BUFFY & HOF Mod Releases

As in ... the enemy has a worker that is protected by a (say) warrior and you attack the tile with a tank? Is that what you are saying?

Or is the warrior and worker on different tiles?

Different tiles.
I'm saying you can attack a city with a chariot, then also take a worker outside the city. Same turn, same unit. That is not possible in .003
 
He's meaning different tiles, so i. e. Worker 1 tile, unit 1N, first move onto the Worker tile and capture the Worker, then move 1N and kill the unit. This is not possible in the original CIV, if a unit captures a Worker it cannot attack any unit anymore (not sure if it can capture a 2nd Worker but I guess no) .
 
Is BUG even being developed anymore?

I feel a little strange that we're asked to test the new BUFFY, we then report issues and don't even get a response...
There isn't a lot of active development now. The problem is that we thought we were taking a stable BUG etc and just adding the Buffy specifics to it (which is what we were expecting to be tested) but you guys are finding loads of bugs which we don't neccesarily have the people / ability to fix :sad:

I have a question regarding the Espionage-victory btw. : I believe either NZ or Denniz mentioned that BUFFY checks whether a spread culture mission was performed, but that manual checks aren't a choice in any case. Does the HoF staff at least check which victory condition a game was won by or does that get automatically extracted i. e. ? Because if it isn't manually checked, someone could simply play a 2000 BC AP win, perform 1 spread culture mission and get an Espionage-Victory by that ^^ .
Yes it checks what type of victory has been recorded by the game.
 
There isn't a lot of active development now. The problem is that we thought we were taking a stable BUG etc and just adding the Buffy specifics to it (which is what we were expecting to be tested) but you guys are finding loads of bugs which we don't neccesarily have the people / ability to fix :sad:

Idk. how much work this is, but would it maybe be possible to release a "BUFFY .004c" that is BUFFY .003 but has the espionage-screen from BUFFY .004, shows the hidden diplomacy modifiers (discussable) and which can check for Espionage-Victories?

I actually need none of the newer features of BUG, but the Espionage-part is necessary and the Espionage-screen + the hidden modifiers were my two main reasons why I pushed a new BUFFY. Leaving everything else the same but just adding those things would have the advantage of not altering the competition. We then should compile a list of known bugs like the culture-exploit i. e. because it's fair towards newer players.
 
I have a weird bug with BUFFY .004b (see upper right corner) :



[EDIT]

Tabbing out of the game and into it again solves the bug.
 
Please always show the whipping tick marks. The tick marks do not show until whipping is possible. However, I want to see see how many turns must pass until whipping can be done. I also want to be able to change what citizens work and how that affects the # turns until whipping is possible. Again, the whipping tick marks have to be shown in order to do this. Finally, I'm not talking about using a high contrast color for the tick marks like Seraiel mentioned, but please make that change too.
 
Please always show the whipping tick marks. The tick marks do not show until whipping is possible. However, I want to see see how many turns must pass until whipping can be done. I also want to be able to change what citizens work and how that affects the # turns until whipping is possible. Again, the whipping tick marks have to be shown in order to do this. Finally, I'm not talking about using a high contrast color for the tick marks like Seraiel mentioned, but please make that change too.

You guys just don't get it. 99% of your requests should be going to bug/bat/bull. This update is to fix culture victories, not to fine tune the interface.
 
ruff_hi and I believe also lemon merchant follow this thread shulec. The bigger problem is that emperor_fool doesn't seem to be active on CFC anymore so it's not clear if there will be any future developement at all on BUG / BULL. This is why I already proposed to create BUFFY .004c in the way to take most things from BUFFY .003 but to integrate the good developements that happened 'til .004, so mainly the Espionage-screen, the possibility to differentiate espionage-games from traditional cultural ones and I asked ruff_hi if it would be possible to integrate the possibility to show the hidden diplomatic attitudes in the new (hopefully final) version aswell.

My last status was that ruff_hi tried to find a BUG / BULL version so old, that it'd be possible to simply add the code for the hidden modifiers (and maybe make some minimalistic changes like changing the color of the tick-marks or showing them also before an actual whip is possible) , so it's basically the HoF staff that has to make a move, because the best possible solution thereby is the one from Noble_Zarkon who proposed a BUFFY .004c that is basically version .003 but with the newly developed Espionage screen, and it also could be that Denniz or someone else still has the BUG-version that was used for BUFFY .003 and if he could give it to ruff_hi then ruff_hi could try to add the code for the hidden diplomatic modifiers, allowing Denniz to create that new BUFFY .004c which I already described, so BUFFY .003 + Espionage-screen + hidden modifiers = BUFFY .004c (= now plz immediately ^^ :joke: ) .
 
BUFFY .003 + Espionage-screen + Espionage victory + hidden modifiers = BUFFY .004c
Is there any other new feature that people would actually want? I would be interested in feedback on that. I have discussed options with Denniz but it would be helpful to know other people's perspective.
 
I like how 2 workers can pre-chop a forest and both stop, but not a necessary feature for me since I'm so used to stopping my workers manually.
 
I like how 2 workers can pre-chop a forest and both stop, but not a necessary feature for me since I'm so used to stopping my workers manually.

I've not played much with BUFFY since I've been busy with GOTM and BUG games, but this is a feature I'd like to see included. Not a huge deal as it's not very often I have more than one worker chopping, but it would be nice to have them stop.

The main thing is to get it updated with the recent BUG, so that the extra info is shown, like hidden modifiers, espionage, and war status, and of course the new espionage victory condition.

What new changes would be dropped if you went this route? The new tile improvement info and all those circles; anything else?

About that attack + capture worker that WT mentioned, I noticed the same thing in a BUG game. A unit could even capture two workers if they were next to each other (but in this case I don't think it attacked first, as it would be out of moves in enemy territory).
 
I was going to ask for a feature (for the pop-ups when you hover over building in the city screen to show build dates to find out when the culture doubles), but in my first BUFFY .004 game I noticed the feature was already there. Well done for reading my mind in advance! :thumbsup:
 
Actually, there is one more 'feature' I'd like. Make it more stable, please.

I've played with normal BUG now for weeks, and the game hasn't crashed once. Go back to BUFFY (.003 in this case), and first time I try to load a map, the game crashes to desktop. This happens from time to time, and there is a difference in the stability between BUG and BUFFY. Don't know why, but there is something that makes the BUFFY version less stable.
 
You guys just don't get it. 99% of your requests should be going to bug/bat/bull. This update is to fix culture victories, not to fine tune the interface.

I never used Bug/Bat/Bull. My issues are with BUFFY 004b. This is the BUFFY and HOF mod release thread. Where is the thread we should be using to report BUFFY mod bugs?

I would like to add to the complaint about mounted units being able to attack a military unit and then capture a worker as though they have the Blitz promotion when they don't (using BUFFY 004b):

Not only is that apparently true, but mounted units appear to be able to attack two military unit, one per movement point. Again, all mounted units appear to have been given an implicit blitz promotion far earlier than when an explicit Blitz promotion should actually be possible. This is definitely an exploit. I have refrained from using it, until the HOF staff has commented on whether or not they consider it legal to use. If not legal, when can we expect it will be fixed.
 
A couple of times per game, the interface gets stuck with the active unit being the last unit completely moved and does not advance to the next unit that has not yet finished its movement. What is the easy way to get out of this non-advancing unit mode? I have resorted to saving the game, exiting BtS and restarting the game with the just completed save. I have read the in game manual and BUFFY to no avail. This has happened to me in both BUFFY 004 and 004b.
 
It has been at least 5 yrs since I coded that part of BUG and IIRC, we used a call to the game engine to tell us the whip cost. That we we didn't have to bother about dry whips, wonder whips, multipliers, etc (the game did it).

I doubt that this info is going to be available if you are not in slavery.

In other words ... don't hold your breath. Doubly so given the lack of current BUG progress :D.
 
A couple of times per game, the interface gets stuck with the active unit being the last unit completely moved and does not advance to the next unit that has not yet finished its movement. What is the easy way to get out of this non-advancing unit mode?
Select a unit that has already moved and skip that unit's turn. A quick way to skip a selected unit's turn is to press the Spacebar key. Doing so will cause a check to occur to see if it is the last unit with movement points available.


I have read the in game manual and BUFFY to no avail. This has happened to me in both BUFFY 004 and 004b.
It's an issue with BUFFY 003, as well, so while it's very annoying, it wasn't introduced by the changes of going to 004 or higher.
 
It has been at least 5 yrs since I coded that part of BUG and IIRC, we used a call to the game engine to tell us the whip cost. That we we didn't have to bother about dry whips, wonder whips, multipliers, etc (the game did it).

I doubt that this info is going to be available if you are not in slavery.
Hovering over the whip button shows the population cost for whips even when you are not in slavery, so I think the info should be available somehow. But possibly not the same way it is currently coded.
 
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