Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

275 ratings
User Interface Tweaks - Base Game
   
Award
Favorite
Favorited
Unfavorite
Tags: UI
File Size
Posted
Updated
146.924 KB
Oct 31, 2014 @ 11:15pm
Nov 2, 2015 @ 9:25pm
16 Change Notes ( view )

Subscribe to download
User Interface Tweaks - Base Game

Description
ATTENTION: THIS MOD IS NO LONGER SUPPORTED
This mod will receive no further updates or changes. I cannot guarantee it works any longer.

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

This mod is intended to fix a lot of small problems and oversights in the Civ BE user interface.

For the Rising Tide compatible version, link.

Download Link[www.dropbox.com]

It can also be played as DLC for unrestricted results. Please read below.

If anybody encounters any bugs or issues while using this mod, please post the latest autosave for your game on the CivFanatics forum topic[forums.civfanatics.com], along with a description of what you did, and what went wrong.

How to use the options file
Navigate to the game mod folder, open up the UIT_Options.lua file. Modify the lines and options for desired results.

DLC Usage
This mod can be played with as either DLC, or as a standard mod.

By installing this mod as DLC, you will be able to use its modifications in all forms of the game, and still be able to earn achievements.

To install this mod, navigate to the mod folder (My Documents\My Games\Sid Meier's Civilization Beyond Earth\MODS\User Interface Tweaks (v 4)) then copy the "UIT_IphStich" folder to your game's assets/DLC folder. Alternatively, you can follow the instructions in the video.

After this mod is installed it will automatically be used whenever you play the game.

Changes in Version 5
Improvements
  • While in city view, tiles worked by another city are now highlighted, and when moused over will show which city is working the tile
  • Added an option for displaying colonist work prediction radius
  • Made certain modifications more efficient to hopefully reduce CPU usage by this mod
  • Techs can no longer be accidentally selected in the tech tree while dragging the view
  • Changed the type of highlight used for tiles while in city view
  • When mousing over a city banner, now displays the tiles being worked on by that city, and the yield of all tiles in range (can be turned off from the options file)
  • Added a toggle all check in the diplomacy window for fast turns

Minor Improvements
  • Fixed an issue where there was sometimes not a 1 pixel gap between players in the diplomacy window
  • The city production queue is now visible by default
  • Made the build predictor in the city banner right-aligned so that numbers with 2 or more digits wouldn't overlap the progress bar

Bug Fixes
  • Fixed a big bug that would prevent the opening of the trade route overview after setting up a trade route with one of your outposts
  • Fixed a rare bug related to trade route sorting (super special thanks goes to cestbienmoi)
  • Fixed a rare bug related to orbital units and yield display (super special thanks goes to cestbienmoi)
  • Minor bug related to aircraft not being in a city

Changes
  • Ryenji's More Tech Filters mod has been merged into this mod
  • You can now see the Top Panel (that contains your yeilds, and other resource information) during diplomacy discussions with AI
  • Added a map option that highlights all tiles that contain miasma that are outside of the fog of war. The miasma inside fog of war shouldn't need this (as it glows). This feature is defaulted to ON everytime you start or load a game, and can be turned off from the map options panel.
  • You can now set 'fast turns' for each player on an individual basis, and you can even do this for aliens. This is done from the diplomacy / relationships tab, by clicking the checkbox next to the civ you want to enable fast turns for. Fast turns simply turn on quick combat and quick movement when it reaches that player's turn. Fast turns will automatically turn off for a particular player when you go war with then.
  • The minimap now expands when you click on it. In addition, there is also a map option to turn the feature off
Units:
  • A major overhaul of the unit flag/icon positioning that should fix a lot of potential confusion and small issues. Most notably: orbital and civilian flags no longer overlap other unit flags; and aircraft flags are now always visible
  • Orbital units will now appear dimmed or faded if they are sleeping and the surface view is on. Additionaly, surface units will be faded while in orbital view
  • There is now a mouse over display while colony units are selected that predictions whether it is possible to build an outpost at a location, and the range of the outpost/colony
  • Notification for when a unit is close to death by miasma! Special thanks goes to Vice Virtuoso for writing the original version of this!
  • (With 'display yields for civilian units' option on) orbital units will now show yield icons (useful when launching yield-based satellites)
Cities:
  • A fairly significant overhaul of the city worker system. The gist of it is: You can now click on the ground itself to move workers, and that hexes without workers don't have an icon. This should make the screen cleaner and a little easier to parse. There is also an option on the top left of the City View to turn off this feature entirely.
  • A large change to the production queuing system that now allows you to queue items when there is an ongoing development project. New items will be inserted into the queue above the ongoing development item, and new ongoing projects will replace old ones.
  • Decrease the size and spacing of the buildings in the city view to make it easier to read and reduce the needless amount of empty space Image
  • Can now delete/cancel current production items if there are queued items
  • Build finished notifications now tell you what was finished
Trade Routes:
  • A 'repeat previous route' button has been added to trade conveys (hotkey 'R')
  • Added a number of additional sort options to the trade route list. Special thanks goes to Cairdazar for this.

Minor Changes
  • Active trade convey icon flags appear dimmed
  • Zooms out significantly less when viewing larger cities
  • Moved the 'number of turns till production complete' number on city banners to make the icon itself more visible
  • Changed the faction colors for Pan, ARC, and Franco to make them easier on the eyes
  • Tweaked the culture border numbers a little to make them less obtrusive (might need a little work, suggestions?)
  • Fixed minor bug where culture yield values of 5 were incorrectly displayed as 9
  • The new sorting options for trade routes will hide the sections they no longer apply to
  • Re-arranged the new trade route list so that Stations appear before Outposts, before your own Colonies, before other players' Colonies
  • In the City View: the building list is visible by default, and each section is also collapsed by default. Also added an "Auto-Collapse" toggle which will automatically collapse the building list categories when you close the City View.
  • The Queue Toggle check box has been moved to near the production buttons for City View image[puu.sh]
  • A new highlight displaying the maximum work range of the city has been added while in City View
  • If you're in Orbital View when your turn ends, the game will now exit from Orbital View automatically
Popular Discussions View All (4)
4
Mar 4, 2016 @ 6:41am
Linux crashes
Crüsybl
4
Nov 29, 2014 @ 4:26pm
Bug from changing a base's name
Dream Focus
3
Nov 23, 2014 @ 9:32pm
Can you automatically select the best production giving route each time?
Dream Focus
221 Comments
clop1000 Jul 3, 2020 @ 10:52am 
I have fond a bug - when you try to buy building with energy, not all possible buildings are listed.
And there is a single "blank" box to the building.
JellieBird  [author] Apr 10, 2020 @ 6:01pm 
@niftytimez Unfortunatley not.

My local repo got super corrupted and I can't repair it.
niftytimez Mar 27, 2020 @ 7:21pm 
is it on github
Memez_R_Dreamz Sep 1, 2018 @ 6:57pm 
Why is it that when ever i save the game and get off and then when i get back on to the game it glitches out and then i cant build stuff with my builders for say
BlueDeath Apr 7, 2016 @ 6:51pm 
This is the *BEST* mod for BE in my opinion.
Rabbott Mar 24, 2016 @ 7:14pm 
Hey IphStich, should th minor bug related to aircraft not being in a city be fixed as its still happening in the Rising tide version?
Ludicrous Feb 1, 2016 @ 7:34pm 
Is it possible to do what you did in the video to other mods? like make it so its always on without going to the mod screen to use them?
gregK Nov 25, 2015 @ 3:22pm 
Love the mod!
Voudo Nov 3, 2015 @ 5:29pm 
Thank you @IphStitch
JellieBird  [author] Nov 2, 2015 @ 8:46pm 
Okay, mod version uploaded. For Rising Tide players, please subscribe to the Rising Tide version of the mod at

http://steamcommunity.com/sharedfiles/filedetails/?id=547176295