Questions about The BUG Mod

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Which mod is it that gives these little icons when you're managing your units?

Spoiler :
Civ4ScreenShot0023-1.jpg
 
That's Plot List Enhancements (PLE) that is part of BUG/BAT. It's options are on the Plot List tab. I renamed it Unit Icons at one point, but I think Ruff changed it back. :p
 
More questions...

I downloaded the Gold Civ mod because I wanted a few of the leaders. When I started it, it didn't run under BUG. And now I realize this is probably not even the right place to ask this, but this forum is so massive I don't know where to find what I want. :blush:

1. Is there a "Dummies guide to installing and playing with mods" somewhere? I don't want to make mods, I just want to use them.

2. Can I run Gold Civ and BUG/BAT at the same time?
 
Some of the information is in our FAQ, but it's not very detailed. You cannot run BAT and Civ Gold together because they must run as "separate mods" in their own folder. You can install the single-player version of BUG which does into a CustomAssets folder that gets loaded with all mods. Sometimes that causes problems, and in those cases you must tell the mod to ignore that CA folder by editing the mod's INI file in the mod's folder and set the NoCustomAssets value to 1.

Civ Gold may or may not run with BUG; I haven't tested it. Best way to find out is to try. :)
 
As everyone has said, wrong forums. RoM already has the latest and greatest official version of BUG & BULL, you shouldn't need to merge anything.

Now, as to your problem, what do you mean you can't research Metal Casting? That can be interpreted at least 50 different ways. Does the game crash? The Tech tree unresponsive? What?

Thanks for all the responses. Got the ROM to run right (I think) may have something to do with the BAT mod (these acronyms sometimes drive me crazy).

Sorry for posting on the wrong forum, some of these things get pretty incestuous.

Got my Metal Casting issue solve just couldn't find how to research for it correctly.

Buck
 
I've got BUG installed and it works fine, but BULL is giving me problems. My assets folder doesn't have a CvGameCoreDLL.dll file in it to begin with, so I tried just putting the one from BULL in anyway and BULL options are still unavailable in game.

I do have a folder called CustomAssets-Removed-BUG-4.2 in the BTS folder, and this folder contains an Assets folder which DOES have a CvGameCoreDLL.dll file in it. Should I replace the current assets folder with that one and then switch in the BULL dll file? I'm not sure what the assets folder should have in it, but the current one has 4 empty folders called assets1.fpk through assets4.fpk, which seems wrong. The one in the removed BUG 4.2 folder has Art, Res, XML, and the CvGameCoreDLL.dll file.
 
Are you looking in My Docs\My Games\Beyond the Sword\assets or Program Installation location\\Sid Meier's Civilization 4\Beyond the Sword\Assets for the dll file? It's in the second one not the first one.
 
Are you looking in My Docs\My Games\Beyond the Sword\assets or Program Installation location\\Sid Meier's Civilization 4\Beyond the Sword\Assets for the dll file? It's in the second one not the first one.

Ah, that's the problem, thanks.
 
@drra - Please follow the instructions on the Troubleshooting page in my sig to turn on logging and post the PythonErr.log file after making this happen again.
 
I can't get the BUG SVN to install/EXPORT into my game properly. EXPORT just copies my temp folder into the game and so does not install correctly, so I looked for the latest ZIP build but that does not seem to have been updated in over a month or so. Any suggestions?

Do I need to install BUG once via the installer first where EXPORT is an updater not a first time installer? I think I may have tried that already anyway and still EXPORT does not work for me.

My OS is Vista x64
 
If I wanted to grey-out an option (make it visible, but unselectable), like BUG does for BULL; how would I go about doing it? I want to make some options unselectable in MP games.
 
I can't get the BUG SVN to install/EXPORT into my game properly.

Are you using TortoiseSVN, the command line, or some other tool? It should work without checking it out first.

I looked for the latest ZIP build but that does not seem to have been updated in over a month or so.

You can grab a compressed TAR archive (just like ZIP and Winzip and WinRAR will open it) of the whole trunk folder.

If I wanted to grey-out an option (make it visible, but unselectable), like BUG does for BULL; how would I go about doing it? I want to make some options unselectable in MP games.

The name of the control is returned from the functions that create them. In your Tab class you can assign the return value to a variable and then disable the control:

Code:
control = self.addCheckbox(screen, left, "...")
if control is not None and gc.getGame().isGameMultiPlayer():
    screen.setEnabled(control, False)
 
I've read through several of the threads here, and I didn't find an answer. Hopefully that's not because my question's too simple, but here goes anyway.

I'm attempting to override onCityBuilt to add some extraneous things, but I'm running into calling convention problems.

My mod initialization looks like this:

Code:
<mod id="Texas" module="Texas">
    <option id="Enabled" type="boolean" default="True"/>
    <event type="cityAcquired" function="onCityAcquired"/>
    <event type="cityBuilt" function="onCityBuilt"/>
</mod>

The log files say the event lines seem to be loading properly:

Code:
18:18:13 DEBUG: BugConfig - loading mod file Texas
18:18:13 DEBUG: BugInit - loading mod Texas...
18:18:13 INFO : BugCore - creating uninitialized mod Texas
18:18:13 DEBUG: BugOptions - added option <Texas__Enabled boolean [True]>
18:18:13 DEBUG: BugUtil - looking up Texas.onCityAcquired
load_module Texas

18:18:13 DEBUG: BugUtil - looking up Texas.onCityBuilt
18:18:13 DEBUG: Timer - load mod [Texas] took 3 ms

When the event actually occurs, though, I get this error:

Code:
18:19:21 TRACE: Error in cityBuilt event handler <function onCityBuilt at 0x189F4EF0>
18:19:21 TRACE: onCityBuilt() takes exactly 2 arguments (1 given)

Looking in the base event handler routine, I see this:

Code:
def onCityBuilt(self, argsList):

...which is what I assumed the calling convention was, and I duplicated it in my custom python routine.

I'm assuming the 'self' part isn't being passed, and indeed the examples in the wiki only pass argsList. If I'm not passed a 'self', how do I handle the call to the city naming function at the bottom of onCityBuilt that gets invoked after I'm done?

Code:
self.__eventEditCityNameBegin(city, False)
 
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