BUFFY-3.19.002. When i complete the Oracle and choose anything as my free tech, a message is shown "TXT_KEY_CHEATERS_NEVER_PROSPER" and the free tech is not discovered.

/edit: found out that this only happens when loading an autosave from the turn Oracle is built. The first time i built Oracle it worked fine. Also loading a couple turns back and it works normally. Perhaps this is intentional and just meant to combat some exploit i am not aware of ?
 
Just found a new bug from Beta1.BUFFY-3.19.002. When i complete the Oracle and choose anything as my free tech, a message is shown "TXT_KEY_CHEATERS_NEVER_PROSPER" and the free tech is not discovered.

/edit: found out that this only happens when loading an autosave from the turn Oracle is built. The first time i built Oracle it worked fine. Also loading a couple turns back and it works normally. Perhaps this is intentional and just meant to combat some exploit i am not aware of ?

:lol:

This was put in as a stop to the exploit of getting more than one free tech from Liberalism or Oracle. When you reload the autosave it is picking up that you already had gotten a free tech from Oracle.

The original message was "EVERY TIME YOU CHEAT GOD KILLS A KITTEN" if I remember right but Denniz wasn't so keen on that. :D
 
Perhaps edit to ' Every time you cheat a Kitten kills an owl'? Denniz might approve. :lol:

Is this buffy new version going to be easier to install. I have a friend trying to install the old version and it springs up with custom asset errors or the save is not eligible for HOF error message.

I understood this to be partly due to fact you need to give buffy admin rights and you need admin rights on the account you play Civ 4 BTS for.

Not tried the beta yet but will the actual release be ready for next SGOTM?

Has anyone tested this with windows 7?

I would consider testing if I thought it would be easy to install and it works for windows 7!!!
 
I would consider testing if I thought it would be easy to install and it works for windows 7!!!
That isn't that helpful. Basically, you will test it if there aren't any issues with it ... in which case, why would we be putting it out to test? Not that we think there are issues with it ... we just don't want another 'stack attack' CTD issue slipping through.

Obviously, we don't want to release something with issues, but if every user took your attitude, then no one would test it and the only testing would be on our own systems. Also, your view on 'easy to install' and others are different. I might think that 'easy to install' meant that I just had to think about it, and it was installed. Or it might be that I consider a required registry hack as easy.

Please install it and let us know what you think. If you don't think it is easy ... tell us what was not easy about it.

AFAIK, we have tested it on W7.
 
Nooo I didnt mean it to sound that way. I was worried if i installed it I may not be compatible for next SGOTM.

Downloaded and installed. Need to play a game out on the mod. I got a HOF warning but I think that was expected anyway. It loads fine.

I just run the asset checker. 67 errors but 33 for vanilla and 34 or so for warlords. None for BTS. I assume i installed it correctly!
 
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