Bug mod is not a cheat, it's just something to help people have a more fun play experience.
I like alt+M a lot.
I also like the GP bar - GP are so cruicial to the game and I don't want to accidentally find out I popped the wrong GP from the wrong city
I also like the fact that I get a warning before a city becomes unhappy.
I also get notified as soon as someone I know discovers alphabet.
I sometimes find uses for the expanded city advisor (f1 screen).
@Dirk: I really like the features in your mod (especially pre-chop), but unfortunately I haven't had the chance to play with it much as I have only played immortal university games lately, but I do wish pre-chopping would be integrated to BUG.
One of the features I requested for the BUG mod is to add a warning when an opponent has enough on their hands. It's such a vital information and it is a bit annoying to open the diplomacy screen every turn to check for it. Unfortunately it didn't make it to version 2.3.
Same here, i only have played games from the forums lately and i can't use it then. If you're warring heavily in the modern age sending units repeatedly to the same tile with one keystroke is great also.
It would be great to have the "enough" message nicely listed. This is very difficult though, i haven't specifally searched for this myself but i've glanced over the mod forums and through the python code repeatedly some time ago and i'm fairly sure this hasn't been solved yet.
Probably somewhat simplifying here, the games consists of 4 layers:
- XML
- Python
- SDK
- Information that lies even deeper probably in the executable itself or in files
i don't know.
The first 3 layers are up for modding but the fourth isn't. For example it's sure that the pathfinding algorithm that calculates the fastest path for units lies in the fourth level and can't be modded. Of course there was an ingenious modder (12 Monkeys iirc) who wrote his own pathfinder algorithm and implemented it but that's a different story.
I'm not totally sure where the code for the "enough" warning resides. I do know from the mod forums that there isn't too much code in the diplomacy screen that can be modded. So it's probably that this code also lies beyond our reach in the fourth level.
But i may be wrong and if an expert from the mod forums proves me wrong i'd love to have a go at it, i fear it's a blind alley though.
Finally on forest chopping, there's a trick that makes it a bit easier without any mod: at the end of the turn find one worker which is doing something, press alt and click on the remove actions button of the worker. In this case all the workers stop their current activity. Probably well known but fairly new to me and alot better than finding every worker that's chopping.