Is BUG MOD an exploit?

I feel much more like a real leader when using it, because it's like my advisors come and say what I need to know.
 
if you want to have a quote with anal in it.

if civ weren't turn based, it would be a cheat. since it is, it's mostly a timesaver.

"In StarCraft, you had five things to do, and time for two. If you have five things to do, and time for three or four, maybe that's not as good a game? We'll see." quote about starcraft 2
 
It does not give any information you could not obtain through extreme micromanagement. As such, it is not an exploit, rather a massive time saver.
 
Many people here have stated that Bug Mod provides no information not already available. One thing however; is the countdown timer on unhappiness due to events (which may last for a random number of turns) and whipping. I guess if I wrote down what turn i was on, I could keep track of when the unhappiness went away from whipping, but once you whip 2 or 3 pop, that can be very hard to keep track of. And the random number of turns given from some events is never known, without this mod. I still love and use this mod, however; (well, not currently, thanks to 3.17, but hey- only a few days to go!); just wanted to point out that there is some information (whether it should have been included with the game or not) available to you that can not be found elsewhere. (Keep in mind the slavery reminder also tells you how much overflow you get. Ever sit back and do the math on that? THE WHOLE GAME LONG?)
 
You can easily get the countdown of unhappiness from whipping without BUG. Just hover over the whip button in a city: if you're playing at normal speed and it says "1 unhappy face for 16 turns", it clearly means that the actuall whip unhappiness is still here for 6 turns.
 
One thing however; is the countdown timer on unhappiness due to events (which may last for a random number of turns) and whipping.

JujuLautre addressed the issue of seeing the whipping unhappiness counter in the normal game, but I have no idea of this random event counter of which you speak. AFAIK, BUG doesn't have any code related to random events. And I should know. ;)
 
I think that there are indeed some random event which create some "whipping unhappiness"; I think the herbologist event (the one which gives +2 health in the early game) is one of those
 
It does not give any information you could not obtain through extreme micromanagement
this statement adds credence to my proposition. Since few will go through this
"exteme micromanagement" and those that do are offered a respite- it is indeed a mechanic which favors the user- It is like the russians during chess matches in the 70's and 80's offering commerades quick draws so they can save their energy for more important later matches.
 
^^A question to troytheface ( now that (s)he's talking half seriously ):
Why would:
those that do ("extreme micromanagement" ) are offered a respite
in a strategical game?

That is like saying that a chess player is 1337 because he knows how chess watches are made.....
 
not sure what your analogy means, however Chess too is a "strategical game"
(albiet competitive) - Concentration and hours of play can make one take short cuts- make a bad move ect.
 
My analogy is simple... extreme micromanagement ability and game mechanics knowledge is not a measure of skill in a strategical game. A strategical game should be about making a good plan to win and try to make it real , in spite of the other players moves.... OFC that if you have a good plan and you can squeeze some more juice of your orange with some MM trick, it is a good thing, but I know lots of players of strat games that are so obsessive on their MM that sometimes forget to make a master plan and/or to make correct moves. ( iknow atleast one Civ IV player that is quite anal with it's MM but is clearly deficient on making a coherent diplo game, just for a example )

And that is what diferentiate Civ IV from Sim( insert something in here ) , where MM is king and undisputed lord.
 
I think that there are indeed some random event which create some "whipping unhappiness"; I think the herbologist event (the one which gives +2 health in the early game) is one of those

Yes, that is exactly what I was talking about.
 
Yes, that is exactly what I was talking about.

You can still tell easily. I know because I don't have BUG yet (i'm probably going to bother with putting it on soon.).

As he said, just mouse over and see how many turns of unhappiness whipping would cause. If it's more than 10 (normal speed) you know how many by how many turns greater than 10 you see. Granted, this is simple math. The thing BUG really seems to help with is keeping you from having to check cities every turn just to be SURE it's not time to whip yet.
 
The good thing about working as a coder on the BUG mod is that you know the key sequence to guarantee that each hut yields a tech.
 
The good thing about working as a coder on the BUG mod is that you know the key sequence to guarantee that each hut yields a tech.

Are you saying it's actually possible to vary in-game actions to guarantee a tech, or that you know how to code it so that every hut yields a tech? If the former is possible, the forumers would probably benefit to know how ;).

Edit: nevermind.....

I'm keeping the settings that allow the amphibious off of drill I glitch a secret then too.
 
The good thing about working as a coder on the BUG mod is that you know the key sequence to guarantee that each hut yields a tech.

That's supposed to be a secret! :eek: That's it, you can't come in the clubhouse anymore. Next you'll be telling everyone how to win every combat by holding down the shift key when attacking. :mischief:
 
That's supposed to be a secret! :eek: That's it, you can't come in the clubhouse anymore. Next you'll be telling everyone how to win every combat by holding down the shift key when attacking. :mischief:
eeer ... I thought Cam put these in the help doc?
 
:lol: guys, good job showing that this thread is kinda joke as already the name says that you don't change gameplay. If you think it's a cheat anyway, so is CivScale which also changes the interface (amongst other things).


About huts, they always have a percentage depending on the diff level to give you [gold/tech/map/barbs/..] so you'd only have to change this I guess.
 
For fun, once I made a "lucky hut" mod: 19/20 possibilities of getting a tech and 1/20 of getting high gold ( just for the huts give anything after the hut poppable techs are all in ) in all levels except Noble ( I didn't wanted to share my luck with the AI ;) )..... let's say that getting most of the early techs from huts is cool, but it feels kind of cheesy :p
 
extreme micromanagement ability and game mechanics knowledge is not a measure of skill in a strategical game

If this were true of Civ IV then one should be able to automate workers and not worry about which tiles are worked but have an over all plan that is geared on a two prong attack to isloate and vassalize your northern neighbor on Diety.

The good thing about working as a coder on the BUG mod is that you know the key sequence to guarantee that each hut yields a tech

once again supporting my assertion. "the Elite cheat." Attacko
 
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