Ruff's Cobbled SG Modpack

Gaurav said:
Wow, are you installing the original mods or are you disabling them in Ruff's mod?

Which version are you using?

I'm installing the originals as linked in the above post! Consequently I'm using eotinb's version as linked here.

;)

Regards, .
 
Gaurav said:
That wasn't what I meant.
I'm puzzled :dubious:. So what did you mean?

Good luck with that.
Thank You. :hatsoff:

You say that it is easier? :eek:
:groucho: Heaps easier. If I disable them in Ruff's mod - one by one - ...
  1. I have to find out what is what, what it does and where I disable it. - And that is rather hard work for someone like me with close to no modding skills and experience.
  2. If I find out what is what I'll have to switch one off, see if [civ4] works.
    • If so ...
      • ... it might have been the one or
      • ... it might have been it - but only because it's causing some interference with another part of the mod. :crazyeye:
      If the latter is true ... how do I find out with what it is interfering?
    • If [civ4] still doesn't work - this bit seems to have no impact on the bug. (We are assuming :scared: here, that the same bug is not caused independently by two mods at the same time. If this would be the case the alternative seems to be ... :suicide:.)
  3. If it has been 2.a. everything is fine. I just drop this part.
  4. But if it has been 2.b. ... I have to enable it again and pick the next.
Methinks: Cobbling them together myself --- with partially brilliant and detailed discriptions on how to install and what to change --- is taking the same time or even less. But it's a lot easier for me to lern!

Comments? Regards, .
 
dot said:
I'm puzzled :dubious:. So what did you mean?

I meant to use the RuffMod.ini file to disable the component mods. Disabling usually only involves setting the appropriate value to 0.

That is practically the biggest reason I've built my mod on top of Ruff's! And I think that is why he built his on top of the HOF mod. Almost every component of my mod can now be easily disabled.
 
:D :) ;)

Yeah, I figured that somewhen. But where does it hide (in the [enabled]-section)? I couldn't figure that out.

Anyway --- some parts of the mod seem to have been developed further in the meantime ...
 
ruff_hi said:
If that is the case with the fonts - remove the font files and disable the attitude mod in the ruffmod.ini file.

Spoiler :
###########################################################################
[ENABLED]

# Moves the flashing end turn text to the top of the screen (1 = yes, 0 = no)
EndTurnText = 1

# Enables use of the autolog part of the mod. 0 = Disabled, 1 = Enabled.
AutoLog = 0

# Enables use of the ExoticForeignAdvisor part of the mod. 0 = Disabled, 1 = Enabled.
ExoticForeignAdvisor = 1

# Enables use of the ModSpecialDomesticAdvisor part of the mod. 0 = Disabled, 1 = Enabled.
ModSpecialDomesticAdvisor = 1

# Enables use of the ModtechSplashScreen screen instead of the default tech splash screen 0 = Disabled, 1 = Enabled.
ModtechSplashScreen = 1

# Enables use of the Specialist Stacker part of the mod. 0 = Disabled, 1 = Enabled.
SpecialistStacker = 1

# Enables use of the CIV4LERTS part of the mod. 0 = Disabled, 1 = Enabled.
CIV4Lerts = 1

# Enables use of the unit naming part of the mod. 0 = Disabled, 1 = Enabled.
UnitName = 1

# Shows the Turn counter in the clock. 0 = Disabled, 1 = Enabled.
ClockTurnCounter = 1

# Enables 12Monkey's Plot List Enhancement mod
PlotListEnhancements = 1


###########################################################################

What attitude mod? :help: Sorry?
 
ruff_hi said:
v1.2.0 to v1.2.0a
  • Added battle odds to the logger

I'm not seeing the battle odds in the log file. I also don't see an option in the .ini file to turn it on. Unless, of course, I missed it somewhere. Entirely possible.
 
Conroe said:
I'm not seeing the battle odds in the log file. I also don't see an option in the .ini file to turn it on. Unless, of course, I missed it somewhere. Entirely possible.

From my mod's instructions:

Gaurav said:
Press [ALT-L] to enable/disable Autolog.
Press [ALT-B] to dump the battle statistics to the Autolog.
Press [ALT-M] to use the Reminder feature.
Press [ALT-J] to bring up some kind of future feature Ruff is developing.

I think it still works the same way in Ruff's mod.
 
Conroe said:
I'm not seeing the battle odds in the log file. I also don't see an option in the .ini file to turn it on. Unless, of course, I missed it somewhere. Entirely possible.
The battle odds were added following someone asking for it. I have it on my PC (I think). I will download the mod and check that I uploaded the right one.

Edit: Duh - I was looking at two log python files and I uploaded the wrong one. Check the FileFront location for 1.2.0b which now has the battle odds in it.
 
ruff_hi said:
Check the FileFront location for 1.2.0b which now has the battle odds in it.
That fixed it. :goodjob: Thank you!

Another question, though. Are all of those extra .ini files necessary? It seems like a lot of the entries are duplicated in RuffHi.ini from the other ini files. Can they be deleted?
 
I think I found a bug on the F1 domestic advisor screen. Take a look at the save in this post. When I press F1 it brings up an empty dialog box with no data on any of the cities. Any ideas?
 
Conroe said:
I think I found a bug on the F1 domestic advisor screen. Take a look at the save in this post. When I press F1 it brings up an empty dialog box with no data on any of the cities. Any ideas?
I havent' checked the save but I think this is a probably known bug caused by too many cities. Check with the original developer of the mod for comments on that.
 
ruff_hi said:
I havent' checked the save but I think this is a probably known bug caused by too many cities. Check with the original developer of the mod for comments on that.
I checked in 12monkey's thread and found this post where it was corrected in the 1.8c version. I then downloaded the latest version (1.8e?) and verified that it is indeed corrected.
 
I thought my mod pack includes 1.8e - I will check and see.
 
Ruff, I think the error is in 12monkey's source code after all. I went ahead and posted a report in that thread.
 
It looks like 12monkeys has not logged on in about a week, so it may be awhile before we get a fix to this error. So, I took a look at a work around ...

It looks like the problem is with the code that is trying to tell me what wonders the other civs are building. That, of course, is huge spoiler information. :nono: So, I decided to replace 12monkeys' version of the screen with the HOF version. The HOF version does not contain the spoiler information and has a much, much better UI.

There is like 3 lines of code in the HOF version that must be changed to make it work with Ruff's modpack. They are the ini file references and can be copied from Ruff's source. I've included them here, as well.

Spoiler :
copy CvModSpecialDomesticAdvisor.py from the HOF folder to the RuffHi's CustomAssests. Then change the following 3 lines:

## self.bShowOnlyAvailableBuildings = hof.get_boolean('ModSpecialDomesticAdvisor', 'bShowOnlyAvailableBuildings', True)
self.bShowOnlyAvailableBuildings = RuffMod.get_boolean('AUTOLOG', 'bShowOnlyAvailableBuildings', true)

## self.bShowCompressedSpecialists = hof.get_boolean('ModSpecialDomesticAdvisor', 'bShowCompressedSpecialists', True)
self.bShowCompressedSpecialists = RuffMod.get_boolean('AUTOLOG', 'bShowCompressedSpecialists', true)

## fp = Open(HOFContext.HOFModDir + "\\ModSpcDomAdvColumns.txt", 'r')
fp = Open(RuffModControl.userDir + "\\ModSpcDomAdvColumns.txt", 'r')


BTW, Ruff, I don't think I've actually said thank you for putting this mod together. Where are my manners? :crazyeye: You have done a fantastic job of assembling these various mods. Its hard to believe that I've played all these many months without them. :thumbsup: :thumbsup:
 
So is this mod easy to incorporate into the mod I have been working on for weeks, with new units, buildings, etc? Are the files #commented# for easy cut and paste?
 
yes to comments. What mods are you working on?
 
Just some little mod for my own fun. I like all the componants you have in your cobbled mod, and I plan to add the "replant forest" mod and the "Inquisition" mod too... you have thankfully done most of the hard work. Thanks for putting this together, its a great addition to the game.

I sure do hope the XPack released for sale later this week isn't a giant pain to adapt these mods to....<g>
 
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