BTS Unaltered Gameplay Project

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Just downloaded and checked this mod (0.14 and 0.15), and have an annoying problem: pressing the Exit button in Ruff Mod Options screen does nothing. That means that once I've opened the mod options, the only thing I can do apart from setting options is to close the game.
 
@Ruff - So the Y and Z were only used with the Borg naming convention? I thought you were keeping track of how many of each type of unit had been built. Thanks for clearing that up. I don't quite know how to handle that particular naming method using the codes I posted.

Hmm, do all the numbers have to do with the Borg names, including X in your examples, or do other naming methods count the number of units you've built?

A complicated option would be to allow the user to specify at what level units should be counted by combining codes. For example "%nc" would count and name units per city.

  • Warrior 1 of Moscow
  • Warrior 2 of Moscow
  • Archer 1 of Kiev
  • Archer 3 of Moscow
  • Warrior 2 of Kiev
You'd use "%" then "n", "o" or "r" (as I posted originally) to tell hwo to format the number followed by the other codes I had: "c" for city, "C" for civ, "u" for unit type, "d" for domain.

While neat, I don't really know if it's worth the effort it would require. Plus, the counts would be forgotten between game sessions (or saved-game compatibility would possibly break).

The other optino would be to have Borg naming be a different engine from the % codes.
 
@EF - apart from the x of y issue that I pointed out with your original suggestion, I think the rest can be done without forgetting the count or saved game issues. Guess I will suck it and see. Might hold this part back for a subsequent release as I am holding the whole shop up.
 
pressing the Exit button in Ruff Mod Options screen does nothing.

I will remove Ruff's options screen now and update this message when it's in SVN. I left it in while I was building the new screen and filling out all the tabs. I think I'm done with that, so there's no need for it anymore. My apologies for the annoyance.

Edit: Ruff's screen is now removed. I haven't had a chance to test it at all as I need to eat before I pass out. I'll get to it in a little while, but I think it was a fairly benign change.
 
Also, if you haven't noticed yet, the title of the options screen is "Tab Control" (or something like that).

:lol: How many times have I looked at that screen and never noticed it. Granted, I was focused on rearranging options, but wow. Thanks for the clue-bat! :D

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

Yes, I did as little as possible to clean up the autolog code -- just wanted it working for people to test. A few pages back Ruff and I discussed how it should be fixed. The gist is that the autologger would have an internal-only boolean telling it if it's writing to the log (self.isLogging). The Enabled() calls would really be checking that value along with the individual event option isLogFoo().

Then the check for the master Autolog Enabled setting could be moved into the BugAutologOptions as you suggested. If you want to give it a shot, that'd be great. I'd recommend reading those posts by Ruff and myself and posting how you are thinking about doing it roughly. Then give it a go. :goodjob:
 
Might hold this part back for a subsequent release as I am holding the whole shop up.

I still haven't touched PLE or Building Icons in CDA either, and there are some straggling issues in SF.net that would be nice to address. Clearly we don't have to wait for any of this stuff, it's not like we have to press CDs to put on shelves.

We could certainly ship a few versions. I just don't want to run Alerum ragged with a release every couple of days. Users also won't want to install it that often I don't think. I'm hoping to bang out a bunch of new code this weekend. :)
 
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.

Good! :goodjob:
This morning (in Italy, meaning now) I've updated all the docs files to be next_release-ready, changing all the version numbers in the titles and bodies to the next-release ones (0.16 for BUG and 0.06 for FBUG).

I strongly support your renaming of Flavor Mod, so in the docs' titles, I have modified the official mod name to be "Civilization IV: Beyond the Sword
Unaltered Gameplay Mod – Flavorful Edition" and I've modified the names of the docfiles from FlavorXxx.rtf to FBUGXxx.rtf (for the Bug Mode they are BUGXxx.rtf, so we now have a good uniformity :) ). Of course I've also updated the BUGDir.rtf and FBUGDir.rtf files accordingly.

For the names of the release files, my suggestion is to change them from from "TheBUGMod0_16.xxx" to "BUG_016.xxx" and from "TheFlavorfulBUG0_06.xxx" to "FBUG_006.xxx" ... only my 2 cents, of course :blush:
 
[I've deleted the original text :( so I will try to reproduce it ^_^;]

Ok, I've taken some notes in the previous hours, so now I'm about to share them with you... are you happy? :D

0) [@alerum] The first page of the thread need to be updated with reference to 0.15 release and with some changes to the included mods list (a quick way will be to take info from the IncludedModsVersion.xls file)

1) Do we have to add to the main readme the EF'infos about taking out the WideCitybar? Probably yes...

2) The Tech Window Enhancement mod http://forums.civfanatics.com/showthread.php?t=158636
was in the original list of mods to be included, but then we never spoke about it anymore... it has simply been forgottern or we have opted it out?

3) What about Unit Formations? http://forums.civfanatics.com/showthread.php?t=204073
Have we stated what to do about them?

4) [@ruff_hi] About your Great Person Tech Preferences mod... has it been released as a stand-alone mod? Where can I find some info about it?

5) [@NikNaks] what about Gaurav's GP Mod? If I remember correctly, you've uploaded some file but not resources, because it's big... Do i have to upload them? If yes, where?

6) Anybody knows where may I find a readme (or something like this) for Civ4lerts?

OK, I think that's enough for today... :lol:
 
You repeated 2 ;)
Cammagno said:
5) [@NikNaks] what about Gaurav's GP Mod? If I remember correctly, you've uploaded some file but not resources, because it's big... Do i have to upload them? If yes, where?
I'll upload them now. ;)
 
You repeated 2 ;)
I'll upload them now. ;)


Oh, very good, I like that you are not in USA, and so we can speak without time-lag :D
When you have time, you may also add those additional "unit files" from EA... I can do it, but I don't want to make some mistake, I'm not confortable with "art files" ^^;
 
1) Do we have to add to the main readme the EF'infos about taking out the WideCitybar? Probably yes...

I added a note about it into both Italian and English ReadMe... please check the English one to check the grammar... I'm rather good in translating from English to Italian, but not so good in writing in English... as you probably have already noted :lol
 
2) The Tech Window Enhancement mod http://forums.civfanatics.com/showthread.php?t=158636
was in the original list of mods to be included, but then we never spoke about it anymore... it has simply been forgottern or we have opted it out?

...

4) [@ruff_hi] About your Great Person Tech Preferences mod... has it been released as a stand-alone mod? Where can I find some info about it?
The tech window mod is really quick and easy and should be added. In fact ... I'll do it.

Re the GP Tech Preference - I don't think it has been released. EF did all of the work ... I haven't even looked at the screen yet (didn't have BtS when we were working on this).
 
Now, don't hate me for this ... but are we going to also release versions of this mod for Vanilla (VUG?) and Warlords (WUG?)?
 
Now, don't hate me for this ... but are we going to also release versions of this mod for Vanilla (VUG?) and Warlords (WUG?)?
Well, I would say no; there are already interface mods (yours for example) which serve Vanilla and Warlords just fine.
 
The tech window mod is really quick and easy and should be added. In fact ... I'll do it.

Good :)

Re the GP Tech Preference - I don't think it has been released. EF did all of the work ... I haven't even looked at the screen yet (didn't have BtS when we were working on this).

Ehm... so... why are our docs saying that it's a ruff_hi's mod? :lol:

In any case, if it's an EF's mod, I'll stop asking for a readme... he is already overworked :blush:
I think that we'll do the readmes for his mods later, together with the Changes.rtf and Features.rtf.
 
Now, don't hate me for this ... but are we going to also release versions of this mod for Vanilla (VUG?) and Warlords (WUG?)?

I think not, at least for now...
m4y opinion is: maybe when BUG is completed, we can think about making them, but for now I'll focus on the BtS edition.
Furthermore, some UG mod for previous editions already exist.
 
Now, don't hate me for this ... but are we going to also release versions of this mod for Vanilla (VUG?) and Warlords (WUG?)?

I know I'm not officially in the team, as a mere Beta tester/annoyer. But I really think that, after BUG 1.0 of course, you (we?) should think about it. Ruff's mod had both versions, so why not have VUG and WUG too?
Unless Ruff is willing to maintain his projects by himself... :mischief:
 
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