BTS Unaltered Gameplay Project

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Edit: Yes, the ratio is much easier to get an idea of what's going on. Two suggestions: Change the default ratio colors so EP and Power are different, and reverse the power ratio so it shows your ratio to them, vs their ratio to you.

The reason I have the ratio as their rating to yours is because it's information about them, being on their score line. That seemed more intuitive to me but is easily changed. What do you guys think?

I chose the colors because they're easy for me to see. We should probably each post up what we think should be the default options for release (any that differ from the current ones in SVN). They're the same as the espionage ratio to reinforce "green is good, yellow is bad" (red is hard for me to see on the backgrounds). Again, I'm open to any other values.

I would also like to include SimCutie's (I think) extra colors. This would give more choices than the 8 that are there. Okay, who wants to code us up a color picker? :p

Why was Reminders changed from Alt + R to Alt + M? It's easier to remember R, and I don't think it's used with anything else.

It was always Alt-M in Ruff's mod, which is where I got civ4lerts from. I'll make sure it's not taken, and if not assign it as Alt-R.

Edit 2: CDA isn't working for me....

Yes, broke for me as well. I must have changed an option somewhere. I'll fix it tomorrow.

Edit 3: Also I can't change the color for the Era in the Clock. The year changes colors, but not the Era name.

Edit 4: It does change, but the game has to be reloaded, or another game loaded up it seems.

You just have to make the main screen redraw. Open a city screen and close it. Presto. I'll see if I can force it to redraw with the clock.

Off topic: how long does it take you guys to play a typical epic speed game (I play Emperor, but that makes no difference really) to the modern era? I think I micro-manage far too much. And when I war, my games slow to a crawl.
 
The reason I have the ratio as their rating to yours is because it's information about them, being on their score line. That seemed more intuitive to me but is easily changed. What do you guys think?.

I also prefer the ratio me/them, but not so much difference for me.

I chose the colors because they're easy for me to see. We should probably each post up what we think should be the default options for release (any that differ from the current ones in SVN). They're the same as the espionage ratio to reinforce "green is good, yellow is bad" (red is hard for me to see on the backgrounds). Again, I'm open to any other values.

They are ok for me

I would also like to include SimCutie's (I think) extra colors. This would give more choices than the 8 that are there.

Good idea


I have started to translate into Italian the original ReadMe files and including them as chapters into a unique BUGIncludedModsDocsITA.rtf (working name)... I prefered this solution to the other (a translated file for each readme) because I find that too messy (think when/if we'll have all the localizations), and because I have no need to preserve the original files untouched, due to the fact that the original English ones are included and that a translation is a sort of modification itself... what do you think? Oh, and I've removed from the translated readme the instructions for installing them, explaining that all the installing instructions are provided by the BUGReadMe and that if they want to read them for some reason they can do it in the included original (English) files.
Final note: soon or late, we'll also have to make a WhatWeHaveChanged.rtf (or something like it) to explain the changes made by BUGModTeam to included mods.

Ok, back to translation work :)

Edit: Ok, mission accomplished ;) and file uploaded.

I think that we may have to check the version of the mods that we have included into BUG, because I'm not completly sure that all of the readme we are including are about the last version of the mod (for example SevoPedia)... I don't know, maybe we have to add the version numbers of the included mods to the BUGReadme? Or maybe, due to our modification to them, doing so makes things more complex and difficult to be understood? In this case, we can put the original version of the implemented mods inside of the WhatWeHaveChanged file, instead.
 
Why was Reminders changed from Alt + R to Alt + M? It's easier to remember R, and I don't think it's used with anything else.
It is taken ... twice ...

Workers: Alt + R = Road-to mode
Air Units: Alt + R = Rebase mode

I swapped it to Alt-M (not taken) which is short for reMinders! or if you are lazy and drop the 're' ... it is short for minders.
 
@Cam - Yeah, I've been dreading the Features.rtf (The file I want to create that list the different features and commands that BUG has.) And I was thinking about the version numbers being included but the only problem I found was EF has done a lot of changes to most of the things we've added, so I don't know if we can really include a version number for each MOD. I found the most recent REadMes I could find on the web, and some of them don't even have ReadMe's.

@EF - I've been waiting to add the Color Codes for the Flavor version. I can put it into the standard version as well if it's wanted.
 
@Cam - Yeah, I've been dreading the Features.rtf (The file I want to create that list the different features and commands that BUG has.) And I was thinking about the version numbers being included but the only problem I found was EF has done a lot of changes to most of the things we've added, so I don't know if we can really include a version number for each MOD. I found the most recent REadMes I could find on the web, and some of them don't even have ReadMe's.

My opinion is that in any case we have to put in a file (the one that I call for now WhatWeHaveChanged, WWHC) the changes made to the mods... not all the code changes, maybe, almost nobody cares about them, but at least the feature changes, the stuff added and/or the problem solved compared to the last released version of the mod. So, I think that we can consider the last version of the mod outside BUG as its version.

So, I think that we can have: ReadMe as it is, with only the list of the mods (without versions, as a generic reference to the components), WWHC with the list of the mods, each with its original version and the changes made by us to it, and maybe Feature with a list of features for the BUG mod, without direct references to the component mods... this last one is intended for people that want to know what they get and can do with BUG, but doesn't want to go and read all the ReadMe files (and add the WWHC info to them), and doesn't care about from which mod each feature came from. Only my 2 cents about this matter, of course :)
 
@Ruff - Thanks, I thought there was a good reason. :) I always call 'em "Make-me-dos" anyway. :)

@Cammagno - Wow, now all ya gotta do is learn Spanish, French and German and we're all set! ;) :goodjob:

I say 2 peeps that prefer me vs. them for power ratio is good enough for me. I'll change it when I get back home later today.

@Alerum - Yes, I've been dreading that file too, and delaying is only making it harder as I have to remember everything I did. Actually, that's not really hard -- I'm just procrastinating. How about this deal: if you create the structure for the doc (intro, section-per-mod with name and version at inclusion), I'll fill in the changes I made to each.

Yes, please include the extra colors as it doesn't change anything in the game and will be nice for the changes I've made. Thanks.
 
I found the most recent REadMes I could find on the web, and some of them don't even have ReadMe's.

In this zip http://forums.civfanatics.com/uploads/74513/Cammagno01.zip
I've put a quick table made for our internal use, with the version numbers of the mods (v.n. of last stand-alone release, v.n of readme we have included, an empty column for the v.n. of the mod release used in BUG).
I'm happy that the readme you have found are always the ones refering to the last stand-alone release (I don't know what we have to do about subsequent versions included in some pack, for example HoF pack... maybe ignore them ;) ), with only one exception, the Sevopedia one, so I've included the 2.3.1 Sevopedia ReadMe in the above zip, so that you can include that one if you think it's ok (I'll start to translate it to add it to the Italian comprehensive readme file instead of the previous version).
Edit: Oh, and maybe the missing readme for CDA may be created simply coping&pasting from the Taelis's messages at the begining of this thread:
http://forums.civfanatics.com/showthread.php?t=150198&highlight=customizable+domestic+advisor
what do you think?

I also have made a couple of very small changes to both the ReadMe files, you can check the details about them on SVN.
 
guys, I've downloaded and installed 0.11 of BUG and just had a bug I think is related to it. The game crashed to desktop when I clicked to go to the domestic advisor. I had over 24 cities at the time. I've included a screenie of the error message, as well as the savegame file... Reason why I think it's related to BUG is that I reverted back to my old CustomAssets folder and reloaded the game and was able to go to the DA without a problem...

Hopefully it useful to you.

QFM
 

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Hello, guys!

I think I have got a problem... The autologger doesn't work in silent mode. Why? Because the "Default" directory doesn't exist. If I change manually to where I want, though, it works. Except for one little thing: it doesn't log the turn end and the turn starts!

I don't know why, but I deleted the logs :crazyeye:, but I remember it saying you couldn't add an int to a instance handler, or something like that. If you guys cannot reproduce it, let me know and I'll get it for you when I come back home...

Your ideas for new stuff are pretty cool too! Keep up this very good work! :goodjob:

@Ruff: You got BtS! I knew it from the start! Why wouldn't a civ addicted get the expansion? :p
 
Unit Naming Update:

I've had a look at Jeckel's JRandomNames Mod and I really like the ideas in there. However, the execution is not to my liking (there are 9 ini files!). I'm going to write up what I plan to do, post it here and seek feedback. The write up will take me at least 10 days (limited to train travel and I seem to be driving alot at the moment).
 
I've started a French language version of the read-me. If it's accepted, I'll add it to the repository. When it's done, I'll get a native French speaker to check it.
 

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Working on the Extended Colors now. Getting alot of keys that have been changed in BTS, so going to have to go through it with a fine tooth comb. Expect something in the next few hours.
 
Extended Color Codes are in. Let me know if there are any errors or problems I didn't find.

From SimCutie's Page:
To use there in your Python code, use as string value:
Code:
 str = localText.getText("[B][COLOR_W_ORANGE][/B]Text in Orange\
              Name = %s1 [COLOR_REVERT]Now white text again.", (str(Name),)) 
 self.drawLine(screen, x1, y1, x2, y2,\
              gc.getInfoTypeForString("[B]COLOR_X_SALMON[/B]"))
Or in text resource XML, embrcae color name with squre brackets.
Code:
<TEXT>
	<Tag>TXT_KEY_MISC_GP_BORN</Tag>
	<English>[COLOR_UNIT_TEXT]%s1_GPName[COLOR_REVERT] has been born in
	[B][COLOR_X_LIGHTSKYBLUE][/B]%s2_CityName[COLOR_REVERT]!</English>
	<French>Naissance de [COLOR_UNIT_TEXT]%s1_GPName[COLOR_REVERT] à
	[B][COLOR_X_LIGHTSKYBLUE][/B]%s2_CityName[COLOR_REVERT] !</French>
	....
</TEXT>

I'm going to be uploading the HTML to our SF webpage for quick reference when coding.

Expect to see it on SVN within 20 mins.... I wonder if this will require reinstalling Blue Marble.... we should tell people to install BUG first, then BM.

@Cam - How do you feel about changing the included MOD names in the ITA readme to Italian instead of their english names?
 
@Cam - How do you feel about changing the included MOD names in the ITA readme to Italian instead of their english names?

Uhm... I don't know... I can do, of course, but all the Italian player know them with their original names, and so I think that translating them may cause more confusion than leaving in English... furthermore, the English is such a better language for titles... look at what the translated name for Bug Mod will be, something as "Mod(ifica) che lascia inalterato il modo di giocare per Oltre la spada"... terrible! :eek:
No, I really think that the original names are better :D

[side-note: while in the past all the USA movies had their titles translated in Italian (and very often changed to some totally different Italian titles) in the last years the tv guys have understood that it's better if they leave as they are :) ]


Oh, and what do you think about the things in this post: http://forums.civfanatics.com/showpost.php?p=5841491&postcount=307 ?
 
I am pleased to see the continuation of an unaltered modpack which I so dearly appreciated for both vanilla and Warlords.

Keep up the good work! ;)
 
Uhm... I don't know... I can do, of course, but all the Italian player know them with their original names, and so I think that translating them may cause more confusion than leaving in English... furthermore, the English is such a better language for titles... look at what the translated name for Bug Mod will be, something as "Mod(ifica) che lascia inalterato il modo di giocare per Oltre la spada"... terrible! :eek:
No, I really think that the original names are better :D

Oh, and what do you think about the things in this post: http://forums.civfanatics.com/showpost.php?p=5841491&postcount=307 ?

Okay, sounds good to me. I haven't had a chance to look at the files yet. Let me take a look and I'll see what's there.

Edit: I looked at it, and liked it but think we should use xml. I don't think we need the little intro on top at this point, and it will be easier to add information in xml. Attached an xml to this post.

Updated the SevoModReadMe.

Also, NikNaks, see if you can find a native french speaker to do some grammer changes for you. I think when Cam wrote his, he took some liberties with it to make sound better to Italian ears, and I'd like to make sure it's the same for someone who speaks French. I wish I could talk some of my friends who speak spanish to do this too. And would you be willing to upload what you're working on to the SVN? Put it into the /Flavor directory please.
 
Okay, sounds good to me. I haven't had a chance to look at the files yet. Let me take a look and I'll see what's there.

No problem, take your time :)

I think when Cam wrote his, he took some liberties with it to make sound better to Italian ears.

Sure, in Italian the order of the words in a sentence is almost always reversed compared to English, and sometimes a full sentence is required to translate an English short expression... [this is why English is the best language for scientists and Italian is (IMHO) the best european language for writers... ]... but of course the meaning of the translation is faithful to the original one... ok, there is that little hidden sentence in which I express my secret opinion about the other developers' QI, but... :lol: :lol: :lol:
 
Edit: I looked at it, and liked it but think we should use xml. I don't think we need the little intro on top at this point, and it will be easier to add information in xml. Attached an xml to this post.

I'm sorry, but I think I haven't understood what you mean here... :blush: :blush:
 
"Mod(ifica) che lascia inalterato il modo di giocare per Oltre la spada"

That totally rolls right off the tongue! I think we should change immediately. :lol:

@Alerum - I'll take a look at the colors now and integrate some of them into the options screen. There is no way I'm going to have a dropdown with all 28,742 colors in it. What I can do is add a "Custom" option to the menu that will display when they have typed in a color in the INI that isn't in the menu. Selecting it will be ignored so they don't obliterate their custom value. I suppose I could put the XML key instead of "Custom". I'll see how that looks.

.@QcFrogMan - That's bummer news to hear that CDA still has the problem with more than 20 cities. :( I looked at the DLL change and don't see how that could have any effect, though. Anyone else getting the crash when they have lots of cities?

@Feedback - I'll take a look at that now and see what's up. I've never used logging, so I just left "Default" in there thinking the code understood it.
 
I'm sorry, but I think I haven't understood what you mean here... :blush: :blush:

I forgot to attach the file. Downlod the excel spreadsheet and you'll see what I mean.

@Alerum - I'll take a look at the colors now and integrate some of them into the options screen. There is no way I'm going to have a dropdown with all 28,742 colors in it. What I can do is add a "Custom" option to the menu that will display when they have typed in a color in the INI that isn't in the menu. Selecting it will be ignored so they don't obliterate their custom value. I suppose I could put the XML key instead of "Custom". I'll see how that looks.

Is there a way to pull up a color palette? Not with all the colors possible, but with maybe 50 or so.

@QcFrogMan - That's bummer news to hear that CDA still has the problem with more than 20 cities. :( I looked at the DLL change and don't see how that could have any effect, though. Anyone else getting the crash when they have lots of cities?

I have a game with around 30 cities right now. If you can get the CDA back in, I can check, but otherwise I haven't had a single problem with the zoom button. And in the past it didn't matter if it was CDA or DA it would crash. I am getting no crashing on the DA with 30+ cities.

@Feedback - I'll take a look at that now and see what's up. I've never used logging, so I just left "Default" in there thinking the code understood it.

I'd set the default as %user dir%/My Games/Beyond the Sword. I think that's the variable for the user documents folder, and everyone will have this set default by Civ.
 

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