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What do you want to see from a large scale mod post-Rising Tide?

Discussion in 'CivBE - General Modding Discussion' started by Machiavelli24, Oct 15, 2015.

  1. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    Doviello, New Horizons (the big version) is not compatible with Rising Tide, only base Beyond Earth.
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    Did you double enable the mod? The unit panel doesn't show the new worker builds correctly if the mod isn't enabled->back->enabled.
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    Have people tried Balance of Trade? Do they want to see it in the larger mod?
     
  2. vullcan

    vullcan Chieftain

    Joined:
    Nov 7, 2015
    Messages:
    9
    Location:
    Warsaw, Poland
    Yes, I always load for the first time checked mods, back and load again.
    I have used New Horizons: Virtues (RT) and New Horizons: Balance of Trade mods and Biomes Redux Mod only.
    I veryfied game files and effect is still the same.

    Spoiler :

    Bug.jpg
    Mods.jpg
     
  3. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    I've identified and fixed the issue vullcan. I didn't intend for people to actually try to play with that version. I don't consider it in a playable state yet. It was mostly intended for people to see the skeleton of the tech web and buildings.
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    With respect to the tech web, I'm starting to think the approach of having the 3 Affinity resource enabling techs as being the only way to connect ring 2 to ring 3 isn't going to work. The ring 3 and 4 techs are too empty (unless I create 5 more buildings for each Affinity) and the ring 1 and 2 techs are a bit too crowded. I'm still working out my feelings on this and will likely have a larger break down of my analysis on Mechanics as Metaphor in the next week.
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    I've been experimenting with a new orbital system. Much like in New Horizons cities will start with only 1 hex of orbital coverage, making each increment of orbital coverage very valuable. Most Sats will require 1 Oil (including the connector sat that gives coverage but excluding the Spy Sat that gives vision). The Sats that provide yield (Whether Controller, Orbital Fabricator, Solar Collector, etc) don't boost tiles but provide a large (currently +50%) modifier to the city. This makes those Sats a core way to specialize a city. But since Sats don't last forever, it is possible to evolve a city from one specialty to another when its Sat ends.

    But why bother with additional coverage if you can just park a Solar Collector on top of a city and be done? Because of to the Signal from Earth each Sat you launch in the early game will be able to collect the Scientific research Earth has sent to the colony. Every Sat provides 3 Science per turn, so launching Sats is one means of generating Science during the early game. When the Signal fades Sats stop providing 3 Science per turn but by then you'll want Sats for the extra yield.

    The second part is to make the Paean (which costs Oil) available very early and be a core means of generating local health. I didn't want Clinics and ParmaLabs to be the max amount of local Health that was available early game, especially with Mines and Academies costing unhealth.
     
  4. vullcan

    vullcan Chieftain

    Joined:
    Nov 7, 2015
    Messages:
    9
    Location:
    Warsaw, Poland
    Yes please. I like play a lot as a Kozlov and mention that his unique traits and abilities is completly useless at begining of a game because lack of orbital units, you can't build anything usefull which use Strategic Resources.
    The range of Orbital Coverage need be to replenish by some dedicated buildings giving you 3-4 titles of CO (Reason = Station Sentinel for Trade Sponors)
    All Orbital Units should cost Oil, the Spy Satelite too, (some of them might be replaced by Float Stone later).
    Specialist Oribital like "Weather Control" costs additionaly of Xemomass ( gain Food bonus) or the Orbital Fabricator costs some Float Stone (gain Production) etc.
     
  5. Doviello

    Doviello Chieftain

    Joined:
    Aug 3, 2008
    Messages:
    288
    Location:
    Brazil
    I like all sats costing oil, but there should be a way for cities to produce at least 1 oil by themselves, maybe out of the recycler or a biofuel plant of sorts.

    I'm not a big fan of tiny orbital coverages though, makes the offensive satellites very luck-based, like only being able to deploy the laser station near the enemy if there's a firaxite nearby. I also like to plop 2-3 weather controller in an area before i send a settler to the location, i often get a few extra resources even before the city is plopped.

    One thing i'd be happy to get rid off is the cities anti-sat attack. I feel like in RT the cities have too much of a antiorbital range, like 4 tiles sometimes. The AI is (surprisingly) efficient at shooting satellites with artillery already, so there's that as well.
     
  6. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    The black market will provide a fall back means of getting oil if there isn't any within a player's current territory. I've been working to give each strategic resource its own identity and economic role. Oil is for orbital, Titanium is needed to build Repair Facilities and Drydocks, which are required to build Tanks, Artillery, Subs, Carriers and Jets. Geothermal is required for World Wonders which are one of the main ways for currently getting diplomatic capital. The other sources of diplomatic capital will be specialists and signal related quests.
     
  7. Starrynite120

    Starrynite120 Chieftain

    Joined:
    Jul 15, 2015
    Messages:
    472
    I just read on your mechanics as metaphor that you plan to edit victories. Any ideas for what you're going to do yet? I personally consider victories to be one of the weakest points of the game, causing the end game to be a bit of a snooze fest, so I'm curious what you want to do!
     
  8. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    Over the end of the year holiday I was able to make significant progress on multiple aspects of Echoes of Earth. I'm targeting 1/23/2016 (the one year anniversary of the release of New Horizons) as the release date, with play testing potentially starting next weekend. I've lost over half of my play testers over the last year so I am looking for more. If you're interested let me know.

    Some of the recent changing include changing the tech web to allow more options in the mid game. Each Affinity has a corner of the tech web that contains their units and victory gate but there are multiple paths through it so not every Purity game should feel the same. There are also techs that are easy to reach that players going multiple Affinities can splash for to pick up an advantage they wouldn't normally have access to.

    Many orbital units have been moved to leaf techs on the 2nd ring. This will make it possible to use the orbital layer in the early to mid game for stuff besides Miasma Repulsors and Station Sentinels.

    Broadly speaking most leaf techs have buildings that are only useful in certain situations. In most games players will skip most leaf techs. Leaf techs no longer provide more Affinity points per science so unlike in the base game you won't be pushed into taking marginal leaf techs just for the Affinity points.
     
  9. vullcan

    vullcan Chieftain

    Joined:
    Nov 7, 2015
    Messages:
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    Location:
    Warsaw, Poland
    Fantastic !

    I am really waiting for the final mod. Belive that The Game isnt dead yet due to uncommon people like you which have a vision and time to create sth important to us, players. !
     
  10. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    I've posted a dedicated mod thread in the Mod Development section of the forum. You can access it here. Please post there instead of here.
     

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