Blah - that is soooooo out of date. I think we have already captured all of those elements (and more).how about to add this [PY] Main Screen Mod http://forums.civfanatics.com/showthread.php?t=235834
Okay I've moved the Flavor mod into the correct location. This version is now F0.1 (to avoid confusion with BUG).
If anyone has anything they think would fit into it, post here.
Kudos, everyone! This is just amazing, especially for the short amount of time you've been working on it.
I really dislike how often the CDA CTD's with the "pure virtual function" error and starts with a blank screen the first time you open it each turn.
I'm also getting some glitches with the Bug Mod.ini file (in v0.11)... every time I run Civ4, some of the options are changed in that file as soon as Civ4 is launched.
And some of the settings don't seem to have any effect, e.g.,
CheckForCityBorderExpansion = 0
is not heeded.
Sorry if these things have been requested/reported already, but I haven't had time to read the whole thread. Once again, awesome work!!
I left it uploading but there was an error. Uploading again now.Have you commited the changes yet? Because my tortoise says that no change has been made...![]()
Congrats on the move!Hey folks I'm back and all moved and stuff....
Anyone want to point me in the direction that is needed?
(Flavor, Testing, What?)
That's an oooooold version (in internet time). The best method to get it while in development is by installing Tortoise SVN or SVN itself (just the client is needed) to get the latest source from SF.net. I know this can be a little daunting at first, but it's actually not too bad. I posted the brief instructions a few pages back in this thread.
might that introduce spoiler information? For example, if you hear "Aristotle has been born in a far away land," wouldn't you then know that the Greeks are out there? Or perhaps the mod you're looking into has options to mask the identity until you meet the civ or something (or maybe you could add such capability).1) Civ Based Great Person MOD
Yes, it's the Civ-Specific GP mod. I never thought of that. Veery sneakyI'm curious which Great Person mod you're considering. When you say
might that introduce spoiler information? For example, if you hear "Aristotle has been born in a far away land," wouldn't you then know that the Greeks are out there? Or perhaps the mod you're looking into has options to mask the identity until you meet the civ or something (or maybe you could add such capability).1) Civ Based Great Person MOD
I think that I like it ... can we keep this but as a separate install?Finally, asioasioasio looked into fixing the wide city bar but couldn't see a way to do anything. There's no way to make this optional, and I suspect the smaller hit-detection area will probably start to annoy me. Do others like it or should we remove it? It's easy to add as a separate install/unZIP. Likewise it's easy to remove if people don't like it. I'm ambivalent (could go eaither way).
How about using an internal constant for enabled instead of storing the value in the ini file? Wouldn't that mean that you don't have to write to the ini file?The reason the INI file gets rewritten when the game starts is because Autologger writes out the fact that it is on and the file name being used. I am looking in to how to change this because it bugs me as well. I must decide how Enabled and Silent should interact.
I think that I like it ... can we keep this but as a separate install?
How about using an internal constant for enabled instead of storing the value in the ini file?
errrr ... right ... what he said. Actually, I like it ... how about ...That's my plan. Currently, the Enabled option controls two things: whether to log, and whether the mod is logging right now. I want to split that so the latter is an internal boolean (call it IsLogging).
If the main Enabled option is on when the game starts/loads, the log will be opened and the IsLogging switch set on. If you turn off Enabled during the game, the IsLogging remains on but no log messages are written. If you turn Enabled back on, logging resumes as normal.
Hitting the start logging command (Alt-L Ruff: Correct!) while IsLogging is on will turn it off, so Alt-L becomes start/stop logging while the Enabled turns all logging options on and off. Hopefully it's not that confusing to actually use.![]()
I left it uploading but there was an error. Uploading again now.
Thanks!Ok, all the files are there now
I've changed a couple of names to ensure the uniformity with the BUG Mod, and I've deleted the old internal Flavor folder.
Tomorrow I can do the FlavorDir.rtf file, with the structure of the mod dirs. Later I will go on with Italian translations.
I am quite busy, and my Readmes are pretty rubbishOne thing left to do is the FlavorReadme.rtf file, with the list of the included mods... BTW, may you provide us this list? (I mean, even if you haven't time to make the full Readme file, the list is enough, for me). Thanks![]()
If you need links, I'll happily send you them.From the OP said:1) Civ Based Great Person MOD
2) Diplomacy Text
3) Better Ship Scale
4) Ethnic Art Styles
5) More to come
It's all based on mods from BtS1) Did you go through the files to make sure that any changes from Warlords to BTS was carried over?
Sure, I'll get right on it.2) Would you mind taking a quick look at what you add/changed and put comments in. Doesn't have to be much... soemthing like <!-- Added by The BUG Team --> would be perfect. Sorry, I'm a stickler for comments in code.
I don't know what you mean here...3) I'm looking at the files, and noticing lines for Building in the Units file.... These were added by a MOD, and not anywhere inside the Unitinfo.xml file that was in BTS. Was this done with the original code? If so, we may want to think about going through this and making sure code is in the correct files.