[BtS] Civ Customiser

Dale

Mohawk Games Developer
Joined
Mar 14, 2002
Messages
7,848
Civ Customiser for Beyond the Sword 3.13!

Play with any leader, any traits, any starting techs, any UU's and any UB's for a Civ! Pick and choose how YOU want your leader setup.

Instructions:
1. Download the mod. http://forums.civfanatics.com/downloads.php?do=file&id=6629
2. Install to ..\Beyond the Sword\Mods\
3. Launch BtS and switch to mod CivCustomiser.
4. Play as you normally would.

How to use:
The important section. How to "use" the mod.

When you start a new game (Quick Game or Custom Game) you must choose the Civ you want to play. It doesn't matter about the leader as you can change that later.

During startup of the game you'll be presented with windows which allow you to customise your Civ. Once finished you progress to the Dawn of Man window and start playing.

Leader:

cc1.jpg


This window allows you to pick a leader for your Civ. Simply click on the leader's name you wish to play. There are options to randomise leaders.

Traits:

cc2.jpg


This window allows you to pick the traits for your leader. By clicking on the buttons you can turn that trait on or off. A current list of traits is always shown at the top of the window. Click Finished when you are completed. There are options to randomise traits.

Starting Techs:

cc3.jpg


This window allows you to set your starting techs. By clicking on the tech buttons you can turn it on or off. A current list of traits is always shown at the top of the window. Click Finished when you are completed.

Unique Buildings:

cc4.jpg


This window allows you to set your unique buildings. Each building class is listed and a pull-down list of all buildings in the game. To leave a building class using it's default building (EG: Barracks = Barracks) then simply leave the button on Default. To change a building class so you have a unique building use the pull-down list to select the replacement building (EG: Barracks = Ishkanda). Note that it is possible to have ANY building as that classes default (EG: Granary = Great Wall). And IT WILL WORK IN-GAME! Click Finished when you are completed.

Unique Units:

cc5.jpg


This window allows you to set your unique units. Each unit class is listed and a pull-down list of all units in the game. To leave a unit class using it's default unit (EG: Worker = Worker) then simply leave the button on Default. To change a unit class so you have a unique unit use the pull-down list to select the replacement unit (EG: Swordsman = Pretorian). Note that it is possible to have ANY unit as that classes default (EG: Warrior = Great Engineer). And IT WILL WORK IN-GAME! Click Finished when you are completed.

After this you proceed normally for the game. You will notice that the Dawn of Man screen will update automatically with your changes.

cc6.jpg


Enjoy the mod. :)
 
^^^ Woodelf spot. :D
 
Could you make it so you only get a certain amount of selections? Like 2 traits max and 10 UUs? And does it alway bring up the customization screen? Or can you still pick like regular if you choose to?
 
If you don't chose any new options, you get the default ones for that leader/civ.
 
I'd like to be able to make choices and then press a button that implements them for all civlizations eg: Give all civs the same starting techs or leader traits etc.

Also, a simple click on each screen to clear out all the choices. eg: "No techs", "no traits" etc. It's too fiddly to switch them off right now.

Ultimately, what I want to do is to easliy be able to switch off all starting techs and all leadership traits quickly and easiliy.
 
So to be clear this Mod unbalances the game by definition! (I love that!)

I am downloading and heading to a game with whatever leader with Creative, Financial, Spiritual, and Industrious. With UUs for all units (that have a UU replacement). [Think I can have my first win on Immortal?]

Edit: Dale, I really like the fact that you include source code with every mod or modcomp you release. Such a great help for real and wonnabe modders alike. My deepest respect man!
 
Thanks. :)

Plus it let's new coders see how the oldie-coders work. I learnt a lot of coding by looking over other people's code. :)
 
Hi there :)

I've enjoyed trying this mod out. I just have a couple of questions.

Twice now, I made my leaders have the Creative trait, but when I got into the game the cities didn't have the +2 culture I expected. They had no bonus culture. Also, I made a leader Spiritual but they still suffered anarchy during civic changes. This has happened multiple times now, so I've stopped using the trait changes for now.

Secondly, have you got any intention to incorporate Solver's unofficial BTS .dll fix into your mod? :)
 
May not be a need since the 3.03 patch is out.

If you're replying to me, 3.03 doesn't change the .dll from 3.02, which Solver's patch supercedes. Also, since the CivCustomiser mod has its own .dll file, neither the official one or Solver's will affect this mod unless poor Dale manually incorporates them. *wince*

But by the way, I was born and raised in Christchurch, NZ. So Hello to you! I was back there in February for my 30th birthday. I've lived over here in the UK for 8 years working in the games dev industry. Seriously wanting to come back to NZ, though... I love my homeland! :)

OK, I'll shut up now. ;)
 
Dale

The results I get are inconsistent. I made three trials now. None actually proceeded the way it is supposed. Following your instructions I should select some civ first then I can select a custom leader. The Dawn of Man dialog should appear after I make all my choices. However, once I select a leader the Dawn of Man appears and I still have the default leader for the civ I chose. There are non default techs already present in the Dawn of Man prior to my selection of any. Some traits will work. Creative worked for me but Financial, Industrious, and Spiritual didn't. In one case I selected Alexander. I got creative for him working he sure kept his original Aggressive. Other traits I added didn't work. I also didn't have the time to see if Philosophical was still there. I suspect that traits number limit might still be there so the leader ends up with two traits anyway. I can't confirm this yet.

Edit: By the way starting with random civ lets me make my selections before the Dawn of Man appears but still not all traits work.
 
Kalimakhus:

Hold the mouse over your flag (bottom-right of main screen). Should list all traits selected.

Also, check on the Settings screen in the Info window.
 
I made two more trials. In one case I selected a civ (Dutch), in the other I selected random.

- Units replacement works fine.
- Holding the mouse over the banner lists all the traits I selected.
- Only two of the traits I select actually work. They don't depend on the leader's original ones.
ex: Budicca(agg/chr) I added (fin/spr/cre/ind) Both spr/ind worked none of the others including her original traits worked.
 
For the bug I mentioned -- with selected traits not applying -- my traits were listed fine. They just weren't working. :( It wasn't just Creative though, I think Financial wasn't either -- but I didn't confirm that for certain.

By the way, I selected no more than two traits. So it wasn't a problem with there being any more than the default two.

I'll probably try a couple more games with this mod, so will let you know of any other trait weirdness I find.
 
Hey! :)

This mod is working?!

See you! ;)
 
Updated to 3.13.
 
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