WHoward's Pick 'N' Mix Mods for Beyond Earth

whoward69

DLL Minion
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WHoward's Pick 'N' Mix Mods for Beyond Earth

Yes they are coming (well some are at least) - I will consider requests, but I make no promises as my modding time is extremely limited at the moment (and obviously anything that requires the modded DLL is a non-starter!)

Click the mod name in the following lists to jump directly to the post for that mod.

User Interface (UI) Mods - Additions/Enhancements to the UI

Game Play Mods - those affecting some aspect of game play, unit behaviour, etc

Quests & Victories - those adding or altering quests and victories

General Mods - that really don't fit in any other category ...

Utilities and Examples - mods to make life simpler ...

Installation
To install the mod, download the associated .zip file in the mod specific post, unzip it to get the .civbemod file, copy the .civbemod file into your MODS sub-directory and start Civ:BE - the game will then unpack and install the mod.

Mods can also be downloaded from my web-site
 
UI - Energy Alerts

Generates an alert dialog upon reaching a set amount of energy.



Click the total energy / energy per turn value in the top panel to bring up the dialog to change the alert amount/text.

The starting alert value is the cost to purchase a colonist - adjusted for game speed

 

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UI - Colony Log

Adds a mouse-over text box to the turn counter in the top panel that displays when various key events - tech researched, virtue choice, spy activity, etc - will occur in the next few turns



To change what entries and how many are displayed, use the Colony Log Options item from the "Extras" menu



 

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UI - Colony Overview

Health Overview - displays the health value for each city in your colony and the available health buildings that can be purchased in that city (along with the immediate reduction in health such a purchase would achieve). Click the building to buy it.



Production Overview - displays a list of all cities in you colony along with their current output values (energy, food, production, science and culture), their current focus, indicators for manually assigned tiles and specialist, and their current production item.

Click the header items to sort by that column, click the city name to bring up the City View, click the focus button to switch the city to that yield, or right click the focus headers to switch all cities to that yield



To bring up the dialog, either select the new entry on the "Extras" menu, or click the Health value in the Top Panel

 

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UI - Small Resource Icons

Replaces the large resource/artefact icons with smaller versions

 

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GamePlay - Fortify Almost Healed

Units wake up when almost healed - when at 87 or more hit points to be precise!

Avoids the "wasted turn" syndrome when healing for the last turn is really not necessary.
 
UI - Small Resource Icons is the only one that could conflict, as it replaces the two core ResourceIconManager (xml and lua) files.

The others either use the standard Firaxis functions to add themselves to the "Extras" menu or locate the Top Panel entries via the ContextPtr method, so if any other mod has changes those de-facto approaches they would break.
 
I was going to do UI - Map Pins and UI - Auto Map Pins next, but I've hit a show-stopper. The "flags and funnies" have been removed from the standard font icon set and it seems that adding custom font icons has been broken :(
 
General - Random City Names

Randomises outpost names (but NOT the name of the initial settlement/capital)
 
@Whoward69: Great to see you here and thanks!
 
UI - Colony Log v2 uploaded - fixes the bug where agents think they always have the total duration of their assignment left to go as opposed to the actual turns remaining!

UI - Colony Overview v2 uploaded - fixes the bug that stops the Production screen displaying if any city is building a unit
 
Yes they are coming (well some are at least) - I will consider requests, but I make no promises ... *snip*

If I may request a port of one of your Overlay-mods, some its easier to see targets for Explorer missions (if discovered)?
Request #2: A darker fog-of-war vs view-distance of unit?

Thank you for your time and effort to make my game worth playing. :)
 
The "UI - Overlay Xyz" mods are problematic as they are all tied into the SV view (particulary the SV menu / info panel components) and those no longer exists.

And the requests was more for ports than new features. I'm not a graphics expert, so FOW stuff will almost certainly be beyond my box of crayons ;)
 
Spoiler :
The "UI - Overlay Xyz" mods are problematic as they are all tied into the SV view (particulary the SV menu / info panel components) and those no longer exists.

And the requests was more for ports than new features. I'm not a graphics expert, so FOW stuff will almost certainly be beyond my box of crayons ;)
Roger-Roger
Thank you for clarifying :)
I totally respect that, since modding isn't my ballpark, at all.
Again, thank you.
 
GamePlay - Alien XP Level 3 thru 6

Increases the maximum XP that can be earnt from attacking aliens to 60/100/150/210 (level 3/4/5/6)

(Yes I know there are other mods out there that give you unlimited XP from aliens, but these allow finer grained control of your bug killing sprees!)
 
UI - Info Clock

Adds a clock to the Top Panel



Can be set to 12/24-hour mode, with/out am/pm indicators in 12-hour mode



(Yes I know there are other clock mods out there, but the real significance of this mod is that it ports the "Summary Bar" framework that a number of my other mods rely upon)
 

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If I may request a port of one of your Overlay-mods, some its easier to see targets for Explorer missions (if discovered)?

I'm going to see if the Overlay mods can be ported as Summary style mods ... not making any promises, but I'm at least going to investigate
 
UI - Info Aliens

Adds an "Aliens" entry on the Top Panel.

Hovering over the entry shows how many alien nests and units you know about on the map (can get very scary big numbers if playing Harmony!)



Click the entry highlights them all - use the next/prev arrows to recentre the map

 

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