I did do what you suggested but for some reason the Sevopedia still does not work even after the restart. The thing is also that you have to go to the BUG Options menu to turn on everything every time you play a new game. Better to have options "on" and let players turn off what they do not use.
From what you are telling me, it sounds like none of your BUG settings are being saved when you quit the game. (The settings are meant to be persistent. You should only have to set them once.) I think I know what the problem is. Let me guess: You're running Windows 7, and you have K-Mod installed somewhere inside the
Program Files directory, or
Program Files (x86).
If this is the case, then the problem is that Civ 4 requires admin access just to update the config files. I can think of two ways to fix the problem. Either run K-Mod as an administrator. Or install K-Mod somewhere outside of Program Files.
[edit]
Here's a better way to fix the problem: you should have a directory called \Documents\My Games\Beyond the Sword. (That's where the CivilizationIV.ini lives.) Inside that folder, create a new directory: \Documents\My Games\Beyond the Sword\K-Mod\Settings. If that settings folder exists, K-Mod will store its config files there instead of inside the usual K-Mod directory; and this should solve the problem.
I think I'll see if I can just tell K-Mod to create that folder in the first place so that people don't have to worry about this stuff.
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To run as an administrator, right-click your Civ4 shortcut and select run as admin. Or if you want it to do it every time, select properties -> advanced -> and then there's a checkbox called run as admin.
I don't have this problem on my computer, because I install all my games to C:\games; not to C:\program files. So the games don't need admin access to change their files.
Anyway, let me know if I was right about the cause of the problem.
Highwayhoss said:
Sometimes, when I move a unit and it stops for any reason then unit is no longer highlighted....an annoyance to be sure but still a problem.
I haven't been able to reproduce this problem. When I move a unit, if it still has movement points left then it stays selected; if it has no movement points left then it deselects. That's normal, right? But you said
stops for any reason.. I can't think of many other reasons why they would stop, but tested moving a unit into the an unseen blockage in the fog-of-war so that the unit stops before reaching its destination -- The unit stayed selected as expected. Do you have any other information that would help me find the problem?
While testing that other stuff, I did notice something interesting though: if one tries to move a unit past an unseen enemy, when the enemy comes into view the game will simply change the path that your unit is taking so that you go around the enemy (if possible). This is usually fine, but in some cases it can cause your unit to just move back-and-forth until it runs out of moves. (It goes forward, sees the enemy, goes backwards, loses sight of the enemy, goes forward; and so on until it runs out of moves.)
This is an original BtS problem, but I think I can fix it. What I have in mind is to change the move mechanics so that after a unit is moved, the path to the destination is recalculated immediately and if the new path is longer then the old path then the move order should be canceled. What do you think?