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Buffy 005 launched - try it out with 3 new Gauntlets!

Discussion in 'Civ4 - Hall of Fame Discussion' started by Noble Zarkon, Jun 8, 2018.

  1. Noble Zarkon

    Noble Zarkon Elite Quattromaster - Monarch (BTS) Moderator Hall of Fame Staff Supporter GOTM Staff

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    Following a lot of hard work we are delighted to announce the launch of the new Buffy 005 mod, this updates BUG and BULL to the latest stable versions and will be the last major update to BUFFY.

    If you installed a beta or pre-release version of 005 please note there have been some minor changes to the final version so please delete the old Mod folder, download this version and re-install.

    The change logs for the new version are linked below but the main enhancements are:-
    1. All AI attitude modifiers are now shown including those previously hidden.

    2. A better Espionage screen with much more detail.

    3. Integration of the Espionage victory identifier code - no longer need a special version for Culture / Espionage games.

    We will continue to accept games played in 003 and 004b until the 24th July as long as they were started before today
    . (nb: GOTM will continue to use 003 for the next few months).

    To celebrate the launch we have 3 new gauntlets starting which will give you a few opportunities to try out the new mod!

    ** New Gauntlets Starting **

    G-Minor 232 - Conquest, Zulu, Warlord, Ancient, Standard, Epic, Pangaea,

    G-Major 158 - Score, Inca, Immortal, Ancient, Tiny, Marathon, Big and Small - High Score Wins!

    G-Major 159 - Cultural, Arabia, Monarch, Ancient, Standard, Normal, Hemispheres

     
    Last edited: Jan 10, 2020
  2. Noble Zarkon

    Noble Zarkon Elite Quattromaster - Monarch (BTS) Moderator Hall of Fame Staff Supporter GOTM Staff

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    Here are the change logs for the new versions:-

    Spoiler BUG 4.3 & 4.4 Changes :

    Code:
    BUG 4.4 released May 17th, 2010
    
    CHANGES
    
    New Features:
    
    - BUG Plot List (Unit Icons)
        Completely rewritten code significantly speeds up drawing icons of large unit stacks
    - Resource Deals
        Resource icons in active import/export columns on the RESOURCES tab of the Foreign Advisor
        show the full deal they belong to and can be clicked to cancel the deal [BULL]
    
    Improvements:
    
    - Production Queue
        Items that have hammers invested already are drawn in cyan (projects only work with BULL)
    - Customizable Domestic Advisor
        Added Draft Anger column
    - Great Person Tech Prefs
        Added headings and limited Current and Future techs to those that can be researched
    - Unit Naming
        Can use multiple counters for a single naming code
    - Civ4lerts
        Worst Enemy alerts show the old enemy along with the new one
    - BUG Button
        Added option to hide the button and moved it slightly left
    - Translations
        Added several improved Spanish translations by Gerard
    
    Bug Fixes:
    
    - Random Events
        Fixed culture-level checking in Partisans random event; event is now possible on 3.19 and above
    - Unit Naming
        Civilization name code uses adjective as described in hover help as opposed to noun form (English vs. England)
    - Worst Enemy
        Fixed check in games with multiple players on a team
        Alert ignores human teams instead of AIs
    - Civ4lerts
        City-related, Worst Enemy, and Refuses to Talk alerts work for each player in Hot Seat games
        Worst Enemy and Refuses to Talk alerts work with AI AutoPlay
        Worst Enemy alert not shown when team is killed (was showing no-name team)
    - Combat Log
        Actual owner of hidden nationality units is not exposed
    - Options Screen
        Fixed options that were not being saved and/or could only turn off
    - Foreign Advisor
        INFO tab shows correct modifier total, including visible values from Show Hidden Attitude mod when active
    
    Merged Mods:
    
    - Unofficial Patch
        Updated to release version 1.50
    
    
    MODDING
    
        *** Important: See "Removed EntryPoints Modules" below ***
    
    New Features:
    
    - BugUtil
        Added export(), exportFunction(), extend(), and extendFunction() for injecting functions into EntryPoints modules
    - Configuration
        Added <export> and <extend> XML elements that call exportFunction() and extendFunction() respectively
    - BugData
        New API for storing data in CyGame's script data that is 100% compatible with SdToolKit
    
    Improvements:
    
    - Simplified Initialization
        BugInit.init() alone guards against being called twice
        CyGame.isFinalInitialized() used to check if Civ4 is ready
    - Removed EntryPoints Modules
        CvAppInterface, CvDiplomacyInterface, CvOptionsScreenCallbackInterface, and CvRandomEventInterface
        If your mod needs to add code to any of these modules, use <export> and <extend> or use the original BTS modules as a base
    - PlayerUtil
        players() and teams() now accept active parameter that restrict to players/teams that can become active
    
    Bug Fixes:
    
    - Better Espionage
        Removed unused EspionageEventManager
    - AttitudeUtil
        Limits Worst Enemy checks to teams that are alive
    - BugUtil Logging
        Unicode encoding errors are caught and ignored in log()
    - Options
        Unsaved options use TYPE_MAP to convert to correct real type (bool/int/etc) when setting
        <option> key defaults to id if inside <options> so they are saved to the INI file
    - Initialization
        BUG now tells BULL that it has been initialized so BULL can query for options
    
    
    ____________________________________________________________________________________________________
    BUG 4.3 released February 16th, 2010
    
    CHANGES
    
    New Features:
    
    - Main Interface
        Can choose from three sizes for the build/action buttons
        Added a button to bring up the BUG Options Screen (top left)
    - Espionage Advisor
        New layout shows EPs spent against you and icons for passive missions
        Can swap cities and missions lists to see cost in each city for a single mission
        New GLANCE-style tab shows EPs spending on and by each rival you've met
    - Technology Chooser
        Added color-coded shadow denoting each technology's era
    - BUFFY
        Barbarian Uprising events require Priesthood
    
    Improvements:
    
    - Main Interface
        Unit Plot drawing improvements (pre-work only at the moment)
    - Great Person Bar
        Added city's total GP/Turn to hover.
    - City Screen
        Can select which tiles to count in Raw Yields when Civ starts
    - Foreign Advisor
        Can select how to display attitudes: numbers, smilies, or both
        Shows technologies that you cannot trade to rivals
    - Technology Chooser
        Added hover to GP Research icons showing the preferred order
    - Unit Naming
        Unnamed initial units are named when you found your capital
        Units from tribal villages (goody huts) are named
        Random names can now be mixed with other naming codes or static text
    - Reminders
        Saved for all players in multiplayer games [BULL]
    
    Bug Fixes:
    
    - Strategy Layer
        Fixed random crash on Windows Vista/7
    - City Screen
        Happiness and unhappiness are shown for foreign cities
        Whip/Draft Anger is shown for teammates' cities
        Raw Yields now adds Trade Routes to commerce total when Fractional Trade is off, hides fractions when on
    - Team Games
        WHEOOH works correctly and won't check if a rival will DoW on your teammates or theirs
        Worst Enemy no longer shown for humans' teammates
    - Multiplayer OOS Errors
        Changed random "polling error" on F8:MEMBERS tab to use asynchronous RNG
        Changed random unit name generator to use asynchronous RNG
    - Scoreboard
        You can always see how many cities your teammates have
    - Unit Naming
        Phonetic and Greek naming codes now start at first element (alpha)
        Domain code (^dm^) uses translated description (Water) instead of XML key (DOMAIN_WATER)
    
    MODDING
    
    New Features:
    
    - BUFFY
        Merged BUFFY code into BUG so there's one code repository
    
    Improvements:
    
    - Translation
        Split CIV4GameText XML files for Options into individual files matching the Config folder
    - BugEventManager
        Added addPopupHandlers() that takes the name and functions as parameters instead of a single tuple
    - Configuration
        Added a warning when you specify a key for an <option> or <list> that is outside an <options> or <section> element
    - DllUtil
        widget() now accepts an existing WidgetType as the first parameter when you only need the data values to vary
    
    Bug Fixes:
    
    - BugPath
        Added safeDebugPath() and safeInfoPath() to safely log paths that might contain non-Latin characters


    Spoiler BULL 1.2 Changes :



    Spoiler Unofficial Patch 1.5 change log :

    - CvCityAI::AI_buildingValueThreshold - Fixed bug causing AI cities to over value buildings which unlock specialists in many circumstances when picking what to build
    - CyInfoInterface2 - Fixed issue with "getHappiness" for improvements (thanks NotSoGood)
    - CvPlayer::canFound - Changed handling of founding on water tiles so that Python callback has final say if it is turned on
    - CvPlayer::removeBuildingClass - Fixed issue with removing buildings when building class was maxed out for some mods (thanks EF)
    - CvPlot::doImprovement - Minor efficiency improvement for existing game speed scaling fix
    - CvPlot::doImprovment & CvPlot::doFeature - Now scale accoding to getVictoryDelayPercent, which is more appropriate
    - CvUnitAI::AI_specialSeaTransportMissionary - Fixed minor bug in valuation for executives
    - CvPlayerAI::AI_targetGold - Fixed bug causing AI to not bother with budgeting for expenses for first 40 turns of scenarios and advanced start games
    - CvCity::init - Reverted to standard BTS code where floodplains are removed when a city is founded
    - CvCity::kill - Replace floodplain after city is destroyed
    - CvTeam::doTurn - Added barbarian passive tech fix from Mongoose SDK
    - CvPlayerAI::AI_changePeacetimeTradeValue and CvPlayerAI::AI_changePeacetimeGrantValue - AIs you haven't met yet will no longer get angry at you for trading with their worst enemy (thanks Sephi)
    - CvPlayerAI::AI_getStrategyHash - Fixed several bugs where player ID was used where team ID was intended
    - CvPlayerAI::AI_targetCityValue - Fixed issues with valuation of cities with inactive world wonders, multi-holy-cities
    - CvCity - Added function getNumActiveWorldWonders()
    - CvPlayerAI::AI_commerceWeight - Improved valuation of generating culture in human player cities when culture bar is > 50% (ie, player probably going for cultural victory)
    - CyInfoInterface1 - Added missing CvUnitInfo::isOnlyDefensive (thanks Afforess)
    - CvCityAI::AI_calculateCulturePressure and CvCityAI::AI_playerCloseness - Fixed incorrect usage of getID() (thanks denev)
    - CvPlayerAI::AI_foundValue - Added missing division for iClaimThrehsold (thanks denev)
    - CvTeam::shareCounters - Fixed bug causing inappropriate overflow research and effectively free techs when forming a Permanent Alliance
    - CIV4GameText_Events_BTS.xml - Fixed Italian translation for TXT_KEY_EVENTTRIGGER_MOTOR_OIL and usage of Amun-Re (thanks jsbrigo)
    - Popup.py - Fixed X versus iX in addPythonButtonXY(), and (maybe) fixed reference to non-existent variable in addTitleData() (thanks EF)
    - CvCity::getProductionModifier (three versions of this function) - Changed to allow mods to create negative production modifiers (thanks NotSoGood)
    - CvUnit::rangeStrike - Fixed bug with determining if can range strike, and potential OOS from range strikes (thanks God-Emperor)
    - CvUnit::canRangeStrikeAt - Added check for whether target plot is visible (thanks God-Emperor)
     
    Last edited: Jun 11, 2018
  3. Noble Zarkon

    Noble Zarkon Elite Quattromaster - Monarch (BTS) Moderator Hall of Fame Staff Supporter GOTM Staff

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    Known Issues
    1. Formatting of various Mapfinder error messages is incorrect.

    2. Python errors when Mapfinder unable to regenerate map.

    3. Incorrect text shown when limit of 3 missionaries reached under Organised Religion - says "Requires Monastery".
    We hope to have a 005a version issued towards the end of the year to fix these issues.
     
    Last edited: Jun 9, 2018
  4. Noble Zarkon

    Noble Zarkon Elite Quattromaster - Monarch (BTS) Moderator Hall of Fame Staff Supporter GOTM Staff

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    Many thanks to:-
    • the BUG and BULL teams for their excellent work

    • @Lemon Merchant for her support and assistance

    • @Denniz for coding and compiling the DLL

    • the HOF players who tracked down bugs

    • and especially to @lymond without whose persistence we would never have got here!
     
    Last edited: Jun 9, 2018
  5. Noble Zarkon

    Noble Zarkon Elite Quattromaster - Monarch (BTS) Moderator Hall of Fame Staff Supporter GOTM Staff

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    If you have any issues please raise them here in this thread, please ensure you have carried out the recommended actions on the Mod page before posting here.
     
    Last edited: Jun 9, 2018
  6. WastinTime

    WastinTime Deity Supporter

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    Might be nice to have more detail here. While everything else falls under 'unaltered gameplay' (like interface changes), this mod does alter play.
    Not in the major ways some mods purposely change gameplay, but this mod fixes 'bugs'. Put in quotes because it's what the Unofficial Patch team considers a bug. And there's one 'bug' they fixed which BUFFY un-fixes, correct?
    There could be other AI behavior changes. Could make for some exciting surprises!
     
  7. Noble Zarkon

    Noble Zarkon Elite Quattromaster - Monarch (BTS) Moderator Hall of Fame Staff Supporter GOTM Staff

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    Correct yes! Will look out their patch notes and link them.
     
  8. SittinDown

    SittinDown Prince

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    trying it out this afternoon. it was crashing on me a lot more than .003, or .004b. I'll keep playing around with it. Anyone else seeing less stability?
     
  9. lymond

    lymond Rise Up! (Phoenix Style!) Hall of Fame Staff

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    Not at all. Actually 005 should be more stable and perform a lot better. They did rewrite the code for PLE (Plot List Enhancements) as it was a major hog in 003. However, you still might want to turn it off like I did in 003.
     
  10. Tonny

    Tonny King

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    005 crashes everytime when I start a 2nd game.
     
  11. Noble Zarkon

    Noble Zarkon Elite Quattromaster - Monarch (BTS) Moderator Hall of Fame Staff Supporter GOTM Staff

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    Strange - I've not had a crash with any version of Buffy for years.

    Can you turn on logging in your ini file and see what is produced?

    Code:
    ; Enable the logging system
    LoggingEnabled = 1
    
    ; Enable synchronization logging
    SynchLog = 0
    
    ; Overwrite old network and message logs
    OverwriteLogs = 1
    
    ; Enable rand event logging
    RandLog = 1
    
    ; Enable message logging
    MessageLog = 1
    
     
    Last edited: Jun 11, 2018
  12. Noble Zarkon

    Noble Zarkon Elite Quattromaster - Monarch (BTS) Moderator Hall of Fame Staff Supporter GOTM Staff

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    I've added the Unofficial Patch change log, note I was mistaken - it was a BUG change we reverted.
     
    Last edited: Jun 11, 2018
  13. Tonny

    Tonny King

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    @NobleZarkon
    I will check it tonight
     
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  14. WastinTime

    WastinTime Deity Supporter

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    Is that everything changed since the last BUFFY? You listed changes from UP 1.4 to UP 1.5. Was 1.4 in BUFFY 003? Change logs here
     
    Last edited: Jun 11, 2018
  15. Noble Zarkon

    Noble Zarkon Elite Quattromaster - Monarch (BTS) Moderator Hall of Fame Staff Supporter GOTM Staff

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  16. WastinTime

    WastinTime Deity Supporter

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    The worker capture 'bug' was introduced in v1.1, so that would mean version 1.0 was in BUFFY 003.
     
  17. Noble Zarkon

    Noble Zarkon Elite Quattromaster - Monarch (BTS) Moderator Hall of Fame Staff Supporter GOTM Staff

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    So it was, I got myself a bit confused lol!
     
  18. Tonny

    Tonny King

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    @Noble Zarkon
    I turned on logging and started BtS.
    First I started a new custom game and played for 6 turns. Made a starting save and an ending save. Then I went back to the main menu and started a second custom game. The game crashes when it is initializing.
    Where in the log files do I need to look?
     
  19. lymond

    lymond Rise Up! (Phoenix Style!) Hall of Fame Staff

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    Just to be clear, is this something you do manually or are you using the mod options to auto-generate the saves
     
  20. Tonny

    Tonny King

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    I'm doing this manually. I've set the autosaves at each turn that go the autosaves folder.
     

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