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[MODCOMPS] Smeagolhearts Studio [BTS]

Discussion in 'Civ4 - Mod Components' started by smeagolheart, Jul 10, 2010.

  1. smeagolheart

    smeagolheart Monarch

    Joined:
    Sep 4, 2007
    Messages:
    924
    Location:
    Phoenix, AZ
    Here is where I'll keep my modcomponents or as I call them 'modlets'. No I don't really call them that I guess. Anyways I'll put my stuff here with screenshots and descriptions!

    Without further bs... :mischief:

    [PYTHON Things and Mods]

    Destiny Megamod
    Spoiler :


    THREAD


    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
    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!


    Jaguar Temple II: Empire-Wide Promotions from Buildings

    Spoiler :
    DOWNLOAD

    This mod is a remake of Tsentom1's Python Wonder - Jaguar Temple aka the Temple of Ah Cacao

    The point of this mod is an exercise to add a promotion to an entire civilization once they have build a wonder.
    All of the builders current and future units get the promotion until wonder obsoloetes or the city with the wonder is lost
    both of which cause the promotion goes away from all the empire's units.

    There is no other way to get the promotion than from the wonder.

    I made this mod because I wanted the TOTAL percent chance to heal on combat victory total show up on my units since
    I have multiple promotions alter the % chance to heal on victory, I made this mod to give a "total percent" that you
    can get at-a-glance on each unit.

    To do this in this case it will require SDK work, I used TLOTags v0.40 (formerly Promotions DLL v0.2) By: TheLadiesOgre to do so: Link

    This could be used for anything really that you want in that manner or just to have a wonder add a special ability to
    the builders army. Enjoy.



    Great Doctor BTS 3.19 (Tsentom1's MedMod) by Smeagolheart
    Spoiler :

    [MODCOMP] Great Doctor BTS 3.19 (Tsentom1's MedMod) by Smeagolheart

    Based on this: http://forums.civfanatics.com/showthread.php?t=273555

    THREAD
    DOWNLOAD


    "This is a whole medical related mod"


    V1.0

    Thanks to Female Great People ModComp by SaibotLieh and TsenTom1 for his great python work

    Features:

    Units

    Great Doctor:
    - Spread Bubonic Plague (‘Gods of Old’ plague effect)
    - Construct Red Cross (at Medicine; no longer a national wonder, see below)
    - Starts with ‘Field Medic’ (new promotion, see below)
    - Can Attach to a City as Specialist
    - Discover a Growth Related Technology
    - Start a Golden Age


    Medic (Recon Unit) 5 Strength, 2 Movement
    100 Hammers, available at Medicine

    National Unit (3 Allowed)
    Can Only Defend
    Starts with Medic I, Medic II


    Specialists

    Doctor: +1 Food, +3 GP Doctor Points
    Great Doctor: +2 Food, +1 Research

    ---


    New Wonders

    The Asklepieion of Kos (World Wonder) +4 Culture, +2 GP Doctor Points
    250 Hammers, available at Polytheism and Pottery

    No Unhealthiness from Buildings (An early game recycling center)
    Can add 1 Doctor Specialists

    The Great Bath of Mohenjo-daro (World Wonder)
    - Once you build it the city plot becomes a source of fresh water (for farms etc). This does not obsolete.
    - If you own the wonder any settler will found a city starting with 2 population. (This does obsolete)
    - Protects against Plagues


    New Promotion

    Field Medic (Not actually available for promotion, default ability of Great Doctor)

    +15% Heal Rate Enemy Lands
    +25% Heal Rate Neutral Lands
    +35% Heal Rate Friendly Lands

    Changes to BTS

    Red Cross: No longer a national wonder, grants an additional +25% city heal rate, can only be constructed by Great Doctor
    Hanging Gardens: Doctor points instead of Engineer
    National Park: Doctor points instead of Scientist
    Aqueduct: Allows 2 Doctor Specialists
    Hospital: Allows 2 Doctor Specialists
    Public Transportation: Allows 1 Doctor Specialist
    Explorer: Can now be upgraded to Medic
    Woodsman III: Recon Units can now receive this promotion
    Medicine: First to discover receives a free Great Doctor


    ---------------------------------------------------------------------------------------

    I've always liked the Moderator Action: Great Doctor BTS 3.13 by Tsentom1. I've updated it to 3.19 and cleaned up a lot of useless code. There still might be some left over stuff but not a whole lot and not nearly the mess it was.

    I made this mod in preparation of adding the 'doc' to my mod, I like the unit and think he's a neat addition to the game. Tsentom1 has not been around to clean up the old file or update it to the latest version of BTS so I did the job. Hope it works for you post any problems. I also added his Great Bath wonder into the mod based on his usage of the wonder in his mod, Thomas' War. I've also tried to fix up the mod based on his last notes in post #22 on this page: http://forums.civfanatics.com/showthread.php?t=273555&page=2;)

    Enjoy!

    Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
    Moderator Action:

    [MODCOMP] Renaissance Project: Out of the Dark Ages!

    Spoiler :

    The lowdown:

    The Tech tree is locked after middle ages until a special project called "The Renaissance" is built. This project is available with available with Theology. No renaissance tech may be researched until this is complete. This project grants a tech "The Renaissance" (complete with full voiceover) that enables further research. Anyone who later gets this tech through trade, espionage, etc can research renaissance and later techs.


    Download Link: Link


    The Renaissance (French for "rebirth"; Italian: Rinascimento, from ri- "again" and nascere "be born") was a cultural movement that spanned roughly the 14th to the 17th century, beginning in Florence in the Late Middle Ages and later spreading to the rest of Europe. The term is also used more loosely to refer to the historic era, but since the changes of the Renaissance were not uniform across Europe, this is a general use of the term.

    Screens:



    More Screens:

    Spoiler :






    Moderator Action: [BTS] Nextwar Apocalypse
    Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
    Moderator Action:

    Spoiler :


    THREAD



    Description:

    Nextwar Apocalypse Mod by Smeagolheart
    Build the Doomsday Device to Destroy the Planet! Bwhahahaha!
    ======== Description =========

    The mod will stop research for all players at the Modern Era. You can play up to the modern era but the future era (including the complete Next War Tech tree) will be unavailable until the Project Doomsday Device has been completed. The project unlocks the future era (including the Next War victory option "Mission to Mars" (the Apollo Project) for all players at the cost of lowering the terain value for a small percentage (~20%) of the world's terrain.

    Screens of Terrain Effect:
    Spoiler :

    World Before..

    World After...



    Techs which are disallowed by era will still appear in the tech tree but will be red and cannot be selected. When an AI civ has exhausted all available research avenues they will turn their science slider to 0. On their next turn after the maximum tech era is increased they will immediately switch back to doing research normally.

    Tech Tree Screenshots
    Spoiler :

    Tech Tree Before


    Tech Tree After



    Technical Note: Be patient when the Apocalypse goes off for the mod basically has to regenerate the map at that point when the Doomsday Project has been build.

    This mod utilizes some sounds and images from the classic Movie Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb which is now in the public domain.

    ======== Installation ==========

    Unzip the folder into your Program Files/..../BTS/Mods folder.

    ======== Credits ==========

    Thank you to:

    Tech Era Limit by jdog5000
    http://forums.civfanatics.com/downloads.php?do=file&id=10424

    and

    [MODCOMP] Project Help Tag by TheLopez
    http://forums.civfanatics.com/showthread.php?t=378673

    Thread

    Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889

    Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
     
  2. smeagolheart

    smeagolheart Monarch

    Joined:
    Sep 4, 2007
    Messages:
    924
    Location:
    Phoenix, AZ
    [Other Things]

    Examine City at Conquest! (for Civ 4 v3.17)
    Spoiler :

    This is not needed anymore in 3.19 since Firaxis copied me :king: and it's included, but I'm proud of what I contributed a bit so here it is, if for nothing else curiosity..
    Link


    Alt Color Promotion Icons for Super Spy Promotions
    Spoiler :

    Alt color icons for Super Spy Promotions
    link


    includes template for alternate colors


    BTS Interface ColorUI Mod
    Spoiler :

    Download

    ------These steps require a bit of folder navigation and text editing---------------------

    *Installation*
    Copy the ColorUI folder to your Beyond the sword\mods\folder

    To view your colors anytime, start up BTS and Load the "ColorUI" mod


    Steps to Setting Your UI Color
    *************************************************************************************************

    1. After you've copied it to your mods folder, go into the ColorUI folders' "ThemeFiles" folder.

    2. Find Civ4Theme_Common.thm and open this file with your favorite text editor (ie Notepad)

    3. Go to line 204 (can be found by searching for the line after "// Used for backgrounds of Window and Menu/ComboBox popup." )

    Example the gold color is:
    Gold:
    GColor( 239,209,111,150)

    You can change these to anything you want basically. The first three numbers are RGB values and the last (ie 150) is transparency.

    BTS Default Values are:
    GColor( 69, 93,156,217)

    There are some samples in the "Sample Themes" folder.


    This website can help you decide colors to use as it shows different RGB values and gives you the number values:
    http://www.drpeterjones.com/colorcalc/

    -> There are others sites too, use google.


    4. Once you are done, copy the contents of the "ThemeFiles" folder (Assets and Resource folder) and paste them in the parent folder
    ColorUI overwriting the Assets and Resource folder there. You can just as easily just go directly to the file in the colorUI folder, it is only
    separated into the Themefiles folder to single it out.

    OPTIONAL: How to put your colors into another mod!
    5. If you want to change the color scheme of a Different mod in the included "Themefiles" folder look for these two files:
    * Assets\XML\Art\CIV4ArtDefines_Misc.xml AND
    * \Resource\Civ4.thm
    ** There are two Civ4.thm files actually, you only need to edit the one in the resource subfolder.
    _______________________________________________
    Open these files with your favorite text editor (ie Notepad) and you can change "ColorUI" to whatever mod folder you are going to be putting this in.


    5a. copy the into that mod's folder. For example if you mod is named Foo copy the files so that foo\assets\xml and foo\resources\ is created.


    More info:
    http://forums.civfanatics.com/showthread.php?t=244965



    Great Doctor images for a Great Person Mod
     
  3. smeagolheart

    smeagolheart Monarch

    Joined:
    Sep 4, 2007
    Messages:
    924
    Location:
    Phoenix, AZ
    Pre-reserved..
     
  4. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    31,018
    Location:
    Germany / Netherlands
    :goodjob:
    Nice to see the temple finished.
    Let's hope that more will come :D.
     
  5. smeagolheart

    smeagolheart Monarch

    Joined:
    Sep 4, 2007
    Messages:
    924
    Location:
    Phoenix, AZ
    More should be coming. When you get a chance, take a look at the temple python and let me know if anything looks out of whack and I'll get it updated.
     
  6. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
    Dec 20, 2005
    Messages:
    6,455
    Location:
    israel
    smeagolheart this is great ,

    keep"em coming! good job.
     
  7. smeagolheart

    smeagolheart Monarch

    Joined:
    Sep 4, 2007
    Messages:
    924
    Location:
    Phoenix, AZ
    if anybody wants it, I made some alt color icons for the spy promotions

    link



    includes template for alternate colors
     
  8. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    31,018
    Location:
    Germany / Netherlands
    Ah, might steal them, if i find the time to.
     
  9. smeagolheart

    smeagolheart Monarch

    Joined:
    Sep 4, 2007
    Messages:
    924
    Location:
    Phoenix, AZ
    BTS Interface ColorUI Mod

    Download

    ------These steps require a bit of folder navigation and text editing---------------------

    *Installation*
    Copy the ColorUI folder to your Beyond the sword\mods\folder

    To view your colors anytime, start up BTS and Load the "ColorUI" mod


    Steps to Setting Your UI Color
    *************************************************************************************************

    1. After you've copied it to your mods folder, go into the ColorUI folders' "ThemeFiles" folder.

    2. Find Civ4Theme_Common.thm and open this file with your favorite text editor (ie Notepad)

    3. Go to line 204 (can be found by searching for the line after "// Used for backgrounds of Window and Menu/ComboBox popup." )

    Example the gold color is:
    Gold:
    GColor( 239,209,111,150)

    You can change these to anything you want basically. The first three numbers are RGB values and the last (ie 150) is transparency.

    BTS Default Values are:
    GColor( 69, 93,156,217)

    There are some samples in the "Sample Themes" folder.


    This website can help you decide colors to use as it shows different RGB values and gives you the number values:
    http://www.drpeterjones.com/colorcalc/

    -> There are others sites too, use google.


    4. Once you are done, copy the contents of the "ThemeFiles" folder (Assets and Resource folder) and paste them in the parent folder
    ColorUI overwriting the Assets and Resource folder there. You can just as easily just go directly to the file in the colorUI folder, it is only
    separated into the Themefiles folder to single it out.

    OPTIONAL: How to put your colors into another mod!
    5. If you want to change the color scheme of a Different mod in the included "Themefiles" folder look for these two files:
    * Assets\XML\Art\CIV4ArtDefines_Misc.xml AND
    * \Resource\Civ4.thm
    ** There are two Civ4.thm files actually, you only need to edit the one in the resource subfolder.
    _______________________________________________
    Open these files with your favorite text editor (ie Notepad) and you can change "ColorUI" to whatever mod folder you are going to be putting this in.


    5a. copy the into that mod's folder. For example if you mod is named Foo copy the files so that foo\assets\xml and foo\resources\ is created.


    More info:
    http://forums.civfanatics.com/showthread.php?t=244965
     
  10. smeagolheart

    smeagolheart Monarch

    Joined:
    Sep 4, 2007
    Messages:
    924
    Location:
    Phoenix, AZ
    Hey I'm looking for a bit of advice.

    I've written a modcomp that freezes era advancement between middle ages and renaissance until a project is built. I was thinking of calling that project the enlightenment but upon doing a little research it seems that the enlightenment was somewhat later in history than renaissance and would not really be appropriate. What do you guys think it should be called then? "The renaissance project?"
     
  11. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    31,018
    Location:
    Germany / Netherlands
    "Leaving the dark ages" or anything like that maybe?
     
  12. smeagolheart

    smeagolheart Monarch

    Joined:
    Sep 4, 2007
    Messages:
    924
    Location:
    Phoenix, AZ
    That's not a very good name for a Project :(
     
  13. Lord Tirian

    Lord Tirian Erratic Poster

    Joined:
    Nov 30, 2007
    Messages:
    2,724
    Location:
    Liverpool, UK
    You could translate renaissance literally: (Cultural) Rebirth.

    Or work with the light metaphor - The Illumination or, better I think, "Rekindle the Flame" or something along that lines?

    Cheers, LT.
     
  14. Arian

    Arian No more ghostbusting!!

    Joined:
    May 10, 2008
    Messages:
    2,088
    Location:
    The Netherlands
    "The End of Chivalry"-project :p
     
  15. smeagolheart

    smeagolheart Monarch

    Joined:
    Sep 4, 2007
    Messages:
    924
    Location:
    Phoenix, AZ
    Yeah that's why I was thinking Enlightenment because that is pretty much a light metaphor but upon a little research, the dates for the enlightenment are 1600ish-1700ish which is probably not a good thing to use as a bridge between the renaissance and middle ages. Or is it? :cool:

    Maybe I should call it the Renaissance Project, Renaissance Project it is!
     
  16. TheLopez

    TheLopez Chieftain

    Joined:
    Jan 16, 2006
    Messages:
    2,525
    Location:
    Oregon
  17. smeagolheart

    smeagolheart Monarch

    Joined:
    Sep 4, 2007
    Messages:
    924
    Location:
    Phoenix, AZ
    I've released the modcomp. I think it's got some great possibilities. There have been a few "dark ages" type mods and Tech Progress stoppers. I took my stab at it :D Enjoy.

    See this thread: link
     
  18. smeagolheart

    smeagolheart Monarch

    Joined:
    Sep 4, 2007
    Messages:
    924
    Location:
    Phoenix, AZ
    I went with Renaissance Project, it's somewhat more generic use than Quattrocento Project as it's described on the wikipedia page, Quattrocento sounds like an italian art well, er "renaissance" term. Thanks for the help though.
     
  19. smeagolheart

    smeagolheart Monarch

    Joined:
    Sep 4, 2007
    Messages:
    924
    Location:
    Phoenix, AZ
    I built mod. Cool idea I think, the Next war tech tree is locked until someone builds a Doomsday Device! Details coming...
     
  20. smeagolheart

    smeagolheart Monarch

    Joined:
    Sep 4, 2007
    Messages:
    924
    Location:
    Phoenix, AZ


    Description:

    Nextwar Apocalypse Mod by Smeagolheart
    Build the Doomsday Device to Destroy the Planet! Bwhahahaha!
    ======== Description =========

    The mod will stop research for all players at the Modern Era. You can play up to the modern era but the future era (including the complete Next War Tech tree) will be unavailable until the Project Doomsday Device has been completed. The project unlocks the future era (including the Next War victory option "Mission to Mars" (the Apollo Project) for all players at the cost of lowering the terain value for a small percentage (~20%) of the world's terrain.

    Screens of Terrain Effect:
    Spoiler :

    World Before..

    World After...



    Techs which are disallowed by era will still appear in the tech tree but will be red and cannot be selected. When an AI civ has exhausted all available research avenues they will turn their science slider to 0. On their next turn after the maximum tech era is increased they will immediately switch back to doing research normally.

    Tech Tree Screenshots
    Spoiler :

    Tech Tree Before


    Tech Tree After



    Technical Note: Be patient when the Apocalypse goes off for the mod basically has to regenerate the map at that point when the Doomsday Project has been build.

    This mod utilizes some sounds and images from the classic Movie Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb which is now in the public domain.

    ======== Installation ==========

    Unzip the folder into your Program Files/..../BTS/Mods folder.

    ======== Credits ==========

    Thank you to:

    Tech Era Limit by jdog5000
    http://forums.civfanatics.com/downloads.php?do=file&id=10424

    and

    [MODCOMP] Project Help Tag by TheLopez
    http://forums.civfanatics.com/showthread.php?t=378673


    V.1.0 Initial Release

    Download Link
     

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