TAM with BUG

ono-neko

Prince
Joined
Oct 4, 2005
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EDIT

If you are looking for BUG mod addon for TAM 0.91 patch F, click here to download it. Enjoy!

If you have any issues with it, please post it in this thread.

Known issue:
- Event signs aren't working at all.



Part of Old Post

After fiddling with BUG for some times, and failed attempt to take it apart piece by piece, I thought I'd give it a go to try to merge it into TAM. I know previously we discussed that we don't need the whole thing and only take what we need. However, it has proven to be a task that is too much for me.

Since I've been reading so many threads about BUG in my research to take it apart, I thought it might be easier to simply merge the whole thing to TAM. And... I believe I have managed to merged it, after make adjustment to some of BUG's python/xml. So far, from my test, everything works as it should, except that for whatever reason it's not compatible with the save files prior to the merging process. This means I will have to restart my game from the very beginning again for testing, which I think is good.

I will post the changes files (no need to upload the whole TAM) once I put them together, so if anyone else interested can test it as well.

FYI, the BUG I use is 4.3, and TAM is whatever 0.91 with Dertuek's fixes.
 
I think I got all the files needed. You will need to already have TAM 0.91 installed. Basically, extract the files and copy them to your current TAM folder; agree to replace any files copied over. You probably wants to make a copy of your TAM before doing so, in case it breaks something, or you don't like it, later on.

Note that, I move TAM's maps into privatemaps folder, instead of leaving them in the publicmaps folder to share with other mods, as well as disabling AllowPublicMap (I am assuming anyone playing TAM probably wants to play with Mediterranean map anyway). Also, I did change the font of the theme to Arial Narrow, that can be easily changed back if you don't like it. If you browse around the python and xml files, you may find some duplicate files with .bak extension. Some are files I kept for backup purpose, since I am not sure if I still need them.

Anyway, do let me know if you have any issues with it.

EDIT
Attachment has been removed. Check the OP for the download of latest BUG mod addon for TAM 0.91 patch F.
 
@ Laurino,

(i know you are in the shadows now)
would you like to test the BUG modmod with your build of TAM as pre-test until Thamis returns from whatever part of the world he has went to?

@ Ambrox,
what are your thoughts? the BUG modmod is mostly a HUD/interface mod if you have not seen it, and gives the player more options to see or not see different displays. It should not effect the flavor of TAM in itself

@ Thamis,
eagerly awaiting your return and comments on everything taken place this past couple of weeks, (you do know the mice will play when the cat is gone, right!)
 
As graywarden has said, BUG is pretty much interface cosmetic. The BUG team claims that no gameplay is affected in anyway. It provides wealth of easy access to information that normally users will have to dig around (in the city, advisor screen, etc) on the screen immediately, as well as several useful alerts, such as city growth, become happy/unhappy, and so on.

I've been working to iron out all the kinks as I found them, as well as implementing fixes done by Dertuek in this thread.

I hope the TAM team will consider BUG becoming part of next version of TAM :)
 
I hope the TAM team will consider BUG becoming part of next version of TAM :)

Please, post a link to BTS BUG main page, just to see some screenshots and just to know this mod in a better way
Thanks :goodjob:
 
Unfortunately, I don't find BUG's screenshot readily available in its sub-forum. It's probably buried in the list of the threads, or perhaps pages away in one of the thread. However, one of the Sticky threads should have some info of what BUG is and what are the features. Also, check out BUG's wiki page, which also has wealth of information about its features and everything else.


In any case, I took screenshots of one of my game playing TAM mod with BUG merged. As you can see one of the BUG option screen shows that everything can be disable/enable based on user's preference. When I say "everything", pretty much every features that BUG can offer, including the details in the scoreboard.



Edit: Forgot to mention this. The font you see in my game is not part of BUG's changes. I changed the font myself according to my own preference. It can easily revert back to the original font, or whatever font you want in the theme files.
 
Here are the changes I made after merging with BUG:
Merging with BUG
================
1/ Check NJAGC and ajdust the era list (it's ini/xml & py files need to be adjusted)
Assets/Config/Not Just Another Game Clock.xml
UserSettings/Not Just Another Game Clock Mod Config.ini
Assets/Python/BUG/Tabs/BugNJAGCOptionsTab.py

2/ CvRandomEventInterface.py: check for Derteuk fix for industrial stuff, as well commented out the Indie Movie codes
OIL/URANIUM => TIN/TIMBER
ERA_INDUSTRIAL => inactivated (not useful)
TECH_METAL_CASTING => TECH_FURNACE
RELIGION_ISLAM => inactivated (not useful too)
CIVIC_MERCANTILISM => comment out

3/ Bug/TraitUtil.py: check for CHARISMATIC and PROTECTIVE and commented them out

4/ Keep TAM's XML/Misc/CIV4RouteInfos.xml file

5/ Use TAM's XML/Art/CIV4ArtDefines_Interface.xml , but add the additional XML tags from the same file that is included in BUG.

The changes for #1 is already part of the download I provided in post #2. So I only include the changes for #2, #3, and #5.

It is probably best that to do one of the following:

1/ Incorporate BUG in the current version of TAM, than do the fix/update for future version of TAM.

2/ Do all the changes for fix/update for next version of TAM, once everything is done, then incorporate BUG.

Less confusion in the end if the fixes/updates and BUG merge are done separately.
 
I've been playing TAM with BUG merged for several days, and so far I think it's working really great. If there are anyone else trying this, I'd love to get any feedback whether there's any issues at all.

Ono-neko,

just downloaded and added to my build, will give you some feed back as I come across things..... ;o)
 
Ono-Neko

Ok this just caught my attention, and I think it will fall under "Unit Naming" tab.
While attempting to load a unit into a ship, (this is in the load screen) the original name is displayed ..... galley but it had been upgraded to barge, and from this screen you can not tell that.

Outside on the unit display, both the original name and the upgraded name are displayed. This needs to be simplified to where the "DEFAULT" should be its present unit name only (IMO). If some one wants to use the advanced features in bug, then they can change to display the unit names as they desire.

But for the GP, a simplified approach should be default.
 
I am not sure if I understand what you mean. Do you mean the name "galley" stuck even after upgrade? I never really used BUG's naming feature personally, but I did my best to try to fix that according to TAM's unit type. Can you elaborate more on this? I'll test it and see about fixing it.
 
I am not sure if I understand what you mean. Do you mean the name "galley" stuck even after upgrade? I never really used BUG's naming feature personally, but I did my best to try to fix that according to TAM's unit type. Can you elaborate more on this? I'll test it and see about fixing it.

See the attached print screens.

notice the unit names.

after upgrade, only the upgraded name should display IMO
 

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Ok, now I see it. I may or may not be something caused by BUG, but I will have to check on this. For me, the naming by BUG is kind of confusing and crowded, so I don't have experience with it much myself. I'll do some tests and let you know.
 
Ok, now I see it. I may or may not be something caused by BUG, but I will have to check on this. For me, the naming by BUG is kind of confusing and crowded, so I don't have experience with it much myself. I'll do some tests and let you know.

ono-neko,

it definately is related to BUG, and its a minor thing. My guess is that it is in the naming TAB. I think that the way it is now is fine for someone wanting to use the ADVANCED features, but what I am suggesting is that a "simple" display should be the DEFAULT setting
 
Oh I think I misunderstood you again :) Yeah, BUG by default install enable it. I can set it to disable by default in the XML, I think, otherwise I'll just include a pre-made config in the package. That should be no problem. I'll include that change with the next update I am doing for this BUG add-on.
 
Oh I think I misunderstood you again :) Yeah, BUG by default install enable it. I can set it to disable by default in the XML, I think, otherwise I'll just include a pre-made config in the package. That should be no problem. I'll include that change with the next update I am doing for this BUG add-on.

I think if you have the ability to do so, that you modify the "simple" naming system as the DEFAULT, and if someone wants to have that kind of information then they are able to access it through the ADVANCED features.

Other then that, nothing has jumped out at me so far, still in my first test. ;)
 
Oh, there is definitely one feature of BUG that I know is not working: event signs. This is the signs that automatically put by BUG when there's events such as truffles, parrot birt, prairie dog, etc. Basically they are the events that changes the amount of food/hammer/gold output of a particular tile. For whatever reason, it isn't putting up the signs. I've been scratching my head over this for sometimes now.
 
I'm not sure if this is just an issue I'm having, but I can't seem to get the DOTmap to work. When I hit ALT-X I get something like "error in kbdEVENT event"
 
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