Questions about The BUG Mod

Do you honestly think that everyone carefully examines every word you've put into this mod?

It's very clearly stated in the BUG Mod End User License Agreement, section 12, paragraph 3, item B under "Rights and Responsibilities":

By installing and using the BUG Mod, you have agreed to read every word in the mod in every language.

Are you saying you haven't done this yet? :eek:

:lol:

I'd be surprised if most people would even get past the first sentence on that one, they'd just figure it was too long and not bother.

I have two ideas that might help with this:

  1. Move the part about the spacing to the top, above all the codes.
  2. Copy that text to the hover for Column Spacing which is much shorter and related.
 
Are you saying you haven't done this yet? :eek:
damn! and I was going to get an early night too.

I have two ideas that might help with this:

  1. Move the part about the spacing to the top, above all the codes.
  2. Copy that text to the hover for Column Spacing which is much shorter and related.
Option II
 
About the specialist stacker in the city screen view: I was used before to the "chevrons" from Ruff_hi, described in the help file (thanks to EmperorFool to have told me it existed :) ); now it seems the "stacker" is used by default. Here is my question: using the "chevrons", it is possible to force a specialist by clicking on + while the governor is used, circling it with a yellow. Using the "stacker" interface, is this same operation possible ? I can't find how. Thanks in advance :)
 
Using the "chevrons", it is possible to force a specialist by clicking on + while the governor is used, circling it with a yellow.

I don't see the yellow highlight around forced specialists (as they are called in the code) as you see with the Default view, but they are in effect.

Using the "stacker" interface, is this same operation possible ?

Same for this method.

I added the highlight to the Stacker view, but that breaks the ability to remove the highlighted specialists. I have no clue why and it's time for bed. Feel free to play around with it by adding the following two blocks of code:

Code:
			for k in range (iCount):
				if (k  >= pHeadSelectedCity.getSpecialistCount(i)):
					szName = "IncresseCitizenBanner" + str((i * 100) + k)					
					screen.addCheckBoxGFC( szName, gc.getSpecialistInfo(i).getTexture(), "", xResolution - (SPECIALIST_AREA_MARGIN + iXShiftVal) - (HorizontalSpacing * k), (yResolution - 282 - (SPECIALIST_ROW_HEIGHT * iYShiftVal)), 30, 30, WidgetTypes.WIDGET_CHANGE_SPECIALIST, i, 1, ButtonStyles.BUTTON_STYLE_LABEL )
					screen.enable( szName, False )
					screen.show( szName )
					
					szName = "IncresseCitizenButton" + str((i * 100) + k)					
					screen.addCheckBoxGFC( szName, "", "", xResolution - (SPECIALIST_AREA_MARGIN + iXShiftVal) - (HorizontalSpacing * k), (yResolution - 282 - (SPECIALIST_ROW_HEIGHT * iYShiftVal)), 30, 30, WidgetTypes.WIDGET_CHANGE_SPECIALIST, i, 1, ButtonStyles.BUTTON_STYLE_LABEL )					
					screen.show( szName )

[B]					szName = "CitizenButtonHighlight" + str((i * 100) + k)
					screen.hide( szName )
[/B]					
				else:
					szName = "DecresseCitizenButton" + str((i * 100) + k)					
					screen.addCheckBoxGFC( szName, gc.getSpecialistInfo(i).getTexture(), "", xResolution - (SPECIALIST_AREA_MARGIN + iXShiftVal) - (HorizontalSpacing * k), (yResolution - 282 - (SPECIALIST_ROW_HEIGHT * iYShiftVal)), 30, 30, WidgetTypes.WIDGET_CHANGE_SPECIALIST, i, -1, ButtonStyles.BUTTON_STYLE_LABEL )
					screen.show( szName )

[B]					szName = "CitizenButtonHighlight" + str((i * 100) + k)
					screen.addDDSGFC( szName, ArtFileMgr.getInterfaceArtInfo("BUTTON_HILITE_SQUARE").getPath(), xResolution - (SPECIALIST_AREA_MARGIN + iXShiftVal) - (HorizontalSpacing * k), (yResolution - 282 - (SPECIALIST_ROW_HEIGHT * iYShiftVal)), 30, 30, WidgetTypes.WIDGET_CHANGE_SPECIALIST, i, -1 )
					if ( pHeadSelectedCity.getForceSpecialistCount(i) > k ):
						screen.show( szName )
					else:
						screen.hide( szName )
[/B]

The Chevron view will be tougher, though it won't suffer from the above problem since you won't need to click the highlighted icons. For example if you have 6 Scientists total (1 + 5), but you have 3 forced, it should show 3 plain and 3 highlighted icons. That will take a bit more work to fix, but it won't be radical.
 
After a few tests, I think I was imagining things... I thought that the forced specialists did not work fine in my last game (first with stacker), but in fact, it looks like they work just fine.

As for showing forced specialists, shall it be changed? I don't know, I think that I could do it with some time; but if I raised an interesting comment then I'm glad to help you :)
 
If we can get the yellow box, maybe that's all we need. IIRC, the hover text on the +/- buttons will tell you how many are forced.

A harder but probably clearer option could be forced stack(s) that have the yellow box and chevrons for their proper count alongside non-forced stack(s) that have chevrons denoting the non-forced count.
 
I edited my post above to include the code I have so far for the Stacker view. The highlighted specialists can no longer be clicked, and I don't see why. I probably missed something obvious in my fatigue.

Even if it can work this way, it overlaps oddly and looks goofy. Another solution is to add specialist icons that have some other type of highlighting to denote being forced, but that breaks mods with new specialist types.

As Dresden pointed out, the hover does say how many are forced, so maybe this isn't worth any more effort.
 
As Dresden pointed out, the hover does say how many are forced, so maybe this isn't worth any more effort.
Never noticed that, thanks a lot for the information ! And it works even with stacker !
Perhaps one should one day write a guide about the CIV interface, with everything that is possible to see/hover/click/keyboard-click/... would be bigger than the Guinness world records book, no? :p
 
Please someone help me!!!!

I would use the BAT and BUG-Mod. I downloaded the SVN file with Tortoise. After downloading, I get this files:

BAT-MOD
branches
BUG MOD
extra stuff
tags
civ4bug.ini
civ4bug.ini.bak

Inside the files are more files, some are the same as in other files. How do I have to install the BAT-mod and the BUG-file. What use have the other files like "extra stuff"? I would play it as a mod, not in my custom asset file.
If I only use the BUG-mod, it works fine. But BAT-mod does not work for me.

Updates via Tortoise (SVN) are made inside the game, right?

Can someone give me a step-to-step instruction to install BAT-mod (SVN) as a mod?



Sorry for my bad English........;)
 
There is one (UNIQUE) unit in the whole game (my mod) which can be built with corn. Is there a way to exclude specific bonus ressources from beeing shown as strategic advantages?

attachment.php
 
There is one (UNIQUE) unit in the whole game (my mod) which can be built with corn. Is there a way to exclude specific bonus ressources from beeing shown as strategic advantages?

I suppose I could add this capability. To do it yourself, modify the init() function in UnitUtil.py. In there it loops over all units adding each resource needed to a set. Just remove Corn at the end of the function.

Note that Ivory is used for only one unit (ok, a normal unit and a UU replacement for it).
 
it must be some form my ethanol powered tank
 
It looks like it's the different colors interacting (<font> tags inside the strings), at least that's my guess. If I change the prefix to "", it lines up fine. Using even blank spaces causes it to shift down as pictured.

So I've removed the prefix and am indenting manually. I have it set to 20 pixels.

Spoiler :
VassalScores.png

I've changed it to 10 pixels and committed.
Back on the scoreboard layout issue, I don't like the simple blank indent for vassals as much as the old dashes so I tried some experimenting. What do you think of this?

1225076583.jpg


Yeah, more bullets; perhaps I have an addiction. :p I like the look and I think I've figured out the spacing problem we had before. If the prefix is wrapped in "<font=2>" ... "</font>" so that the entire thing is the same size as the name, the weird spacing issue seems to go away. So the above was created by doing the following along with setting VASSAL_INDENT to zero:

Code:
							if (playerScore.isVassal() and ScoreOpt.isGroupVassals()):
								if (ScoreOpt.isLeftAlignName()):
									adjustX -= VASSAL_INDENT
								else:
									adjustX = VASSAL_INDENT
								#Dresden: 2 experimental lines added below
								prefix = u"<font=2>%c</font>" % (CyGame().getSymbolID(FontSymbols.BULLET_CHAR))
								value = prefix + value
 
Geez, I didn't even think of the <font> tags, how lame. :cry: Yes, I like the bullets even better than the dashes.

Committed by changing the previous version to use bullets. Thanks!
 
How can I add "new"/other icons to sevopedia traitutil which will be shown at the trait tab of sevopedia? (needed for new leadertraits)

And why is
PHP:
gc.getCommerceInfo(CommerceTypes.COMMERCE_ESPIONAGE).getChar()
not working?


I've got another question to the traitutil:

PHP:
addTrait("FINANCIAL", gc.getCommerceInfo(CommerceTypes.COMMERCE_GOLD).getChar(), "Art/Interface/Buttons/TechTree/Banking.dds")

I don't see the button banking.dds anywhere in sevopedia. What's the reason for this? Same question to all the other traits with their buttons.
 
How can I add "new"/other icons to sevopedia traitutil which will be shown at the trait tab of sevopedia?

This post has the details. BTW, it's the first result when I searched for "trait sevopedia". What did you search for? ;)

And why is
PHP:
gc.getCommerceInfo(CommerceTypes.COMMERCE_ESPIONAGE).getChar()
not working?

Please learn the mantra: Where did you put that code? What error did you get?

I don't see the button banking.dds anywhere in sevopedia. What's the reason for this? Same question to all the other traits with their buttons.

Do you mean you cannot find the original DDS files? They are packaged in Civ4's FPK files. You can find a tool using Google to unpack them so you can check out all the files.
 
:crazyeye:

no! :lol:

PHP:
def init():
	"Performs one-time initialization after the game starts up."
	game = gc.getGame()
	global GENERIC_ICON
	GENERIC_ICON = u"%c" % game.getSymbolID(FontSymbols.MAP_CHAR)
	
	addTrait("AGGRESSIVE", game.getSymbolID(FontSymbols.STRENGTH_CHAR), "Art/Interface/Buttons/Promotions/Combat1.dds")
	addTrait("CHARISMATIC", game.getSymbolID(FontSymbols.HAPPY_CHAR), "Art/Interface/Buttons/TechTree/MassMedia.dds")
	addTrait("CREATIVE", gc.getCommerceInfo(CommerceTypes.COMMERCE_CULTURE).getChar(), "Art/Interface/Buttons/TechTree/Music.dds")
	addTrait("EXPANSIVE", game.getSymbolID(FontSymbols.HEALTHY_CHAR), "Art/Interface/Buttons/Actions/Heal.dds")
	addTrait("FINANCIAL", gc.getCommerceInfo(CommerceTypes.COMMERCE_GOLD).getChar(), "Art/Interface/Buttons/TechTree/Banking.dds")
	addTrait("IMPERIALIST", game.getSymbolID(FontSymbols.OCCUPATION_CHAR), "Art/Interface/Buttons/Actions/FoundCity.dds")
	addTrait("INDUSTRIOUS", gc.getYieldInfo(YieldTypes.YIELD_PRODUCTION).getChar(), "Art/Interface/Buttons/TechTree/Industrialism.dds")
	addTrait("ORGANIZED", game.getSymbolID(FontSymbols.TRADE_CHAR), "Art/Interface/Buttons/Buildings/Courthouse.dds")
	addTrait("PHILOSOPHICAL", game.getSymbolID(FontSymbols.GREAT_PEOPLE_CHAR), "Art/Interface/Buttons/TechTree/Philosophy.dds")
	addTrait("PROTECTIVE", game.getSymbolID(FontSymbols.DEFENSE_CHAR), "Art/Interface/Buttons/Promotions/CityGarrison1.dds")
	addTrait("SPIRITUAL", game.getSymbolID(FontSymbols.RELIGION_CHAR), "Art/Interface/Buttons/TechTree/Meditation.dds")


I've tried COMMERCE_ESPIONAGE instead of COMMERCE_GOLD. This was not working. Python error @sevopedia.


Do you mean you cannot find the original DDS files? They are packaged in Civ4's FPK files. You can find a tool using Google to unpack them so you can check out all the files.

No. I don't know/see the reason for them. I do not see the button at sevopedia. I see the gold symbol, but not the banking icon!
 
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