Questions about The BUG Mod

could also be that the option is off - I added an option for it recently.
 
I loaded your BUG Mod and I love it, but for some reason the military advisor does work, I press f5 and/or press the button on the screen and nothing happens, I am using a mod of my own, when I load it in a regular game it works fine, but when I load it in my mod it doesn't work and I can figure out what's interfering with it.

Help please
 
How did you install BUG (which option single- or multi-player)?
Where is your mod installed? Mods folder or CustomAssets?
What changes are in your mod? Python? XML? Anything having to do with the Military Advisor?

Post the contents of Logs/PythonErr.log.
 
I installed the single option, I don't play multi player, I've only ever really messed with the xml, I wouldn't even really know how to mod the advisors, I'm not really an expert in moding I just know enough to be dangerous, which could be my problem. I did create a unit would that have anything to do with it?
 
I did create a unit would that have anything to do with it?

That's most likely the problem. The Military Advisor examines all of the units you have and the specs of all units in order to categorize them. Have you or one of your rivals built one of your units already in the game? Can you restart civ, start a new game, and open the MA immediately? What happens if you use the normal MA?

The PythonErr.log file is really the only way I can try to help. Make sure you turn on logging in CivilizationIV.ini: set LoggingEnabled to 1.
 
How do you rename a unit? I don't like the new unit names given by the mod.

Clicking on the name itself in the lower left part of the screen (with the unit graphic) will allow you to manually change any name (or simply blank it out so the standard name applies).

You can disable the automatic naming in the BUG options.
 
Blue Marble and the BUG Mod

I just got a new laptop. I downloaded and installed Civ4 and BTS from Direct2Drive. I then Downloaded and installed the BUG mod. It worked just fine as the BUG mod. Then, I found out that Blue Marble can be installed on downloaded versions of the game by adding a blank Civilization4.exe file to the BTS folder. Blue Marble installed just fine.

However, when I open up Civ4 BTS by double clicking the BUG mod like I used to, it loads just fine, but none of the BUG interface is present. It is as if the BUG Mod shortcut is loading the regular BTS executable.

If I install Blue Marble AFTER the BUG mod, do I need to uninstall BUG and reinstall it?
 
Any progress on BAT 1.2? Or should I give up, uninstall BAT 1.1, and switch to BUG 3.6?

I'll check with Alerum to see where he's at with this.

Clicking on the name itself in the lower left part of the screen (with the unit graphic) will allow you to manually change any name (or simply blank it out so the standard name applies).

I believe the question was about BAT's renaming of a few units (e.g. Heavy Footman instead of Maceman) in the XML--not BUG's Unit Naming mod. This is pat of VD that is in BAT, and you can modify the XML files to change the names.

Blue Marble and the BUG Mod

Did you install BUG as a mod (multiplayer install)? And the shortcut, is this the one that BUG creates for you in its start menu? Or did you select Load Automatically? This latter feature works by changing the CivilizationIV.ini file to tell it to load BUG each time Civ starts.

It shouldn't matter what order you install BUG in, but uninstalling and reinstalling BUG won't cause any problems, and you won't lose your BUG settings, so it should be safe.
 
Did you install BUG as a mod (multiplayer install)? And the shortcut, is this the one that BUG creates for you in its start menu? Or did you select Load Automatically? This latter feature works by changing the CivilizationIV.ini file to tell it to load BUG each time Civ starts.

It shouldn't matter what order you install BUG in, but uninstalling and reinstalling BUG won't cause any problems, and you won't lose your BUG settings, so it should be safe.

Yeah, I uninstalled, reinstalled and it works like a charm now. Very stable mod you made, there. Awesome. Thnx for all your hard work!
 
Is there any place that explains the difference between the single and multiplayer installs? I want to play MP with Bug 3.6 (having been hooked on 3.5.1) and BetterAI. So far it doesn't look like anyone has posted a way to merge 3.6 and BAI, so I installed RevDCM... but it uses the single player version of BUG 3.6. Is there a way to take an installed version of BUG3.6 that was installed SP and modify it to MP-compatibility? Or should I start from scratch in trying to marge 3.6 and BAI? (The issues I've noticed in RevDCM were it looks like the announcements were a turn late again, and more annoyingly only the hosting player had his dotmaps saved. I'm guessing those are the things or among the things that installing for multiplayer solves.)

TIA for any help! Having played just one or two games with dotmapping I'd rather not go back to 3.5.1... ;)
 
I hadn't considered the dotmap issue with multiplayer, thinking each player would have their own saved game, but that doesn't make sense. I'll have to do some serious coding to get the dotmap to work with MP correctly.

As for the difference between SP and MP, it's pretty simple. MP games ignore the CustomAssets folder in My Games / BTS. So to convert SP to MP, you create a new folder in the BTS/Mods folder with the name of your mod and copy the CustomAssets folder there and rename it to Assets. That's it.

As for merging BAI with BUG 3.6, I think you can follow the same steps as for BUG 3.5.x.
 
*lol, ninja'd by EF...

The only difference between the mulit and single install is that the single install installs BUG to the custom assets, whereas multi installs BUG as it's own mod, in the mods folder.

As for merging it's difficult to explain. Basically you need to Start with Better AI, then copy all the BUG files that aren't already in Better AI into the Better AI folder. Then for any file that has the same name and is in both Better AI and BUG, you'll need to manually merge the code differences, often this can easily be done with winmerge, but sometimes you have to manually cut and past code changes... Which can be simple and obvious, or at times, and depending on the merge can be difficult and require knowledge of coding... I'm not sure where the Python merging in BUG and better AI stands here. XML should be pretty trivial though, and doable with winmerge for these two mods. Also there is no gamecore.dll for BUG so at least you don't need to deal with any SDK merging.

Edit: Just remembering there are two issues specific to merging BUG you will run into:
1) if there is an eventmanager.py file in Better AI, any changes in it need to be merged into the BugEventManager.py file.
2) You will need to open up the modname.py file in the contrib folder, and rename the mod to the folder name of the Mod (probably betterAI, unless you rename it)
 
I hadn't considered the dotmap issue with multiplayer, thinking each player would have their own saved game, but that doesn't make sense. I'll have to do some serious coding to get the dotmap to work with MP correctly.

Oops. Didn't mean to add to the workload. ;) But I'll be a happy camper if/when that works in MP. Meantime, it's not too horrible to have to drop signs as we decide to stop playing for the night, and re-dotmap the next day.

I wonder how it works with pitboss. Presumably there everyone would lose their maps between sessions, since the 'saved games' are on the server.

As for the difference between SP and MP, it's pretty simple. MP games ignore the CustomAssets folder in My Games / BTS. So to convert SP to MP, you create a new folder in the BTS/Mods folder with the name of your mod and copy the CustomAssets folder there and rename it to Assets. That's it.

Ah, so if I'm just playing in a LAN with my housemates, and so I know that I can trust that they aren't running weird custom assets, etc, it's ok to just keep running with the SP version?

As for merging BAI with BUG 3.6, I think you can follow the same steps as for BUG 3.5.x.

I saw one person claim he tried this and it failed, but ya know, some people tried it with 3.5.1 and couldn't figure it out, so I will give it a shot myself before assuming that it doesn't work. Thanks. If not I may try it the harder sounding way and try phungus420's suggestion.

Thank you!
 
Re: BAT 1.2

I've been extremely busy with Real Life lately, and my gaming/modding time has been next to nil. If you are feeling brave, you can download what is on the BAT SVN, put that in a folder named BAT 1.2, and play it like that. It should work okay, with BUG 3.6, as long as you do not use the INI that is on the SVN. Until I put out an official release, this method should be fairly stable.
 
@ alerum68:

Thanks for the update. Real Life can be such a pain when it takes away from valuable Civ time! ;) As for whether or not I'm brave ... I don't know how SVN works, so I don't think I'm that brave. I'll wait for the official release.
 
Re: BAT 1.2

I've been extremely busy with Real Life lately, and my gaming/modding time has been next to nil. If you are feeling brave, you can download what is on the BAT SVN, put that in a folder named BAT 1.2, and play it like that. It should work okay, with BUG 3.6, as long as you do not use the INI that is on the SVN. Until I put out an official release, this method should be fairly stable.

So just copy the .ini from the bat 1.1 mod?
 
Back
Top Bottom