Questions about The BUG Mod

@Fuyu - I have updated BUG and BULL by adding a new widget type as we discussed. Everything seems to be working okay now. I also moved the Espionage text back to where it was in the scoreboard hover. But note that that places it below the attitude modifiers. I'm inclined to move it up above them to match the other hovers and get rid of that ugly blank line.
Yes, that was just a stupid mistake I made. As I said, I want it above the attitude to match the other hovers.
I don't understand where that blank line comes from though.
 
After line 3431 you need to add an else statement or else you won't get espoinage strings for human opponents.
Code:
[COLOR="Green"]			// espionage moved above
			// CTRL instructions moved below
// BUG - end[/COLOR]
		}
[B]		else
		{
			szBuffer.append(NEWLINE);
			GAMETEXT.getEspionageString(szBuffer, ePlayer, eActivePlayer);
		}[/B]

I also rephrased "// BUG - Other Relations in Scoreboard" to "// BUG - All Relations in Scoreboard", seems more fitting that way.
 
After line 3431 you need to add an else statement or else you won't get espoinage strings for human opponents.

Hmm, I wonder why the original Firaxis code didn't have that? I have long wondered why the "CTRL + CLICK to trade" instructions aren't shown for human rivals. I assume you can trade with human rivals in multiplayer.

In any case, I added it as it cannot hurt. I dropped the "All/Other" qualifier in the comment altogether.
 
You're right, trading too. Revoming the isHuman() check as we speak.

for makefile comments:
Code:
[COLOR="Green"]# /G7		optimize for Pentium 4 and above
# /O2		optimize for speed (equal to /Og /Oi /Ot /Oy /Ob2 /Gs /GF /Gy)[/COLOR]

btw should we move this conversation to the development thread?
 
You're right, trading too. Revoming the isHuman() check as we speak.

Well, you don't want to show the attitude modifiers for humans, though perhaps that function just returns if the player is human.

Thanks for those flag descriptions.

btw should we move this conversation to the development thread?

Yeah, probably. :)
 
Well, you don't want to show the attitude modifiers for humans, though perhaps that function just returns if the player is human
I was only talking about the trade thing, attitude of course makes no sense for humans.

This is what I did, nothing more:
Code:
[COLOR="Green"]//Fuyu: you can trade with humans too, right?
/*[/COLOR]
[COLOR="Gray"]			if (!(kPlayer.isHuman()))
			{[/COLOR]
[COLOR="Green"]*/[/COLOR]
				szBuffer.append(NEWLINE);
				szBuffer.append(gDLL->getText("TXT_KEY_MISC_CTRL_TRADE"));
[COLOR="Green"]/*[/COLOR]
			[COLOR="Gray"]}[/COLOR]
[COLOR="Green"]*/
// BUG - end[/COLOR]
 
Mod loads but no interface in a game.. (brand new to this mod just want something easier to read in windowed mode)

* OS Version: Vista 64
* BTS version: 3.19
* BUG/BAT version: BUG 4.3
* Installation source: RAR
* Installation method: Mods folder
* Merged mods: None
* Anything non-standard about your setup: Got Civ4 off Steam

Maybe try an older version? Just came out yesterday. Thanks for any help and sorry, the forum wouldn't let me upload the logs.
 
Definitely need to see PythonErr.log and PythonDbg.log to help here. You can post them inside [code]...[/code] tags or ZIP them up to attach.
 
I am trying to use BUG 4.3 with the Custom Assets method described in the ReadMe.
Seems to all work fine exept one little thing:
there is no option to "regenerate map" anymore (in my game).

Is this a feature? Or did i screw something up while copying/extracting files? I.e., I wasnt sure on one point in the ReadMe:
you must first copy the files and folders from the Assets folder into your CustomAssets folder
i assumed you ment "CustomAssets folder into your CustomAssets folder"? If yes, then i should have done everything right. If not, then the instruction is missing what to do with the CustomAssets folder in the .zip file.
 
i assumed you ment "CustomAssets folder into your CustomAssets folder"?

Yes, I forgot to rename CustomAssets to Assets in the ZIP. However, you did the right thing and Regenerate map should be available as long as any players haven't met each other. The game blocks regenerating the map under certain circumstances. Try starting a few games; can you regenerate in any of them?
 
Attached is a screenshot. I used "Play Now", all standard settings. I settled and not moved the scout or anything else.
I restarted Civ4 a few times which didnt help though :(

In the .zip file there is a folder called "GameSetUpCheck". As per instructions i didnt extract that anywhere. Does it go somewhere perhaps?
But on the other hand, all BUG features work, so i guess everything got copied correctly.
 

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Attached is a screenshot. I used "Play Now", all standard settings. I settled and not moved the scout or anything else.

You cannot regenerate the map after settling AFAIK.

In the .zip file there is a folder called "GameSetUpCheck". As per instructions i didnt extract that anywhere. Does it go somewhere perhaps?
But on the other hand, all BUG features work, so i guess everything got copied correctly.

Oh, that's for BUFFY and won't matter for regeneration, but I'll have to see if that can be omitted otherwise. I don't see any errors on the screen, so I assume it's safe to leave out. Normally the GameSetUpCheck folder goes into the "BUG Mod" folder next to UserSettings and Info.
 
If I upgrade from 4.2 to 4.3 will I lose my current BUG settings/configuration, specifically if I uninstall 4.2 first?
 
If I upgrade from 4.2 to 4.3 will I lose my current BUG settings/configuration, specifically if I uninstall 4.2 first?

Please post questions in the Questions thread. This thread is for release announcements only.

When you uninstall BUG 4.2, uncheck "User Settings" so that it doesn't remove your settings. BUG will always look first in the My Games / BTS folder for a folder called "BUG Mod", and inside that for the UserSettings folder. You can copy your 4.2 UserSettings folder to that location and 4.3 will use it automatically.
 
You cannot regenerate the map after settling AFAIK

In the base game, you can so long as you haven't ended a turn yet. That's always been my yardstick, though I've never played on a small enough map where I've met someone on turn 1 and checked to see if I could still regenerate. But I just booted Civ, settled in place, moved my warrior, and had a regenerate map option.
 
Does anyone know where there is a good explanation of the data on the Espionage screen? I have no idea what the numbers mean next to the various rulers. I'm using BUG 4.3.
 
Okay, now I remember a conversation that storing some data as BUG does in the game blocks the normal regeneration. If you are running BULL or BAT or BUFFY, you can hit ALT + G to regenerate the map. I'll look about fixing the core problem, though, so it's available from the ESC menu again.

Edit: For background, the problem occurred when I fixed Unit Naming to name your initial units as soon as you found your first city. I can fix it, but it'll take some work. I need to make it hold onto the data to save until the game is first saved. That way, if you end your turn or save your game manually (not the 4000BC initial save), you won't be able to regenerate.

Is this acceptable? I assume that's the case normally, right?
 
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