Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Aliens - Unlimited Exp
96 Comments
Rin Palora 9 Sep, 2024 @ 6:06am 
Quite a few mods still work.
Not sure about this one though.

It may only work for the base game not the DLC Rising Tides judging by the folders mentioned in the comments.

Tho it also seems easy to make the tweak your self with little issues.

Go to the game folder - DLC folder:
SteamLibrary\steamapps\common\Sid Meier's Civilization Beyond Earth\assets\DLC\Expansion1\Gameplay\XML

make a back up of GlobalDefines.xml , edit this line in the original GlobablDefines.xml BARBARIAN_MAX_XP_VALUE = 30 to BARBARIAN_MAX_XP_VALUE = 9999
SlyderX 30 Mar, 2024 @ 9:30pm 
do any mods still work for this game or did they just update it and broke them all for no reason but to piss everyone off?
Rex Bellator 17 Sep, 2022 @ 2:15pm 
@Leonardo - not sure if you'll see this but here goes: the achievement enabler for Skyrim works cause the script extender re-enables them externally.

Unfortunately for BE and Civ V this behavior is hard coded and there is no script extender. However there are some mods that can be added as DLC which the game will accept and let you use without disabling achievements. Civ V's community patch and Vox Populi work this way, however you'll have to google the process to see if it can be made to work with BE mods. Good luck!
Leonardo 14 Jul, 2020 @ 1:24pm 
BlouBlou

You mentioned in 2015 that achivements are disabled when using mods. Why I mention this is because the same thing happen in both Skyrim LE and Skyrim SE.

However, soon the community relased a mod that enabled the achivements despite of using mods.

https://www.nexusmods.com/skyrimspecialedition/mods/245

Do you know if that's feasible to do the same thing for CivBE as it was done for Skyrim?
IncognitoSin 24 Sep, 2017 @ 11:11am 
@Amnesiac Or try buying the game...
Amnesiac 18 Sep, 2016 @ 11:35pm 
Hi, Can you add a direct download? Subscribe is not working for me.
Kuza 6 Jul, 2016 @ 1:19pm 
Awesome
*Crimson-Y 8 Dec, 2015 @ 1:01am 
Thanks ^^
BlouBlou  [author] 7 Dec, 2015 @ 5:42am 
@*Crimson-Y

Ah i see what you mean, the file is:

C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization Beyond Earth\assets\Gameplay\XML\GlobalDefines.xml

and the entry is:

BARBARIAN_MAX_XP_VALUE

Hope it helps! :)

Good day!
*Crimson-Y 7 Dec, 2015 @ 12:31am 
Hello again BlouBlou, I feel like I failed to convey my question properly.

What your mod does is "update" a value when the game loads the assets, I was wondering if I could simply edit the "legit" game file with the lines of update from your mod to give the unlimited exp, as the original file must define the xp limit, but I can't find the XML file where the barbarian/alien parameters are set and was thinking you were the most likely to know wich file does that since you made a mod that updates said file. I am not a modder and just recently started looking into it so if I'm wrong and you think it's impossible, I'll stop bothering you ^^
BlouBlou  [author] 6 Dec, 2015 @ 10:46am 
@*Crimson-Y

Hi crimson-y,

From what i understand , as soon as you play a modded game, you wont be able to get any acheivement, just like in Civ 5.

So its not about what the mod does. If you want acheivement, i think you need to start you game from the single player, non-modded menu.

Regards.
*Crimson-Y 6 Dec, 2015 @ 12:58am 
Hello BlouBlou, I would like to know if it's possible to change the value in the regular non modded game to enable infinite exp and not disable archievements, I've had no luck browsing in the XML files so far.
BlouBlou  [author] 16 Nov, 2015 @ 1:16pm 
Yes i suspect, until further notice, that this mod is already completly compatible with RT.

ill update the mod description.
*Crimson-Y 16 Nov, 2015 @ 1:50am 
completely compatible for RT so far, I leveled most units in the game to the cap with no bugs, even the new ones.
heavyweight1 14 Nov, 2015 @ 3:09am 
update for RT please
Ariatiki 20 May, 2015 @ 7:05am 
A very useful change. For those that need alternate download links, just edit the source files. It is rather simple:

In GlobalDefines.xml, there's an entry

BARBARIAN_MAX_XP_VALUE = 30

Either set it to a huge value (9999), or possibly to -1 (the game seems to generally recognize -1 as being a way to disable a limit).
Meiji 17 Apr, 2015 @ 8:55am 
Can we have an alternate download link please??
SiddiusBlack 16 Mar, 2015 @ 3:27pm 
Why should he BlackViper? Buy the game then you can use the mod!
BlackViper 14 Mar, 2015 @ 5:14pm 
Hello, could you please post link for external download?
SlicerDicer 4 Feb, 2015 @ 11:11am 
In civ 5 it makes sense you can't get xp anymore from barbarians because they are easy. The aliens in BE are beasts. Especially the worm. thanks for this.
|82SAA|_Fragg 20 Jan, 2015 @ 2:36pm 
I really like this mod--will give it a go. Is there a way to play completely without aliens? I'd like to try playing just against the other sponsors just for shits and giggles with no alien intervention on conquest victory conditions. Does anyone know if there is a way to shut off the aliens (or a mod that does it?)
captain5555555555 14 Jan, 2015 @ 2:22pm 
Lets go hunting!
Sui 11 Jan, 2015 @ 2:23pm 
Google up "Steam Workshop Downloader" if you want the mod without using steam's rather screwed up mod workshop. Have fun.
healing fart 2 Dec, 2014 @ 1:18am 
give us a link to download it please
Squonk 30 Nov, 2014 @ 11:30am 
Yes, sorry just learned that before reading this. I know how to fix it, sorry my fault!
BlouBlou  [author] 28 Nov, 2014 @ 8:28am 
@ColdMagma

This Behavior is a known issue and is not caused by this mod. You probably using the other mod that remove the unit level cap.

Any mod that change promotions are subject to this behavior and it will be fixed in a future patch by Fireaxis. Until then, there is a easy 3 step workaround.

Just go to the other mod page, everything is explained.
Squonk 27 Nov, 2014 @ 10:47am 
Hmmm, I seem to be having a problem with this mod. I start a game with it, as said, and it works just fine with it on the initial play, but when you close Civ:BE and then load up the world using this mod, it completely screws up unit GUIs. I know at least some other people get this issue so it isn't specific to my client.
Reya 17 Nov, 2014 @ 2:33pm 
My comment regarding the Alien Strains mod seem to have been deleted without answer. So I will repeat it and not post it on the Unit EXP cap as well. I have been trying to get thgis mod to run with the Alien strains mod. When this and the Strains mod are active i get regular crashes. I would love to be able to play with both active as it is great mod.
M3ND4C17Y 7 Nov, 2014 @ 12:05pm 
@raykey @Luckmann Are you asking for support for a pirated copy of BE?
raykey 4 Nov, 2014 @ 7:43am 
non-steam workshop version? please..
Krigsprästen 31 Oct, 2014 @ 2:14am 
Any chance for a non-Steam Workshop version?
⭕⃤ 97ッ 30 Oct, 2014 @ 3:56am 
норм
不要打我=3= 29 Oct, 2014 @ 10:30pm 
:】
axe 29 Oct, 2014 @ 8:33pm 
Good job
BlouBlou  [author] 29 Oct, 2014 @ 2:34pm 
@OmegaSw

i can never be sure 100% that using a 3rd party mod wont cause unwanted behavior, try it to find out!

In this special case, my guess would be that as long as your other mod dont touch Alien XP it should be ok.

I dont know why you would use a mod for Agressive Alien thau since this option is already present in the game in advanced setup.
OmegaSW 29 Oct, 2014 @ 12:50pm 
Is this mod compatible with mods that alter alien behavior? For example like the "Aggressive Wildlife" mod?
Parzival 29 Oct, 2014 @ 9:19am 
d
BlouBlou  [author] 28 Oct, 2014 @ 9:43am 
@ikar, Dinoo, Zeno

Thx! Glad you enjoy :)
ikar 28 Oct, 2014 @ 9:27am 
gj
d1noxd:PpPpPpPpP 28 Oct, 2014 @ 6:54am 
gj mate
{TIA}_Zenogias 28 Oct, 2014 @ 4:42am 
Well it's definitely working now, I even loaded the saved game I was having problems with -- idk, sorry for bothering you I guess! Great pair of mods, it frustrated me to no end that fighting aliens suddenly became "not worth it"
{TIA}_Zenogias 28 Oct, 2014 @ 4:13am 
No it was Soldiers/Marines -- I'll try again and confirm.
piddyx 27 Oct, 2014 @ 10:36pm 
Thumbs up. Thanks for making this mod.

Which fild did you change to create this mod?
ThrobbinHood 27 Oct, 2014 @ 4:14pm 
@BlouBlou i am not really good at this game so i was hoping for a little bit of cheat haha. I dont understand the code at all or i would try but from what he said you would only have to change a few things because of how similar the two games are.
BlouBlou  [author] 27 Oct, 2014 @ 3:50pm 
@Nuclear

Thats a shame really, he was the best suited to port IGE as it is a Complex Mod. Its the best tool for Civ 5 Out there imo, it breaks my heart knowing that he wont continue.
ThrobbinHood 27 Oct, 2014 @ 3:47pm 
@BlouBlou he sadly said he wont continue his work. Thats why he gave his files for the public to use. He hopes someone else will take over.
BlouBlou  [author] 27 Oct, 2014 @ 1:48pm 
{TIA}_Zenogias

There is no bug here, this mod wont cause such behavior. Its not a vanilla bug either.

My guess is that you tested it on a exploration units, they dont receive EXP in Beyond Earth, only millitary units does.
{TIA}_Zenogias 27 Oct, 2014 @ 11:53am 
Hello, I have this mod and your "Units - Exp Cap Remover" Mod both installed, and what I have found is that my units actually could not get exp at all from fighting aliens. Freshly trained units did not receive XP from defending against, attacking, or killing aliens. Is this a known conflict or am I doing something wrong??
DualWieldingMice 27 Oct, 2014 @ 8:17am 
Eichizen: Yes, any mods activated will disable achievements. Its the only way they can make sure people don't just cheat their way to achievements because they can't possibly test every mod.
Eichizen 27 Oct, 2014 @ 5:33am 
So I'm a newbie in Civilization games, but regarding to mods, does it disable the achievements aside from mod-related ones? thank you