BUG 3.6 Is Stunning

Wow, surprised how many people don't dotmap.

The funny thing is, I was resistant to it at first. But I'm glad I started, as it makes it less effort to do things like send out the warriors to guard my city sites while the settlers approach them. Plus it gives me a more visual idea of things like overlap -- i mean, even when just using signs (it was all i used to do), and all the more so with the new tool.
 
I think it depends on how one's brain works. I tend to be at my best when I can visualize my thoughts - which makes dotmaps an obvious tool for me.
 
I like to Dot map cities that are going in heavily jungled or forested terrain. seems to make it easier to work out where the Banana's are
 
I like planning out my empire in advance. It helps me to use most of the land available even if I don't put them in a rigid grid anymore (a relic from civ 3). I also use it before I invade another civ to see what cities I should keep and if I can "relocate" some to use the land better. I even find it pretty.
 
lol I'd slap anyone who bought me a Mac. Still, a PC desktop computer that can run Civ4 is not expensive, if you want to get another computer. :D
 
Dot maps are really nice in SG's as, unless you know the people you are playing with well, not all the SG participants are remotely on the same page mentally :lol:

As for the bug messages about other civs founding towns, It's not secret info. Just open trade with a Civ and you'll see all their non capital towns up for parlay (just mouse over the towns to see why they won;t give them to you :))

Cheers!
-Liq
 
Awww! Now I really have to get it, but I just started the Hammurabi game!
 
I dot-map to sketch out roughly where my early cities will go and often after the event if cities are unplanned or taken from an AI will draw the BFC in to make sure I don't waste tiles in the BFC and don't build unnecessary improvements outside them. I got to getting them slap bang where the AI was settling before I gave up IV for Civ III, where there is no option to draw on the map at all and consequently I get frustrated when I accidentally build something in the wrong place...
 
The thing i was surprised in BUG3.6 it does inform when rivals found cities.

Others have addressed this pretty well so far, but to be clear BUG checks that you can trade something that will allow you to open the trade window. Once you can, you see the city founding messages. They are not shown if the rival is a vassal of another rival. It will show you messages for your vassals--even though you can't see the list in the trade window--because you can see them on-screen.

I have used bug for 2 games now, and I hate it when the alerts are wrong :mad:
+ it's not well translated in french

Are the events themselves incorrect, or only their French translations? There are some cases I'd like to clean up with events. For example, if you trade for a new resource during your turn, cities that become happy from it don't fire their alerts until after your turn. Now that I can intercept trade deals, I can fix these.

As for the French translations, they're all from the original Civ4lerts code. We would love to have someone translate for us, and it's really easy if you speak the language. As Cammagno (Italian) or The Doc (German) how long it takes if you're interested, or just post in the Translators thread in the BUG forum. :)

Sigh... I want a PC, but I have a Mac desktop and my parents just bought me a Macbook.

Why should that stop you? Just grab the ZIP package of BUG and unpack it yourself. AFAIK, BUG should work on Macs.

Awww! Now I really have to get it, but I just started the Hammurabi game!

You can install BUG using the single-player install method (default) and use it with your existing games. Yes, you must restart Civ for it to take effect. :cry:
 
Are the events themselves incorrect, or only their French translations? There are some cases I'd like to clean up with events. For example, if you trade for a new resource during your turn, cities that become happy from it don't fire their alerts until after your turn. Now that I can intercept trade deals, I can fix these.
I have had really incorrect alerts.
Like XXX would sign peace while XXX doesn't even talk to me yet.
I think this is the biggest error I have seen, but it's painful when you're waiting for the guy to submit to your power, you see the alert "joy!" click on his name to see ... nothing. He won't talk.
I have seen errors on the "would trade" alerts too. But I'm not positive I didn't trade something in the middle of my turn, that would make it a clean up problem.
As for the French translations, they're all from the original Civ4lerts code. We would love to have someone translate for us, and it's really easy if you speak the language. As Cammagno (Italian) or The Doc (German) how long it takes if you're interested, or just post in the Translators thread in the BUG forum. :)

If you want a translator, I'll check my agenda.
Maybe sometime in july:mischief:.


You can install BUG using the single-player install method (default) and use it with your existing games. Yes, you must restart Civ for it to take effect. :cry:
I think this method is actually a problem if you're playing HoF or GotM games.
 
Cabert, I have a similar problem - "foo has been pacified," "foo has become happy/healthy," and "foo has shrunk to size x" messages for cities where that was definitely not the case. The latter two types of problems even predate BUG 3.6 (the foo-has-been-pacified message is new to BUG 3.6 as such).
 
Like XXX would sign peace while XXX doesn't even talk to me yet.

This is a limitation of Civ, I'm afraid. The function to tell if an AI refuses to talk is not exposed to Python. In the BUG DLL (BULL) I have exposed the function, and these alerts work correctly. To be fair, the alert is correct since the desire to capitulate or sign a peace treaty is separate from the desire to talk (oddly). If they bother you, just turn them off.

I have seen errors on the "would trade" alerts too.

Yes, these are of the type I mentioned above. You trade Writing, making Alphabet available (with No Tech Brokering on), but you only get the alert on the next round. It's on my list to fix these by checking more frequently in response to things that would change the conditions, but I've been busy with new features. ;)

I think this method (single-player install) is actually a problem if you're playing HoF or GotM games.

If you need single-player install, just change the INI files for the mods you play (such as HOF) to set NoCustomAssets to 1. Unfortunately, this removes the ability to use BlueMarble with HOF. There's nothing we can do about this, though. We give you the options at least. :)

Cabert, I have a similar problem - "foo has been pacified," "foo has become happy/healthy," and "foo has shrunk to size x" messages for cities where that was definitely not the case.

The pacified city alert definitely has a bug. I've gotten the alert for a city I founded a few turns prior. Hopefully I can find and fix that problem soon.

The other two are most likely a result of what I mentioned above. If you whip a city, you'll be told it shrunk on the next turn. If you trade for a new resource, you'll get the happy/healthy alert on the next turn. This is suboptimal, and I'll see what I can do to address the issue.

Thanks for all the feedback everyone (positive and negative). Good constructive criticism tells me where to apply the knife. :D
 
I had another problem, probably graphic, in my capital.
I couldn't see nor select the units, the buttons for rushing weren't available.
I stopped playing there and can't tell you more.

If I could use the mod in combination with the HoF mod I would.
the whip counter, the visual tools for GG et GP are great.
 
First game using bug mod:

Spoiler :
Civ4ScreenShot0128.jpg
 
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