Lord of Harmony
Chieftain
- Joined
- Aug 16, 2014
- Messages
- 64
Nice mod! would love to see new aliens types and strains!
I haven't looked into those mods, but if they tinker with global defines and such, they shouldn't conflict with Alien Strains as I haven't touched those fundamental values.Great mod but would be possible to make it compatible with the Alien EXP cap remover and the level cap remover mods, they seem to conflict and cause crashes
Version 2 (Alpha):
- Partial fix to Kill Siege Worm quest (should've fixed other Lua actions too).
- Tweaked Ravager Worm and Maker Worm SREF textures to make them more distinctive.
- Tweaked Sea Serpent and Sea Lurker SREF textures to make them more distinctive.
- Tweaked alien secondary colours slightly, to make modest use of gradients on the black background.
- Implemented the perk system as to phase out promotions (and the UI glitches).
- Several strains have new/different abilities (check spoiler below).
Version 2 (Alpha) Hotfix A:
- Fixed the Kill Siege Worm quest: all worm strains should trigger it and be valid for its completion.
Thank you for the feedback, but that's not in the cards for the time being, for a number of reasons. Essentially, it'd triple my work in all regards, and since I'm planning to add further strains (and more), I'd rather focus on developing a larger variety of aliens you can see in every playthrough as opposed to much smaller selections you'd only see once every three games.Thanks for making this mod! While I've only played with it once so far, the increased variety of aliens was very nice.
Do you think it would be possible to make strains of aliens unique to different world types (fungal, lush, desert)? That is one of the things I thought should have been included to make each world type more diverse in gameplay, and being able to mod that in would be really cool.
Version 3 (Beta):
- Added one more alternative strain to five of the seven base alien species (main post updated).
- Reskinned the Wolf Chameleon.
- Fixed something about the Kill Aliens quest objective.
- Made some localization modifications.
Version 3 (Beta) Hotfix A:
- Fixed a glitch in the Spanish localization.
Version 3 (Beta) Hotfix B:
- Updated quest-related Lua code to fix certain incompatibilities.
Yeah, it was a good effect, but being part of the unused Civ5 promotions, it was the source of frustrating unit action UI glitches. The downside outweighed the benefits."Sea Lurkers now have 2 extra attacks instead of being invisible like Civ5 submarine"
This...makes me a little sad inside considering that they are the only marine alien that poses an actual threat to my navy with their sneaking around.
Subscribing from the Steam Workshop (link in main post) downloads the mod once you enter the mods screen in-game. There you can select or deselect mods to be used, so there's no need to tinker with your installation.Thank you for this mod,ever since getting CiVBE was thinking "wouldn't A starship troopers theme be good"? this may be it? but I am new to installing mods is there a wiki on how to?
Will I have an option to disable it if it's too difficult without reinstalling the whole game? Thanks