BTS Unaltered Gameplay Project

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@cam - The tech window, IIRC, was already in BTS is why we didn't add it. Not the big window, but the small one redesigned. Will update the Front Page tonight, isa, if not saturday. Unit Formations are a yes to adding, but will be a bear merging with the EDA/EDU mod.

As for VUG/WUG I really think we need to finish this one before we move on.;) Besides, the other UGs out there are really very good, and I don't see how much more we can add to them.

Feedback I have a favor to ask... Since none of us have time for SGs, but that's our target audience, would you mind adding a BUG tag to your sig?:)
 
That's a good idea. If possible let's try and keep them in the formations they'd be in during the real life of the unit. ie- Spearman in a Phalanx formation.
 
Feedback I have a favor to ask... Since none of us have time for SGs, but that's our target audience, would you mind adding a BUG tag to your sig?:)

After all this hard work you did to make my SG play easier and more enjoyable, it's the least I can do for you. Check it out! :thumbsup:
 
@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"

Cheers. I'll try getting it directly off the SVN. That also makes it a lot easier to stay updated :king:

EDIT: I get an error message when I try to checkout via the SVN -

Code:
 Error * PROPFIND request failed on '/viewvc/civ4bug/BUG%20Mod/CustomAssets' PROPFIND of '/viewvc/civ4bug/BUG%20Mod/CustomAssets': 301 Moved (https://civ4bug.svn.sourceforge.net)
 
@NikNaks

I've seen that you have uploaded a lot of unit arts :goodjob:
From which mod do they come from?
I'm so surprised of how much work has been done by the community in the "flavor" area...
 
Also I need some help with compling Hints & Tips.

Here are a few to start you off:

1. Use Alt-S to make sticky notes. These have tons of uses:
  • Indicate future tile plans (e.g., desired city locations, which hills you want to mine or windmill, etc.).
  • Indicate which national wonders you want to build in each city, etc.
  • Keep track of slavery unhappiness this way, since there is no counter to remind you when each unhappiness point will expire. Each time you whip, add a sign near the city that says, for example, "+1 happy on turn 157."
  • Add signs to remind you when a peace treaty will expire.
  • If you're going to add a new city between existing developed ones, indicate in advance which tiles you want that new city to use. That makes it easier to re-assign all the tiles after the new city automatically steals tiles from all its neighbors.
2. If a tile is in the fat cross of two different cities, then you can change its ownership by clicking on that tile from the chosen city screen. (If I only had a nickel for every time I see this mentioned in a thread and then someone immediately responding with "Wow! I didn't know that!").

3. To optimize worker usage: If it will take your worker an even number of turns (or multiple of 3, for a Fast Worker) to get to a tile without a forest/jungle/hill where you want to build an improvement, then stop one tile short, spend 1 turn on whatever future improvement (or road) you think you might build there, and then cancel the action (using the keyboard, hit <\> to get the focus back on that worker, then <backspace> to cancel).

4. For safer exploration with scouts or chariots (at the cost of slower long-term speed), you can move one space onto a tile without forest/jungle/hill and then skip turn.

5. Be aware that in BtS, citizens often switch automatically to tiles with newly finished improvements, even when all automation is turned off. If you want to catch this, then set a reminder (Alt-M) like "check citizens outside Athens" to go off when the improvement is finished.

6. You can rename units or cities just by clicking on them. This can be a real time saver. For example, if you rename your cities according to purpose like "War Machine," "GP Farm," etc., you will be able to work more from the popups without having to go to city screens as much. Or rename your units according to planned function like "Garrison," "Recon," etc. That will help you recognize units faster without having to look at their promotions/xp to remember who they are.
 
1) Be nice to your mother
2) Remember to go outside ... sunlight is good for you
3) Hate the Romans - play Civ4
Love the Romans - play Civ4
Don't care about the Romans - play Civ4
4) Cancel All Worker Orders: Select 1 worker with orders, hold down the Alt Key and cancel orders
5) There is no hint contained in this hint
6) No animals were harmed in the making of this game
 
No mod in partcular. I've gathered them from the four corners of CFC ;).

Wonderful!

So... what about "Flavor Units Art Mod v1.0 (by NikNaks93)" ? ^_-


There are some problems with them, though, as I had to cancel when Tortoise stopped. I'll fix it in the morning.

Ok :)
So I'll wait to update the FBUGDir.rtf... this means... free time to watch 4400, yeah! :lol:
 
2. If a tile is in the fat cross of two different cities, then you can change its ownership by clicking on that tile from the chosen city screen. (If I only had a nickel for every time I see this mentioned in a thread and then someone immediately responding with "Wow! I didn't know that!").

Here's a virtual nickel for you, wow! I didn't know that! :lol:

Seriously, that's a great tip... :goodjob:

QFM
 
Hi , I just read all 27 pages of this thread. It's interesting to read you guys develop this thing. As a player, thanks for all the work.

But I cant get it to work. I got the ColorUtil.py file, but where does it go?

Where do I find SNV, and is there still a problem as Nials reported?
 
Hi , I just read all 27 pages of this thread. It's interesting to read you guys develop this thing. As a player, thanks for all the work. But I cant get it to work. I got the ColorUtil.py file, but where does it go?

The last beta release, 0.15, comes with a working zip file, so ColorUtil.py doesn't need to be added manually.
You can download it from the BUG site on SourceForge:
https://sourceforge.net/projects/civ4bug

Where do I find SNV, and is there still a problem as Nials reported?

You can download TortoiseSVN directly from SourceForge; using it you'll always have the last files, even the internal released ones.
I don't know the reason of the error reported by Nials, but it works perfectly for me.
 
After all this hard work you did to make my SG play easier and more enjoyable, it's the least I can do for you. Check it out! :thumbsup:

Sweet. Thanks bro.;)

jray, thanks for all the great tips. Expect to see them in there.:)

Wow, alot of units there. All of them are just overlays for units in the game, and not new units, correct? Is really big... I'm at 85 megs already and it's still going.
 
I get an error message when I try to checkout via the SVN

I wrote up the instructions in this post. Make sure you have the correct URL.

https://civ4bug.svn.sourceforge.net/svnroot/civ4bug/BUG Mod

You should be able to paste that URL into your browser and see the source tree: BUG Documentation, CustomAssets, BUG Mod.ini.

Ket was getting that exact same error, and his problem was that he had a malformed URL. The visible text link above (and in the instructions) is truncated with "..." in the middle by the forum, so make sure to right-click the link and select "Copy Link Location". Or you can go to the SF.net page (see my sig) and grab the URL from there.
 
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).

Originally you had said you wanted to do this. I tried to just help out with the helper class to calculate the GP tech preferences, but I couldn't resist adding the icons to the screen. :blush: I felt kinda bad that maybe I discouraged you from building the more complete icon grid you had come up with. :(

I would still love to see an expanded (new page on F6) version of it. Until then, I try to write up some docs on it and the other changes I've made. DOcs are important, and I'll have more free time this weekend.

Edit: And no, I haven't released anything on its own. I suppose I could package it up, but that's low priority at the moment. I suppose it would be pretty easy to just pull out the options-checking code and upload the mod -- just two files at that point.
 
0.15 problem: autolog not logging events
 
0.15 problem: autolog not logging events

By "events" I hope you meant BtS Events and Quests because I haven't implemented that feature yet -- just the option to prepare for its inclusion.

If this isn't what you mean, do you mean that it isn't logging anything?
 
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