Questions about The BUG Mod

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

!!! What's the Python error? Copy and paste it and the stack trace from PythonErr.log. And you've shown me the code as it used to look, not the code that is failing. Seriously, how can I possibly help you with no information? :confused:

I do not see the button at sevopedia. I see the gold symbol, but not the banking icon!

It works for me. Does it work for you using BUG by itself? Do you see the Banking icon when you view the Banking technology in Sevopedia?
 
:cry: :cry: :cry: :cry: sorry... I deleted all the additional infos at the leader trait tab... and I did not remember. :worship: :worship: :worship:

it's currently looking like this:

attachment.php


ok... forget the question about the button.


here the python error screen:

:cry: :cry: :cry: :cry: :cry:

what's this? why is this working now? nevermind. :worship: :worship: :worship:


what a shame.... :lol: :lol: :lol: :crazyeye:
 
I didn't want to post this as a bug since this may be intended. I used the PLE way back when 12 monkeys came out with it. Back then the vanilla game didn't allow more than one row of units, so this mode was a godsend. Now vanilla BTS has this built in, but there were still problems with it.

One such problems was selecting all the units (ALT+click) in a stack. I noticed and read that this was addressed in the PLE this time around :goodjob:. Now when you ALT+click on land units they select properly. HOWEVER, I also noticed that while the other domains of units don't select, their current orders are cleared (they "wake up"). This is a nightmare in the modern era with planes on intercept. Every time I select all ground units, all the intercept/heal commands are reset on the planes. Very annoying.

The vanilla version did allow selecting units of one domain. You had to click on one ground unit first and then ALT+SHIFT+click on another. This selected all ground units and didn't touch anything else. IMHO, this is better than the behavior in the PLE.

Is there anyway to easily add the promotions-available blue outline component of the PLE and nothing else? More appropriately, I'd really like to use BUG minus the PLE (except for the blue outline). Is that possible? I love everything else about BUG except this behavior.
 
Is there anyway to easily add the promotions-available blue outline component of the PLE and nothing else?

Sadly, no. The PLE code completely replaced the stock BTS code, and it's some of the trickiest code in the main interface.

I love everything else about BUG except this behavior.

How about if I was able to fix this behavior? I'll poke around the original code and see what I can figure out.
 
Is there anyway to easily add the promotions-available blue outline component of the PLE and nothing else? More appropriately, I'd really like to use BUG minus the PLE (except for the blue outline). Is that possible? I love everything else about BUG except this behavior.

Sadly, no. The PLE code completely replaced the stock BTS code, and it's some of the trickiest code in the main interface.
Gee - I cannot now remember what I was saying about PLE. Ok, I can - I would support ABs comments and would love the ability to turn it off completely. But, I know how interesting the code is so I wasn't planning to touch it - my life is too complicated as it is.
 
Sadly, no. The PLE code completely replaced the stock BTS code, and it's some of the trickiest code in the main interface.
Understood. The behavior of the plots has always felt a little strange.

How about if I was able to fix this behavior? I'll poke around the original code and see what I can figure out.
Well sure, that would be great. My ultimate feeling is that the plot list in vanilla BTS is in pretty good shape. The only thing lacking is the ability to quickly pick out promotion-eligible units from a large stack and a keyboard shortcut for the "ungroup" command. I'm not a huge fan of the bottom to top listing of units in the PLE and the grouping of seige weapons together, but I'm willing to deal with it if this "wake up" issue is addressed.

Either way, it's your mod, and you guys have done a great job. :hatsoff:

Gee - I cannot now remember what I was saying about PLE. Ok, I can - I would support ABs comments and would love the ability to turn it off completely. But, I know how interesting the code is so I wasn't planning to touch it - my life is too complicated as it is.
Guess I stumbled into an ongoing debate. :blush:
 
Hi, I need a tidbit of help. I'm currently making an addon to the RoM mod that includes an extra era. My question is is that since RoM uses the BUG mod for its interface, I need to know how to be able to put that extra era in the BUG mod, since I noticed it was not included when I got to that era during testing. I already tried to put it in, but failed. So I feel I'm missing the names of some of the BUG files that need alteration to fit this extra Era. The only file I could find that deals with eras is the BugNJAGCOptionsTab.py
thanks in advance!
 
I need to know how to be able to put that extra era in the BUG mod.

You need to add an option definition to "Config/Not Just Another Game Clock.xml", e.g. for a new era named JURASSIC:

Code:
<list id="Color_ERA_[B]JURASSIC[/B]" key="ERA_[B]JURASSIC[/B]" 
      type="color" default="COLOR_MAGENTA" 
      get="get[B]Jurassic[/B]EraColor" set="set[B]Jurassic[/B]EraColor" dirtyBit="GameData" 
      label="[B]Jurassic[/B] Era" 
      help="Color to use for the [B]Jurassic[/B] era."/>

That should be it. If that doesn't work, please explain exactly what you mean by "crashes". Post the contents of Logs/PythonErr.log so we can help you better.
 
I tried installing BAT mod yesterday, the .exe file seemed to leave portions of the installation out, so that was a bust. I tried the .zip file and though I've moved everything where it belongs nothing occurs when I load up BUG mod. (Should BUG mod be listed in my mods directory instead of BAT?)

Should I be installing the patch too? How would I do that? Are both these methods of installation failing because of STEAM? (I downloaded BtS through it.)

I've gotten other mods to work in the past, so I don't know why this one doesn't seem to load up..
 
It's possible that getting it through Steam confused BUG (at the heart of BAT). Where did Steam install the Civ4 EXE?
 
It's possible that getting it through Steam confused BUG (at the heart of BAT). Where did Steam install the Civ4 EXE?

As far as I can tell, Civ4 doesn't come with that .EXE file- I had to make my own blank file to make Blue Marble work, for instance. The file is currently in
Program Files/ Steam/ steamapps/ common/ sid meier's civilization iv beyond the sword (That's a mouthful!)

The mod folder is deeper into the files- might that have something to do with that?
 
The problem is that BUG uses the name of the folder where the EXE is launched to locate its other files. Try installing BUG using the EXE and then renaming the folder from "BUG Mod 3.5" to "BUG Mod".
 
BUG 3.5 is a newer release than BAT 1.0 (which includes BUG 3.0), and its release had the correct mod name already. But both BAT and BUG may be affected by the fact you are using Steam. We can get them to work, I just need more information I think.

Did changing CvModName.py allow BUG to work properly? When you launch Civ4, load BUG, and start a game, does ALT + CTRL + O open the BUG Options screen? If so, can you post a screenshot of the System tab showing the Search Paths?

You said that when you installed BAT it seemed to leave parts out. What exactly do you mean by that? There are multiple install options, and one requires more files (the 3.17 patch) than the other option. Are you referring to this?
 
I've been messing around with Civilization some more today to get it to work. I'm not sure when this happened, but the directory path for Bat 1.0 showed up on my list of mods that I can play in-game. It was at the bottom of the list which is why I might have missed it.

I also think the installs with the .exe files may have screwed up a few things, I just recently removed them and am still going to try installing the .zip files before the .exe files to see if anything works.

Right now my main problem is that when I can load up the games either they have no impact on the game whatsoever or, more recently, I can't load up the Civilopedia and when I start a new game none of the interface is visible- the only way I have to play is by using the buttons, which is how I escaped from the game (using Esc)

Sorry not to give you any substantial answers (and possibly for a wild goose chase!), I'll get on that and make a second post with some answers after I make a second try with this.
 
When I can load up the games either they have no impact on the game whatsoever

If you mean loading a saved game from prior to installing BAT/BUG, keep in mind that the saved game is tied to the mod it was started with. Given that BAT must be installed as a mod, you must start new games to use it.

. . . or, more recently, I can't load up the Civilopedia and when I start a new game none of the interface is visible.

No interface is Civ's way of saying, "something went completely wrong." :( When you get into that situation, quit Civ and post both PythonErr.log and PythonDbg.log from the "My Games/BTS/Logs" folder. They may help me diagnose the problem.
 
Did changing CvModName.py allow BUG to work properly? When you launch Civ4, load BUG, and start a game, does ALT + CTRL + O open the BUG Options screen? If so, can you post a screenshot of the System tab showing the Search Paths?

You said that when you installed BAT it seemed to leave parts out. What exactly do you mean by that? There are multiple install options, and one requires more files (the 3.17 patch) than the other option. Are you referring to this?
I can't seem to find the file you specified.

I think that's what I'm referring to. Using the .exe file for BAT 1.0 and performing an installation for the 3.17 patch doesn't seem to install everything, at the end of the installation it says to attempt the installation so the files that were missed can be installed properly.

And, this is odd, the installation for BAT worked perfectly fine just now when I tried the installation again. I don't believe it'll work though, the directory that the installation tries to go to automatically doesn't work and I can't modify it.

If you mean loading a saved game from prior to installing BAT/BUG, keep in mind that the saved game is tied to the mod it was started with. Given that BAT must be installed as a mod, you must start new games to use it.

No interface is Civ's way of saying, "something went completely wrong." :( When you get into that situation, quit Civ and post both PythonErr.log and PythonDbg.log from the "My Games/BTS/Logs" folder. They may help me diagnose the problem.

Wasn't talking about old saves, should've been more clear with what I was saying. Was trying to say that when either BUG or BAT finishes loading up and I select the option to start a new game nothing's different about the new game. All the details that make up BUG are missing and I can't enter the BUG menu using Ctrl Alt O

I'll make sure to do that if I get that result again- I've been playing other mods and such since I got this problem, so it's very likely that stuff's been overwritten or something. :crazyeye:

Sorry!
 
How do I uinstall the BUG / BAT mod in preparation for installing the latest version?

Thanks,

Ken
 
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