Questions about The BUG Mod

I replaced the CvGameCoreDLL.dll file with the copy from the "Backup before Dresden" folder, and reinstalled the HOF mod. I can start a new game from the Custom Game menu when I am running the HOF mod (Lock Modified Assets was already checked as a default), but I get a "not valid for HOF use" warning.

The Unofficial Patch installs some XML and Python files as well to the Assets subfolders. In each subfolder where it does this, it has a backup_before_dresden_0.21 folder to contain the originals. You'd need to replace all the originals over the new ones and delete those backup folders.

It seems like the best solution might be to uninstall and reinstall BtS using the official patches, then install BUG and HOF and try it again.

Yes, this is the surefire solution.
 
The Unofficial Patch installs some XML and Python files as well to the Assets subfolders. In each subfolder where it does this, it has a backup_before_dresden_0.21 folder to contain the originals. You'd need to replace all the originals over the new ones and delete those backup folders.

Ah! That was it. I hadn't noticed all the backups in the subfolders. I replaced all the current files with the pre-Dresden versions and I can load either a Custom Game or GOTM save in HOF without problems.

Thanks very much!
 
What exactly does BAT add that's not in BUG?

BAT adds new building, unit, and leaderhead graphics to BUG. BUG is all about improving the interface and information availability with new and tweaked screens. BAT is all about making the map prettier and more immersive.
 
Guys, I'm just curious, there's an isColor python exception in RevDCM, was it also in BUG3.6? It's coming from the unit naming component, I didn't check if it's part of BUG or not.
It's related to a None type option checking.
Do you per chance know a fix for it?

Thanks,
avain
 
Guys, I'm just curious, there's an isColor python exception in RevDCM, was it also in BUG3.6? It's coming from the unit naming component, I didn't check if it's part of BUG or not.
I searched for 'isColor' and we don't use that anywhere in our code.
 
The Option class in BugOptions has isColor() for testing if the option is a color type, but Unit Naming doesn't use colors for any of its options, so it shouldn't be asking about that. If you give us the full stack trace printed with the exception (screenshot or log), I can at least give the RevDCM team an idea of where to look and also ensure it's not a BUG issue.
 
I bet I know:

Code:
...
			<option id="Combat_NAVAL" key="CombatNAVAL" 
					type="string" default="DEFAULT"/>
			<option id="Combat_RECON" key="CombatRECON" 
					type="string" default="DEFAULT"/>
			<option id="Combat_SIEGE" key="CombatSIEGE" 
					type="string" default="DEFAULT"/>
      [B]<!--RevolutionDCM - add new combat types here or get python isColor error-->[/B]
      <option id="Combat_SPY" key="CombatSPY"
				type="string" default="DEFAULT"/>
...

Avain, I'll wager a donut you've added new unit combat types and not placed the info pertaining to them in the Unit Naming.xml file found in the config folder.
 
A new question (once again :p )

Are there some functions which could be easily disabled in python? (like, by commenting some lines) I'd like to poke a little bit with BUG to see if I can speed it - it definitely makes my CIV slower - because there are just some functions in it I do not use (PLE, unit naming and autolog to name a few); and I believe that just disabling them in the options screen will not suffice.

-- edit: I just remember the thread about merging betterAI with BUG and found that init.xml file in the config folder, with lots of
<load mod="Better Espionage"/>
<load mod="All Eras Dawn of Man Screen"/>
<load mod="TechWindow"/>
Could it be a way ?
 
@JujuLautre - Yes, commenting out those <load> elements would do what you want. As for the slowdown, PLE is really the only culprit. If you turn off Autologger, it really will take no more time than not loading it in the first time--nothing you could ever clock with your eyes. Civ4 already fires all the events that Autologger listens to, and if it's disabled, all it costs is a simple check of a boolean value. The same applies to Unit Naming.

The slowdown on PLE is the drawing of all the extra graphics. If you disable PLE but leave on the mission tags, GG indicator, upgrade indicator, etc., it will run just as slow as with PLE.
 
Thanks for that EF. Though I do not understand your last statement: are you talking about disabling some PLE parts but not others ? Like, disable in python or something ?

If you saw it, forget that piece about the starting menu, I was just out of my mind :p

Oh well, I'll try what I can, thanks for your help :)
 
Thanks for that EF. Though I do not understand your last statement: are you talking about disabling some PLE parts but not others ? Like, disable in python or something ?

There are options in the Plot List screen to disable the various adornments that appear on each unit's icon. Some were added by PLE and some by BUG, but Ruff ported them all to show up on the non-PLE version of the plot list. You can disable them in both PLE or normal mode.

At this point, I believe the only things available only in PLE are the filters, view mode (stacked, row, etc), promo and upgrade view, and the movement bar. Only the movement bar would cause a slowdown because it involves extra graphics. You can turn it off in PLE of course. ;)
 
I'm playing whit BAT 1.2, what should I do to tray Blue Marble?

This is the answer I get from the BM forum, if it can be useful:

"I do not know the mods you play, so cannot tell exactly if these are compatible. The BM terrain is made and installed as "CustomAssets (CustomArt)" in the user data area, so it should be compatible with all mods that do not disable CustomAssets (like "FFH" does) or use other terrain sets (like "Afterword" does). One exception from this is the BM space art for "Final Frontier" that I had to install in the original BtS program directory because of limitations of the Civ4 mod engine. In cases where mod creators explicitly disable regular CustomAssets the ones from BM (and others) are not used. In these cases you can copy/rename the BM assets manually into your mod folder, like I explained above for FFH (the BM installer shows path and filename of all modified files when you click on "List Affected Files")."

Thanx for any reply
 
I'm playing whit BAT 1.2, what should I do to tray Blue Marble?

Simply install BM and go. BAT 1.2 dropped the custom terrain from Improved Graphics 2.0 that BAT 1.1 had, so BM's terrain should come through now. If it doesn't, open "BAT Mod 1.2.ini" in the root of the "BAT Mod 1.2" folder and change NoCustomAssets to 0 if it's 1.
 
I want to play a pitboss game with the BUG mod. So i installed BUG 3.6 as mod on my server. I start the PB game and all works normal on the server. All the players start the game with BUG as mod, but no player can log in. I also cannot log in with my computer within the network. We always have the "time out" message. No firewall active on the server. All other PB games work normally.
Where is my mistake?

btw. sorry for my bad english
 
I haven't tried PitBoss before. Can you please explain briefly how it differs from a regular network game?

No worries about the language. I understood you fine.
 
Are you running multiple pitboss instances on the server? If so, I'd suspect the connecting players didn't set their port info correctly.

To the best of my knowledge, BUG doesn't change anything in the network code. And Pitboss is just a regular multiplayer game with a really slow timer. If it was a problem with BUG, you should see a "wrong mod loaded" message from the server, not a timeout error.

Just to test, I made a bug3.6 pitboss game and connected fine (and the ctrl+alt+O BUG options screen loads), so it works for me.
 
Yes, I'm running multiple PB games. Maybe you're right with the port. I'll check that.

Edit: I have it checked now. It was not a wrong port. But it is also not an BUG-mod error. I cannot host any mod or scenario. Only the standard games run well. And i have no idea, where the error(s) is/are located.

Edit2: I got the solution at the German Civforum. Since i load the PB-games with the "Alt-root-trick", I have to load the mod with this command line:
"XXX\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword_PitBoss.exe" /ALTROOT="X:\XX\Pitboss-bug01" multiple mod="\"Mods\BUG Mod 3.6\\""

Now it works :)
 
Is BUG 3.6 compatable with 64bit installs? Specifilly Windows 7 64bit?

Thx

Edit

Thinking about it, i'm running a lot of programs such BTS under a i386 architecture so in theory it should work, as Win7 will run XP programs in a vitualization type bubble?
 
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