Ryika
Lazy Wannabe Artista
- Joined
- Aug 30, 2013
- Messages
- 9,393
I'll hide the actual picture behind a spoiler-tag, just in case someone who doesn't want to get spoilered "accidentially" enters this thread. I will NOT put the discussion behind the spoiler tag, so if you don't want to know about the bonuses, stop reading NOW!
So here are the Unlockables:
And as it has been pointed out correctly I missed the 2 map-scripts:
Some nice bonuses actually. Pioneers may even Rival Artists in some strategies. Supply Module sounds awesome, but I don't think it can rival Tectonic Scanner. Cryotome sounds insane. But it has to rival with free Pioneering and a free Worker already, so it may be a hard pick from a perspective of "efficiency". I like the idea of being able to sometimes have a settler on turn 4-5 if combined with Supply Module, Artists and Africa.
Xeno Management sounds awesome and fun, but in practice I found it really weak. The 1 movement is just to slow to get that unit anywhere. It may be a fun way to kill siege worms at a stage where you don't have tier 2 rangers yet, but that sounds like too little utility compared to worker/pioneering.
Now, while I like these bonuses as basically "free content" for owning Starships, I find it a bit ... problematic that they actually included tactical options as part of the cross-promotion. And while they're easy to unlock even if you don't own starships I would have preferred cosmetic bonuses instead, and these bonuses added in a later patch.
Your thoughts?
- edit -
How to unlock by editing files:
(When editing files always create backups first so you can easily repair your installation. If you forgot to create a backup, rightclick the game in your steam library, click on properties -> local files -> verify integrity of game cache to let steam fix the issues itself. This will however revert ALL changes you may have done to other game files, so again - it's better to create backup-files so you can fix manually.)
Windows:
Mac:
So here are the Unlockables:
Spoiler :
And as it has been pointed out correctly I missed the 2 map-scripts:
Two maps - Inland_Sea and Tiny_Islands
(The MapScripts table uses a different column name and the actual data is loaded from the Lua files)
Some nice bonuses actually. Pioneers may even Rival Artists in some strategies. Supply Module sounds awesome, but I don't think it can rival Tectonic Scanner. Cryotome sounds insane. But it has to rival with free Pioneering and a free Worker already, so it may be a hard pick from a perspective of "efficiency". I like the idea of being able to sometimes have a settler on turn 4-5 if combined with Supply Module, Artists and Africa.
Xeno Management sounds awesome and fun, but in practice I found it really weak. The 1 movement is just to slow to get that unit anywhere. It may be a fun way to kill siege worms at a stage where you don't have tier 2 rangers yet, but that sounds like too little utility compared to worker/pioneering.
Now, while I like these bonuses as basically "free content" for owning Starships, I find it a bit ... problematic that they actually included tactical options as part of the cross-promotion. And while they're easy to unlock even if you don't own starships I would have preferred cosmetic bonuses instead, and these bonuses added in a later patch.
Your thoughts?
- edit -
How to unlock by editing files:
(When editing files always create backups first so you can easily repair your installation. If you forgot to create a backup, rightclick the game in your steam library, click on properties -> local files -> verify integrity of game cache to let steam fix the issues itself. This will however revert ALL changes you may have done to other game files, so again - it's better to create backup-files so you can fix manually.)
Windows:
In 'Sid Meier's Civilization Beyond Earth\assets\Gameplay\XML\Civilizations' you'll find:
CivBECargo.xml
CivBEColonists.xml
CivBESpacecraft.xml
They can be opened with a text editor. The new bonuses will look something like this:
<Row Type="CARGO_ULTRASONIC_EMITTER"
Description="TXT_KEY_CARGO_ULTRASONIC_EMITTER"
ShortDescription="TXT_KEY_CARGO_ULTRASONIC_EMITTER_SHORT"
GrantUnit="UNIT_ULTRASONIC_EMITTER"
IconAtlas="LOADOUT_ATLAS"
PortraitIndex="22"
FiraxisLiveUnlockKey="UltrasonicEmitterUnlocked"/>
Just remove the marked part that contains the unlock-code (but make sure to keep the /> in the end), save the files, restart the game and they'll all be available to you.
To unlock the 2 map scripts you need to go to Sid Meier's Civilization Beyond Earth\assets\Maps\ and once again open both files (Inland_Sea.lua and Tiny_Islands.lua) with a text editor, search for "FiraxisLiveKey" and delete the line. Save, start the game and the maps should show up.
Mac:
+Yes, go to this folder (hit Shift-Cmd-G in Finder and paste the following folder path):
~/Library/Application Support/Steam/SteamApps/common/Sid Meier's Civilization Beyond Earth/Civilization Beyond Earth.app/Contents/GameData/Assets/Gameplay/XML/
Edit CivBECargo.xml;CivBEColonists.xml;CivBESpacecraft.xml in sub-folder Civilizations
Edit CivBEUnits.xml in sub-folder Units
Here is the process to unlock the maps on Mac.
Go to ~/Library/Application Support/Steam/SteamApps/common/Sid Meier's Civilization Beyond Earth/Civilization Beyond Earth.app/Contents/GameData/Assets/Maps/
In Inland_Sea.lua remove FiraxisLiveKey = "InlandSeaUnlocked", (comma included)
In Tiny_Islands.lua remove FiraxisLiveKey = "TinyIslandsUnlocked",