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Questions about The BUG Mod

@Gerard ...
1) 'No' - you cannot just play two mods at the same time. That said ... 'Yes' - you can play two mods together but you have to manually merge them ... effectively creating a hybrid mod. This ranges from easy to very difficult depending on the two mods involved.

2) Coincidence.
 
I played it some a few months ago, back when I couldn't manage to merge BetterAI and BUG myself. It was cool, but I'm not bored of BtS yet, and I play just enough multiplayer that I don't want to start developing strategies for alternate games. ;)

So nothing against RevDCM, which was pretty amazing when I played with it, but I'm still looking for a DLL that's just the two, eventually. :)
RevDCM Includes the Bug mod Bull and BetterAI. The great thing about RveDCM is that Revolutions, Dale's combat mod and the other mods included can be easily turned off.:)
 
You don't know the people I play multiplayer with. If they think it looks like work, they'll say never mind. ;)
I don't know if it's still the case, but last time I played RevDCM to get a game with all the options turned off you had to start one, turn off all the options, and then start a new one. Is that still the case? (Was it ever meant to be the case, or should I have filed a bug way back when? I confess I've never hung out in the RevDCM forum like I do here, since I was just leeching off of its merge. ;) )

However, I suppose I may give it another go now, seeing as then it was a surmountable problem (merging BetterAI and BUG) whereas now performing the merge (BULL+BetterAI) is beyond my technical capacity, so it's not just a matter of me being lazy. I'll see what I can talk people into. :)
 
2 - Since I installed BAT, BULL and BUG 4.1 I see a lot of events (most repeated on the same tile after a few turns) is this a coincidence or a feature.

If you installed BUG single-player, it could interfere with BAT. You should probably uninstall BUG if you're going to use BAT all the time. BULL shouldn't be able to interfere since it's only the DLL that does anything, and BAT has the same DLL in its Assets folder.
 
You don't know the people I play multiplayer with. If they think it looks like work, they'll say never mind. ;)
I don't know if it's still the case, but last time I played RevDCM to get a game with all the options turned off you had to start one, turn off all the options, and then start a new one. Is that still the case? (Was it ever meant to be the case, or should I have filed a bug way back when? I confess I've never hung out in the RevDCM forum like I do here, since I was just leeching off of its merge. ;) )

However, I suppose I may give it another go now, seeing as then it was a surmountable problem (merging BetterAI and BUG) whereas now performing the merge (BULL+BetterAI) is beyond my technical capacity, so it's not just a matter of me being lazy. I'll see what I can talk people into. :)
Unfortunately MP is broken right now with RevDCM.:( They are working on fixing it in the next version.
 
If you installed BUG single-player, it could interfere with BAT. You should probably uninstall BUG if you're going to use BAT all the time. BULL shouldn't be able to interfere since it's only the DLL that does anything, and BAT has the same DLL in its Assets folder.

Thanks. I do some "mods salad" when istall it, as I think :blush:

I know this is a stupid question, but I am.... :crazyeye: :D it will be better if I uninstall BUG, BULL and BAT and install BAT only again?
 
I assume you installed BULL into BAT. If so, yes uninstall everything and install BAT alone. That's always safest. You can keep your UserSettings folder if you like or just reset your settings to default by deleting it before reinstalling.
 
Emperor i figured out that the Unit naming is causing OOS errors in MP games. I have been dealing with a few issues as i posted before and i finally worked all the bugs out. In the process i found this naming causing OOS errors.
 
Emperor i figured out that the Unit naming is causing OOS errors in MP games. I have been dealing with a few issues as i posted before and i finally worked all the bugs out. In the process i found this naming causing OOS errors.

Thank you. That makes sense, but I'm surprised the game cares that the names of units are in-sync. The fix is easy enough: unit naming will cease to function during network MP games.

I always figured it would be a bad idea to use unit naming during MP games anyway as your rivals could tell how many of certain units you had and where your good production cities are based on your unit names. "Maceman 23 (Frankfurt)" eh?

Hmm, upon further reflection this is very strange. BUG uses a standard BTS API --CyUnit.setName()--that is used when you manually rename a unit. I wonder if doing so manually will cause an OOS as well. Could you possibly try that on a test game? Just click on the unit's name in the info pane (lower left) to rename a unit.

Hmm #2, the unit counters used by Unit Naming are stored in the script data. It's possible that this is what the game is detecting is out of sync. What naming convention were you using? Does it happen if you use a naming convention that doesn't count? Such as "^ut^ ^ct^" for "<unit-type> <city>"?
 
Thank you. That makes sense, but I'm surprised the game cares that the names of units are in-sync. The fix is easy enough: unit naming will cease to function during network MP games.

I always figured it would be a bad idea to use unit naming during MP games anyway as your rivals could tell how many of certain units you had and where your good production cities are based on your unit names. "Maceman 23 (Frankfurt)" eh?

Hmm, upon further reflection this is very strange. BUG uses a standard BTS API --CyUnit.setName()--that is used when you manually rename a unit. I wonder if doing so manually will cause an OOS as well. Could you possibly try that on a test game? Just click on the unit's name in the info pane (lower left) to rename a unit.

Hmm #2, the unit counters used by Unit Naming are stored in the script data. It's possible that this is what the game is detecting is out of sync. What naming convention were you using? Does it happen if you use a naming convention that doesn't count? Such as "^ut^ ^ct^" for "<unit-type> <city>"?

I first tried to change the unit naming convention to say ^rd^ from ^ct^ and that caused the OOS. However the default did not so i suspect it might be the random name generation (cool feature).

I also tried naming a unit to test and that had no effect.
 
I first tried to change the unit naming convention to say ^rd^ from ^ct^ and that caused the OOS. However the default did not so i suspect it might be the random name generation (cool feature).

Ohhh, that would do it. The random number generators in the game must be kept in-sync by having every PC pulls numbers from their own generators in the exact same order. Since only one player names their units as they are created (the other player may or may not name their own units), using the random generator is a no-no.

I would bet that using the counting generators will have no OOS problems.
 
We should look at our random name generator and change it to use the rand() function that doesn't cause OOS errors.
 
We should look at our random name generator and change it to use the rand() function that doesn't cause OOS errors.

Yes, we probably should. :mischief:
 
Definite OOS error coming from the filters. The green health one specifically gave me oos errors every time. I believe it's called the show healthy units filter.

Does clicking the filter cause the OOS error or do you have to select some units after changing the filter? Some part of PLE (I thought the unit-selection code) moves units temporarily to an invalid plot to fool BTS, but it only happens on the machine the player is using. This could possibly cause OOS, but unfortunately I don't have a very good grasp on exactly what BTS checks to determine OOS. :(
 
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