Bug Reporting

A player of the Dune Wars mod (which is built on top of BUG) has made the following suggestion: if the user settings directory used to exist, but no longer exists, BUG should recreate the directory. Today, it gives many messages at startup indicating the directory cannot be found.

See this link and following posts for discussion.

We have done some improvements to make it easier for Vista / Windows 7 users to play mods with BUG. Many users do not have write permission to their Program Files directory and therefore BUG cannot write ini files there. BUG will check to see if a directory My Documents/My Games/Beyond The Sword/<modname>/UserSettings exists, and if so it will use that directory instead. Today, this works because we are also using an updated installer from phungus420 which creates the UserSettings directory and populates it with initial files.

The problem comes if for some reason, the user deletes My Games or a subdirectory and it no longer exists.

Is it easy for BUG to create this directory? Can you think of anything which could go wrong as a result?
 
It's easy to create directories. The only problem is that BUG has a list of locations it will check for the UserSettings folder. If it finds one, it uses it. I would need to recode it to also check that it can write to each of those folders. If they all fail to be found/writable, BUG would then need to pick a location to create a new UserSettings folder.

I'll take a look at the code and see how difficult it's going to be to rework it.
 
PLE options are gone (latest stock BUG svn):

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oh dear - what a complete tragedy. I've created a branch as I work on the unit plot list - I might have posted to the 'true' SVN but I don't think so.

Edit: I've changed how the BUG options work re PLE and Vanilla so you might need to update your options selections. I added a 3rd option (BUG) so that I can jump between the 3 as we work on the BUG version.
 
I don't know if this is being cause by BUG, or is a general Civ4 problem:

In the CDA (any list) you can't interact with your newest city. The info for that city populates in the CDA properly, but clicking on it does not allow you to interact with the city. However, you can use the actual city icon on the far left to jump to that city and do things as normal from the city screen.

Please note, I don't mean your youngest city, but your newest city. So, if you have
- Rome 4000 BC
- Persepolis 4000 BC (captured 3500 BC)
- Pisae 3600 BC

Then Persepolis is the one you can't interact with, as it is the last city to come under your control.

I think this is probably a general Civ4 bug, as I can't see how the changes made by BUG would cause this to occur. But, I'm not at all sure.
 
I also don't see how the CDA could affect this. When you click on a city, it selects it via normal Civ4 function. Do you see the build queue and buttons appear at the bottom of the screen? Does it matter if you sort the list so that the youngest city is not the bottom in the list? Have you tried this on normal Civ4 without BUG?
 
Well, what about my problem? I cannot get any PLE listing back. I've tried all 3 options as you can see on the screenshots (I even also tried to delete the .ini file first):

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Well, what about my problem? I cannot get any PLE listing back. I've tried all 3 options as you can see on the screenshots (I even also tried to delete the .ini file first):
You will not see those buttons for Vanilla or BUG. Try selecting PLE and 'check / uncheck' the 'show filter' option. It could be that I didn't set the screen to dirty or something like that when I put in the drop down.

I tried this last night with SVN BUG and got it to work straight off.
 
BULL build 112. "Actual building effects" incorrect for the industrial park (and perhaps other buildings that generate :yuck:) being built in a city with a recycling center. The game correctly removed the +2:yuck: (yellow outline in screenshot below) from the description, but the "actual" from BULL doesn't recognize the situation.

"Actual effects" when building a recycling center seem to be fine.
 

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BULL build 112. "Actual building effects" incorrect for the industrial park (and perhaps other buildings that generate :yuck:) being built in a city with a recycling center.

Fixed in r113.
 
The industrial park will still cause -2:yuck: even in the presence of a recycling center (from the coal & oil). R113 doesn't show any :yuck:.

Really? So the RC only removes :yuck: caused directly by the building? I'll have to dig into the SDK then and double-check all :yuck: sources.

Edit: You're correct. Also :yuck: from power is unaffected by an RC.

Edit2: I also fixed a related error. It wasn't counting all of the sources of building bad health for the RC (there are four, it counted one). Hopefully this will complete the support for CvBuildingInfo.isBuildingOnlyHealth().

Edit3: These fixes are in r114.
 
Really? So the RC only removes :yuck: caused directly by the building? I'll have to dig into the SDK then and double-check all :yuck: sources.

Edit: You're correct. Also :yuck: from power is unaffected by an RC.

Edit2: I also fixed a related error. It wasn't counting all of the sources of building bad health for the RC (there are four, it counted one). Hopefully this will complete the support for CvBuildingInfo.isBuildingOnlyHealth().

Edit3: These fixes are in r114.

I was going to remind you of the power situation as well. Confused me when I first started playing (which hopefully BULL will clear up for newcomers). BULL does a nice job with power / power plants / Three Gorges etc., but I imagine most have all of that built before a recycling center is even available, so it may have gone unnoticed.

Something else non-related just came to mind as well. Using the stacker specialists (which is probably irrelevant) from BUG the "actual" effects of removing a specialist show up as double negatives. For example, removing a scientist in a city looks like --3:science:. Just thought I'd bring it up while you're poking around the code.

EDIT: Bad example. Issue affects :espionage: & :culture: headings. So you'll see something like --3:culture: when attempting to remove an artist. (You may want to check them all). I imagine in these cases the number really is negative, but you have it set to print to the screen as a negative as well.
 
The "actual" effects of removing a specialist show up as double negatives.

It was a bug in the code that displays commerce effects when they are negative whole numbers. It is fixed in r115.
 
r114: So not only does the recycling center not negate power bad health, a factory still gives +4 unhealth (coal and oil) too?
I had already forgotten. It's been a while since I played that far.
 
r114: So not only does the recycling center not negate power bad health, a factory still gives +4 unhealth (coal and oil) too?

Correct. The +2/+4 from (dirty) power and the +2 from Coal/Oil are not counted as "building bad health" but enumerated separately. Thus they are not affected by a Recycling Center. The four sources of building bad health (all negated by Recycling Center) are

  • The building type: CvBuildingInfo.getHealth()
  • The building type's area effect: CvBuildingInfo.getAreaHealth()
  • The city's extra health for the building class
  • The player's extra health for the building type
Modding Idea: A building or technology that introduces Air Scrubbing to reduces :yuck: from Coal/Oil and other resources by 50% (from +2 to +1) for all buildings.
 
I had been using BUG version 3.2ish for over a year, when I discovered there was a version 4.2 out. So I uninstalled 3.whatever in Control Panel and then installed 4.2 (chose the first install option.) Now I get this screen (see attachment) when pressing CTRL-ALT-O, and it doesn't seem like BUG is loaded at all. What did I do wrong? Halp! :) BUG makes Civ so much more intuitive, I feel lost without it...
 

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BUG hasn't used a centralized "BUG Mod.ini" file for quite some time (over a year). Were you loading an old save or starting a new game? Did the installer warn you about files in the CustomAssets folder? Did you let it rename the folder?
 
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