BTS Unaltered Gameplay Project

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Thanks for the correction on the logger path! :thumbsup:

I'm no python expert, away from home (again, sorry) and cannot test, but I think I found the error on the start of the turns...

At autologEventManager.py, line 269 we have:
Code:
zcurrturn = gc.getGame().getElapsedGameTurns() + 1 + BugAutolog.get4000BCTurn[COLOR="Red"][B]()[/B][/COLOR]

The parenthesis are missing! At line 58 we have the same function, but there are parenthesis there! :)

Would someone please test and, if it's right, commit it? :cool:
 
@Cammagno - I looked at how the MSDA mod added the help tooltips and it would be doable. The trick is prioritizing it. :)

Ok :)
My opinion about this matter is that the tooltips addition is a "bonus feature", it may be added later.
Instead, the buildings' and resources' icons in the headers have an higher priority, because I'm waiting them to start creating my customized pages (no meaning in creating them if later I can have smaller columns and so put much more stuff in each page, reducing the number of pages).

As for the buildings, I agree that the extra info is nice. Perhaps two sets of columns: one shows if you have the building, the other shows the details of each building.

If it is possible, it will be perfect! :)

All buildings and projects are added programitcally, so any new ones make it in there automatically. However, since the pages are built by adding specific columns, they won't appear automatically on the pages themselves -- only in the customization screen. That's why I'd like column sets like "Religions Buildings" and "Production Buildings", etc.

Yes, I agree, it's what I've done previously with my customized pages, and what I'm about to do again... as soon as you provide me those iconized headers ;) :lol:

@NikNaks - That is very cool. I've added it locally and will commit to repo once I get home tonight.

Yeah! :)
 
Hi,
Just wanted to let you know that the BUGMode012zip. file on sourceforge seems to be corrupt. When I try to extract files, I'm getting the error: "Cannot open file. It doesn't appear to be a valid archive. If you downloaded the file, try to do it again". Have already tried several times, same result.
Any suggestions?
By the way, thank you for trying to put all of that stuff together.
 
Kappa - Yes, it's corrupted. Thanks for the catch. Planning on putting a new version up tonight with the new changes. If you can't wait for it, the .exe is working properly, and has everything in the .zip
 
Sent an email to TF about the subforum. He usually responds within a week from what I've heard. I'll be redoing the Colors XML tonight, and when that's complete will update the files to 0.13.

All we need now for version 1.0 is the RenamerMOD, which ruff said he'll start working on a work up for it and have it to us in about a week from now. Don't know when the actual coding will start though. Ket should be back fairly soon, and I want to try and get Kit and him together with me so we can figure out of we're going Modular, and what we want to add in. I was hoping to have 1.0 today, but with the delay in the renamer I'm going to have to say it'll be another month... unless we want to just use Jrenamer until ruff can complete his version.
 
I was hoping to have 1.0 today, but with the delay in the renamer I'm going to have to say it'll be another month... unless we want to just use Jrenamer until ruff can complete his version.

If we have to wait so long, maybe we can use this time to add some other stuff...
 
@Cam - Yeah, we should be able to get the Flavor version up by then, plus most of the little things we've been waiting on.

@EF - I'm looking at the default .xml for colors in BTS, and I'm only seeing 13 true colors (ie - Value is <Type>COLOR_BLACK</Type>). EVERY other piece of code I saw in there is related to a part of the game (ie - Value is <Type>COLOR_YIELD_FOOD</Type>).

What I'll do is commit what I have when I'm done, and if there isn't a color code in there that you'd like me to add then just tell me what you want the name to be, and an idea of the shading, and I'll add it in.

Edit: Commited changes. EF, let me know if this one works for you. Oh yeah, how'd the new job go? Hope you didn't have to get on 680 South.:p

Edit 2: Is anyone any good at creating Window's Desktop Icons?
 
I'm getting errors when I try to upload the Zip to the File Release Server. The .exe goes through fine, but the zip stops at 29%. Tried renaming it without the 0.14 (014), and it still stopped at 29%. Anyone got any ideas?
 
Here is a rundown of the naming engines and options in the naming mod I am looking at ...

Engines

No Random Name
Jimdigriz City Names Unit Naming
Jeckel National Naming
sen2000 Roman Numeral Names
Rathelon Generic Military Naming
TheLopez Random Names
TheLopez Random Civilization Names
Ruff_Hi Borg Names
Nexus Unit Count Names
Nexus Army Names
Nexus Navy Names
Nexus Air Names

The last three are really just one.

Options

Example - "Russian Worker 1" using just 1 (!!!) naming engine. This unit could be called any of the following:
  • Russian Worker 1
  • Russian Worker I
  • Russian Worker 1st
  • Russian 1
  • Russian I
  • Russian 1st
  • Russian 1 Worker
  • Russian I Worker
  • Russian 1st Worker
  • RussianWorker1
  • RussianWorkerI
  • RussianWorker1st
  • Russian1
  • RussianI
  • Russian1st
  • Russian1Worker
  • Russian1Worker
  • Russian1stWorker

... depending upon the options selected. That isn't too bad and it should be possible to handle all of them with the appropriate parameters. However, Jeckel went further and coded up the ability to use different naming engines for different types of units (worker, settler, warrior, axe, sword, maceman, etc) or different categories of units (non combat, melee, gunpowder, etc). He also added the ability to use different naming engines in different periods.

So a worker could be called ...
  • Russian Worker 1 in the ancient era
  • 3 of 6, Unimatrix 2 in the modern era

Again, nothing hard in any of this, just pass the unit type and era to the global naming engine and let it decide which actual engine to use. The bad part is how do we represent the myriad of options in the option screen? Ok, smart people ... discuss!

PS: You can also have the engine giving names to AI units and / or barbarian units.
 
PS: I also PM'd Thunderfall.
 
Drop Down menus will make it pretty clutter free in the options menu, if we gave it a tab to itself.

@Cam & Kat - From now on, make sure the version number in the readme on SVN is the version we are currently working on, not the one just released. Just posted to the FRS with 0.14 and I forgot to update those files.
 
@Feedback - Nice catch. The parens are absolutely necessary. . . . Fixed in repo for you to test. :)

@Alerum - I would recommend updating release version numbers in files as part of the release part. Actually, we'd avoid doing releases until 1.0 and force people to use SVN to save some effort. The other benefit is that people are then always testing the latest as long as they update. Your call since you've been doing the releases.

The job is awesome so far! And it's only about 4 miles from my apartment. Hopefully I can get off my lazy ass and start biking like I did when I lived in SF.

@Ruff - That looks very cool. My first thought is to not put the scheme-per-era into the options screen, forcing people to modify the INI if they want that, simply because it sounds like a LOT of options. How are the options set for a single era? For example, how do you choose which format to display? I'm talking about the code here. Is it a bunch of booleans, or a format string or an int code?

For example, if it's a bunch of individual options, from your post it looks like you'd have.something like this:

Code:
o Include Civilization Name
o Include Unit Type
o Number before Unit Type
o Separate with Spaces
Number format: Decimal (1 2 3), Roman (I II III), Ordinal (1st 2nd 3rd) [dropdown menu]

But this of course only covers what you showed. You listed a lot more mods with different variations. The options screen could easily explode. :lol:

@Cammagno - What I meant about having building classes as addable column sets in CDA's customize screen is to make it easier to make your pages. For example, to make the religious building screens, you have to add each building to a screen. If someone makes a mod that adds a new religion, your page would have to be updated.

Instead, when making your page you'd add one column called "Religious Buildings" which would, when displayed, add all existing religious buildings as separate columns. Mods with new religions would work out-of-the-box. This is a lot more work than just putting in icons for headers, so it'll have to wait. I'll see about bumping up the priority of that.

@All - I'm trying to as much as possible make sure each task I do exists as a task in SF.net before starting it. This does a couple things: others can pick up tasks and prioritize them. As well, we'll all have a better idea of what each of us is doing. Don't go too fine-scale and make a bunch of work for yourselves. Just put in a high-level task when you think of it. This also helps me to not forget ideas I had earlier. :)
 
Can I also recommend this and pedia additions similar to it?

I suppose if you could make a list of all the special abilities that should be added, I'd be willing to take a look at it. Given that we aren't including game-rule-changing mods to BUG, it's less important in my mind to show which units don't require military support. Now that I mention it, however, I must confess I don't know into which category spies fall. *shrug*
 
@Alerum - the color XML file looks much better. I think it just had merge issues. I see all the web-safe colors and will use those for the dropdowns. This covers the basic colors plus black and white. I'll add the three grays as well to make twenty total "colors".
 
I'm thinking of having the following at a global level ...

  • number format (options: decimal, roman numeral, ordinal) - some naming engines will over ride (ie 1st Corps, 2nd Army, etc)
  • include spaces (options: yes / no)

The others will depend upon the naming engine. One problem with including unit (ie archer) is that it stays as that name when you upgrade it. I will think about putting in some code to change that (if I can).

I think we go with the ability to set the unit names at a unit category (non combat, melee, gunpowder) as well as the above global items via the option screen but force them use the ini file if they want to go more detailed.
 
Hello guys!

@Feedback - Nice catch. The parens are absolutely necessary. . . . Fixed in repo for you to test. :)

I still have to install SVN here at home, but I made the change myself and tested. Worked fine!

Now I have two more Python errors. One I don't have a clue about:

Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 691, in handleInput

  File "CvEspionageAdvisor", line 738, in handleInput

NameError: global name 'attach' is not defined
ERR: Python function handleInput failed, module CvScreensInterface

I know it's related to the espionage screen, but I don't know how to reproduce.

And another one regarding the autologger:

Code:
Traceback (most recent call last):

  File "CvEventInterface", line 30, in onEvent

  File "CvCustomEventManager", line 126, in handleEvent

  File "CvCustomEventManager", line 137, in _handleDefaultEvent

  File "autologEventManager", line 421, in onUnitPromoted

AttributeError: 'BugAutologOptions' object has no attribute 'isLogPromotions'
ERR: Python function onEvent failed, module CvEventInterface

This should be like one you already corrected earlier, EF. This one is easy: when you promote a unit, it triggers the error.

If you wanna see the results from the autologger:

Spoiler A 5 turn autologger :

Logging by BUG Mod (BtS v3.02) - New Log Entries
------------------------------------------------
Turn 180/500 (1200 AD) [20-Aug-2007 22:55:01]
Vienne finishes: Catapult
A Hamlet was built near Bibracte
Old Sarai finishes: Courthouse
A Hamlet was built near Old Sarai
Rostov grows: 7

IBT:

Turn 181/500 (1210 AD) [20-Aug-2007 22:59:37]
Vienne begins: War Elephant (3 turns)
Vienne begins: Gallic Warrior (2 turns)
Bibracte finishes: Catapult
Vienne finishes: Gallic Warrior
Turfan finishes: Horse Archer
Tolosa grows: 9
Old Sarai grows: 5

IBT:

Turn 182/500 (1220 AD) [20-Aug-2007 23:05:21]
Bibracte begins: Catapult (2 turns)
Vienne begins: Gallic Warrior (2 turns)
Turfan begins: Horse Archer (5 turns)
While attacking in Celtic territory at Turfan, Axeman defeats (2.75/5): Barbarian Axeman (Prob Victory: 96.4%)
While attacking in Celtic territory near Bibracte, Axeman defeats (0.45/5): Barbarian Spearman (Prob Victory: 99.3%)
A Plantation was built near Old Sarai
Bibracte grows: 11
Beshbalik finishes: Horse Archer
Rostov grows: 8

IBT:

Turn 183/500 (1230 AD) [20-Aug-2007 23:08:59]
Beshbalik begins: Gallic Warrior (3 turns)
A Plantation was built near Karakorum
A Cottage was built near Old Sarai
Tech learned: Feudalism
Bibracte finishes: Catapult
Vienne grows: 11
Vienne finishes: Gallic Warrior
Moscow finishes: Courthouse

IBT:
Civics Change: Hammurabi(Babylon) from 'Barbarism' to 'Vassalage'

Turn 184/500 (1240 AD) [20-Aug-2007 23:14:33]
Bibracte begins: Market (6 turns)
Vienne begins: Longbowman (2 turns)
Moscow begins: Stable (15 turns)
Moscow begins: Barracks (7 turns)
A Plantation was built near Karakorum
A Cottage was built near Moscow
While attacking in Russian territory at Yaroslavl', Gallic Warrior loses to: Russian Axeman (3.40/5) (Prob Victory: 10.8%)
While attacking in Russian territory at Yaroslavl', Gallic Warrior loses to: Russian Swordsman (2.16/6) (Prob Victory: 11.3%)
While attacking in Russian territory at Yaroslavl', Gallic Warrior defeats (6.00/6): Russian Axeman (Prob Victory: 71.4%)
While attacking in Russian territory at Yaroslavl', War Elephant loses to: Russian Spearman (3.44/4) (Prob Victory: 48.3%)
While attacking in Russian territory at Yaroslavl', Gallic Warrior defeats (2.16/6): Russian Archer (Prob Victory: 84.7%)
While attacking in Russian territory at Yaroslavl', Gallic Warrior defeats (0.90/6): Russian Archer (Prob Victory: 72.7%)
While attacking in Russian territory at Yaroslavl', Gallic Warrior defeats (3.12/6): Russian Archer (Prob Victory: 84.7%)
While attacking in Russian territory at Yaroslavl', Gallic Warrior defeats (4.20/6): Russian Spearman (Prob Victory: 96.9%)
While attacking in Russian territory at Yaroslavl', Gallic Warrior defeats (5.10/6): Russian Swordsman (Prob Victory: 98.1%)
Judaism has spread: Yaroslavl'
Captured Yaroslavl' (Stalin)
Russian Empire has been eliminated
Yaroslavl' begins: Courthouse (120 turns)
While attacking in Celtic territory near Turfan, Axeman defeats (3.50/5): Barbarian Archer (Prob Victory: 94.1%)
Tech learned: Metal Casting
Old Sarai's borders expand
Old Sarai finishes: Dun
Rostov grows: 9
Moscow finishes: Barracks

IBT:

Turn 185/500 (1250 AD) [20-Aug-2007 23:22:52]
Research begun: Literature (3 Turns)
Old Sarai begins: Barracks (4 turns)
Moscow begins: Dun (13 turns)
While attacking in Celtic territory at Moscow, Gallic Warrior defeats (5.16/6): Barbarian Warrior (Prob Victory: 99.0%)
A Cottage was built near Moscow
A Cottage was built near Karakorum
A Quarry was built


Also, if I can make a request.. This should be simple. The logger has a bunch of options. But it doesn't turn off the improvement log. Like the last line on my logger:
A Quarry was built
If you could, please, add an option for turning it on/off...

I know it should be very low priority, but it's just one...more...idea!

Once again: :goodjob:
 
Also, if I can make a request.. This should be simple. The logger has a bunch of options. But it doesn't turn off the improvement log. Like the last line on my logger:
A Quarry was built
If you could, please, add an option for turning it on/off...
The code is checking for isLogImprovements ... so maybe ...

a) that code is wrong or
b) it is getting the wrong value from the ini file or
c) the value isn't in the ini file or
d) the option screen doesn't have a check box for improvements

I cheated a bit with the warlords logger and asked it to check the 'city growth' option. I was a little lazy and didn't add an explicit 'improvement' option.
 
Very weird. The Espionage screen has been working for me (that exact spot), yet the code is clearly wrong in my local version as well. :crazyeye: It's fixed and in the repo.

I'll look at the logging code. I did add options for the events that didn't match up (improvements activated by city growth). I probably just missed this one.
 
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