And to think that this was actually the 2nd last question in our FAQ. You sometimes have to wonder why we put together FAQs and wikis ...I am playing the LoR mod and it has BuG in it. So I was wondering is there a way to get BUG to show the city placement BFC's?
Strategy Layer instructions with screenshot.
And to think that this was actually the 2nd last question in our FAQ. You sometimes have to wonder why we put together FAQs and wikis ...
I don't understand the reasoning here. Why would it need two buttons? It's pretty reasonable to assume the user can let go of the ctl or alt keybord key when clicking on screen buttons. No other on screen button has 2 of itself to deal with the user holding down various keyboard keys, and multiple buttons just clutters things up and looks messy. To be honest I thought your post above was just being facetious, but if you're serious, why?yes yes - but can python pick up a button click with alt or ctrl key down? If not, then we need 2 buttons - if yes, then we only need 1.
I like the middle button.
The strategy layer has 3 modes ...I don't understand the reasoning here. Why would it need two buttons? It's pretty reasonable to assume the user can let go of the ctl or alt keybord key when clicking on screen buttons. No other on screen button has 2 of itself to deal with the user holding down various keyboard keys, and multiple buttons just clutters things up and looks messy. To be honest I thought your post above was just being facetious, but if you're serious, why?
I'm not sure - totally haven't tested it. I know that you can get hover over buttons and that you can sense if a key has been depressed - maybe we can.You cannot get ctrl/alt with clicks on buttons, but I can double-check.
Really - I was just looking at it and I think that if we bump the 5 (or is it 6) buttons right a little bit, we can get 1 button in there nicely. Logically (to me), it should go with the other display type buttons.Anyway, the right side is a bit crowded.
Actually I assume the reasons that there isn't a button a for this (and wasn't for the BUG options) were exactly the reasons you give. I get caught up in my own focuses in RevDCM and LoR myself. So mainly just prodding you guys again about how this is a desired function from your end users. Since the BUG options button is done it's the only thing I can think of that BUG really needs actually. At least I can't think of anything else to improve BUG, but I'm sure you guys can.@phungus420 - Why do you always assume that the lack of a feature means we have decided against it or insist on making things hard for our users? Maybe we just haven't gotten around to that feature yet? I have limited time to work on BUG, and I need to prioritize. I also want to have fun sometimes--forgive me for being selfish --and don't always work on the most pressing UI features. Sometimes I work on techie framework code that is more interesting and challenging.
How does the game tell the difference between clicking on a players name on the scoreboard with no key depressed, with Ctrl depressed and with Alt depressed?
# iBtnAdvance = 28 # <--- old code
iBtnAdvance = 25 # <--- new code
# iBtnX = iBtnX - len(kShow)*iBtnAdvance - 10 # <--- old code
iBtnX = iBtnX - len(kShow)*iBtnAdvance - 0 # <--- new code
if len(kShow) > 0: