BTS Unaltered Gameplay Project

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Nope, that's how I did it. I tried starting a game with 'Play now' or with 'Custom Game' and I have no interface. I tried erasing or not the 'CustomAssets' folder before installing the mod, either way it's the same thing. I see the mod adds 'CustomAssets', documentation (shouldn't be a problem) and the 'BUG Mod.ini' in the My Games\Beyond the Sword folder. Anything else I should have/move/rename?

Are you using some other mod? Is your mod folder empty or do you have something inside it?
 
No other mod. I have the 3.03 official patch installed but that's it.

This is very strange. :confused:
Here you can find the last internal version of BUG Mod (without the Flavor Mod.
http://forums.civfanatics.com/uploads/74513/BUG_Mod.zip
If you wish, you can try it and see if it works... if the answer is yes, it will help to understand the problem.
Simply delete the CustomAssets folder in your MyGames/BtS directory and unzip the content of this zip there, paying attention in preserving the paths inside the zip file.
 
Archer II of IV [Moscow]

Will this work? After thinking about it, what do you call the 5th archer that you build in Moscow ...

Archer V of IV [Moscow]

In my borg naming engine, I have ...

7 of 9, unimatrix 0

... and when I build the 10th unit it becomes ...

1 of R, unimatrix 1

... where R is a random number between 6 and 9. It sounds like we need another term that gets incremented when the 2nd term is 'full'. Also, there is a maximum length that names can be and / or displayed (display length is shorter then maximum length. I will build the user defined engine so that it stops adding elements if the name exceeds the max length.
 
Can anyone help here? I've tried installing this either as a standalone mod or directly in the My Games\BTS folder and I get nothing from it.

It's because 0.14 is missing one of the files. I had the exact same problem at first. Ludwig II mentioned this a few pages back in post #376 and posted a URL where you can get the missing file:

The 0.14.exe from here does not install the ColorUtil.py file. Without this file the mod will not work.

@ alerum, how about updating either the exe file or at least the front page so that passersby can see it?

Any idea why in the normal world view the city bars are larger than usual?

I think that's an intentional mod. I imagine they'll be adding some kind of option to restore the original behavior too.
 
Any idea why in the normal world view the city bars are larger than usual?

It's not a bug, it's a mini-mod implemented into BUG Mod.
It is not possible to make it optional through the option screen, but it is possible to disable it editing the file.
in the release version the simple instructions on how to disable it will be provided into the ReadMe (if we remember to do it... note: we also have to add the mini-mod name to the readmes)... if you need to disable it, I'm sure that EF will provide you the instruction here ASAP.
 
0.14 does not work for me. I get absolutely no interface at all once an actual game is started.

0.12 works flawlessly, however.
 
I'm not at my home computer right now, but there are three files to remove if you want the normal city bars. They are the only files in the Art/Interface directory. Two are DDS; one is NIF. Just remove them and restart Civ4.

@Ruff - I always wondered how that second number term was created. Since you don't rename old units, I figured you'd end up with

1st of 1
2nd of 2
3rd of 3

which seems kinda, well, pointless. I had assumed it was the total number of units you had created, or of that type, or from that city, or something. Can you explain how that number is actually created?
 
Nials, get it from the SVN. Also, Cam posted a zip file a few post back, when we helped someone else with the same issue earlier today on the forum. Look for the zip.

0.15 will be out tonight, but the Docs for the Flavor Mod will have to wait til I have more time to write it up. It probably won't be til this weekend for the readme. Going to name the Flavor Mod = The Flavorful BUG, and will included all of The BUG mod inside of it so only one file is needed to be downloaded. Expect to see something fairly soon.
 
@nials and other people with this problem:

The 014 exe is missing the ColorUtil.py file. The zips still seem to be corrupted.
Best solution: Get Tortoise (or any other tool) for SVN and download the updated files directly from the SVN repository. Update your Custom assets folder this way every time before you start/restart a game and you will be up to date. No probs with old saves so far. No probs with other things in the custom assets folder so far (Blue Marble e.g.).

BTW: The correct path to enter into the svn client is: "https://civ4bug.svn.sourceforge.net/svnroot/civ4bug/BUG Mod/CustomAssets"
 
Hello, guys!

Remember when I talked about the options screen not closing? Well, I finally figured it out. I was using Ruff's mod options! :lol:
If you press ALT+J in game, it will open the old Ruff mod 's options screen and it won't close unless you kill Civ4 on the Task Manager. I think you would want to remove that shortcut! ;)

Also, if you haven't noticed yet, the title of the options screen is "Tab Control" (or something like that). It's cosmetic, but a little advertising there should be desirable. :)

@EF, your naming code is just perfect! It should be cool to use my own naming convention! :thumbsup:

Also, regarding code, another cosmetic. You're using something like this in every log option:

Code:
		if (NewAutoLog.Enabled()
		and BugAutolog.isLogContact()):

Maybe it should be easier to implement new options if you just checked the second line and, inside each of these functions, you used something like this:

Code:
	def isLogTechnology(self):
		return self.getBoolean('Autolog_LogTech') && isEnabled()

Also, the file autolog.py shouldn't be necessary anymore. It seems to be almost totally merged into the BugAutologOptions.py now!

If you guys want, I can try to handle these minor things myself. I just can't promise a deadline. :crazyeye:
 
@Ruff - I always wondered how that second number term was created. Since you don't rename old units, I figured you'd end up with

1st of 1
2nd of 2
3rd of 3

which seems kinda, well, pointless. I had assumed it was the total number of units you had created, or of that type, or from that city, or something. Can you explain how that number is actually created?
Do you want the answer in english or code?

[english]
basic idea is x of y, unimatrix z where x goes up by 1 until it exceeds y at which point z goes up by 1, x reverts to 1 and y is a random number between 6 and 10 (above was from memory). So, it never stops but the 'of y' is a little bit random. The borg had groups of 4 (scouts) to 10ish.
[/english]

Code:
def getUnitBorgName():
	zsKey = "Borg"

	if (sdEntityExists(zsModName, zsKey) == False):
		#Since no record create entries
		unitTotal = random.randint(6, 10)
		Unit_Dic = {'Cnt':0, 'Ttl':unitTotal, 'Unimatrix':0}
		sdEntityInit(zsModName, zsKey, Unit_Dic)

	zsAdjuncts = ('Primary', 'Secondary', 'Tertiary')

	unitCount = sdGetVal(zsModName, zsKey, "Cnt")
	unitTotal = sdGetVal(zsModName, zsKey, "Ttl")
	unitUnimatrix = sdGetVal(zsModName, zsKey, "Unimatrix")

	unitCount = unitCount + 1
	if unitCount > unitTotal:
		unitCount = 1
		unitTotal = random.randint(6, 10)
		unitUnimatrix = unitUnimatrix + 1

	sdSetVal(zsModName, zsKey, "Cnt", unitCount)
	sdSetVal(zsModName, zsKey, "Ttl", unitTotal)
	sdSetVal(zsModName, zsKey, "Unimatrix", unitUnimatrix)

	unitName = "%i of %i, Unimatrix %i" %(unitCount, unitTotal, unitUnimatrix)

	return unitName
 
No problems or errors uploading. There are 2 releases this time. One is standard BUG, the second is The Flavorful BUG. Both are .exe and .zips, and I've downloaded both and tested them and got no errors.

This will be the last release until Renamer, Hints & Tips, and the new Score Mod are completed. Besides minor tweaks, are there any more MODs besides what I've listed that we want to merge into, or try and create?

Also I need some help with compling Hints & Tips. When we get the sub-forum and can go crazy on threads, I want everyone, Coders & Testers & End Users, to give at least 5 hints that aren't in standard Civ to include. Please no exploits, cheats, or to specific of a style of play - ie - How to make a GP Farm will be to much.:p Suggestion and Interface are both wanted... (Why do I think I'm going to get a list of 20 from EF on Interface tips for BUG?;)) It would speed up the creation of this mod alot... Don't make me get mean.:p

Also to make sure the files uploaded properly I got rid of the 0.15 and changed it to 0_15. This was the only way I could make the zip files upload for some reason, even though the .exe went through.

Anyway, Enjoy the Mods, and I think it's time for all of us to stop coding for a day, and to play a bit of BTS.;)

Edit: Do you think we should post a Front Page News about the release? I've been waiting for 1.0 but I think we're stable enough to do it now if you're all ready.;)
 
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