Questions about The BUG Mod

haha ya just remembered that but therein lies my problem bc i have bull, i was playing vanilla bts with bug and bull and the bars on the advanced combat statistics were not showing up
 
i did the custom assets install but i never moved the bull folder to my mods folder so that may be the problem
 
i did the custom assets install but i never moved the bull folder to my mods folder so that may be the problem

All the XML files go into CustomAssets, but you need to move the CvGameCoreDLL.dll to BTS's Assets folder as per the readme instructions.
 
I chose the GG icon itself (used in the GG bar) for the icon instead of :health:, though.

I want to use the GG icon, but don't know how to change this line:

Code:
g_unitIcons[g_gpUnitTypes[GP_GENERAL]] = u"%c" % CyGame().getSymbolID(FontSymbols.HEALTHY_CHAR)

So I used the Great Doctor's example, just to get it to work. Can you post how you used the GG icon?

Respectfully,

Orion Veteran :cool:
 
I installed Bull 1.0 to my BUG 4.2 custom assets copy. It appears that BULL is active now. However, I tried putting in the Sentry actions and it does not work. Anything I could be doing wrong here. Here's what I did:

  1. Added "A" files to the appropriate folders in custom assets
  2. Moved over "M" files from BTS Assets folder (these folders were empty in CA)
  3. Opened XML via word and appended in BULL code - keeping to syntax

On another note, I copied the BULL version of CvGameCoreDLL.dll into the main BTS Assets folder after renaming the old one. Does this version of the dll file corrupt other mods? I guess BAT and BUFFY are not a problem since they have BULL already. What about say a non-BULL BUG or any other mod, do I have to revert back to the original DLL?

Lastly, just curious - why are sentry actions optional? Could this just be added in to the core mod and turned of via a flag?

thanks
 
The optional components require that you compile your own DLL from the SDK folder included in BULL using Visual C++ 2003 Toolkit. There are guides on this forum for that, but it is non-trivial.

I copied the BULL version of CvGameCoreDLL.dll into the main BTS Assets folder after renaming the old one. Does this version of the dll file corrupt other mods?

No, it should be fine. You will see some missing text strings in hovers, e.g. the city bar, plot, and building hovers, but you won't suffer any game issues. You can simply copy BULL's XML and Art assets into those other mods if this happens. Since you put them in CustomAssets, any mod that doesn't have NoCustomAssets set to 1 will pick them up automatically.

Lastly, just curious - why are sentry actions optional?

Sentry Actions require new mission constants defined in the DLL, and they must line up exactly with those in the XML. If you have one but not the other, you'll get game crashes. And these mission constants (numbers) are written into the saved game files. If you try to load a saved game that uses those missions in a non-BULL installation, the game will crash.

Thus, all of the things in Optional either change game rules in a non-trivial way or they alter the Python or XML API. These are baked into the DLL code and cannot be turned off by a simple checkbox.
 
Hi there!

Just installed the BUG 4.2 mod from the .exe (in Custom Assets).

Have a few questions so far:

1. The resource symbols in the city screen don't show up (just how many of the different resources are supplied and their effect). The header (hammer, health, happy) does not show in the different columns either. Know what the problem could be? (This is a save I opened that someone else created).

2. If I create a new game with "Locked Modified Assets" BUG does not work. Is this normal?

Othervise looking very good so far!

Thx!
 
2. If I create a new game with "Locked Modified Assets" BUG does not work. Is this normal?
Yes. When you have 'Locked Modified Assets' checked, most files (Blue Marble art files are one exception) in custom assets are ignored.
 
If you load BUG as a mod then you can start a locked assets game. Saved games for that scenario will then reload BUG if it is not already loaded.
 
Thanks, appreciate the quick answer!

Anyone know the answer to question 1

1. The resource symbols in the city screen don't show up (just how many of the different resources are supplied and their effect). The header (hammer, health, happy) does not show in the different columns either. Know what the problem could be? (This is a save I opened that someone else created).

This applies to all the "smileyfaces" as well (both in cityscreen and in the playerpanel where it should display how much they like you (or not)). Also missing from the playerpanel is religious symbols. Probably some art missing somewhere, but never had this problem with, say, BUFFY.
 
1. The resource symbols in the city screen don't show up.

I've seen this reported about five times now. Try reinstalling BUG, but the previous reporters all had to reinstall Civ4 or BTS entirely. I have no idea what could be causing this, but I believe three of them were using German installations. Are you on English or another language?
 
I'm on the English version.

Will try uninstall/reinstall BUG, if that doesn't work, I'll reinstall BTS, and if that doesn't work, I'll reinstall Civ IV as well (Do you recommend uninstalling before reinstalling BTS?)
 
Tried uninstalling/installing BUG - Failed to correct the problem
Uninstalled BTS (Actually Civ IV complete), kept userdata, reinstalled BTS and Bug - Failed to correct the problem

Problem is with cityscreen, mouseover etc... basically all the small symbol graphics are "missing".

I suppose I could also try to install it as a MOD and see if that helps (but I want it in custom assets loaded by default, so that wouldn't really help me, I think).

Any ideas?

I'm on Vista, if that matters..
 
I'll send you the font files when I get home later tonight. Hopefully that will correct the problem.
 
I have only one issue with BUG, so far. Just downloaded it yesterday and I'm loving the enhancements.

I play co-op direct-IP with a partner. We both just installed BUG (4.2) with the multiplayer option. Previously, when we inspected each others' cities, we could see the current happiness levels (:) / :mad:). Now there is a blank space where this information used to be.

Is this a known issue, or something that I can fix by changing a setting somewhere? I flipped through all of settings pages, but was unable to find a solution.

Thanks.
 
There is a bug that I introduced while fixing a different bug. You should not be able to see foreign cities' anger counter from whipping/drafting, but in removing that I accidentally removed the happy/unhappy levels as well. This will be fixed with the next version (I can post you some code to fix it when I get home).

Are you two on the same team? When you open your partner's cities, do you see the number of turns of unhappiness that will occur by whipping when you hover over the whip button in the lower-right of the screen?
 
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