BUFFY Feedback

Greetings, from a Buffy fan 8)

I am running Buffy 3.19.003 and here are two information reporting concerns:

... 1) In combat log, privateer nationality is listed in initial odds to win line.
... 2) On exit autosave, the default filename includes civs not yet contacted (ala MapFinder format).

This could be exploited in XotM games (ie basing decisions on information player is not entitled to have).

Also, I wish there was a button in city screen to return all specialists/tiles to citizen status, so the whole pool could be reassigned from scratch, instead of the long painful task of clicking tiles and/or minus repeatedly.
 
1) In combat log, privateer nationality is listed in initial odds to win line.

Fixed in latest BUG. It will go into next BUFFY. Good catch. :goodjob:

2) On exit autosave, the default filename includes civs not yet contacted (ala MapFinder format).

Here's the code that creates the save file name:

Spoiler getSaveFileName() :
Code:
def getSaveFileName(pathName):
	if pathName:
		activePlayer = PlayerUtil.getActivePlayer()
		if not MapFinder.isActive() and options.isUsePlayerName():
			fileName = activePlayer.getName()
			turnYear = CyGameTextMgr().getTimeStr(gc.getGame().getGameTurn(), False)
			fileName += '_' + turnYear.replace(" ", "-")
		else:
			objLeaderHead = gc.getLeaderHeadInfo (activePlayer.getLeaderType()).getText()
			
			game = gc.getGame()
			map = gc.getMap()
			
			difficulty = gc.getHandicapInfo(activePlayer.getHandicapType()).getText()
			mapType = os.path.basename(map.getMapScriptName())
			mapSize = gc.getWorldInfo(map.getWorldSize()).getText()
			mapClimate = gc.getClimateInfo(map.getClimate()).getText()
			mapLevel = gc.getSeaLevelInfo(map.getSeaLevel()).getText()
			era = gc.getEraInfo(game.getStartEra()).getText()
			speed = gc.getGameSpeedInfo(game.getGameSpeedType()).getText()
			turnYear = CyGameTextMgr().getTimeStr(game.getGameTurn(), False)
			turnYear = turnYear.replace(" ", "-")
			turnYear = turnYear.replace(",", "-")

			fileName = objLeaderHead[0:3]
			fileName += '_' + difficulty[0:3]
			fileName += '_' + mapSize[0:3]
			fileName += '_' + mapType[0:3]
			fileName += '_' + speed[0:3]
			fileName += '_' + era[0:3]
			fileName += '_' + turnYear
			fileName += '_' + mapClimate[0:3]
			fileName += '_' + mapLevel[0:3]

		fileName = BugPath.join(pathName, fileName)
		baseFileName = CvUtil.convertToStr(fileName)
		fileName = CvUtil.convertToStr(fileName + '_' + time.strftime("%b-%d-%Y_%H-%M-%S"))

		return (fileName, baseFileName)
The only thing player-related is your leader's name. Everything else relates to the map and game settings. Can you please post a filename that you got that does this? Maybe there's some other code doing a save I'm not aware of.

Also, I wish there was a button in city screen to return all specialists/tiles to citizen status.

Good idea. Maybe two buttons (or three): one near the tiles to remove all worked tiles and another near the specialists to remove all specialists (all going to citizens as you said). If they are close to each other, wouldn't need a third button for resetting all citizens.

Any ideas for the "all" button. For the two in the area I can reuse the cancel (red circle with line through it), but for reset all it would need to be different or no one will know what it does.
 
EmperorFool said:
Can you please post a filename that you got that does this? Maybe there's some other code doing a save I'm not aware of.
RE: filename - NOT a bug.
LOL, thanks for the code ... this was pure coincidence.
When I turned this on, I had leaders with similar names to map settings.
I'll be laughing at this one for awhile 8)

EmperorFool said:
Maybe two buttons (or three): one near the tiles to remove all worked tiles and another near the specialists to remove all specialists (all going to citizens as you said). If they are close to each other, wouldn't need a third button for resetting all citizens.
RE: citizen reset button
... Here is a three button layout idea. You could use the cancel (red circle with line through it) for all three.
Spoiler :
Perhaps one above Spy Specialist and the other aligned with Citizen Specialist next to tile layout.
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I just love BUFFY, it has definetely shortened my learning curve.... (just not enough yet)

RE: specialist citizens

Another thought, I know I am admitting to laziness and/or stupidity, but I sometimes have issues with changing specialists, especially when we have 'free' specialists.:confused:

Is it possible to make 'free' specialist somehow different, so that we know that they are free? For example, a different coloured outline of the specialist icon......
 
one thin I found extremely annoying is when I never want to have a some specialists to be assigned, but happy to leave everything else to governor.

If there have been some way to say no priests or no spy or no artist in this city, would be nice.
 
Please tell us what you think of BUFFY
As the HoF mod before, it cannot find my documents folder and therefore I cannot participate in the SGOTM or submit an ordinary game of the month. Note: this is not a Vista issue, it was the same on my XP system.

The latest version of Buffy won't open an autolog file either. Previous versions did.
 
@Ribannah - Does your Windows user name have any non-Latin characters (accents, umlauts, etc) in it? This causes Civ4 to get confused even though Python can handle them fine.
 
Thanks for BUFFY, it has many indispensible features. I tried a Bts religious victory for hte first time and I noticed that the BUFFY features seems to oversimplify the vote schedule, leading to misinformation. Evidently, when there was no proposition to vote on, nothing happened on the scheduled turn. This apparently leads to a repeat the ensuing turn. This goes on about 4 turns at which time, if there still hasn't been anything to vote for, the AP leader is again voted on and the entire cycle repeats itself.

Not sure this is fixable, and I like the RV feature in BUFFY, but it sure would be more helpful if BUFFY had it completely right.

:)
 
The vote schedule information provided by BUFFY uses system functions ... so any error in the information displayed is a Civ4 bug and not a BUFFY / BUG bug.

I thought if there was nothing to vote for, the vote is skipped and the next vote depends on the vote cycle (not next turn).
 
Ruff_Hi,

We may have found a minor issue with Buffy in our SGOTM test game. Hammer decay at Normal speed for units begins after the unit has been in the queue for 10 turns. Buffy says that it is also 10 turns at Epic speed, but our testing showed that this isn't the case.
 
thx Mitchum. That is an EF addition to BUG / BUFFY ... actually, I think it is in the dll (ie BULL). Can you post an error report in the appropriate thread (see my sig).
 
thx Mitchum. That is an EF addition to BUG / BUFFY ... actually, I think it is in the dll (ie BULL). Can you post an error report in the appropriate thread (see my sig).

24 minutes to answer my bug? You're slowing down these days... ;)

I'll post a bug in the BULL thread. Or should I post a bull in the BUG thread? :crazyeye:

By the way, after using BUFFY, it's hard to go back to playing Vanilla without it. Thanks!!
 
By the way, after using BUFFY, it's hard to go back to playing Vanilla without it. Thanks!!
You can always use BUG or BAT if you don't want the HOF overhead of BUFFY :).
 
You can always use BUG or BAT if you don't want the HOF overhead of BUFFY :).

I think Mitchum was referring to Vanilla as in not Warlords/BTS, but I might be wrong.

In any case, I investigated this when I added the feature, and I didn't see any scaling with respect to game speed. Have you checked for sure and seen no decay of a unit after 10 turns on epic speed? I'll check it out this weekend or maybe tonight.
 
I think Mitchum was referring to Vanilla as in not Warlords/BTS, but I might be wrong.

In any case, I investigated this when I added the feature, and I didn't see any scaling with respect to game speed. Have you checked for sure and seen no decay of a unit after 10 turns on epic speed? I'll check it out this weekend or maybe tonight.

I just confirmed the behavior. I started a random Epic game. I built a warrior for 2 turns, putting 6 hammers into it (6/22).

T2 - Switch build to barracks while keeping warrior in queue
T8 - Buffy warning: You will lose 1:hammers: in 5 turns
T12 - Buffy warning: You will lose 1:hammers: this turn (warrior 6/22)
T13 - Buffy warning: You will lose 1:hammers: this turn (warrior still 6/22)
T17 - Buffy warning: You will lose 1:hammers: this turn (warrior still 6/22)
T18 - Buffy warning: You will lose 1:hammers: this turn (warrior 5/22)

So it appears that the decay occurred after 15 turns, not 10 as Buffy warned. I did not test the decay for buildings or at a speed other than Epic.
 
I think Mitchum was referring to Vanilla as in not Warlords/BTS, but I might be wrong.
No - I think you are right. I read Mitch's vanilla as meaning vanilla BtS. Is there any other game other than BtS for Civ4? (don't answer that - being sarcastic).
Not for GOTMs. :(
Yeah - I know. But at least now you can use the goodness that is BUG/BULL in HOF games. BUFFY is BUG/BULL with some slight HOF changes. However, it is on a slower update cycle given the nature of the HOF, GOTM, etc type play. The flip side is that you don't get the little bugs that BUG introduces due to its bleed'n edge nature. :crazyeye:
 
Looks like when I added this feature I only checked to make sure that the amount of decay wasn't affected by the game speed (which it isn't--I just checked again), but lo and behold the turns before decay are affected. I have fixed it and will commit shortly. I probably won't get to test it until this weekend though.

The fix is easy enough; I just need to check that the calculation is not off by one turn.
 
Looks like when I added this feature I only checked to make sure that the amount of decay wasn't affected by the game speed (which it isn't--I just checked again), but lo and behold the turns before decay are affected. I have fixed it and will commit shortly. I probably won't get to test it until this weekend though.

The fix is easy enough; I just need to check that the calculation is not off by one turn.

The BUG/BULL/BAT/BUFFY team hard at work. Thanks guys!!
 
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