ruff_hi said:The logger does NOT start on game start. You have to start the logger yourself using ALT-L. It will then display a dialog box (see below for dialog box using the default logging name). If you hit cancel, the game will not be logged and no logging actions will be valid. If you hit ok, the game will be logged. This information will be echoed to you in the feedback section of the screen (see below).
I did this because there seemed to be an issue with the original logger and v1.61 if you didn't click on the dialog box quick enough.Gaurav said:I have started working on the next version of my mod, and came across the above in Ruff 1.2.0. Not being an avid SGer, I do not understand why Ruff would automatically disable, in the config file, the logger on every new game start and every time a game loads, but since he is I must assume it is useful for him. I do see this as rather confusing to someone using the mod for the first time, especially since it was confusing to me what was happening until I read the code in autologEventManager.py. I think I should keep it automatically logging by default and make that an option. What do you all think?
Gaurav said:I have started working on the next version of my mod, and came across the above in Ruff 1.2.0. Not being an avid SGer, I do not understand why Ruff would automatically disable, in the config file, the logger on every new game start and every time a game loads, but since he is I must assume it is useful for him. I do see this as rather confusing to someone using the mod for the first time, especially since it was confusing to me what was happening until I read the code in autologEventManager.py. I think I should keep it automatically logging by default and make that an option. What do you all think?
armstrong said:Personally, I like this feature. I usually don't log my SP games, but I like the other features of the mod. It's more natural to enable it for an SG (where an extra step doesn't really seem like much) than having a pop-up everytime I start/load one of my SP games.
armstrong said:@ruff: Great mod! But... I don't know if this has been mentioned, but there's some problems with the domestic advisor (the F1 city window) - sometimes it will not show any cities at all, and other times it will show the cities, but the sort column function doesn't work (i.e., you click to sort by production, and it sorts it in some manner unrelated to hammers.) I don't know if this is a problem with the original improved domestic advisor itself, or it's "cobbling," but it's a serious enough problem that I needed to disable it - nothing worse than trying to build space ship parts and not being able to see any of your cities production in F1!
If it would help at all, I think I have some saves where this occurs, but it'd be a bit of a pain to track 'em down.
Thanks for the comments. The production sorting is a known issue and has been reported to the original modder. It actually sorts as if the hammers where characters and results in a sort order like "1 ", "10", "16", "2 ", "25", "6 ", "66". The issue with cities not showing has also been reported and occurs (IIRC) due to the number of cities you have (ie too many for the mod).armstrong said:Personally, I like this feature. I usually don't log my SP games, but I like the other features of the mod. It's more natural to enable it for an SG (where an extra step doesn't really seem like much) than having a pop-up everytime I start/load one of my SP games.
@ruff: Great mod! But... I don't know if this has been mentioned, but there's some problems with the domestic advisor (the F1 city window) - sometimes it will not show any cities at all, and other times it will show the cities, but the sort column function doesn't work (i.e., you click to sort by production, and it sorts it in some manner unrelated to hammers.) I don't know if this is a problem with the original improved domestic advisor itself, or it's "cobbling," but it's a serious enough problem that I needed to disable it - nothing worse than trying to build space ship parts and not being able to see any of your cities production in F1!
If it would help at all, I think I have some saves where this occurs, but it'd be a bit of a pain to track 'em down.
Really! That is interesting. I will see if I can reproduce this 'fix' and pass it onto the original modder.frankcor said:As a workaround for the production sorting issue, I've discovered that by selecting another tab at the bottom of the domestic advisor (great people, example) and then switching back to the City tab results in the sorting beinging what one would expect -- lowest to highest or vice versa.
# This mod is only for single player games
SinglePlayerOnly = 1
ruff_hi said:·Imhotep· - I have no idea, never played multiplayer. I guess that this is a 'suck it and see' situation.
ruff_hi said:Its 12Monkey's Plot Enhancement - read up on the readme file or in the Plot Enh thread - link on first page.
Check the ruff_mod.ini file. The plot enhancement might not be enabled.Nials said:For some very strange reason I cannot get it to show.
If I use 12Monkey's Plot Enhancement mod on its own, it works fine, but then I cannot use your great modpack.
Any idea what is going on? I do not use any other mods than your modpack.
ruff_hi said:Check the ruff_mod.ini file. The plot enhancement might not be enabled.
I had a quick flick through and it looks nice. I will have a good long look and see if I still like it. Thx.Bede said:@Ruff, I really like your modpack so I took the liberty and made some changes to the message text for the autolog just to make the messages more "narrative friendly". Now the log messages look a little less like console messages and can be intergrated into a written turn report more easily.
I used the latest version of the ModPack.