Event not working with BUG?

Can you be specific about what "won't let the units into the game" means?

Well, the units are suppose to spawn with a worker after you reach a certain civic and they just wont spawn at all. Now if i place the units in the regular UnitInfo they work, but not as a modular? I am pretty sure i have everything correct, even in the Config area, but they just WONT spawn?:mad:
 
Do you mean in the regular CIV4UnitInfos.xml file? Modular works fine with BUG so long as you enable Modular XML Loading in your mod's INI file (not BUG's INI--the one Civ4 uses that's in the root of your mod's folder with the same name as your mod's folder.

Code:
Mods/
    Next War Advanced/
        [B]Next War Advanced.ini[/B]    <-- this one
 
Well this is what i have: These are for Rise of Mankind, (All the other ones work, just NOT Militia?

Spoiler :
Code:
<?xml version="1.0"?>
<!-- Sid Meier's Civilization 4 Beyond the Sword -->
<!-- RoM Custom units Load File -->
<!-- -->
<Civ4ModularLoadControls xmlns="x-schema:CIV4ModularLoadingControlsSchema.xml">
	<DefaultConfiguration>Modules_Strategyonly</DefaultConfiguration>
	<ConfigurationInfos>
		<ConfigurationInfo>
			<Type>Modules_Strategyonly</Type>
			<Description>Initialize ALL Modules by using the MLF file structure</Description>
			<Modules>
				<Module>
					<Directory>Espionage</Directory>
					<bLoad>1</bLoad>
				</Module>
				[B]<Module>
					<Directory>Militia</Directory>
					<bLoad>1</bLoad>
				</Module>[/B]
				<Module>
					<Directory>Police</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Subdue_Animals</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Water_Well</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Red Theme</Directory>
					<bLoad>1</bLoad>
				</Module>
			</Modules>
		</ConfigurationInfo>		
	</ConfigurationInfos>
</Civ4ModularLoadControls>

for MLF.

Then in the BUG ini, I have:

Spoiler :
Code:
<?xml version="1.0" encoding="ISO-8859-1" ?>
<!--
	Main BUG Mod Initialization

	This file initializes the BUG Core and all mods.

	Copyright (c) 2008 The BUG Mod.
-->
<bug>
	
	<!-- BUG Core -->
	
	<load mod="BUG Config"/>
	<load mod="BUG Core"/>
	
	
	<!-- Civilization Core -->
	
	<!-- Domestic and Military Advisors and Civilopedia are chosen by options -->
	<init module="CvScreensInterface"/>
	
	
	<!-- Utility Modules -->
	
	<init module="FontUtil" immediate="True"/>
	<symbol id="war" from="COMMERCE_GOLD" offset="25"/>
	<symbol id="peace"/>
	<symbol id="space"/>  <!-- blank symbol the same size as other standard symbols -->
	<symbol id="militaryinstructor" name="MILITARY_INSTRUCTOR"/>
	<symbol id="land" name="DOMAIN_LAND"/>
	<symbol id="sea" name="DOMAIN_SEA"/>
	<symbol id="air" name="DOMAIN_AIR"/>
	<symbol id="sentry" name="ORDER_SENTRY"/>
	<symbol id="fortify" name="ORDER_FORTIFY"/>
	<symbol id="wait" name="ORDER_WAIT"/>
	<symbol id="upgrade"/>
	<symbol id="cancel"/>
	<symbol id="ss casing" from="HAPPY" offset="-25"/>
	<symbol id="ss cockpit"/>
	<symbol id="ss docking bay"/>
	<symbol id="ss engine"/>
	<symbol id="ss life support"/>
	<symbol id="ss stasis chamber"/>
	<symbol id="ss thruster"/>
	<symbol id="citizen" from="POWER" offset="1"/>
	<symbol id="greatgeneral" name="GREAT_GENERAL"/>
	
	<init module="AttitudeUtil">
		<!-- Furious, Annoyed, Cautious, Pleased, Friendly -->
		<arg name="colors" type="tuple">
			"COLOR_RED", 
			"COLOR_CYAN", 
			"COLOR_CLEAR", 
			"COLOR_GREEN", 
			"COLOR_YELLOW"
		</arg>
		<!-- Non-memory attitude modifier keys -->
		<arg name="modifiers" type="tuple">
			"TXT_KEY_MISC_ATTITUDE_LAND_TARGET",
			"TXT_KEY_MISC_ATTITUDE_WAR",
			"TXT_KEY_MISC_ATTITUDE_PEACE",
			"TXT_KEY_MISC_ATTITUDE_SAME_RELIGION",
			"TXT_KEY_MISC_ATTITUDE_DIFFERENT_RELIGION",
			"TXT_KEY_MISC_ATTITUDE_BONUS_TRADE",
			"TXT_KEY_MISC_ATTITUDE_OPEN_BORDERS",
			"TXT_KEY_MISC_ATTITUDE_DEFENSIVE_PACT",
			"TXT_KEY_MISC_ATTITUDE_RIVAL_DEFENSIVE_PACT",
			"TXT_KEY_MISC_ATTITUDE_RIVAL_VASSAL",
			"TXT_KEY_MISC_ATTITUDE_SHARE_WAR",
			"TXT_KEY_MISC_ATTITUDE_FAVORITE_CIVIC",
			"TXT_KEY_MISC_ATTITUDE_TRADE",
			"TXT_KEY_MISC_ATTITUDE_RIVAL_TRADE",
			"TXT_KEY_MISC_ATTITUDE_FREEDOM",
			"TXT_KEY_MISC_ATTITUDE_EXTRA_GOOD",
			"TXT_KEY_MISC_ATTITUDE_EXTRA_BAD"
		</arg>
	</init>
	<event type="LanguageChanged" module="AttitudeUtil" function="initModifiers"/>
	<symbol id="furious" name="ATTITUDE_FURIOUS" from="POWER" offset="4"/>
	<symbol id="annoyed" name="ATTITUDE_ANNOYED"/>
	<symbol id="cautious" name="ATTITUDE_CAUTIOUS"/>
	<symbol id="pleased" name="ATTITUDE_PLEASED"/>
	<symbol id="friendly" name="ATTITUDE_FRIENDLY"/>
	
	<init module="ColorUtil">
		<!--
			You can safely modify this list to change the color dropdown menus
			for color options. You can change the text displayed in the menus by
			adding translations for your new colors to Colors_CIV4GameText.xml
			in the XML/Text directory. 
		-->
		<arg name="colors" type="tuple">
			"COLOR_RED",
			"COLOR_YELLOW",
			"COLOR_CYAN",
			"COLOR_GREEN",
			"COLOR_BLUE",
			"COLOR_MAGENTA",
			"COLOR_WHITE",
			"COLOR_LIGHT_GREY",
			"COLOR_GREY",
			"COLOR_DARK_GREY",
			"COLOR_BLACK"
		</arg>
	</init>
	<event type="LanguageChanged" module="ColorUtil" function="createColors"/>
	
	<events module="DealUtil" function="addEvents"/>
	<events module="DiplomacyUtil" function="addEvents"/>
	<!-- Rise of Mankind -->
	<events module="WarPrizes">	</events>
	<events module="WorldFair">	</events>
	<events module="ScreenResolutionSize">	</events>
	<events module="CvWaterAnimalsModEventManager">	</events>
	<events module="NukeAfterEffects">	</events>
	<events module="WarriorsOfGod">	</events>
	[B]<events module="Militia">	</events>[/B]
	<events module="Espionage">	</events>
	<events module="SubdueAnimals">	</events>	
	<events module="CvEnhancedTechConquestEventManager">
	</events>
	<!-- Rise of Mankind end -->
	<init module="GGUtil"/>
	<init module="GPUtil"/>
	<init module="ReligionUtil"/>
	<init module="TechUtil"/>
	<init module="TradeUtil"/>
	<init module="TraitUtil"/>
	<init module="UnitUtil"/>
    <gameutils module="WidgetUtil" handler="getWidgetHelp"/>
    
	<event type="OnLoad" module="CvTechChooser" function="resetTechPrefs"/>
	<event type="GameStart" module="CvTechChooser" function="resetTechPrefs"/>
	
	
	<!-- Mods -->
	
	<load mod="BUG Main Interface"/>
	<load mod="BUG City Screen"/>
	<load mod="BUG Advisors"/>
	
	<load mod="Customizable Domestic Advisor"/>
	<load mod="Better Espionage"/>
	<load mod="All Eras Dawn of Man Screen"/>
	<load mod="TechWindow"/>
	
	<load mod="Not Just Another Game Clock"/>
	<load mod="Advanced Scoreboard"/>
	<load mod="Plot List Enhancements"/>
	
	<load mod="Autolog"/>
	<load mod="Reminder"/>  <!-- requires Autolog -->
	<load mod="Civ4lerts"/>
	<load mod="MoreCiv4lerts"/>
	<load mod="Unit Naming"/>
	<load mod="FavoriteCivicDetector"/>
	<load mod="EventSigns"/>
	<load mod="Strategy Overlay"/>
	<load mod="StatusDump"/>
  
  <!--RevolutionDCM start - mod components -->
  <load mod="RevDCM"/>
  <load mod="Revolution"/>
  <!--RevolutionDCM end-->
  
	<!-- BULL -->
	<load mod="Abandon City Mod"/>
	<load mod="BULL Actions"/>
	<load mod="BULL City Bar"/>
	<load mod="BULL Misc Hovers"/>
	
	<load mod="AutoSave"/>
	<load mod="MapFinder"/>
	<load mod="Advanced Combat Odds"/>
	
	<load mod="RoMSettings"/>
	<!-- Options Screen -->
	
	<screen id="BUGFull">
		<tab module="BugGeneralOptionsTab"/>
    <!--RevolutionDCM start - RevDCM option control tab (delete next line to remove the tab -->
    <tab module="RevDCMOptionsTab"/>
    <!--RevolutionDCM end -->
		<tab module="BugMapOptionsTab"/>
		<tab module="BugCityScreenOptionsTab"/>
		
		<tab module="BugAdvisorOptionsTab"/>
		
		<tab module="BugAlertsOptionsTab"/>
		<tab module="BugScoreOptionsTab"/>
		<tab module="BugNJAGCOptionsTab"/>
		
		<tab module="BugPleOptionsTab"/>
		<tab module="BugACOOptionsTab"/>
		<tab module="BugUnitNameOptionsTab"/>
		
		<tab module="BugAutologOptionsTab"/>
		
		<tab module="BugSystemOptionsTab"/>
		<tab module="BugCreditsOptionsTab"/>
	</screen>
</bug>
 
No, that's XML. Look in your mod's INI file created by Civ4 in the root of your mod folder for Modular XML Loading.
 
Ah, I'm not so familiar with WoC. I don't know why it won't load your modular units. BUG doesn't control unit loading at all.
 
Ah, I'm not so familiar with WoC. I don't know why it won't load your modular units. BUG doesn't control unit loading at all.

Then it must be something wrong with WoC, AGAIN. But i really think it has to do with BUG.
 
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