Questions about The BUG Mod

The red fist is how many turns of occupation are left (if in revolt). I don't know what the other column is. Can you describe the hover? I have modified my setup as the screen is totally configurable.
 
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?

Hey EmperorFool,
I must have missed this post back then.
Concerning your edit, i'm not sure i understood this correctly, but "regenerate map" also doesnt work if you do not settle (so no unit-naming should occur?).
It also does not work if i turn off "Unit Naming" and/or "Logging".
And answering your question: yes, that's the way it worked before :)

Is there any quick fix you can think of to have "regenerate map" back (like edit some line or copy a file)? I'm not too keen on installing anything else than BUG since my netbook can hardly handle the game as it is. Therefore, ALT+G doesnt work for me.

Edit: Found a way! Enter World Builder and it works there. Since i am looking for an isolated start anyway, this is perfectly sufficient :)
 
AFAICT I have fixed this in the current code repository. I am able to settle, have my units renamed, and still regenerate the map using the menu.
 
With BUG and modular python I thought I could have two python modules (ie different files) which contain the same event, eg onCombatResult and the code in both would execute.

Am I wrong in my expectation, because I don't seem to be able to get it working.
 
With BUG and modular python I thought I could have two python modules (ie different files) which contain the same event, eg onCombatResult and the code in both would execute.

Yup, BUG allows this just fine, and we make use of it in more than a few cases. Can you show us the code and describe how it fails? There's a modder's thread for this kind of stuff, or you can make a new thread. We try to keep this thread for questions from users about playing with BUG.
 
AFAICT I have fixed this in the current code repository. I am able to settle, have my units renamed, and still regenerate the map using the menu.

Weird. I just downloaded 4.3 again and used the .exe to install BUG and still no "regenerate map". Perhaps i messed up something the first time since i seem to be the only person reporting this problem :crazyeye:
Might need to install Civ4 again then. Thanks anyway :)
 
Weird. I just downloaded 4.3 again and used the .exe to install BUG and still no "regenerate map".

As MadmanAtW said, this fix will go into the next release of BUG. The fix involves many files and isn't easily grabbed file-by-file from the SVN. You can, of course, always grab the complete latest version out of the code repository if you want to live on the bleeding edge or use the latest snapshot. Contrary to the name of that directory, it isn't being updated daily anymore (last was Feb 16th before the fix).
 
Is there a list of files BUG adds? Does it add any to CustomAssets\xml\Events. I was mucking around in there and while I have the original files I don't recall if BUG added any new ones.
 
is there any way to load non-bug mod save, the game from clean bts into to bug mod - mod installation. save is 4000 BC.

is the missing "regenerate map" option is intended to be missing or it's a bug in the latest 4.3 bug mod?
 
is there any way to load non-bug mod save, the game from clean bts into to bug mod - mod installation. save is 4000 BC.

I think you can open it in BTS and save it as a WorldBuilder save. Then start a custom scenario in BUG and select that WB save.

is the missing "regenerate map" option is intended to be missing or it's a bug in the latest 4.3 bug mod?

Yes, this is a bug in 4.3. It is fixed since release and I will release an update soon.
 
Hello,

I wouldn't have bothered registering as I do not like to deviate from my status as Grandmaster lurker/leecher however I felt compelled to point out something rather confusing to people coming here after googling "ZOMG BEST CIV4 MODS EVAR!!!"

That's what I did and I heard the rantings and ravings of the BUG mod. I installed the BUG mod then read some more and realized what I really wanted was probably the BAT mod.

So I followed the source forge link and downloaded BAT mod 2.1.1a patch. Hmm. Strange, why's it called a patch o.O. Oh well w/e. Lo' and behold it wouldn't install. I read some more and realized well first of all BAT mod includes BUG mod so let's uninstall BUG mod. Still tho it wouldn't install because bat mod 2.1 wasn't installed.

Anyways after much looking around I was at the sourceforge page for BAT mod and after tearing my eyes off of the much loved DOWNLOAD NOW button, I saw view all files. HURR DURR, right? Ok so I found the original install .exe for BAT mod.

All this to say that in the "Download BUG and BAT here" thread, next to the link titled, "BAT Mod Page", in brackets it should say, "Includes BUG mod, latest version is a patch - click view all files to get the setup .exe"

I'm not an idiot and I know how to use a computer. I've accumulated OVER 9000 internetz in my adventures.

This is just a view from a random googler who spent a few hours trying to leech something which should have taken 20 mins.

Thank you and goodbye forever,

LEECHER

*Disappears in a puff of black smoke*
 
Hello,

I wouldn't have bothered registering <<snip>>

I'm not an idiot and I know how to use a computer. I've accumulated OVER 9000 internetz in my adventures.

This is just a view from a random googler who spent a few hours trying to leech something which should have taken 20 mins.

Thank you and goodbye forever,

LEECHER

*Disappears in a puff of black smoke*
Hmmmm. I would have thought that the word "patch" in the file title would have been a dead giveaway to anyone downloading the patch exactly what the file was, but just in case there is still confusion:

patch:

1. n. Computer Science: A piece of code added to software in order to fix a bug, especially as a temporary correction between two releases.

2. v. tr. Computer Science: To correct a bug in (an item of software), especially as a temporary correction between releases.

The installation of the patch (And what it is.) is well documented in the download thread here:

http://forums.civfanatics.com/showthread.php?t=274636

Specifically, post # 14

The thread also clearly states (as do the instructions) that BAT 2.1 must already be installed.

Someone with "over 9000 internetz" should have had no trouble deciphering those instructions. One only has to look.

I'm not really sure how we could have made it more simple, short of using big neon signs and dancing girls to draw attention to the important points.
 
@Maffu - :lol: That was a great post! I do agree that our forum is severely disorganized. Partly that's just that we've been doing this for three years, and things have changed so much since we started. Another reason is that we have three projects under one roof with only a couple people to manage that aspect.

I have some ideas about how to better organize the threads, and we even discussed it a bit on our team mailing list, but it's going to be a lot of work.
 
Hmmmm. I would have thought that the word "patch" in the file title would have been a dead giveaway to anyone downloading the patch exactly what the file was, but just in case there is still confusion:

patch:

1. n. Computer Science: A piece of code added to software in order to fix a bug, especially as a temporary correction between two releases.

2. v. tr. Computer Science: To correct a bug in (an item of software), especially as a temporary correction between releases.

The installation of the patch (And what it is.) is well documented in the download thread here:

http://forums.civfanatics.com/showthread.php?t=274636

Specifically, post # 14

The thread also clearly states (as do the instructions) that BAT 2.1 must already be installed.

Someone with "over 9000 internetz" should have had no trouble deciphering those instructions. One only has to look.

I'm not really sure how we could have made it more simple, short of using big neon signs and dancing girls to draw attention to the important points.

Yeah, someone lured Batgirl out of the Batcave. :lol: Miss ya, Darlin'. :cool:
 
Ok, um...

*Reappears in a puff of purple smoke*

Well then, thanks so much for addressing my attempt at constructive criticism. I'd like to comment on a couple points you've brought up. I will do so in forum ninjutsu style with quotes n' bold font and maybe some italics.

Hmmmm. I would have thought that the word "patch" in the file title would have been a dead giveaway to anyone downloading the patch exactly what the file was, but just in case there is still confusion:

patch:

1. n. Computer Science: A piece of code added to software in order to fix a bug, especially as a temporary correction between two releases.

2. v. tr. Computer Science: To correct a bug in (an item of software), especially as a temporary correction between releases.

I do know what a patch is. I thought my story of "How I Tried to Download Your Mod", fully detailed my skepticism in having been directed, by the huge DOWNLOAD HERE link, to download a patch to install your mod.
:)
The installation of the patch (And what it is.) is well documented in the download thread here:

http://forums.civfanatics.com/showthread.php?t=274636

Specifically, post # 14

Well dang. You got me. I'm an idiot. A fool. Damn niggardly in the common sense department. I should've spent the 3 hours reading the whole thread instead of expecting the importing points to be in the OP. :rolleyes:

I'm not really sure how we could have made it more simple

Hmmmm. It's ok darlin', I'll walk you through it. In post #14 in the Download BUG and BAT here! thread copy/paste the line in the spoiler that says:

*** IMPORTANT: This patch requires that you already have BAT Mod 2.1 installed. ***
:D
Into the OP. Also mention that you need to click view all files on the sourceforge page to get the original install.

Or hey even better change the downlod link from http://sourceforge.net/projects/civ4bat/ to http://sourceforge.net/projects/civ4bat/files/

And that's how you could make it simpler.

Spoiler :
I love you :D


EDIT: I'd like to also mention that this place is great. With the mods and the strategies that are all here. It is truly something valuable. A+ community... which is why I didn't want to stick around :D
 
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