Questions about The BUG Mod

No, BAT has not been updated yet. I see that Varietas Delectat 5.0 was released yesterday, and that bodes well for a new BAT release. :)

Please post your questions in the Questions thread. This thread is for release announcements only.
 
I was going to ask why I can´t get the new dotmap feature to work in BAT 1.1 but I see now that has already been answered (BAT 1.1 does not include BUG 3.6).

However I have another question, I noticed that BAT 1.1 automatically includes Blue Marble? Since I personally don´t like the Blue Marble is there some way to get around that? ..Maybe there is something wrong with my settings or graphics card but Blue Marble really looks horrible in my games. Dark, dull and grainy (if that is a word, I wanted to say "grynig" but that is swedish :nono: )

Oh, and thanks for the BUG mod, I´ve tried it for a month and can´t live without it. You really spoil us!
 
We'll be releasing a new BAT with BUG 3.6 soon, and we are removing the Improved Graphics 2.0 mod which adds the terrain. That's not BlueMarble. I feel that BM looks much nicer than IG, but I honestly didn't give IG much of a chance.

After installing BAT, you can remove the file Assets/IG_2.0.1.FPK to get rid of the terrain graphics.

P.S. Yes, grainy is a word and it means what you think it means as that's the word I use to describe IG. Apparently it looks better if you play at 1600x1200 and zoomed in all the way. :scan:
 
I just installed the BUG mode for the first time. It seems fantastic. I did run into an XML text file error upon BTS re-launch, and had to go through a slew of XML text files to correct the problem (I'm running Windows in another language and I had a similar problem at first with BTS w/o BUG). So most of the issues were addressed fine, the only thing is that there was one stubborn issue with a file containing some German language stuff that I could not correct. I ended up trying deleting the German language stuff (about 100 char or so) and the program seems to be doing fine. Now my question is does anyone here know if I've gotten myself into a potentially hazardous situation somehow if I don't ever plan on using German to run Civ? I doubt so, but I'm just being extra careful and all that.
 
This is probably a repeat, but it's a hard thing to search for. In the CDA, one of the financial screens is filled with things like B:commerce:g and B:commerce:n. What are these telling me?

Is there a master list of what all the possible columns mean? Most can be figured out, but these have me stumped.
 
I did run into an XML text file error upon BTS re-launch, and had to go through a slew of XML text files to correct the problem (I'm running Windows in another language and I had a similar problem at first with BTS w/o BUG).

Can you give me any information on what this entailed? File names, what you changed, anything? This may help me address the problem for the future or help other users that run into the same problem.

I ended up trying deleting the German language stuff (about 100 char or so) and the program seems to be doing fine. Now my question is does anyone here know if I've gotten myself into a potentially hazardous situation somehow if I don't ever plan on using German to run Civ?

The only place foreign language text should appear are in the translation files named <something>_CIV4GameText.xml. As long as you deleted only the text between the <German> and </German> tags, you're fine. If you removed any of the XML tags (things between < and >), you may have caused a problem. The good news is that you'd probably find that out the first time you launched the game after making the change. If it ain't broke already, it ain't broke. ;)

In the CDA, one of the financial screens is filled with things like B:commerce:g and B:commerce:n. What are these telling me?

The B means base as in pre-modifiers (for :commerce:, Bureaucracy is the only modifier). The "n" suffix means national ranking of that value, so the values rank your cities from 1 to N. The "g" suffix means global ranking, and the values are actually anti-UG and should probably be removed.

Is there a master list of what all the possible columns mean? Most can be figured out, but these have me stumped.

If you click the Edit button (the little scroll button to the right of the page dropdown), you'll see the full "name" of each column next to its display heading. I put "name" in quotes because some can be rather cryptic. If you have a question about a specific one, please post and we'll let ya know. I've been wanting to add hover text to the headings to display actual English descriptions; I just haven't had the time.
 
Hi,

I have BUG 3.6 intalled, and I'm new to the mod. Where can I see what all the icons in the scoreboard mean?

Thank you!
 
Yeah, basically the "?/" character string doesn't get recognized. The game displays a slew of "txt_key blah blah" with it. So I went through several xml files in the asset/text sub folders (there are several) to do a replace all with "</" which solves the problem.

The German issue remained, however. I've deleted the corresponding lines and the BUG modded game has been running fine, so seems ok.

I have a new question, processing has slowed down considerably with the BUG mod. What's a recommended in-game remedy? I've tried turning off logging and that seems to help quite a bit.
 
Yeah, basically the "?/" character string doesn't get recognized.

Searching for "?/" in BUG only came up with 2 occurrences, both in CvMainInterface to display the health and moves of a unit while it's fighting. Is the "?" in your post really a question mark, or was it some other character that the forum or my browser turned into a question mark?

Processing has slowed down considerably with the BUG mod. What's a recommended in-game remedy? I've tried turning off logging and that seems to help quite a bit.

I've heard this enough now that I guess it must be true. I don't notice any slowdown when running BUG on my machine, though arguably it's a pretty good machine (one year old) with a good graphics card. I also run with logging off. I could definitely see Autolog causing a slowdown in-between turns, especially during wars.

Where do you find it slow? Waiting for the AI's to move or while making your own moves? Anything in particular?
 
That's interesting. It's too bad that I don't have a record of the exact files that I found the "?/" strings, but I did find quite a few of them. I do recall that I did find them in the BUG mod custom assets sub-folder as well as the BTS one. Just trying to jog my memory, I remember one being in the colors_civ4gametext.xml file for sure in the customassets and civ4gametext_bts_patchtext.xml. The second one is not BUG per se, but I did notice it this time around. Not sure if BUG had something to do with it, really. But my BUG modded game is booting up fine now so whatever works.

As for the slowing down issue, it happens for me post 1000 AD or so when I get a big stack of units. So I figured that I'd try to minimize additional data pertaining to units. The auto log was one thing. I also tried turning off unit naming (swordman1_cityname, etc) and that may also be helping. My machine's about an year old too. The graphics card is ordinary, but BTS was running smooth all the way to the endgame before the BUG install. As for when specifically the slowing down occurs in the gameplay, it's not in making unit moves or waiting for the AI, but in selecting my units. The cursor doesn't become clickable for awhile. And btw, the "big" stacks I had were about 45 units or more.
 
Ahh, perhaps it's PLE. Can you try something real quick? Go to the BUG Options Screen, switch to the Plot List tab, and uncheck the PLE Style checkbox. PLE sorts the units in the stack each time you select it, and while it shouldn't take a noticeable amount of time, that's one mod that I haven't really inspected as to its efficiency due to the complexity of the code.

My stacks don't normally get over 30 units, so perhaps that's why I haven't see it. I'll play around with larger stacks and see what I can do about it. Often big gains in speed can be had with a little coding effort.
 
I read in the quick answers thread that the new version of bug has new dot mapping options, how do i use them?
 
I read in the quick answers thread that the new version of bug has new dot mapping options, how do i use them?

ALT + X: Toggle edit-mode
Left-click: Place a city
Right-click: Remove a city or exit edit mode if you click an empty tile
CTRL + X: Toggle visibility

Also, all of Civ and BUG's keyboard and mouse shortcuts are listed in the Sevopedia (F12, Shortcuts).
 
Hi,

First post here. I've a question re BAT v1.1; I installed it but the gold, science, espionage and etc. icons are missing from the main game GUI, this is even when BAT is not loaded. I'd love to be able to use this mod but the above is really annoying me. Uninstalling BAT solves the problem. This isn't an issue with BUG v3.5 on its own.

Thanks for your time
 
hello EmperorFool, and the bug team,

first, id like to say, greatwork on the new bug :)

second,

i need some help if i may,

i cant seem to get a small mod to work - abandon city, the thing is, that in the privious bug, there where no problem to
use the mod, which is activated upod city screen clicking on ctrl+a,

in the current bug version, it wont work,

i wnet through the files,
and it seems you entered some new code about keybord keys and shortcuts,

so i think somthing there is preventing the really small abandon city code, to work,
ive tried changing the keys from ctrl+a to ctrl+b and more,
no luck,

so,
can some of you guys can assist me with this? or point me to the solution?
the abandon city is just few lines of code in the eventmanager.py,

thanks anyway for everything you do,
hope someone can help me.

:)
 
@Keldath

I've noticed the same thing when I was trying to merge abandon city code to RoM with BUG 3.6. I think there's some sort of conflict with Strategy overlay functions as that part checks what keys you press.
 
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