Beta Testers wanted

Oke sure. I have a few commitments at the moment but I'll ease into BUG asap - I'm not particularly interested in the graphics aspect but I like what I see. With regard to the UG I assume its something I've not read. Again I'm guessing but is the above logic related to the trade system?
 
With regard to the UG I assume its something I've not read.

The UG comes from the name of the mod and means Unaltered Gameplay. The number one tenet of the BUG mod is that it a) doesn't alter any game rules or mechanics and b) doesn't provide information not already available in the normal game. What BUG does do is present the same information in a more easily-understood manner and provide alerts for when certain things have or are about to change.

The bug I mentioned 2 posts above occurs in our Military Advisor's new Sit-Rep page. This page gives you a quick overview of each of your rivals with regards to their military situation (Situation Report). Specifically, it has two "Strategic Advantages" columns that display which units you can build that they cannot and vice versa.

For example, say you have Iron Working and access to Iron, but your rival does not. On the other hand, your rival has Construction and access to Ivory. You are connected to their trade network and thus can see which resources they have available. Your SA column will show a Swordsman icon, and your rival's SA column with show a Catapult and War Elephant.

The issue I found is that in a certain case -- you don't know of any coastal AI cities, but they do have at least one and can build boats -- their SA column will show the boats they can build that you cannot. This tells you that they have a coastal city that you do not know about. This is what we call "leaking information" because it gives the player information that they don't normally get.

This doesn't apply to land or air units because you can build those in any city, and any civ that is still alive must have at least one city. Therefore, it's not giving you any information you don't already know.
 
Ah right accessability is important. I do enjoy beating the AI though I'm beginning to understand the bugs a bit better. I'm not sure if timezones will be a difficulty, hopefully not anyway.
 
Can you explain this further, please?

I did some more tests, and it's strange.
When I renamed a couple of units, they disappeared from the MA.
After reloading, they were there again.
But now I can't reproduce it, if I rename other Units, they don't disappear... sorry, maybe it's a false allarm, but I swear that they disappeared :confused:

Anyway, another thing, which maybe isd intentional, maybe is in the only possible way, maybe is a bug.
If for example I have 2 groups of archers, one in home territory and the other in neutral territory, i can't select only one group: clicking on one of them selects also the other.
 
If for example I have 2 groups of archers, one in home territory and the other in neutral territory, i can't select only one group: clicking on one of them selects also the other.

Yes, this is a current limitation with the original code. I haven't changed that screen as much as I had wanted. In looking at it, I will need to rewrite it from the ground up to be able to do what I want. That is high on my list of items; it's just the biggest of them so that has kept it on the back burner so far.

If you happen to reproduce the disappearing units again (I totally believe you, man :smoke:), please post a save and exactly what you did. Did you use a funky name or just something normal?
 
Yes, this is a current limitation with the original code. I haven't changed that screen as much as I had wanted. In looking at it, I will need to rewrite it from the ground up to be able to do what I want. That is high on my list of items; it's just the biggest of them so that has kept it on the back burner so far.

Good! ^_^
That tab is one of the few things that are not yet fully satisfactory. :)
I hope that it will also be possible to extend the width of the unit panel when the screen is larger at high resolutions.

If you happen to reproduce the disappearing units again (I totally believe you, man :smoke:), please post a save and exactly what you did. Did you use a funky name or just something normal?

I'll do for sure. I used the same naming convention used by naming unit, that I forgot to enable in time. I mean, I started a game with naming unit not enabled, I saw that the first two unit (a Worker and an Archer) haven't the correct names, so I enabled Naming Unit, create some more unit with correct names (Archer 1 of Rome, and so) and than renamed the first one as Archer 0 of Rome (the same for worker). Some turns later, I checked in Ma and saw that they were not there, but all other unit were correctly there. So I exit Civ to post the bug report, reentered Civ to test (and play ;P ) more and... the 2 evil units were in MA again :D Anyway, we'll see :)
 
got for it. Just remember to that the directory you create for the mod (under mods) should be called 'BUG Mod v3.0' or 'BUG v3.0' or something like that.
 
After a defensive pact have been signed, I get a blank screen in the sit-rep part of the military advisor screen. Once it goes blank, it does not come back even if I disable the BUG military advisor. (I noticed this bug in the previous BUG version too)
 
After a defensive pact have been signed, I get a blank screen in the sit-rep part of the military advisor screen. Once it goes blank, it does not come back even if I disable the BUG military advisor. (I noticed this bug in the previous BUG version too)

Ouch. Disabling the BUG MA requires you to restart civ. You should be able to save your game, switch the setting, and restart civ.

Thanks for the report. I'll take a look.

Edit: Yay for easy fixes. This will make it into the release (crossing my fingers that I didn't break something with the fix). Thanks again!
 
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