Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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New Horizons: Loadouts (RT)
   
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File Size
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4.327 KB
31 Oct, 2015 @ 11:43am
9 Nov, 2015 @ 12:00pm
2 Change Notes ( view )
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New Horizons: Loadouts (RT)

In 1 collection by Machiavelli
New Horizons
5 items
Description
New Horizons: Loadouts is a Rising Tide compatible mod that changes all the Colonists, Cargo and Spacecraft. It includes a total of 7 Colonists, 7 Cargo and 7 Spacecraft options. Each of the new options can be seen in the screen shot above.

If you're looking for the version of New Horizons that is a total conversion for vanilla Beyond Earth go here.

Download[forums.civfanatics.com] from CivFanatics
Discussion thread[forums.civfanatics.com] on CivFanatics

Known Issues
The 4th entry in the UI is not showing the modded tooltip string. This results in incorrect into being shown for Fusion Reactor (should be: +1 Oil and +100 Energy) and for Weaponry (should be: +1 Ranger unit). The game play effects for both loadouts are working correctly.
7 Comments
Machiavelli  [author] 26 Apr, 2016 @ 2:49pm 
This guide [forums.civfanatics.com] explains how to set up logging (it is simple). After the crash you can send me the lua log and database log via CivFanatics PM or another method you prefer.
Machiavelli  [author] 25 Apr, 2016 @ 3:17pm 
Alexey, are you using any other mods? Based on the turn count it sounds like the issue could be related to an AI faction spawning in. Can you enable logging and provide your lua.log? I would expect an error to be printed there.
Machiavelli  [author] 9 Nov, 2015 @ 3:43pm 
The issue where people who subscribed to the mod would not see it in the menu (because a file was being placed in the wrong directory) should be fixed in the most recent version (based on my testing that reproduced the issue). Please let me know if anyone sees the issue now.
Fry McFly 9 Nov, 2015 @ 2:30pm 
Only +1 Science for Scientist and not +2? Do you think this is a good idea? I think this tweak makes this loudout to weak. I mean how many Explorers do you build trought the whole game? Two...maybe three. And thats it.
A Production Bonus for every Science Building sounds much better.
Machiavelli  [author] 1 Nov, 2015 @ 8:27pm 
Something is messed up with either how the Workshop sends the mod to subscribers or how the mod was packaged by the build tools. I'll do some investigating over the next couple of days.

Is this happening to everyone?
Chico Chico Chico 1 Nov, 2015 @ 5:44pm 
This mod filez were outside the mod folder. Pushing the files into the folder instantly created a new folder with a screwed up name, and the files are inside. Im not complaining, it totally works, somehow, but man, how do you do this? :)

Nice mod thou!
BlackKevin 31 Oct, 2015 @ 3:27pm 
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