1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  3. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  4. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  5. Dismiss Notice
  6. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

Longer Victories

Discussion in 'CivBE - Released Mods' started by soulthirst, Apr 27, 2015.

  1. soulthirst

    soulthirst Chieftain

    Joined:
    Dec 25, 2014
    Messages:
    43
    Changes:
    Increased the Affinity Requirements for the Mind Flower, Emancipation Gate and Exodus Gate to 18
    Moved Transcendental Equation to Dark Networks
    Increased the Production Cost of Beacon to 3000 :c5production:
    Increased the Production Cost of Exodus Gate to 2250 :c5production:
    Increased the Production Cost of Emancipation Gate to 2500 :c5production:
    Increased the Production Cost of Mind Flower to 3000 :c5production:
    Increased the Production Cost of Decode Signal to 1500 :c5production:
    Increased the Production Cost of Transcendental Equation to 1300 :c5production:

    How to Install:
    Extract the Longer_Victories.zip to Sid Meiers Civilization Beyond Earth\assets\DLC

    How to Uninstall:
    Delete the folder Longer_Victories at Sid Meiers Civilization Beyond Earth\assets\DLC



    P.S.
    I don't know how to make a mod, so I made it into a dlc instead.
    Thanks to Ryika for the ideas and telling me where I can find the xml to edit :D
     

    Attached Files:

  2. lilgamefreek

    lilgamefreek Chieftain

    Joined:
    Oct 30, 2014
    Messages:
    229
    Have you considered submitting this to the steam workshop? I'm certain many would appreciate a mod like this and it's a good place to get more feedback and attention.

    edit: Just noticed your note about how to make it a mod. You might want to check out this Civ5 modding tutorial here: http://kael.civfanatics.net/files/ModdersGuide.pdf

    Beyond Earth is very similar.
     
  3. soulthirst

    soulthirst Chieftain

    Joined:
    Dec 25, 2014
    Messages:
    43
    Is there a way to make it a mod without modbuddy? I tried to edit existing mods and change the code to this:

    Code:
    <GameData>
    	<Project_AffinityPrereqs>
    		<Update>
    			<Where ProjectType="PROJECT_MIND_FLOWER"/>
    			<Set Level="18"/>
    		</Update>
    		<Update>
    			<Where ProjectType="PROJECT_PURITY_GATE"/>
    			<Set Level="18"/>
    		</Update>
    		<Update>
    			<Where ProjectType="PROJECT_SUPREMACY_GATE"/>
    			<Set Level="18"/>
    		</Update>
    	</Project_AffinityPrereqs>
    	<Project>
    		<Update>
    			<Where Type="PROJECT_BEACON"/>
    			<Set Cost="3000"/>
    		</Update>
    		<Update>
    			<Where Type="PROJECT_MIND_FLOWER"/>
    			<Set Cost="3000"/>
    		</Update>
    		<Update>
    			<Where Type="PROJECT_PURITY_GATE"/>
    			<Set Cost="2250"/>
    		</Update>
    		<Update>
    			<Where Type="PROJECT_SUPREMACY_GATE"/>
    			<Set Cost="2500"/>
    		</Update>
    		<Update>
    			<Where Type="PROJECT_DISCOVER_SIGNAL"/>
    			<Set Cost="1300"/>
    			<Set TechPrereq="TECH_DARK_NETWORKS"/>
    		</Update>
    		<Update>
    			<Where Type="PROJECT_DECODE_SIGNAL"/>
    			<Set Cost="1500"/>
    		</Update>	
    	</Project>
    </GameData>
    
    AFAIK, my code is right, but it looks like it's not as easy as that.
     
  4. Ryika

    Ryika likes cookies and milk.

    Joined:
    Aug 30, 2013
    Messages:
    8,322
    It's <Projects>, not <Project> ^^
    Other than that it looks correct.

    In general you can create mods with any editor you like, just make sure that, if you add more files, you add them manually to the <Actions>-Tag in the .modinfo-File - and when you use another mod as the basis, change some numbers in the Mod-ID.

    I don't think it's possible to Upload mods to the workshop if you don't have access to modbuddy though.
     

Share This Page