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I was wondering why the aliens didn't show up, but you've already patched it, thank you.
As a result of testing, the loyalty debuff snowballing was happening in places I didn't expect. A UFO is added when a Precity is created, and as a result, all civilizations on Earth are collapsing if only one Precity is created in the future era.
Angelis who Elder's leader apologized for the incident and immediately promised to seize the UFO from ADVENT and deploy the GDR (= Sectopod) to their peacekeepers instead.
Adjusted loyalty penalty from -15 to -5 until a more substantive solution can be found. Presumably, now the merciless invasion of the Ethereal is unlikely to happen, or even worse if left unchecked.
Forgive me for being late. Until now, due to personal circumstances, it was very difficult to access Steam. We'll fix this, and until then, we'll give you a simple edit to fix this loyalty issue.
TLDR: Great idea, but I missed the UFO for a single turn and what that did to the world could not be corrected and as a player I had no control over what was happening to my empire. I agree with what some one people posted here, the penalty is way too high, the game became unplayable.
The next turn took the AI players forever and I could see the map change in dramatic ways. India, a thriving empire, was gone completely. A dozen City States. Half of the AI cities. And every city that rebelled spawned a UFO. When my turn came up the same happened in my empire. Even cities that were at full loyalty like my capitol were just gone. City states went from normal to Free Cities to joining my empire all at once while also spawning more UFOs that were now hanging around "my" new cities by the dozen.
I subscribed to this mod a while back, stopped playing and now started a new game. I just remembered that it was cool having a UFO and X-COM infantry so I kept this mod and Area 51. That's why I didn't immediately realize what was going on when from one turn to the other all cities in the world got a huge loyalty penalty. I changed policies, scrambled units to garrison cities, started "Bread and Circus" projects. I was so confused. Only the next turn did I see the Barbarian Camp with the UFO and destroyed it thanks to a nearby Aircraft Carrier. I thought I had it under control. Sure, the AI lost a few cities, some City States were history, but I was fine. Or so I thought. The next turn I returned to normal, consolidated my forces again and sent units to the empty spots on the map where I knew Barbarian Camps spawned from time to time. Little did I know those would be the last orders sent from my capital.
I'd rather see Meteor showers hit the Earth, and THOSE become the Alien spawn points that need to be captured? And just keep doing the Meteor Showers at random, or intervals, or tied to another ingame reasonin?
But the loyalty thing was just frustrating, unfightable, and fucked my 10 hour game up in a way that can't be fixed.
Here's been my experience: I built Area 51, used a couple of Alien units for fun, suddenly, a loyalty flip where it shouldn't happened, before the turn is even over, the territory falls back into my hands, but UFO's have already spawned in it. Next turn, that happens over the entire map, everyone suddenly loses all their land, and it's handed back to anyone else.
Again and again and again.
Suddenly, theres a hundred UFO units, I can''t attack them because my melee units just don't recognize them. And the entire world of 8 players has been reduced to 3, and all 3 of us have been randomly awarded everyone elses cities.
My input? The loyalty penalty is way, wayyyyyyy overkill, totally out of control, and cannot be reasonably countered.
Known issue?
None of the barbs has unlocked the tech, yet lot's of cities are throwing away loyalty when I got my UFO from the Area 51 wonder
So is it intended that each UFO effects the entire map? If so, I think it would be better if it only effected nearby cities (I'm quite certain that there was just one barbarian camp left in my game, and yet every civ lost loyalty at the same rate).
Also, would it be possible to make it so destroying a barbarian UFO increase loyalty in all your cities?
Lastly, as ThinkingNut pointed out, it does appear that the barbarians need the tech for both alien infiltrator's and UFOs to start appearing, so I would suggest bringing them in a little earlier. Perhaps Synthetic Materials and Nanotechnology?
Thanks for the many reports! Detailed information about the Ethereal invasion, which has been vague so far, has been accumulated. In fact, no one kept the Barbarian alive in the late game, so there was an extremely lack of data about it.
In any case, it has been confirmed that the Ethereal invasion at this point is difficult to witness properly for most players starting from the ancient era, and the fact that the Free City => ADVENT uprising prepared as an alternative is not smooth. I'll have an update coming soon to improve this.
Thanks for sharing your success stories. And to answer your question...
1. Once UFOs start appearing, they will appear in 'all' barbarian camps on the map. (just like any other barbarian unit) and their loyalty penalty is cumulative.
1-1. In other words, you cannot improve the situation by hiring a single UFO. (Because the Elder UFOs will spawn in countless places where you can't see them!)
The only way you can survive is to completely eliminate the barbarians by clearing all barbarian camps on the map before the whole world is destroyed.
2. In the early version, the UFO loyalty penalty only applied to barbarians. However, contrary to ongoing UFO non-spawn reports, there has never been a single reported success story. That's why I was desperately forced to apply this penalty even to player UFOs.
But now that I've seen success stories, I'm not going to allow this penalty to apply to players.
It hasn't worked well so far, but I'll try to change the modifier condition to "future Era".
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2807950295
In fact, I'm feeling extremely confused. In my case, there is an extremely serious alien invasion that concerns the lifespan of the computer, but 100% of what is reported doesn't change anything.
HoQ is this possible? Why do they only start invading on CIV 6 on my computer, and not having any effect on others??
Unfortunately, this mod doesn't affect game art. It is presumed that the error occurs in some other mode.
Now, after satellite technology, not only alien infiltrators but also 'U.F.O' will spawn in Free City. What this means is that a late-game Loyalty Depleted Rebellion can lead to a chain of civilization collapses.
I am considering using LUA code to solve this problem. The moment you enter the future Era, a barbarian unit is randomly added somewhere on the map.
It's not impossible to spawn UFOs like Zombies from the Zombie Game Mode. However, in that case, the entire Earth was destroyed in just one turn after UFOs appeared in the ancient era. This is because zombies in the zombie game mode are not classified as 'unit class', but spawn specific units unilaterally.
I'm thinking of other ways to provoke the barbarians.
Sadly, I just had an unsuccessful online-speed game on Mistake Era start. No barbarian camps spawned, so no Alien Infiltrators nor UFO's appeared even after researching Offworld Mission. Just a thought: would it be possible to code the game so that the aliens and UFO's spawn regardless of the presence of existing barbarian camps? That way the Ethereal apocalypse will be more reliable. Could the way they spawn be similar to Zombies from the Zombie Game Mode?
Classified the U.F.O as a Barbarian Recon unit. This change definitely exponentially increases their chances of appearing later in the game!
According to my advice: JUST RUN