Dual Install - Is it possible?

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Apr 8, 2009
Messages
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I've recently made a dual install of BUG 4.0. One of them I installed as a standalone mod and merged it with BBAI and the other I installed in the CustomAssets folder. I was able to run them both, the problem is that I started to have some issues, like commands not working properly and bugged diplo screen. Was that just bad luck/ bad install or it is really impossible to have a double install of BUG?

I'd be unable to provide more specific information because I uninstalled the two copies and reinstalled it only in CustomAssets when I saw they were not working well. It is working perfectly now.
 
Did you use Python files from BBAI with the merged version? The only issue is that the BUG installed-as-mod would see the BUG-installed-as-CustomAssets unless you change NoCustomAssets to 1 in "BUG Mod 4.0.ini". Otherwise there should be no issues since the files in CustomAssets would be exact copies of those in the Mods folder.
 
Did you use Python files from BBAI with the merged version?
I installed both Mods normally and then followed the instructions from the Better AI subforum. This part, to be specific:
If you installed BUG 3.5 as a standalone Mod and want to install Better AI to the same place:
Spoiler :
Note: <BUG Mod folder> refers to wherever BUG was installed.
  1. Copy the two Python files AIAutoPlay.py and ChangePlayer.py from Better AI to <BUG Mod folder>/Assets/Python/Contrib/. The remaining Better AI Python files are unnecessary with BUG and can be safely ignored.
  2. Copy CvGameCoreDLL.dll from Better AI to <BUG Mod folder>/Assets/.
  3. Copy all Better AI XML files to their proper locations in <BUG Mod folder>/Assets/XML/.
  4. Create a new text file called BetterAI.xml in <BUG Mod folder>/Assets/Config/. This text file should contain the following:
    Code:
    <?xml version="1.0" encoding="ISO-8859-1" ?>
    <mod id="BetterAI" 
    	 name="BetterAI" 
    	 url="http://forums.civfanatics.com/forumdisplay.php?f=245">
    	 
    	<events module="AIAutoPlay" />
    	<events module="ChangePlayer" />
    </mod>
  5. Backup the current <BUG Mod folder>/Assets/Config/init.xml file to someplace safe outside of <BUG Mod folder>/Assets/.
  6. Now open the <BUG Mod folder>/Assets/Config/init.xml file with a text editor such as notepad and add the following line at the end of the Mods Section:
    Code:
    	<load mod="BetterAI"/>
    That part of the file should now something look like this, with the added line highlighted in blue.
    Code:
    	<load mod="Unit Naming"/>
    	<load mod="FavoriteCivicDetector"/>
    	[COLOR="Blue"]<load mod="BetterAI"/>[/COLOR]
    	
    	
    	<!-- Options Screens -->
  7. You're done. Better AI has now been merged with your BUG Mod.
When you launch a BUG Mod game, the Better AI changes will be in effect too.
The only XML file from BBAI I didn't copy was the one refering to the Events (I don't recall its name right now, but it had the same name as the one in the BUG folder). I kept the one from BUG.


The only issue is that the BUG installed-as-mod would see the BUG-installed-as-CustomAssets unless you change NoCustomAssets to 1 in "BUG Mod 4.0.ini". Otherwise there should be no issues since the files in CustomAssets would be exact copies of those in the Mods folder.

The funny thing is that the BUG installed as a standalone mod worked just fine, I had problems with the one installed in CustomAssets. :dunno:
 
I installed both Mods normally and then followed the instructions from the Better AI subforum.

Yes, that is the correct procedure. The thing that won't work is the AIAutoPlay shortcuts due to how the CustomAssets folder is handled by BUG. I have a fix for this in the SVN that will go out with the next release.

The funny thing is that the BUG installed as a standalone mod worked just fine, I had problems with the one installed in CustomAssets. :dunno:

Well now, this is very strange. BUG in CustomAssets should not see BUG installed as a mod. How exactly did it fail?
 
Well now, this is very strange. BUG in CustomAssets should not see BUG installed as a mod. How exactly did it fail?

When negotiating in the diplo screen I tried to change the ammount of gold in a certain deal. I rewrote how much I wanted (both sides - mine and the AIs') and clicked ok (enter or whatever) and it didn't recognize what I did. It simply removed the gold from the deal.
 
I don't think you can specify gold on both sides of the deal, can you? That wouldn't make sense.

"I'll give you 500 and you give me 300."​
 
I don't think you can specify gold on both sides of the deal, can you? That wouldn't make sense.

"I'll give you 500 and you give me 300."​

No, you can't, but you can right click how much they offered and type a different ammount (provided they have it). In this particular case I was trying to ask Cyrus for 1 :gold: to get a peace treaty. Then I tested in other saves and the problem remained: I was unable to work with the gold.
 
I read my last post again and I don't think I expressed myself clearly. What happened exactly was this:

-I started to negotiate a trade with an AI:
Spoiler :
Civ4ScreenShot0005-2.jpg

-I right clicked the gold to edit it:
Spoiler :
Civ4ScreenShot0006-2.jpg

Until now, everything worked just as it is supposed to, but when I clicked ok, I got this:
Spoiler :
Civ4ScreenShot0007-2.jpg
 
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