BTS Unaltered Gameplay Project

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As already posted here if you use the installer you have to add manually the ColorUtil.py from the svn.

Ok, thanks. I missed that earlier post. BTW, you say "if you use the installer," but as you also probably know, the .zip file is corrupted in both 0.12 and 0.14. (You can definitely tell something is fishy because the file sizes are identical and much smaller than those for 0.11 and previous.)
 
The list of mods is the to-do list in the OP.
If you need links, I'll happily send you them.

Ok, I've some question for you ;)

If I'm not wrong, the list of mods included in Flavor Mod till now is:
ActualQuotes Diplomacy Text 4.0 (by Willowmound)
Better Ship Scale ??? (by Elhoim)
BTS Flag Mod 1.0 (by Thorn)
Ethnic Artstyles 1.0->1.02 (by GeoModder)
Ethnically Diverse Units 3.0->3.13? (by GeoModder)
GreatPersonMod ??? (by Gaurav) [partial]

So, here are the questions: :)

* Better Ship Scale
Basic or Fleet edition? Which is the number of the included version? can you find a ReadMe file for that edition/version?
* Ethnic Artstyles
The ReadMe we included is for version 1.0, now version 1.02 is out. Which is the version we included? If it's 1.0, can we update it? If it is already 1.02, can you upload the new ReadMe?
* Ethnically Diverse Units
The ReadMe we included is for version 3.0, now version 3.13 is out. Which is the version we included? If it's 3.0, can we update it? If it is already 3.13, can you upload the new ReadMe?

Ok, I've finished :D

When I'll have the updated ReadMe files, I'll start to make the FlavorReadMe.rtf (I don't like to do readmes, but Alerun set this task to me, so probably I can't avoid it :D) and to translate all the flavor mod readmes (the BUGmod's ones are already done... I like to translate ;) ).
 
Ok, I've some question for you ;)

If I'm not wrong, the list of mods included in Flavor Mod till now is:
ActualQuotes Diplomacy Text 4.0 (by Willowmound)
Better Ship Scale ??? (by Elhoim)
BTS Flag Mod 1.0 (by Thorn)
Ethnic Artstyles 1.0->1.02 (by GeoModder)
Ethnically Diverse Units 3.0->3.13? (by GeoModder)
GreatPersonMod ??? (by Gaurav) [partial]

So, here are the questions: :)

* Better Ship Scale
Basic or Fleet edition? Which is the number of the included version? can you find a ReadMe file for that edition/version?
I used the version which came with EDU Mod for BtS. It did not come with a version number, but I can get a read-me from the Warlords download. And it's the Basic Edition.

EDIT: Last release (Vanilla numbering) was 1.3, so call it either 1.4 or 1.3b.
* Ethnic Artstyles
The ReadMe we included is for version 1.0, now version 1.02 is out. Which is the version we included? If it's 1.0, can we update it? If it is already 1.02, can you upload the new ReadMe?
I didn't know it had been updated. I'll check in the morning for the read-me and update the files.
* Ethnically Diverse Units
The ReadMe we included is for version 3.0, now version 3.13 is out. Which is the version we included? If it's 3.0, can we update it? If it is already 3.13, can you upload the new ReadMe?
I updated this earlier today, but didn't look for a read-me. I'm sure there is, so I will check in the morning.
I strongly support England against Germany ;)
Thanks, but we are losing 2-1 :cry:
 
This idea was just suggested, so I added it. It may make the scoreboard too cluttered.
just a thought, but rather than have it be power ratings, I wonder if icons could be used for civ's w/higher power ratings and those w/lower ~ maybe a red fist for stronger, and an white open palm for weaker...i don't know, just an idea

I'm gonna grab the pre-release version and use that when I play, try and work out the kinks if there are any.

I also asked Ruff in another thread if, when the military naming mod is included, instead of "Warrior I of X" as the naming convention (or in addition to it), there could be "First (or 1st) Warriors of X."

I was a big fan of Ruff's cobbled pack, and hope many of the same features make into this one as well, especially the combat stat/location report ~

Looking forward to the completed project, and pestering you all w/any random ideas I get for inclusion.
 
just a thought, but rather than have it be power ratings, I wonder if icons could be used for civ's w/higher power ratings and those w/lower ~ maybe a red fist for stronger, and an white open palm for weaker...i don't know, just an idea

I'm gonna grab the pre-release version and use that when I play, try and work out the kinks if there are any.

I also asked Ruff in another thread if, when the military naming mod is included, instead of "Warrior I of X" as the naming convention (or in addition to it), there could be "First (or 1st) Warriors of X."

I was a big fan of Ruff's cobbled pack, and hope many of the same features make into this one as well, especially the combat stat/location report ~

Looking forward to the completed project, and pestering you all w/any random ideas I get for inclusion.
The logger from my mod pack was a straight lift (apart from the excellent coding improvements put in by EF) so combat items are included. I am going to see if I can get something in there for withdrawing units too.

Re the naming engine - the answer is 'yes' and more. Actually, your post got me thinking about a user defined naming convention that could generate names in the following pattern:

Numeral Option 1:User Defined Collective Noun:Numeral Option 2:Optional Unit Description:Optional City Name

Where Numerical are: "1", "1st", "I"

So, if you have:

Numeral Option 1 set to "False"
User Defined Collective Noun set to "Troop"
Numeral Option 2 set to "True"
Optional Unit Description set to "False"
Optional City Name set to "True"
Numerical as Roman

... you would generate a name like ...

"Troop X [Moscow]"

So, if you have:

Numeral Option 1 set to "True"
User Defined Collective Noun set to "Shaft"
Numeral Option 2 set to "False"
Optional Unit Description set to "True"
Optional City Name set to "True"
Numerical as "1st"

... you would generate a name like ...

"1st Shaft [Archers][London]"

All of these features would be available from the standard BUG ini file and in-game option screen. Advanced features would be available by editing the BUG Unit Names.ini file ... things like:
  • setting the collective noun at combat level (melee, gun, archery, etc) or unit level (worker, settler, axe, sword, catapult, etc)
  • having the naming engine change by era AND (combat type or unit type)
 
Okay, I've added the XML part from the GP mod, but not the art (there's a lot of files there). I think alerum volunteered to do the Python?

I don't think it was me. My python is very weak. I still want to type if and goto.

Alright, I plan on putting out 0.15 exe, and flavor 0.02 .exe tomorrow night. I plan to merge standard BUG into the Flavor Mod so only one file is need to download for whichever version you decided to go with.

What needs to be completed before this is released?

I know I need to work on Docs tonight, and get that FlavorReadMe.rtf put together (I put both of us down Cam... I'll take care of it though.;)) Besides that file, are all docs to be released updated and ready to go?

EF, it seems everything is stable, besides having the EP rating not showing for me... not sure if this is happening to anyone else, but if it is do you think you could fix this tonight? Other then that, is Bug ready for 0.15?

Ket and Nik, where are we at with the flavor Mod? Are all components stable at this point?

Once we get these things taken care of I will post the files. I don't know why the zip files are becoming corrupt when I upload them.
 
I used the version which came with EDU Mod for BtS. It did not come with a version number, but I can get a read-me from the Warlords download. And it's the Basic Edition.
EDIT: Last release (Vanilla numbering) was 1.3, so call it either 1.4 or 1.3b.

Some confusion about the version number of this mod, I think there are 4 different numbers, one for vanilla basic edition, another for basic edition for warlord (which is a 1.0; if I'm not wrong this is the version that we have), another one for vanilla fleet edition (I think this one is the 1.3 you have found) and the last one for fleet edition for warlord.
So, my suggestion is to call it 1.0b (I suggest to put a "b", for "BUG Mod" after the version numbers of mods that have been modified by us)... what do you think? [BTW, I don't know that mod... why have we choosen the basic edition over the fleet edition? :confused: ] In any case, can you try to find a ReadMe file which is more or less updated for the version we have used?

I didn't know it had been updated. I'll check in the morning for the read-me and update the files.

I think it's a small update. In any case, I've already updated the readme with the 1.02 version, so now the readme is ok, you only have to update the mod files that need to be updated. :)

I updated this earlier today, but didn't look for a read-me. I'm sure there is, so I will check in the morning.

Sorry, I forgot your message about this update.
I found the readme in the author's 3.13 zip, but it was the old 3.0 Redme. So, I've updated it to 3.13 adding the version history posted by the author in the mod thread. So, also this ReadMe is ok now :)

Thanks, but we are losing 2-1 :cry:

I'm very sorrow about that...

#####

@ EmperorFool

When you have some time, can you look quickly to BugVersion.xls and put in the table the missing version numbers for mods you have included in BugMod (maybe followed by a "b" if you have modified those mod)? Low priority, of course, but just to keep things in order :blush:
 
I know I need to work on Docs tonight, and get that FlavorReadMe.rtf put together (I put both of us down Cam... I'll take care of it though.;)) Besides that file, are all docs to be released updated and ready to go?

If you'll make it, I 'll translate it :)
All the English docs are up to date (in particular, the 2 Dir files, that took a lot of time, in particular the Flavor one), for the Flavor Mod only a ReadMe is missing but NN93 will upload it tomorrow. For the BUG mod some readmes are not there (for the next release I'll try to make them from author's messages in the mod threads).

All the Italian stuff for BUG mode is done, while for Flavor mod I've just started and for sure I will not end tomorrow, so it will wait for the next release (but I will translate at least the main ReadMe).
 
@cam - Awesome. But get some sleep man! It's gotta be almost 3am there. The Included Mod docs translations aren't as important right now. As long as we have the Flavor Docs in Italian and French we're good.

@Nik and Ket - Awesome job with the Flavor version. Everything is working as it should, and getting no errors. Is there anything else you two can think of to add? And there is only 1 football team worth watching, FYI. Egypts.;)
 
So, my suggestion is to call it 1.0b (I suggest to put a "b", for "BUG Mod" after the version numbers of mods that have been modified by us)... what do you think?

I'd pick some other suffix since "b" after a version number already means "beta". Since we aren't releasing the individual mods separately, I'd simply number them with their version number and an asterisk "*" after them. Then put "* These mods have been extended or modified from their original form" or something like it at the bottom.
 
Actually, your post got me thinking about a user defined naming convention that could generate names in the following pattern:

Numeral Option 1:User Defined Collective Noun:Numeral Option 2:Optional Unit Description:Optional City Name

Since you opened this can of worms, here is what I was going to originally suggest. You may be familiar with how Python (and C) allow you to insert variables into strings: "%d" for a number, "%s" for a string, etc. So for example you would do

Code:
str = "It is %d:%d on %s" %(hour, minute, day)

You could do something similar for the naming. Define codes that are replaced in a string the user types.

  • %u: Unit (Archer)
  • %t: Type (Melee)
  • %d: Domain (Water)
  • %c: City
  • %C: Civilization
  • %l: Leader
  • %n: Unit Number (1)
  • %r: Unit Number - Roman (I)
  • %o: Unit Number - Ordinal (1st)
  • %N: Total Number of Units (4)
  • %R: Total - Roman (IV)
  • %O: Total - Ordinal (4th)
The Roman and Ordinal versions of "Total Number of Units" might not make much sense (1 of 4th? no, 1st of 4). Doing this is actually not very difficult -- no harder than what you're planning -- and is more flexible. It would allow the user to then create a format string like this:

  • %o brave %u of %C from %c
  • %u %r of %R [%c]
  • %C's %o %u
  • %l's %u %n/%N
for

  • 2nd brave Warrior of England from London
  • Archer II of IV [Moscow]
  • America's 4th Marine
  • Isabella's Tank 3/8
Let me know if you're interested in this. If so, I could help out (as much or as little as you'd like) with the code to generate the strings.

You already will need code to generate the individual pieces. The only difference is that instead of checking for options, you're using string.replace() a bunch of times. For example:

Code:
name = BugOpt.getNameFormat()
name = name.replace("%u", gc.getUnitInfo(unit.getUnitType()).getDescription())
name = name.replace("%d", gc.getDomainInfo(unit.getDomainType()).getDescription())
...
 
@cam - Awesome. But get some sleep man! It's gotta be almost 3am when you posted there. The Included Mod docs translations aren't as important right now. As long as we have the Flavor Docs in Italian and French we're good.

@Nik and Ket - Awesome job with the Flavor version. Everything is working as it should, and getting no errors. Also good job of not having any files with Bug MOD that didn't need to be merged. Slips right together. Is there anything else you two can think of to add? And there is only 1 football team worth watching, FYI. Egypt's.;)

I'll be doing a little playign around for the next hour or so, but I think we're all set for tomorrow. Please post an changes to code before 4pm Pacific Time. I can't promised any changes after that will be able to make it in.
 
Also, is anyone else not having the EP listed in the score? I seem just to have the power rating listed.

The EP % is never shown in the score -- only research and now power ratio. I figure EP % isn't really worth the extra space, but I could add it easily enough. It would always show if you had it turned on since you always know the value.
 
No, that's okay. I just got confused from the Options Screen. The Drop Down menu is so similar to the Power Ratio in score I thought it did that as well. What is the chance of shrinking the score even more by showing the techs rivals are working on as their icon? Not very likely I think, but worth asking none the less. I think that score grows to big late in the game anyway. Would be nice to drop a decimal point on the power score even. And how about swapping the ratio around so 1.0+ = good.
 
Would be nice to drop a decimal point on the power score even. And how about swapping the ratio around so 1.0+ = good.

Thanks for the reminder. I did both of these and committed to repo.

What is the chance of shrinking the score even more by showing the techs rivals are working on as their icon?

This is doable but a little difficult. The problem is that icons for techs, buildings, units, etc. are not in the font. To do it reasonably easily would require putting the tech icon as the far-right element in the score:

Code:
score: name pleased OB TN power - (3) alphabet-icon

I'm overloaded as it is, but if someone else wants to tackle it I could describe what they'd need to do more thoroughly.

One thing that's always bugged me about the scoreboard is that since some icons disappear (open borders, trade network), they don't line up from line to line. I was thinking of making the icons all grid-based, meaning there'd be a blank space where you didn't have OB with a civ. This would allow all the icons to line up along the right-hand side.

If this were done, it'd be easier to make the tech an icon I think. It would have to go to the far left of all the icons, though, since you wouldn't usually be able to see it for all civs.

Here's an example:

Code:
[ (WAR) ] score : name [ power ] [ (x) tech ] OB TN Att

Tech, OB, TN and Att would all be icons, and OB/TN would leave empty space when you didn't have them with that civ. It could be trickier and colapse the OB and TN columns each if you didn't have them with any civs.

This would be a lot of trial-and-error work to get the spacing right since I don't think you can measure how much x-space a string will take up in Civ4.
 
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