BTS Unaltered Gameplay Project

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@Cam - If you don't mind I'm going to make you the documents Admin. There is a Document Manager area, but I haven't really looked into it. You may want to see what's in it that we could use.

Good :)

And yes, we could really use a BugFlavorDir file if possible Cam.

Yes, I'm doing it right now. :)
A lot of files there, so it will not be ready before tomorrow morning, I think (tomorrow morning for me in Italy, I mean... I'm going to bet in an hour, so let's say 12 hours from now).
 
Would this work. I know we can't load XML from inside the game, but what we can do is this... Make an option for "Flavor." What this does is something a bit sloppy, but I think it will work. Alright, say BUG is loaded without flavor. Make 2 directories of CustomAssets. When the Flavor button is checked, it renames CustomAssets to BUGMod and renames FlavorMod to CustomAssets, then prompts the user to reload CIV. When it's unchecked, it reverses and names CustomAssets FlavorMod, and BUGMod to CustomAssets. Is this doable, or is there an easier way to automate this task with Python?
 
hum... that's 2 strikes against the GP Mod. 1) It may show unwanted information, and 2) Can't be loaded with a saved game prior to it being installed...

What do you guys think? Pulling this one out... I didn't even think of the Alexander thing... And we wouldn't need to do the directory switching thing. I'm thinking we should pull it unless we can get the coder to have it work with save games, and hiding the GP name until that person is known. I'm going to go into worldbuilder now and see what pops up when an unknown civ gets a GP.
 
He last edited his post about the Python almost 2 months ago. I think we can count this one out. In it's place let's just put in WillowMounds GP Mod which causes a pop-up window to happen when a GP is born to you. I couldn't trigger a GP and I'm not willing to wait 100 turns for them to get one. Since it's not commented so I know where the code will start and stop, would you mind pulling the GP mod for now? Everything else looks good though.

ruff, how hard would it be for you to make this a Python code instead of XML? Only requirement is that it doesn't show the name on unknown civs. I'd ask EF but I think we have him already about 20 projects deep at this point.:p
 
hum... that's 2 strikes against the GP Mod. 1) It may show unwanted information, and 2) Can't be loaded with a saved game prior to it being installed...

What do you guys think? Pulling this one out... I didn't even think of the Alexander thing... And we wouldn't need to do the directory switching thing. I'm thinking we should pull it unless we can get the coder to have it work with save games, and hiding the GP name until that person is known. I'm going to go into worldbuilder now and see what pops up when an unknown civ gets a GP.

I vote to kick it off, at least for now... I don't care so much about the information given, but the other problem is a big one in my opinion.
 
Confirmed that it displays the name before a Civ is met. We really need to pull it. Just too many problems in it so far.

And don't forget to log what you did when you commit to the SVN. It will be impossible to create a decent change log if we don't.
 
ruff, how hard would it be for you to make this a Python code instead of XML? Only requirement is that it doesn't show the name on unknown civs. I'd ask EF but I think we have him already about 20 projects deep at this point.:p

Yes, please, don't give EF more tasks to accomplish 'till when he gives me the iconized headers for CDA!

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Confirmed that it displays the name before a Civ is met. We really need to pull it. Just too many problems in it so far.

And don't forget to log what you did when you commit to the SVN. It will be impossible to create a decent change log if we don't.

How about the Great Person Mod from Warlords 2.08 that Gaurav made from previous work by Amra/Patricius/TheLopez? I used it in my Warlords jrayUGH modpack and was quite fond of it. It preserves savegame compatibility and anonymity. I'm not sure if it's compatible in BtS though... I haven't tried that yet.
 
I'm nervous to add it because of the GP "test" that was added to the code. Jray, you happen to remember if there was anything else besides the "test" that was added to it? Anyway, this is mainly a python additon, so it's going to have to wait til we get a few other things done.

I found the xml file with the load up hints, and will start gathering tips for it in the strategy area. Any suggestions on guidelines on things to include? Should it be mainly tips about interface and short cuts to make things easier, or should we go all out and add hints on strategies, and methods of playing?
 
Yes, I'm doing it right now. :)
A lot of files there, so it will not be ready before tomorrow morning, I think (tomorrow morning for me in Italy, I mean... I'm going to bet in an hour, so let's say 12 hours from now).

No DVD-watching this evening, and the FlavorDir.rtf it's already done (just committed), 11 hours befor the scheduled time :D
 
Damn that was quick... I can't wait to see how pissed you'll be tomorrow when Nik pulls the GP mod since the majority of the files were from there.p

I've updated some task online. Like I told EF the dates listed there are just guidelines I'm using. No need to worry if you'll be late, especially when school gets going for some of us.
 
I'm nervous to add it because of the GP "test" that was added to the code. Jray, you happen to remember if there was anything else besides the "test" that was added to it? Anyway, this is mainly a python additon, so it's going to have to wait til we get a few other things done.

The "test" bit isn't a big deal. If I remember correctly, I simply commented it out in my jrayUGH modpack. Even better, you could just delete it. I think the two big issues that need to be checked are these:
- Were there new GP's added in BtS? If so, what happens if one of them not covered in the "Great Person Mod" is born?
- Are the event manager changes implemented by Gaurav isolated (and therefore easy to merge in)? He had to tweak some things to get the popup pictures to occur at the correct time (a change from previous versions of the GP mod), but I think he added his own event manager, so I bet it won't be too bad to merge.

I'd volunteer to investigate myself, but I'm pretty busy these days... otherwise I'd be officially on the team :).
 
Damn that was quick... I can't wait to see how pissed you'll be tomorrow when Nik pulls the GP mod since the majority of the files were from there.p

Oh My God! :sad:

I've updated some task online. Like I told EF the dates listed there are just guidelines I'm using.

Ok. Any chance that I can assign myself some task too? It will be useful to use it to remember what I have to do.

No need to worry if you'll be late, especially when school gets going for some of us.

Oh, school isn't a big problem for me... I'm on the other side of the fence :D
 
I just tried 0.14, and I have no interface (as if I had pressed Alt-I). Is this a known problem? I didn't see anyone post about it here. I don't have any other modded files installed. I'm running BtS v3.02 in case that matters.
 
Im holding on a stable 0.15 to merge it into my composite...
Looks like I can check in and out ok... so I will start to move over some flavor stuff...

Civ Specific Great People should be a no no as well its a gameplay advantage.
We could though make it optional in the flavor as a zip or somesuch...
 
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