• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

Questions about The BUG Mod

I've installed the BUG mod a few days ago, now I have spawned a serious problem for myself.

First of all it is possible for only a fraction of players to actually use BUG mod. Not everybody needs to have it. Only when loading the game it appears that the game searches for the BUG mod... It would be logical (IMO) that not everybody would have to install bug mod, since its an interface mod and doesn't change the game mechanics.

The second problem is the biggie here... later I persuaded everybody to install bug mod. And some of the players noticed a *significant* slowdown. Even me, but mine was bearable. Especially when there is more army around. Slowdown disappears if all human players quit.

Now since we are playing on blazing it was impossible for some people to actually play out their turns. They had to wait for like 15 seconds when a diplomacy screen was about to open. Or for the army.

Any clues would be welcome since I like BUG mod.

edit: oh and we all used the "multiplayer install" option

So? No reply? :crazyeye: /uninstall BUG then...
 
I've been quite overloaded IRL and with BUG/BULL lately. We're actually working on a solution to the slowdown with respect to selecting units in large stacks.

First of all it is possible for only a fraction of players to actually use BUG mod.

No, Civ4 requires that for multiplayer games all players must be using the mod or none. There's nothing we can do about that. You can alter game state with the Python APIs, so there's no way for Firaxis to detect "interface-only" mods and allow some players to use them.

Some of the players noticed a *significant* slowdown. Even me, but mine was bearable. Especially when there is more army around. Slowdown disappears if all human players quit.

Is it the selection of units in large stacks that I mentioned above that's slow, or the game in general? For the unit selection, you can turn off some of the extra graphics on the Plot List options tab, such as

  • Mission Tag
  • Movement Bar
  • Upgrade Indicator
  • Promotion Indicator
  • Great General Indicator
They had to wait for like 15 seconds when a diplomacy screen was about to open.

Now that's odd. The only thing BUG does during diplomacy is to log the choices you make after you make them if you have Autolog turned on. Switch to the Logging tab and disable it. It's probably not something you want on during multiplayer games anyway.

Are you playing on 3.19? I have noticed a considerable lag a few times when loading a game that immediately pops up an AI diplomacy request. I had it wait 10 seconds once. It's only happened a few times, and it happened immediately after patching to 3.19 so I don't see how it could be BUG.

oh and we all used the "multiplayer install" option

Yes, this is the necessary install method for all multiplayer games.

If you can give me any more details or specifics, I might be able to help further.
 
Sure I will have a chat with my friend and we will try to provide further info. Some of us really liked bug mod, but since a few of us had uber lag none of us can use it now :(

Version is still 3.17... and logging should be off by default iirc.

About the lag now, I have noticed some lag when selecting units and more overal lag than usual. But not a deadly lag like my friend reported. I will try to get him and will be back with more info.

Then maybe you can suggest some steps to pinpoint this lag? We could try turning off the features you mentioned.

Anything else that could cause lag I mentioned? He complained about the lag every time someone even tried to initiate diplomacy screen (but I have to ask more questions further down here).

What I find weird is that neither of us notices any lag singleplayer. If you have any other suggestions just tell me and I will try to convince people to use BUG for the next multiplayer game (though that will be hard). Also another friend noticed that he cant type messages when in diplomatic conversation anymore. Even after BUG uninstall, but I doubt that is the cause.

p.s. sorry for my rambling style, I am a bit out of phase these days.

p.p.s - how to change gamestate so it doesn't detect bug mod? I noticed we can start the game with a few people using the mod and others not using it. But, we cannot load the game later - people with no mod get an error.
 
Go into options CTRL+ALT+O, and turn off Plot List. That should resolve any unit selection lag.

As EF said, you all need to use it or none. If none, then uninstall Bug mod, and just reinstall it as Single-Player MOD option. Then it will not load unless you manually load it in a single player game.
 
Go into options CTRL+ALT+O, and turn off Plot List. That should resolve any unit selection lag.

As EF said, you all need to use it or none. If none, then uninstall Bug mod, and just reinstall it as Single-Player MOD option. Then it will not load unless you manually load it in a single player game.


Ok, everybody is telling me that.

But there is no warning! The game allows me to start it even if 2 players have BUG and 3 not. And since there are not any gameplay-related changes I guess OOS should not happen either. It is just that it wont load game for people who don't have the mod (if the host had it when saving I suppose...). So, any way I can change savegame so we can load? I get CTD sometimes so we have to load (me beeing the host too).
 
Ive been using this MOD for a couple of days now and ive noticed the turn time is roughly 8seconds before ive got liberalism tech on Standard Map, 8 Civs. May not sound much but it all adds up! Without this Mod i have about a 1second turn delay at this period and around 4seconds late game.

First glance this was a great MOD like the others, but i cannot wait for turns to roll over. What is with all this extra load time MODs throw out, its incredibly annoying.

Is there any way to speed turn time without changing my computer?

systemn.jpg
 
CivilizationIV.ini
Spoiler :

[CONFIG]

; Enable Quick Slide Show Transitions
PopSlides = 0

; Set to 1 to automatically end slide show
EndSlides = 0

; Enable Trilinear Filtering for the Minimap
MinimapTrilinearFilter = 1

; Enable Tree Region Cutting
CutTrees = 1

; A non-zero value overrides the FIELD_OF_VIEW parameter from GlobalDefines.xml
FIELD_OF_VIEW = 0

; Allow Camera Flying
AllowFlying = 1

; Don't show minimum specification warnings
HideMinSpecWarning = 0

; Random seed for map generation, or '0' for default
MapRandSeed = 0

; Random seed for game sync, or '0' for default
SyncRandSeed = 0

; Email address from which Pitboss reminder emails are sent
PitbossEmail = 0

; SMTP server authentication login for Pitboss reminder emails
PitbossSMTPLogin = 0

; SMTP server for Pitboss reminder emails
PitbossSMTPHost = 0

; Number of seconds to accept live game list updates from GameSpy (-1 for initial snapshot only, 0 for no live updates
GameUpdateTime = 10

; Bandwidth options are modem or broadband
Bandwidth = broadband

; QuickStart - SinglePlayer games only!
QuickStart = 0

; Dont show the game background during movies - may speed up movie playing
HideMovieBackground = 1

; Enable/disable background music
PlayMusic = 1

; Allows some memory savings *** ALT-TAB WILL NO LONGER FUNCTION ***
MemSaver = 0

; Use managed interface textures (may be safer but shouldn't be needed, uses more memory)
GUIManagedTextures = 0

; file format (TGA,JPG,BMP), Warning: TGA requires a lockable buffer which can lower performance
ScreenShot Format = JPG

; Enable voice over IP capture and playback
EnableVoice = 1

; App Selects Specific IP to use for Multiplayer
SelectIP = 0

; Disable PAK memory mapping (May affect performance)
DisablePAKMemoryMapping = 0

; Don't skip frames if falling behind
BinkNoSkip = 0

; Copy entire image each frame, not just dirty pixels
BinkCopyAll = 0

; Show movies using hi-color, not true-color (may be faster)
Bink16Bit = 0

; Copy ever other scanline during movie playback (faster)
BinkInterlace = 0

; Specify whether to play in fullscreen mode 0/1/ask
FullScreen = ask

; Set max frame rate clamp (0 means none)
SetMaxFrameRate = 0

; Set to 1 to put PitBoss to sleep when no players are connected
PitBossSleep = 1

; Set to 1 to page units out when non-visible
DynamicUnitPaging = 1

; Set to 1 to page unit anims out when the unit is non visible
DynamicAnimPaging = 1

; Set to 1 for no on-screen event messages
NoEventMessages = 0

; Set to 1 for no tech splash screens
NoTechSplash = 0

; Set to 1 for no intro movie
NoIntroMovie = 1

; Set to 1 for no python exception popups
HidePythonExceptions = 0

; The maximum number of autosaves kept in the directory before being deleted.
MaxAutoSaves = 125

; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 4

; Enable Audio
AudioEnable = 1

; English(0),French(1),German(2),Italian(3),Spanish(4) - Defaults to user-installed language
Language = 0

; Determines which user profile is loaded on game start
UserProfile = Default Profile

; Sync input to smooth interface (may run slower)
SyncInput = 0

; Force numlock always on while playing
ForceNumlock = 0

; Disable caching of file system (may slow initialization)
DisableFileCaching = 0

; Disable caching of xml and file system (may slow initialization)
DisableCaching = 0

Doesn't include anything of/or after the [GAME] header.

Back up your current .ini (rename). Try these settings. If it doesn't help. No loss.
 
Speed Issues - seems to be coming up a fair bit of late.

I am curious, is it possible to compile things like:
CvMainInterface.py to CvMainInterface.pyc

Or would that cause Civ to not recognize the file any longer and default back to the BTS unmodified CvMainInterface.py

If it is possible, would that not inherently bring a speed boost?
(The code itself could still be distributed like CvMainInterface.py.bug)
 
Sure I will have a chat with my friend and we will try to provide further info. Some of us really liked bug mod, but since a few of us had uber lag none of us can use it now :(

Version is still 3.17... and logging should be off by default iirc.

About the lag now, I have noticed some lag when selecting units and more overal lag than usual. But not a deadly lag like my friend reported. I will try to get him and will be back with more info.

Then maybe you can suggest some steps to pinpoint this lag? We could try turning off the features you mentioned.

Anything else that could cause lag I mentioned? He complained about the lag every time someone even tried to initiate diplomacy screen (but I have to ask more questions further down here).

What I find weird is that neither of us notices any lag singleplayer. If you have any other suggestions just tell me and I will try to convince people to use BUG for the next multiplayer game (though that will be hard). Also another friend noticed that he cant type messages when in diplomatic conversation anymore. Even after BUG uninstall, but I doubt that is the cause.

p.s. sorry for my rambling style, I am a bit out of phase these days.

p.p.s - how to change gamestate so it doesn't detect bug mod? I noticed we can start the game with a few people using the mod and others not using it. But, we cannot load the game later - people with no mod get an error.



The report Neik gave you is not entirely correct.

I noticed singleplayer lag. After the multiplayer game where i had major trouble with performance, i lowered the graphics to the minimum and went single player, standard map size, around 10 players in total. Things were going well (no lag whatsover i believe) up to moment when i traded for the world map. From then on, the performance dropped significantly, but was still (barely) playable. (Similar to the performance in multiplayer game when noone was trying to contact me. When somebody tried to contact me, the game went into dia mode, it took like 5-10 seconds for a stack to become selected after i clicked on it.)

I turned off the options you recommended, there was some improvement but not much.

I then tried turning off the bugmod and started a new game, huge map size, around 15 players. I traded the map, after a laggy moment things were back to normal, just maybe slightly slower. No problem with playability.

We haven't played another bugmod multigame since then, the one without it went without problems.



Hope this helps a bit.

btw, love the bugmod (when things are going ok performance-wise)
 
To anyone having speed issues, are you all using BUG 3.6 from the EXE installer or some other version?

One person said that the in-between time jumped from 1 to 8 seconds. Do you have things like friendly/enemy moves turned on?

One thing to try is to completely disable Autolog at the code level. To do this, open Assets/Config/init.xml in Notepad or some other editor. Do a find for Autolog and change this line:

Code:
<load mod="Autolog"/>

by commenting it out (insert "!--" and "--"):

Code:
<[B][COLOR="DarkOrange"]!--[/COLOR][/B]load mod="Autolog"/[B][COLOR="DarkOrange"]--[/COLOR][/B]>

Restart civ and load you game and see if that makes a noticeable difference. Also, if someone could post some saves that demonstrate the issue clearly, that would be very helpful.

When I run with and without BUG, the only place I see a speed difference is selecting units in large stacks. Everything else runs the same speed AFAICT.

  • Intel Core 2 Duo E8400 @ 3.00GHz
  • 2GB RAM
  • NVIDIA GeForce 8500 GT
 
Is there any screen where I can see if all religions are founded or which religions are founded already?
 
Is there any screen where I can see if all religions are founded or which religions are founded already?

The F7 Religious Advisor says which religions are founded and which not.
 
Why in the Domestic Advisor screens do some of my cities show a defence of +25% above that shown in the city screens ? Note the "some" - it's about 1 in 5, at irregular intervals down the list, and affects true values which range from 80% down to 20%.
No, I do not have Chichen Itza, which some blighter built on another continent, and is the only thing I know which could add 25% to city defence.
 
It is indeed the 25% hill defence. Odd, since a couple of the cities are garrisoned with left-over Horse Archers which do not get defence bonuses and there are others garrisoned with Longbowmen which of course get 25% city and 25% hill defences and, indeed, another 25% from the boredom of sitting still for years and years, keeping the populace happy.
 
It is indeed the 25% hill defence. Odd, since a couple of the cities are garrisoned with left-over Horse Archers which do not get defence bonuses and there are others garrisoned with Longbowmen which of course get 25% city and 25% hill defences and, indeed, another 25% from the boredom of sitting still for years and years, keeping the populace happy.

It probably would make sense to remove the 25% for hills just for this reason. It always depends on who is going to defend, and I'm not going to bother writing code to detect when you only have one type of defender. If someone else does this, I'll happily add it in there.
 
I don't know if I should post this in the BULL thread or here, but I've noticed that the ACO is missing the probability of the unit being unharmed after the battle. Is this a problem specific to me or BULL? And is there any way for me to fix this? Thanks.
 
I don't know if I should post this in the BULL thread or here, but I've noticed that the ACO is missing the probability of the unit being unharmed after the battle. Is this a problem specific to me or BULL? And is there any way for me to fix this? Thanks.

That may be because I have an older version of ACO in there or that you need to use a higher level of detail. The new (1.1) version breaks out the options individually so you can turn each item on/off at will. I will be merging that in sometime in the next couple weeks I hope.
 
Back
Top Bottom