[BtS] Destiny Mod

smeagolheart

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Joined
Sep 4, 2007
Messages
924
Location
Phoenix, AZ

Instructions:
1) Make sure you have BtS 3.19 (if not, update it to 3.17!)
2) Download and install the Destiny mod.
3) Play it

*BTS version supported: 3.19

Current Mod version: Check dowload link..Download Link

Overview:
The Destiny Mod could be described as an "expansion" to the game adding more buildings, leaders, wonders, religions. These are mostly based or inspired by existing Firaxis or official content from scenarios or previous versions of Civ games. The two main pieces of the mod are Chiyu's "Extra" mod and RevDCM. This mod also has extended and original mod components. My goal is not to give a totally different experience to playing Civ 4 but to expand gameplay in ways that are fun and give the player more options.

See Civilopedia for full details on these changes

Troubleshooting
Memory Allocation Failure? see post#6 in this thread: http://forums.civfanatics.com/showthread.php?t=224178
Spoiler :

Destiny uses the NSIS installation program to install. The installer uses a script and follows the BTS registry, this means for 99.99% of people it will install properly. If your BTS files are in an odd place, make sure you account for this. Unfortunately the .exe for Steam users is borked, and causes problems with this (as well as other) mods. There is a work around (A fixed .exe), but legally it's grey, so I can't tell you specifically how to solve this. On large maps the scoreboard can get a little messy looking.

The Revolution mod component is not considered to be Multiplayer supported (Though it will work), for instance other human players can see your revolution displays and pop ups. All other mod components should work fine in multiplayer. If you have previous installations of the Bug mod and get no interface when starting the game, I recommend you start with a clean install, in fact many issues can be avoided with a clean install AND a clean Custom Assets folder (these are separate folders).


Got an issue? Enable Logging and post your Log files, here's how:
Spoiler :

Open my games\beyond the sword\civilizationIV.ini and make sure the following settings:

; Set to 1 for no python exception popups
HidePythonExceptions = 0

(...)


; Enable the logging system
LoggingEnabled = 1

; Enable synchronization logging
SynchLog = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 1

Then if a crash occurs - post the contents of my games\beyond the sword\logs as a zip file here.



This mod MUST be run as an Administrator on later versions of Windows (Vista/Win7) or you will get Autolog.ini errors. Check under the properties/compatability tabs of the icon you use to start the game.

__________________

Credits
EmperorFool , Chiyu, Afforess, Wolfshanze, Refar, Elhoim, kodzi, Danrell, Hadrean, Snafusmith, Bernie, GeneralMatt, Houman, Zerver, asio, Ekmek, the Capo, Bmarnz, Lemon Merchant
glider1 And those he credits:jdog (Creater of Revolutions), Moctezuma Creater or IDW), Ruff_Hi (BUGmaster), Dale, Trojan Sheep, Solver, Dresden, and others.
Phungus430 and those he credits: Refar, and Zebra9 and Dresden
Just another Religion Mod (JARM) by the incredible Refar and his loyal minion, JustATourist.

.. And all the other great modmakers here on Civfanatics. I apologize if I missed anyone, send me a PM and I'll update this list.

At this time, only English language text is complete. Volunteers wishing to translate, please contact me via PM. New versions not compatible with any previous saves, default or other Mods... just start a new game!

Enjoy the mod!
 
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Recommend not running Revolutions component at this time as Civics have not been balanced for use with this and Revolutions will run somewhat unpredictably.
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Version 3.41c 14 Sep 2010
--------------------
Added Visual Weather Events (feature effects for Dustbowl, Tornado, Volcano, Forest Fire, Hurricane, Tsunami shown after events)
Redid all Civilization Colors based on SimCuties Colors
Added Agamemnon, Cochise, Gustav Vasa, Hector, Canute, Joan of Arc
Added Trojan Civilization
Modified Promotions (especially Maurader)
Added Visionary Trait
Redid many Leaders traits to incorporate new trait and fix some redundancies
Added Clay! (revealed by Pottery)
Added Tesla Infantry unit
Theory of Evolution gives two Free Techs
All Techs have voiceovers
Fixed bugs with Seafaring Trait and python path issue that led to some people not having game interface

Olde Versions.... (click spoiler)
Spoiler :

Version 3.41 24 Aug 2010
--------------------
*Renamed Medium Tank and Modern Armor to Tank and Heavy Tank respectively
*Added Maria II by Sabitoleth, Henry the Navigator Removed for Portugal
*Ramkam changed to Seasnake's version, background replaced
*Moved Heroic Str to Combat2 instead of Combat3
*Fixed double wonders/captured destroyed messages
*Removed Freight, Caravans didn't seem enough value added and never seen the AI use them
*Changed Airships to National Unit with 2 limit
*Added Static Wondermovies
*Changed Red Cross, Academy to limit of 1 per civ
*Added Darwins Theory of Evolution from Earlier Civs
*Various additional fixes and tweaks

Version 3.35 7 Aug 2010
Removed Advanced Tech Conquest by Bhruic
Added ExtraConquest by Don Pedro II (modified by Smeagolheart)
- Capturing cities now grants research based on size
- Espionage Points awarded to Conquestor against Conquestee
Fixed SDK bugs with Pillaging
Added Recon Promotion - Pillage amounts equal to gold awarded in Espionage Points
Added Tatical Analysis - Pillage amounts equal to gold awarded in Research Points
Added Marauder Promtion - Doubles all Pillaging amounts
Misc text fixes

Version 3.31 3 Aug 2010
Added Star Signs! by Smeagolheart - tiny chance to gain 1 of 12 "bonus" promotions on unit creation on ANY unit. These promotions are unavailable any other way.
Added SDK Modcomp Advanced Unit Automations: Version 1.35 by Afforess
Added GreatDoctor (incl. Medic, Great Back, Kos Wonder and Plagues)
Added Cleopatra Leaderhead by Sabitoleth
Added Pinch2, Sentry2, Shock2, Looter 2 and 3, Cold Adaptation, Heroic Strength promotions
Updated Graphics for water, interface, loading, main menu
Misc Bugfixes

Version 3.19: 26 Jun 2010
Carefully rebuilt CVgamecore.dll
Fixed bugs with cultural unit art
Loaded Cultural Citystyles, version 0.99 to fix city graphics bugs
Added Colonist Unit (ref: Orions Immigration Mod)
Fixed Bugs with Terraforming
Added Urban Planner Unit
Added Great Person Screen Mod
Added Tiger animal
Added voiceovers for many techs from SMAC or public domain sources
Added 2nd UU for all Civs
Modified Range of Falcon to 2 (from 3)
Moved to BUG 4.4
Major Art modifications
Minor Art modifications
Updated Mod to RevDCM v2.8 (alpha)

Version 3.0.0: 23 May 2010
Updated to 3.19
* Mod has been rebuilt based on a foundation of Extra v.3.19e and
Included Mods

Major Components
----------------
RevDCM Core by Revolutions Team (RevDCM v. 2.72)
- Disabled by default: Start as Minors, Barb Civ, Revolutions
- Enabled: Dynamic Civ Names, 50 Civ Dll, Influence Driven War, Superspies, BUG
BTS "Extra" by Chiyu
- Extra contains offical module material integrated into the game. I've modified somewhat this base, mostly Art.

Additional Components
---------------------
Enhanced Tech Conquest by Grave
Great Generals from Barbarian Combat by theLopez
Event Art Images by Emperfool et all
Volcano mod, Tornado features by Hrochland
Mexico Civization by StrategyOnly
Manhattan Project is now a Team Project and is required to be built to allows building Nuclear Weapons
Integrated various Python Wonders by Tsentom1
Updated some Civ's Flags

Includes Customized Civgamecore.dll

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Version 2.0f:
  • Added Examine City on Conquest! V1.0 by Smeagolheart
  • Added New sentry actions for units v0.3 by Pep
  • Added Tiger animal unit
  • Cleaned up some text, some art
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Version 2.0a:
  • Compiled New Dll resulting in these features
  • Support for up to 50 Civs
  • Influence Driven War by moctezuma
  • Unofficial Patch 0.21, Dresden, Solver et al
  • AiAutoplay (ctrl-shift-x) jdog
  • Secret Technology by Grave, moctezuma
  • PieceOfMind's Advanced Combat Odds v0.4
  • New Top Civs Splash Screens MOD COMP v0.1 by Zebra 9 (Navy, Air Force, Nuclear Arsenal)
  • Manhattan Project moved to National Wonder. Completed this wonder grants "Nuclear Weapons Technology" that allows construction of Nukes. This technology may be traded, but not researched.
  • New Empires
  • Hittite Empire from CivIII (Conquest), by Chiyu, tsentom1, ripple01
  • Judean Empire, from Greek World (Vanilla)
  • Swedish Empire by Chiyu, tsentom1
  • New Wonders
    [*]Theatre of Dionysus, from Peleponessian War (Warlords)
    [*]Arc de Triomphe, from Road to War (BtS)
    [*]King Richard's Crusade, from CivII, CivIII, CivRev by tsentom1
    [*]Himeji Samurai Castle, from CivRev by tsentom1
    [*]Tsukiji Fish Market by GIR
    [*]Machu Picchu by GIR
    [*]Royal Tomb (National Wonder) from Chinese Unification (Warlords)
    [*]SETI Program, from Civ, CivII, CivIII
    [*]Theory of Evolution from CivIII
    [*]The Great Labyrinth by me, python from tsentom1
    [*]Herc Factory from tsentom1
    [*]Reality Matrix

  • New Techs:
    [*]Ceremonial Burial, from Civ, CivII, CivIII, CivRev
    [*]Metallurgy, from CivII, CivIII, CivRev
    [*]Navigation, from Civ, CivII, CivIII
    [*]Map Making, from Civ, CivIII
    [*]Espionage, from CivII, CivIII
    [*]Sanitation, from CivIII
    [*]Globalization, from CivRev
    [*]Invention, from CivII, CivIII, CivRev
    [*]The Automobile, from Civ, CivII, CivRev
    [*]Trade, from Civ
    [*]Improved Formations, from Peloponnesian War (Warlords)
    [*]Crop Rotation, from Chinese Unification (Warlords)
    [*]Stirrups, from Alexander's Conquests (Warlords)
    [*]Chivalry from Civ, Civ II, CivIII
    [*]Nanotechnology
    [*]Artificial Sentience
    [*]Neural Grafting
    [*]Holographics

  • Updated to BUG v. 3.6
  • Added voiceovers for some new techs, mainly from SMAC and LibriVox
  • New Promotions: Pillage I, Pillage II, Pillage III,Antibiological II,Regeneration I, Regeneration II
  • New Future Units: Robot Reavers, Sentinels, Mutants, Supermutants
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Version 1.10g:
  • Added Colonist Unit. The upgrade path is now Settlers > Colonist > Urban Planner
  • Removed Active City Resistance. AI was not compensating for this effect.
  • Added Theodore Roosevelt LH
  • New tech: Tracking, from FfH: Age of Ice (BtS), required to build scouts, prereq for archery
  • Added Inquisition National Wonder. Removes non-state religion + buildings (non-holy city). Check Civilopedia for more details. Tsentom1's, Smeagolheart code.
  • Added Enhanced Tech Conquest. When you take a city, you might gain research points (or when they take yours they could gain some of your secrets!)
  • Bugfix for "icon size mismatch"
  • Bugfix for Public Works
  • Tweaked civics
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Version 1.05g:
  • Added 2nd UU for all Civilizations. Some Civilizations have more than 2 UUs, usually, these just replace the default BTS units with more civilization specific names/models i.e. the Native American War Chief, as opposed to a Native American "Knight"
  • Added Flavor Units, Diplomacy text to Siam Empire
  • Civics system heavily re-modified
  • Fixed error in Urban Planner unit python
  • Added Marco Polo's Embassy World Wonder (A Civ 2 Wonder with Python by Tsentom1)
  • Replaced lots of art buttons, modified .PAK files, download should be a bit smaller
  • Multitudinous bug fixes and text updates
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Version 1.00b:
  • Added Johan De Witt. Leaderhead from Colonization, PW90
  • Added Tamerlane from Crossroads of the World (BtS). Leaderhead by Iloveplayciv, his "missing eye" is intentional by artist
  • Added Siamese (Thailand) Empire - Modified work of StrategyOnly's Modular Thai 2.1, Zerver for the great Units
  • Added Qin Shi Huang leaderhead from Chinese release of Civ4.
  • Some Civics modified for balance
  • Bugfix - Text for Swarming Fish event from Headlock's Events
  • Removed Custom DLL used for Revolutions, BarbCiv, Superspies. IDW remains in Custom DLL. There seem to be a significant reduction in crashes than previous versions at the cost of losing these features.
  • Tech Urban Planning Removed - Urban Planner unit moved to Railroad, Public Works moved to Steel
  • Updated to latest SVN version of BUG
  • Event Bugfixes
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Version 0.99a:
  • Added new Cleopatra leaderhead by pencilgod
  • Fixed Volcano event percentage
  • Updated some text.
25 Jan 09
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Version 0.99:
  • Added Philip II of Spain. Leaderhead from Colonization, PW90
  • Added Macedonian Civilization (Alexander's Conquest Mod BTS). UUs, UB added.
  • Alexander moved to Macedonian empire. Philip II of Macedon as second leader (yes this mod has two Philip IIs now)
  • New Units (NextWar) - Clones (advanced workers), Biological Warfare Missle, Automatons, Cyborgs
  • New Buildings (NextWar) - Cloning Facility, Biological Warfare Lab, Mind Control Center (Final Frontier) - Mining Facility, Nutrition Facility
  • New Unit: Urban Planner (Call to Power 2)- Can create cities size 3 with a couple buildings already built or can be used to build a few basic buildings in other cities
  • Added Leonardo's Workshop Wonder (Civ 3 Wonder by Tsentom1) - Leonardo's Workshop reduces the cost of military upgrades by 50% until it obsoletes
  • Public Works National Wonder (Tsentom1) - Public Works constructs a basic infrastructure in a city at a fraction of the actual production cost. Use it to quickly bring a city founded late in the game up to speed with the rest of your empire.
  • Eden Project (Tsentom1) - Completing the Eden Project improves all terrain within your cultural borders by one level.
  • National Intelligence HQ National Wonder - Can be built by Great Spy, increases espionage output
  • Added Centers for Disease Control National Wonder (Nextwar)
  • Modified Sphinx art
  • Updated Cristo Redentor to "White Christ from Rio" model by HROCHland
  • Added [BTS] Volcano mod by hrochland, Fierabras. The Volcano random event will look like a volcano
  • Added Proper Crossings by Niessuh
  • Added [BTS] Tornado mod by hrochland, GarretSidzaka, Fierabras. Tornado event will add animation.
  • Incorporated NextWar/Future techs: Terrestrial Networking, Ascendancy Theory, Theory of Everything, Cloning, Aquaculture, Hydroponics, Bionics, Cybernetics, Astrogation
  • New techs Urban Planning (Call to Power 2), Terraforming (Tsentom1's Thomas' War), Smart Weapons (Civ 3)
  • Modified Montezuma traits to Imperialist, Spiritual
  • Updated gametext files
24 Jan 09
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Version .90:
  • Changed DLL to hopefully improve stability, max civs reduced to 34.
  • Created Diplomacy text to Dido, Casimir, Sobeski, Ho Chi Minh, Lenin, Caligula, and Kim Jong Il
  • Expanded Civics with a new option in each area. See first post for new civics preview. Made minor modifications to existing civics. Feedback on new civics balance is appreciated.
  • Fixed graphics bug in Gamefont.tga
  • Upgrade Montezuma's graphic from Improved Graphics for CIV by Chuggi
  • Updated button art for Sun Tzu's art of war, and a couple other buttons.
  • Modified CIV4ArtDefines_Building.xml fixes crash to desktop bug with prev. version when building Mesoamerican Monastery, fixed asthetic bug in CIV4ReligionInfo.xml
  • Removed BarbarianCIV portion of Revolutions deemed too major a gameplay modification. If you want to enable then modify Revolution.ini file. The game will say BarbarianCiv is enabled, but qualifications should never be met to spawn a barbarian civ.
  • Updated some pedia text.
Jan 4, 2009
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Version .86:
  • PAKed Art Folder
  • Fixed CTD bug in inital release (folders out of order)
  • Native American Empire has 2nd UU Armed Brave and 2nd UB Casino
  • Netherlands has Dutch Windmill (replaces Forge)
1/1/2009
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Version .85:

Initial Release
1/1/2009
 
It looks interesting.
 
Although with the custom 4 civ start maps I get a CTD and with PLAY NOW! coffee and ... shows up as a red blobby thing. (Got Vista and 3 GB RAM.) Otherwise plays fine.;)
 
Ah sorry about that, I was trying to .FPK my art and had moved my art folder to pak it up. When I copied everything back, the movies and terrain folders got placed in the wrong folders! They should go under the "Art folder" not the assets folder. I'll fix the file and reupload, but it takes a long time to upload to filefront so anyone in the meantime can fix the problem by moving those two folders. Sorry about that! I'll edit this post when the new version is up.
 
Here's a quick fix for Writing Tech having "pink blob", unzip this and copy the file inside to C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Destiny\Assets\XML\GameInfo (or your equivalent installation directory)

Overwrite the original xml file with the one inside this zip file.
 

Attachments

  • CIV4ReligionInfo.zip
    1.8 KB · Views: 365
looks tantalising , however crashes the game when i try and load one of the scenarios , with no explination
 
looks tantalising , however crashes the game when i try and load one of the scenarios , with no explination

i should have said it crashes when the bar starts scrolling through the initialising graphics part
 
@JEELEN: Did you download the updated version - and delete the old folder?
@kuff-dam: What error does it give when doing the initialising graphics? No error or does it say something?

Also please note that worldbuilder map will not work with this mod, as it uses WolfRevolution (and thus WolfShazne's mod) as a base.

Please see post 26 and others for more details in the WolfRev thread: http://forums.civfanatics.com/showthread.php?t=292578&page=2

In general, clean BTS installs (with no preexisting stuff in my games/custom assets) with the latest BTS patch should be able to run this mod. "Play Now!" and "Custom Games" should work, I can't vouch for scenarios since the WolfMod and my mod adds units and techs and so forth. If you are running into problems, a clean start is a troubleshooting step.
 
I got a CTD when I discovered the Mesoamerican and clicked on Mesoamerican Monastery...
 
to be fair to jeelen, i watched it patiently this time and i gets through the inital graphics , it' s as soon as it gets to set up map it decided to turn off, that instant .

by the way i've tried all sorts of combos, loading the mod and trying to play basic civ 4 scenarios that require no mods and it still blacks out

i wouldn't worry too much though , i've got a . .. .. .. . graphics card , so i'm allways having problems with some of the scenarios , take PSYXs for example , exactly the same as this , no chance , can't play it , however my comp loves dales world to war and worldwarwolf by blitzkreig80 , so there must be some common issue
 
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