Beyond the future

ArbogLi

Chieftain
Joined
Apr 25, 2010
Messages
64
Hi everybody! Today I bring you my latest mod, I started couple of days ago and is a new and more advanced Future Era with new technologies, buildigns, wonders and units.

The name to find is "Beyond the future" and suggestions, etc. are welcome.

PS: I must say two things: the "new units" look like some others, still looking for new type of units for civ5; the other is that I was going to add a new resource, "Titanium", but even is Civ% is made to be "easy" to mod add new resources is stupidly extrange al complicated.
 
@ArbogLi
I think he was confused if this was an idea, a mod in testing phases or an actual released mod in the hub.

On an unrelated note, I think this mod - along with all the other tech mods - is a nice step towards a longer, modded game but IMO these kinds of mods need more driving power than just more buildable content. I realize that in this early stage of Civ V anything more than just 'buildable content' is really difficult to do but it would definitely need more stuff - i.e. social policies/projects/game concepts. Civ V has kind of painted itself into a nice corner to end where it has and extend no longer unless you really move the guts around and extend everything else with the tech tree. I myself have been planning a future mod since the last few months of Civ IV, the driving force for the player would to expand to other planets and get a space colonization victory. Back on topic, I think this mod and all the others like it are a great step forward for tech mods for the here and now since there are large mod projects on the horizon that will revamp the tech tree altogether.
 
Why don't you try to download it insted of telling that "if you have not released"?..... More than 300 people has downloaded already the mod that is Online.

If it's already released, then you should of add some information about this on your first post like "it's released at the mod browser", so that we know that this is actually released and now one of those topics that should be in the customization.
 
The name to find is "Beyond the future"

I think it was enough clear with that but sorry.

The game is releases and you can find into the mod browser searching by the name "Beyond the future" ( better at this way? :))

Anyway, here is the new TechTree, few changes into Modern Era and the anounced new Future Era. Comment that ingame the Apollo Program is no longer the target to get the Scientific Victory, now is "only" a World Wonder which gives a bonus building spaceship pieces, the new proyect is the Mars Mission.

Spoiler :
attachment.php
 
Hey

I`ve just finished a game with this mod activated and it made things much more interesting. An idea came to mind though, namely if you could add a bonus for each level of future tech researched, I was thinking +1 research, production, gold and food to each city per level of future tech.

Hope that posting this idea here isnt a blunder on my part.
Thank you for the mod btw.
 
I think it was enough clear with that but sorry.

The game is releases and you can find into the mod browser searching by the name "Beyond the future" ( better at this way? :))

Anyway, here is the new TechTree, few changes into Modern Era and the anounced new Future Era. Comment that ingame the Apollo Program is no longer the target to get the Scientific Victory, now is "only" a World Wonder which gives a bonus building spaceship pieces, the new proyect is the Mars Mission.

Spoiler :
attachment.php

Awesome! Any chance you will expand this to include some of the wonderful technology from CTP2? There were so many great advances with really cool buildings, units and wonders.
 
From a scientific point of view, there's a problem with superconductivity after particle physics. Not only are they two different phenomena, but the first was discovered before the second.

But we don't care :D
 
From a scientific point of view, there's a problem with superconductivity after particle physics. Not only are they two different phenomena, but the first was discovered before the second.

But we don't care :D

Yes and no. Your point is correct and I knew that someone will say something like that :D

I have to add the descriptions but now I'm a bit busy with the random events mod. With this tech I was talking about the superconductivity at high temperatures, a investigation that today is happening wich still need time to be real and it will change the energy generation/distribution.
 
Eh, both games had good and bad stuff. But ya, some of the future stuff in CTP2 is cool. Would love to see the future tech tree expanded more in either case. Just please no lawyers and cyber ninjas.
 
Help pls
Spoiler :

Another mods already installed:
Spoiler :

Balance - Fewer Weak Wonders (v 6)\
Balance - Great Person Abilities (v 3)\
Balance - Wealth (v 1)\
Emigration (v 1)\
Example - Simple Clock (v 8)\
Free Roads (v 1)\
No Building Maintenance (v 1)\
No Giant Death Robot (NO SAVEGAME CRASH) (v 3)\
Simple Unit Maintenance (v 2)\
Tiny Death Robots (v 1)\
Unlimited Barbarian XP (v 1)\

WTH?
i have deluxe edition with no patches
 
Looks very good so far, you might want to snag some ideas from Civ IV's "Next War" mod. You could perhaps add some biological sciences there, like cloning or hydroponics other ideas. Also, adding some more items to the Modern era, especially any techs that only exist to build SS parts.

For example:
-Advanced Ballistics could give all artillery units a free promotion that gives them +10% attack damage or something.
-Robotics could let the player build some sort of assembly plant, or give +1 :hammers: to mines or manufacturies.
-Satellites should reveal the map (apparently there's an XML tag there for doing exactly that, but it's currently disabled).
 
@ArbogLi] On an unrelated note, I think this mod - along with all the other tech mods - is a nice step towards a longer, modded game but IMO these kinds of mods need more driving power than just more buildable content. I realize that in this early stage of Civ V anything more than just 'buildable content' is really difficult to do but it would definitely need more stuff - i.e. social policies/projects/game concepts. Civ V has kind of painted itself into a nice corner to end where it has and extend no longer unless you really move the guts around and extend everything else with the tech tree. I myself have been planning a future mod since the last few months of Civ IV, the driving force for the player would to expand to other planets and get a space colonization victory. Back on topic, I think this mod and all the others like it are a great step forward for tech mods for the here and now since there are large mod projects on the horizon that will revamp the tech tree altogether.

I think that Sid Meier's Alpha Centauri would help here since there are a lot of techs that make sense. I'm not sure how it could be done, but I would think that prior to building the Space Victory Ship, one would have to A) Get to the Moon, B) Learn how to survive long periods in Space C) Build up some orbital presence and THEN get the space race victory.

The Civ IV Mod Planetfall did a good job by using building in cities to represent certain orbital things. I'm wonder if it would be at all possible to have a way to build things in orbit without being attached to a city. A Civ could have a certain amount of things in space relative to how much infrastructure they have to get it there. Obviously natural wonders like a Space Elevator would be aces at this. Plus there is the whole mag-catapult shown to great effect in Heinlein's "The Moon Is A Harsh Mistress".

I also think that something I miss from all the Civ IV Fall From Heaven mods (like Orbis) and Alpha Centauri/Planetfall is the ability to terraform tiles. I would think being able to change tiles on Earth would be a prerequisite for doing it on another planet. Plus it you could build "test" cities on ice...something I don't like that you can do from the start. I mean in my last game I found I could build farms around lake tiles on ice. That's just wrong unless one has some serious tech behind you.
 
The Civ IV Mod Planetfall did a good job by using building in cities to represent certain orbital things. I'm wonder if it would be at all possible to have a way to build things in orbit without being attached to a city. A Civ could have a certain amount of things in space relative to how much infrastructure they have to get it there. Obviously natural wonders like a Space Elevator would be aces at this. Plus there is the whole mag-catapult shown to great effect in Heinlein's "The Moon Is A Harsh Mistress".
Well in my mod The Ascent of Mankind (the future mod I talked about earlier) gives the player a civilopedia type screen that will allow the player to make colonies on the moon/other planets to build things on their own without having a representation of it in building form in a city. Instead, it will start off needing the player to build shuttle units to take resources to the orbital/lunar colonies which can then build things on their own. Of course, this has all been planned out and is anything but complete.
I also think that something I miss from all the Civ IV Fall From Heaven mods (like Orbis) and Alpha Centauri/Planetfall is the ability to terraform tiles. I would think being able to change tiles on Earth would be a prerequisite for doing it on another planet. Plus it you could build "test" cities on ice...something I don't like that you can do from the start. I mean in my last game I found I could build farms around lake tiles on ice. That's just wrong unless one has some serious tech behind you.
Terraforming has been tested by me and a few other lua coders and we all conclude that yes, terraforming is possible, but the tiles need a way to be refreshed other than reloading the game to get it to take effect.
 
I downloaded the mod. I like the extra longness of it. In the same spirit, i am trying to add new techs to all the eras. I have looked through the XMls you used to get a feel for what you changed, but so far I have been unable to even make an extra tech appear on the tech tree. Since you are the only one to have sucessfully done it so far. That makes you the expert. I would appreciate any help you could provide.
 
I downloaded the mod. I like the extra longness of it. In the same spirit, i am trying to add new techs to all the eras. I have looked through the XMls you used to get a feel for what you changed, but so far I have been unable to even make an extra tech appear on the tech tree. Since you are the only one to have sucessfully done it so far. That makes you the expert. I would appreciate any help you could provide.

Quite a few people have done it, but only ArbogLi has released his mod. Might I suggest to you Kael's modding guide. It tells you how to do quite a few things although it doesn't say how to add a tech, you can apply the things he talks about to the files that are in this mod.
 
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