Questions about The BUG Mod

I opened the game without the mod loaded and the edited traits and colors worked. I then loaded the mod and while the traits loaded, the color reverted back to its default.

I can imagine why this one thing would not be moddable when loading it as a mod. Are you sure you put the file in the correct place?

How can I get rid of that annoying message which says to press something like alt - shift - o to modify the BUG mod where it usually says "Press enter to end turn"?

  1. Press the options shortcut (ALT + CTRL + O)
  2. Click on the System tab (second to last)
  3. Uncheck Options Shortcut Reminder
 
  1. Press the options shortcut (ALT + CTRL + O)
  2. Click on the System tab (second to last)
  3. Uncheck Options Shortcut Reminder
We should add this as a BUG hint.
 
I was actually considering having it work this way:

  1. Add a new hidden option "first time" which defaults to true.
  2. When the options screen opens, if this new option is true, set it to false and set the options shortcut reminder option to false.
This way if someone wants to keep the option shortcut reminder, they can reopen the options screen and turn it on. It will never be disabled unless they remove the INI file containing the new option.
 
I can imagine why this one thing would not be moddable when loading it as a mod. Are you sure you put the file in the correct place?

Are you talking about the mod itself (being in "Custom Mods" or "Mods") or the CIV4CivilizationInfos? I've tried the mod itself in both places and tried the following with the xml file.

I've tried the edited CIV4CivilizationInfos xml doc in the custom assets folder and both the color and the traits didn't work when the mod loaded so I knew that I would need to try the actual xml file in the assets folder. When I edited the file in the assets folder and loaded the mod, the edited traits showed up but the colors didn't change.

There doesn't seem to be anything XMLwise within the mod's folder itself that I can change regarding this so I'm curious why the colors are linked in such a way. *Le sigh* I wish I knew what I was doing wrong.
 
Are you starting new games when testing these changes? Perhaps the colors are saved in the saved game file?

Oh, BAT Mod. I believe that VD (part of BAT) has its own version of that file packaged in the FPK inside BAT's Assets folder. Extract this file and try putting it into the CustomAssets folder inside My Games / BTS.
 
Hello sorry if this has been answered somewhere but I was unable to find anything. Can someone explain how the dot mapping feature works? I don't see a button for it and I can't seem to find info in the FAQ. Thanks!
 
Hello sorry if this has been answered somewhere but I was unable to find anything. Can someone explain how the dot mapping feature works? I don't see a button for it and I can't seem to find info in the FAQ. Thanks!

Hit ALT + X to toggle edit mode (add/remove dots).
Hit CTRL + X to toggle visibility (you can play with it visible but not while in edit mode)

Edit mode: Left-click the color palette to select the color of new dots. Left-click to place a dot or change its color. Right-click to remove a dot (or exit edit mode if you right-click an empty tile).

Super tricks: entering edit mode automatically shows the dotmap, and hiding the dotmap automatically exits edit mode.
 
Hit ALT + X to toggle edit mode (add/remove dots).
Hit CTRL + X to toggle visibility (you can play with it visible but not while in edit mode)

Edit mode: Left-click the color palette to select the color of new dots. Left-click to place a dot or change its color. Right-click to remove a dot (or exit edit mode if you right-click an empty tile).

Super tricks: entering edit mode automatically shows the dotmap, and hiding the dotmap automatically exits edit mode.

Thanks EmperorFool!
 
documentation conflict? I just downloaded and installed BAT2.0 , on the forums the spoiler for bat says it includes the bBlue Marble
mod. on the mod page at the sourceforge site it says that it is recommended to download it.
should I leave it as is or download and install Blue Marble?
 
I'm a bit confused is bull included in bat? on the system tab on the in game bug screen
it says "BAT2.0,BUG4.0,BULL1.0 so I'm assuming its included it there anyway to uninstall it without uninstalling all of it
just BULL the only thing i backed up was custom assets i didnt back up any other folders or DLLs i didnt know BULL was included it wasnt mentioned on the sourforge page
Thanks echosfolly
 
on the forums the spoiler for bat says it includes the bBlue Marble
mod. on the mod page at the sourceforge site it says that it is recommended to download it.

BAT 2.0 include most of BlueMarble, but it's not possible to put the whole thing in there. You get the terrain graphics which is what most people want I believe. You can safely install BM separately if you want it all.

I'm a bit confused is bull included in bat? ... it there anyway to uninstall it without uninstalling all of it

BAT is installed to its own folder--not mixed with CustomAssets. Go to BTS/Mods/BAT Mod 2.0/Assets and rename/remove CvGameCoreDLL.dll.

Out of curiosity, why remove just BULL?

will there be a pdf version for the help files or can they be accsessed inside the game?

ALT + CTRL + F1 opens the local help file. It is a compiled HTML file that works on Windows only, and it is technically outside of the game (it's a separate application), but you can ALT + TAB back into your game.

I just want a graphical mod, so I do not want BUG, is this possible? :rolleyes:

The graphics in BAT are mostly Blue Marble and Varietas Delectat. Download and install those two mods and you'll have nearly all the art stuff.
 
I just want a graphical mod, so I do not want BUG, is this possible? :rolleyes:
The other option is to install BAT, open the option screen and turn all of the BUG features off - that will get you back to vanilla BtS with the graphic enhancements.
 
How can i load another mod and still have BUG & BAT running?
Is there a way to install BAT and BUG inside the game so it is
always there and I can load other mods.
 
It depends on the mod. BAT is out fore sure (you really need to merge it by hand), but for other mods, it really depends if they modify the interface like BUG or not. Basically, if they have lots of python files.
If they do not, then you should be able to do what you want by installing BUG into your customassets folder, and making sure that the mod does not ignore the folder (check the .ini file in the mod folder; IgnoreCUstomAssets should be set to 0).
If the mod modify some python files which conflicts with bug and you do the same (install in customassets), you will have problems like the usual no-interface bug. Apart from directly merging BUG into the mod, there is nothing you can do in this case.
 
As long as BAT, RoM, and LoR are all installed to the Mods folder (BAT can only be installed that way), they will not interfere with each other. The only way for a mod to interfere (BUG) with other mods is if you install it to the CustomAssets folder. If you do that, edit the INI file for the other mod to ignore the CustomAssets folder (NoCustomAssets = 1).
 
Question: how often do you feel you update the file CIV4UnitInfos?
I've recently started playing around with it and was wondering if I need to manually re-update the file with my changes in case the SVN downloaded a version without my changes.

I've also made alterations to a few other files, but those are not in the BUG Mod folder, they're in the BtS/Assets/XML folder so I'm thinking SVN updates from BUG probably won't affect anything I did there.
 
Question: how often do you feel you update the file CIV4UnitInfos?
I've recently started playing around with it and was wondering if I need to manually re-update the file with my changes in case the SVN downloaded a version without my changes.

I've also made alterations to a few other files, but those are not in the BUG Mod folder, they're in the BtS/Assets/XML folder so I'm thinking SVN updates from BUG probably won't affect anything I did there.

Do you mean BAT? BUG doesn't change CIV4UnitInfos.xml. :dunno:

The files of a mod override the ones in the standard Assets folder. So as long as those files are not part of BUG your (modified) standard ones are used.
 
Back
Top Bottom