Questions about The BUG Mod

Remove the file [Custom]Assets/Python/Screens/CvHallOfFame.py (or some similar name). I don't remember making this one optional. :(
 
I just installed BUG and BAT on a completely fresh civ4/warlords/bts install (with update to 3.17).

I think things are working ok (I see various BUG UI), but I don't seem to be able to get to any settings screens for BUG. It flashes the "Ctl Alt O" text at me now and then, but when I do that, I just get the normal options window for the game with the usual tabs, none of which are BUG related.

The only thing unusual about my setup that I can think of is that it is a mac running Boot Camp.

I'm wondering what I'm supposed to see... should Ctl Alt O give me the game options screens with some additional tabs for BUG? Or should I be getting a BUG-only options window?
 
The BUG Options look the same as the main game options with more tabs, and different headers. You can tell by looking at the bottom of the screen, and seeing the BUG version there. I don't know how it will work on a Mac though, so that maybe what is causing problems.
 
The BUG Options screen uses the same format as the normal Options screen (multiple tabs of options), but it doesn't include the normal options. So it is an entirely different screen and will be obvious. It also says "BUG Options" at the top or something similar and has a BUG Help button at the bottom.

It sounds like boot camp isn't recognizing the key you're using as ALT. Are you using OPTION or COMMAND? Try using the other one.
 
CTL-OPTION-O (instead of CTL-COMMAND-O) fixed the problem. Thanks for the help and for all the work on BUG!
 
how can I add new (military) buildings to F1 screen ?

Click the scroll button to the right of the < > page-switching buttons to enter edit mode. Change to the Military Buildings page and add the columns from the right list to the left list.

There should be instructions on which buttons do what in the online help file.
 
F1 is not working with my new buildings, therefore I cannot add anything. Here are the errors:

attachment.php
 
EOL is End Of Line, so the error is that you have a string that you haven't closed with a quote (") on the same line.
 
I just installed (standard) BUG for 3.17 and wanted to try it with Next War, but it didn't work. Though I don't get any errors, I also get no UI when in-game (that's while I'm actually playing, the menue where you actually start a game works perfectly).
I also can't bring up any of the in-game option menues for BUG.

btw, I also can't seem to disable the write-protection on the My Games\Beyond the Sword\CustomAssets folder. No matter how often I disable it, the next time I right-click -> properties on it, it's enable again. =/
Does this have to do anything with it ?

I made a backup of the CustomAssets folder of course, so I can always revert, if needed.

EDIT:
btw, only other mod I have installed is Blue Marble.
Used the .exe installateur.
 
mods that have their own version of any file that BUG changes need specific work to combine. The maininterface file is typically changed by people that make mods. You will have to track down a 'Next War' version that someone has specifically combined with BUG.
 
mods that have their own version of any file that BUG changes need specific work to combine. The maininterface file is typically changed by people that make mods. You will have to track down a 'Next War' version that someone has specifically combined with BUG.

That's what I thought, but it's ok, as long as I get what I need. *g*

Anyway, found this here:
Next War Enhanced
http://forums.civfanatics.com/showthread.php?t=288570
through google, but doesn't seem to have the BUG Mod included.
 
Glancing over the Next War Python files, it wouldn't be too much work for a community modder to merge it with BUG. There are only two files in common:

  • CvEventManager - Most work, need to move all events to a new module and hook it up to BUG. Not hard work, mostly grunt copy-n-paste. In fact, with a Python-knowledgeable person, it might be pretty quick.
  • CvScreensInterface - Need to copy the changes here to BUG's version. It adds a new screen and overrides the Dawn of Man screen.
 
Maybe it's just me or my browser, but whenever I search for "Next" here on this board I get "Sorry - no matches. Please try some different terms." eventhough there are a lot of posts that include this word, there's even a mod that's named "Next War Enhanced". =/
 
Glancing over the Next War Python files, it wouldn't be too much work for a community modder to merge it with BUG. There are only two files in common:

  • CvEventManager - Most work, need to move all events to a new module and hook it up to BUG. Not hard work, mostly grunt copy-n-paste. In fact, with a Python-knowledgeable person, it might be pretty quick.
  • CvScreensInterface - Need to copy the changes here to BUG's version. It adds a new screen and overrides the Dawn of Man screen.

In case you're talking about a scenario, I'm only playing normal games, so I wouldn't mind the scenarios not working.
 
Maybe it's just me or my browser, but whenever I search for "Next" here on this board I get "Sorry - no matches. Please try some different terms." eventhough there are a lot of posts that include this word, there's even a mod that's named "Next War Enhanced". =/

It's possible that "next" is in the "stop list": words that are ignored when searching, like "the" and "and".

In case you're talking about a scenario, I'm only playing normal games, so I wouldn't mind the scenarios not working.

If all you want are the extra units and buildings, I'd bet you can copy the Next War folder and delete the "Python" folder from it. I've only played that mod once, using the scenario, so I don't know what other stuff the Python code adds.
 
How can I get BUG mod to work with the scenarios? Do I have to remove it?

P.S. I forgot to back-up my custom assets folder.:blush:
 
How can I get BUG mod to work with the scenarios? Do I have to remove it?

If the scenarios are pre-made maps, no AFAIK. If you are talking about mods like Next War, you can modify the mod's INI file (after loading it once, quit, modify INI, restart civ) so that it 1 for the "NoCustomAssets = 1" line.

P.S. I forgot to back-up my custom assets folder.:blush:

CustomAssets starts empty when you install Civ. As long as you haven't installed any other mods to the CA folder, you can just delete the folder. However, if you used the EXE installer for BUG, it has an uninstaller in the Add/Remove Software Control Panel.
 
So, the scenarios that came with Civ work if I edit the INI file? (i.e. Broken Star)

I used .exe install, so that's good to hear.
 
I believe so. Yes, Broken Star has a folder in the Mods folder where you installed Civ4. Just edit the INI file inside it (Broken Star.ini) by changing the 0 to a 1 in the NoCustomAssets line. That should make it ignore the CustomAssets folder entirely.
 
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