Not playing until patched.

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Sep 4, 2010
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I'm not just talking about the upcoming hotfix patch. I don't want to play a game where I constantly have to reroute trade every other turn, where alien nest placement is crazy imbalanced, where diplomacy is IDENTICAL to CIV V (minus the minor additions called 'gain favors'), and where each faction plays IDENTICALLY to each other. Please fix some of these issues, and I'll be excited to get back into what could be an awesome experience.

Also, the music is AMAZING as is. Don't change that. ;)
 
I have been playing BE mostly with mods. I can't get myself to play the base game, it's simply not enjoyable for me, Though once the trade routes patch, affinity level progression to not go from being really slow to super fast, and a few other things then I can go back to play online. I hope the patch comes out soon though because playing against the AI can be slightly boring.
 
Well, thanks for sharing this very important information with us.

David is right though, you should try some mods if you haven't already. Beyond Balance makes the game rather enjoyable. Or, try my "Aggressive Wildlife"-mod, that one will probably keep you on your toes, too. 8)
 
Regarding trade routes, there's one mod that makes trade routes expire every 80 turns instead of 25, and another that makes the previous route highlighted in red.
 
BE is broken,so for the most part I'm going to stick with playing Civ 4 BtS(the BEST civ of all of the civ series)
 
I've also lost interest pretty quickly. It's obvious this game needed a few months of beta testing and tweaking.
 
Well, thanks for sharing this very important information with us.

David is right though, you should try some mods if you haven't already. Beyond Balance makes the game rather enjoyable. Or, try my "Aggressive Wildlife"-mod, that one will probably keep you on your toes, too. 8)

Oh that's your mod:goodjob:? It's pretty fun to have the Aliens actually threaten us but I'm hoping for your mod to introduce Alien scaling as once Battlesuits are a thing the Aliens no longer are, even Gunners destroy very easily.
 
the mod which puts colors on the tech web is also good
and the mod which puts faction colors on the units. (How could they have forgotten this basic element?)
 
Oh that's your mod:goodjob:? It's pretty fun to have the Aliens actually threaten us but I'm hoping for your mod to introduce Alien scaling as once Battlesuits are a thing the Aliens no longer are, even Gunners destroy very easily.
Newest version (just uploaded) actually has limited alien upgrades, but they will probably not be able to withstand early battlesuites either. The main problem is that the AIs will just DIE if I make the aliens any stronger. :lol: Even now it's almost "unplayable" on Gemini or below. They should now be able to fend of t1 quite nicely though, at least after turn 80 when their t2 starts to spawn.. and the now once again very early spawning (young) siege worms will hopefully be annoying too. ^^

Anyway, sorry for hijacking this thread. :mischief:
 
Newest version (just uploaded) actually has limited alien upgrades, but they will probably not be able to withstand early battlesuites either. The main problem is that the AIs will just DIE if I make the aliens any stronger. :lol: Even now it's almost "unplayable" on Gemini or below. They should now be able to fend of t1 quite nicely though, at least after turn 80 when their t2 starts to spawn.. and the now once again very early spawning (young) siege worms will hopefully be annoying too. ^^

Anyway, sorry for hijacking this thread. :mischief:

Can you make Krakens and sea dragons less numerous? I want to face a few truly magnificent krakens on the planet, maybe 1-2 in the whole game, but not a kraken carpet of doom. Also "Mr. Oneshot the Sea Dragon" and the buddies are really frustrating the whole water exploration part.
 
I'm pretty sure that's a relatively easy change if you want to edit the game files - open:
Sid Meier's Civilization Beyond Earth\assets\Gameplay\XML\GlobalDefines.xml with a text editor, look for:
<Row Name="ALIEN_COLOSSAL_SEA_UNIT_PLOT_RATIO">
<Value>256</Value>
</Row>

And change the value to whatever you like. ^^ If I'm interpreting the function in the aliens.lua correctly, then the default value means 1 per 256 sea tiles, so setting a higher number will remove kraken - setting it to 512 should cut the amount be 50% (before rounding). You can also add this change to the globaldefines.xml in the mod folder if you just want to change the kraken when using this mod.

As for this mod itself, I'll overhaul the sea creatures in a later version. Didn't touch them until now and I'm not really sure what I want to do with them. Sea-Based Aliens seem to be a rather strangely implemented concept overall.

Anyway, the mod has its own thread now: http://forums.civfanatics.com/showthread.php?t=538167

No need to spam this thread any longer. :D
 
Yes, sea-based aliens are strangely implemented concept. Honestly I wouldn't miss them, if they'd have gone altogether.
 
I don't think Beyond Earth is a broken game per se, there is just not enough new game mechanics when compared to Civ 5 to justify its shortcomings. If had not played Civ 5 before, then Beyond Earth would be a wonderful game. As it stands right now, my time is better spent doing other things until they make some changes.
 
I'm pretty sure that's a relatively easy change if you want to edit the game files - open:
Sid Meier's Civilization Beyond Earth\assets\Gameplay\XML\GlobalDefines.xml with a text editor, look for:
<Row Name="ALIEN_COLOSSAL_SEA_UNIT_PLOT_RATIO">
<Value>256</Value>
</Row>

And change the value to whatever you like. ^^ If I'm interpreting the function in the aliens.lua correctly, then the default value means 1 per 256 sea tiles, so setting a higher number will remove kraken - setting it to 512 should cut the amount be 50% (before rounding). You can also add this change to the globaldefines.xml in the mod folder if you just want to change the kraken when using this mod.
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No need to spam this thread any longer. :D

wouldn't know how to do the same for siege worms would you? i want them GONE
 
wouldn't know how to do the same for siege worms would you? i want them GONE

really? siegeworms a problem for you? Not me, I could use some more tbh. They dont attack cities so, meh... maybe we are playing on different settings?
 
their a nuisance. i get 4+ near me nearly every damn game now when i kill one another shows up almost straight away. their making expanding quickly slow and annoying. i just don't want them in the game any more.
 
Can you make Krakens and sea dragons less numerous? I want to face a few truly magnificent krakens on the planet, maybe 1-2 in the whole game, but not a kraken carpet of doom. Also "Mr. Oneshot the Sea Dragon" and the buddies are really frustrating the whole water exploration part.
The game really misses a lower-tier native sea creature.

I get that the krakens are there to discourage you from going into deep ocean (since you're no longer restricted by technology to go into ocean tiles) but there are too many. Sea dragons on the other hand, are supposed to be a general threat but are too powerful.

The whole thing would work a lot better if krakens were rarer, a bit like siege worms, sea dragons only go in deep oceans to kill off early explorers and something else, something weaker fills the "harass coastal waters" niche.
 
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