Not really, as long as you make sure that you put that entry into non-working mods. There are basically two constellations where you want to remove BUG: Playing multiplayer (because you have different game files) or you want to have some custom assets for mods (like graphics changes from Blue Marble or smaller XML changes) but not BUG (because of conflicts, for example).Is there any need to uninstall it?
Simply put this into the dune wars.ini file: "NoCustomAssets = 1" (if it's already there, then replace the old entry, of course).Lord Tirian,
i will include, but im not sure what - can you elaborate?
@gliderOne small thing that I've noticed when using AIAutoplay is that at the early game the AI player changes the Espionage rate but as a human player you can't since there is no buttons for it until you get the espionage enabled from tech.
I have been thinking long and hard and I believe I have come up with the ultimate suggestion.
By a certain point in the game the situation ossifies and the person who is going to win ends up winning because they have alarge and stable empire. In the real world every empire goes down in flames eventually. To better simulate this you should put in a flag of some sort that keeps track of how old a civilization is (eg. time before crashing and burning) and it keeps increasing as time passes (make it a function of total turns or just increase it in blocks of 20 turns). An empire starts young (bonus to stability) and moves to ossified (or some other term, eg. weary, ancient, etc.). The detriment to an old empire should become so large that eventually the civilization gets hit with a major event no matter what they do. Perhaps there could be a civil war where cities and units flip (eg. empire is split in half with no defense or control). This would simulate history quite accurately (happened in Rome).
Finally, there should be more categories for the size of your empire and the stability penalties should be much higher when you are much larger (eg. when you're close to 50% just keeping your empire together should take up all of your time, just like in reality).
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Change Log Version 2.50 to 2.51
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- Fixed long standing missing Naval bombard mission
- Disabled defective events (8 out of 300)
- Fixed DCM battle effects loss of terrain bonuses
- Fixed missing popup import in RevEvents
- Fixed Revolution.ini typo
- "Better Ship Scale v1.0 for BTS" as a woc module
- "TXT_KEY_REV_AND" bug fixed.
- "TXT_KEY_MISC_SHIFT_ALT_PREPARE_WAR" text fixed
- 52x32 earth map for 50 civs (Craterus22)
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Glider,
Unless it's just me... but I cannot get the Naval Bombard mission to work in v2.51? For me, it does the same as before: Naval units can't bombard unless they're parked in a city somewhere.
I tested it out in v2.51 with a Battleship. I placed a Barbarian Privateer next to it and could not bombard it. But as soon as I parked my Battleship inside one of my cities, suddenly I could bombard anything I wanted (within range).
Is anybody else experiencing this?
@Grave
Have just retested it again inducing a scenario as you reported. It's working fine. Not sure what is wrong for you. Stealth destroyers cannot range bombard but then they never could.
Cheers.
Do you have the latest BTS patch?