Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Stronger Explorers
60 Comments
Wandering Mania 1 Jan, 2016 @ 11:40pm 
@TheMetalfreak360 Hell, I just played a game through and a base level solger, who had a clear path to where I wanted to sen him. Decided to take a round about stroll to his death. Because I wanted him to heal in a city, after a tough fight.
And let's not forget the traders on RT that refuse to use built roads and magrails to their destnation.
Raynor 7 Sep, 2015 @ 5:05pm 
This mods not needed anymore. I just looked at the damage for the Explorer and its 6.
Cid 24 Dec, 2014 @ 1:12pm 
I agree with the anti-miasma sentiment. Explorers shouldn't just auto-path into miasma and die. Of all units in the game, I would think an explorer should be default outfitted with some measure of protection from miasma whether partial or full.
TheMetalfreak360 3 Nov, 2014 @ 1:37am 
@marcelo.dsds Yeah, that would have been great. I am sick of tired that the path the Explorer chooses is filled to the brim with Miasma, and he close to dies in it, also when a expedition is in Miasma, you have to watch him every turn to make sure he dosen't dies.
Cosayen  [author] 2 Nov, 2014 @ 8:24am 
@marcelo.dsds Great Idea, i'll see what i can do.
Papagaio sem asa 2 Nov, 2014 @ 6:24am 
could you make explorer less damagable by miasma? hell, they are meant to explore the damn world, they should be prepared for toxic gases and the sort of thing... not imune, but less affected by them for sure
Cosayen  [author] 31 Oct, 2014 @ 1:48pm 
@Luckmann Personnaly, I don't know how. I've always published my mods only on steam workshop. If you know how, just pm me i'll see what I can do.
Cosayen  [author] 31 Oct, 2014 @ 1:45pm 
@Foxy420 This is the first version of this mod, and I dont't plan to unbalance the game for people who can't keep explorers alive even with 5 strenght. If you like more the other mod, happy for you, enjoy it then.
Krigsprästen 31 Oct, 2014 @ 2:17am 
Any chance for a non-Steam Workshop version?
Cosmic Fox 31 Oct, 2014 @ 12:36am 
I like the less pityful Explorer mod much better, I lost many more explorers using your mod. No offense at all, I kept forgetting as I was used to the other mod. :D It works good, but less strength doesnt work for me :)
SHaRkY 30 Oct, 2014 @ 12:17am 
nice nice
Sybilant Squid 29 Oct, 2014 @ 5:21pm 
Early to mid game with level 3 in purity and the survivalism virtue, a vanilla explorer becomes incredibly useful for taking alien nests and harassing the weaker aliens without retaliation. With proper positioning, a few explorers can decimate even larger aliens. Just don't try this with siege worms, it never ends well.

If you don't want to go down purity/might or lose your explorer, play it more cautiously.
Kryo 28 Oct, 2014 @ 10:03pm 
I'd like to point out: There is a purity research upgrade that comes with a wonder that grants +10% growth to all cities. Two birds, one stone. This wonder is probably one of the best BE has anyway. Just means you have to be careful for 70-100 turns before you have the wonder build :D Which is more fun, IMO.
Cosayen  [author] 28 Oct, 2014 @ 6:46pm 
@cephme Well, just pm me, i would be glad to help you with your mod.
cephme 28 Oct, 2014 @ 6:05pm 
I am trying to work out a mod for the first purity problem (simply switching purity 1 and 3). I can get it to work in raw XML but can't get mod buddy work with it. It works very well in combination with this mod.
Szussy Salty Seadog 28 Oct, 2014 @ 10:06am 
I'm not one to get angry with mod makers, but can you not take constructive criticism? Yes, I know, in multiplayer I've lost many explorer by accidentally walking them into aliens. My point has been and will be that for me, personally I find it useless. Just because I find it useless doesn't mean I don't think it should exist. The fact is making this game easier than it already is won't really help. If you're struggling on mercury, then play on sputnik difficulty.
Trulik 28 Oct, 2014 @ 4:31am 
Perfekt
#skinape Jacob 27 Oct, 2014 @ 7:49pm 
parece bom
BY AZURA BY AZURA BY AZURA 27 Oct, 2014 @ 3:57pm 
i liek the sound of this mode.

i, for one, dont do purity. i go down harmony. iv tried going down purity.... i did not liek it.

not eveyrone does purity. its1/3 of the affinities. not eveyrone will take it.
Ravioli 27 Oct, 2014 @ 3:24pm 
And for those who don't go down purity? I support Jaden's idea. It would be useful. If its anything, I subbed to the mod.
Cosayen  [author] 27 Oct, 2014 @ 3:03pm 
Listen. I made this mod knowing perfectly the effect of the 1rst purity level. The fact is, in early game, you may end 2 tiles from a nest while exploring without knowing it was there. In that case, the explorers are attacked and then you just lose the easiest way to explore at least the land around you early. That's precisely why I created this mod. If you think the mod is useless, good for you, just don't use it, and everyone will be happy.
Bamford.Matt.93 27 Oct, 2014 @ 1:18pm 
I'd just stay with exp because if you go with gaining an affinity you don't leave yourself with choosing yourself which path to take + I'd make it same exp for the challengeand still gain the strength per promotion
Szussy Salty Seadog 27 Oct, 2014 @ 5:55am 
I wouldn't say it's necessary; obviously if you go down purity it makes this mod redundant. While it is annoying, such is this game.
Ravioli 26 Oct, 2014 @ 10:11pm 
July, don't troll. I wouldn't call it noob rage. The scouts in previous games could hold their own in a fight when ranked up properly. These explorers couldn't fight their way out of a paper bag if they were given a blow torch.
𐂃𐂃 26 Oct, 2014 @ 9:59pm 
So this mod was created out of noob rage? lol learn to play the game properly before deciding to make mods just because you suck.
Vibby 26 Oct, 2014 @ 8:57pm 
@green I've noticed that as well. The aliens seem to ignore your units completly unless you are near a nest... Or at least most of the time.
Green 26 Oct, 2014 @ 7:07pm 
Oh! Also, as long as you're not close to the nest, the aliens dont seem to attack explorers. :)
Green 26 Oct, 2014 @ 7:02pm 
Good Idea man. Though, if you dont wnat your explorer to die, get a rank in Purity. Solved! Explorers actually become the ultimate wall in a war on the aliens. lol
Cosayen  [author] 26 Oct, 2014 @ 5:53pm 
@CHICKENB0Y93 No problem ;)
russty93 26 Oct, 2014 @ 5:52pm 
@Jaden Korr thanks so much for you help man.
Cosayen  [author] 26 Oct, 2014 @ 5:47pm 
@CHICKENB0Y93 You have to click "build solution" than you need to select the .civ5mod file in the packages folder of your mod to upload it.
russty93 26 Oct, 2014 @ 4:59pm 
this is a dum question sry how do you upload a mod for BE to steam? my mod works on my comp but when I go to the use the steam upload tool it cant find the file it wants.
Alaine Moivurg 26 Oct, 2014 @ 1:48pm 
you could just get 1 point in purity XD and then you can just use your explorers as blockades for like the worms and much.
Cosayen  [author] 26 Oct, 2014 @ 9:55am 
@Bamford.Matt.93 Great Idea. I thought maybe gaining 10 xp per fight? They are so weak that it would be, I think, the only way of makin it worth.
Kimi 26 Oct, 2014 @ 4:47am 
Good Game
Bamford.Matt.93 26 Oct, 2014 @ 1:54am 
Excellent mod but if I may be bold to suggest an experience gain mod for the explorer unit. I'd do this myself but unfortunatly have 0 experience in mod making and wouldn't know where to begin however i'd like to thank mod makers for their efforts as games like this wouldn't be made as enjoyable without them.
wabbithunta 26 Oct, 2014 @ 1:09am 
@Jaden Korr
thanks, again.;-) I'm going to take a look at the Tech Tree etc before I really get into this game.
That looks so confusing compared to the "normal" timeline used in BNW etc,
Cosayen  [author] 26 Oct, 2014 @ 1:00am 
@wabbithunta I verified the promotions' xml file, and there are no promotions for the explorer, excluding ingnore terrain cost and sight like in Civ V. But don't worry, there are ways, like quests, to increase number of expeditions the explorers can make, which is useful enough to name it as an "upgrade".
wabbithunta 26 Oct, 2014 @ 12:54am 
@Jaden Korr
OK, thanks for that rapid resonse. I'vr not looked right the way through it yet as I've only just started playing it, late last night... and had a city wiped out by a Worm, and that was near the start of the game!

Note to self: "Don't poke the bear with a stick!"[/b] ;-)

It would seem that the ingame concepts are obviously somewhat different to BNW then, with regards to upgrades?
Shame really as sight and movement would help this unit. I can understand them not upgrading it to a stronger unit though. I just think that they missed out on this unit with movement and sight. After all that's what makes them handy.
Cosayen  [author] 26 Oct, 2014 @ 12:45am 
@wabbithunta I don't think so. First, they have no "upgrade" like the soldier becoming a marine, and Second, even withh 5 combat, you won't be able to fight long enough to upgrade, and even if you do, I don't think you can. But that's my opinion, cause i didnt find the promotions list in the pedia.
wabbithunta 26 Oct, 2014 @ 12:33am 
OK, but what about sight and movement, can these be upgraded too? You didn't give me an answer to that part of my post. Or is this not possible with this unit in Beyond Earth?
Cosayen  [author] 25 Oct, 2014 @ 11:35pm 
@wabbithunta The explorers are almost the same as in Civ V, exept that it can make expeditions, which is a new concept in BE, and that they are weaker in combat than in Civ V (3 combat strength while 1rst millitary unit you can make has 10). Thats why i increased their strenght to 5.

@Degra I will take a look at it, thanks for the idea
Degra 25 Oct, 2014 @ 11:15pm 
I would rather give the Explorer the trait "Defensiveness +100%" than screw with their base strength.
It fits better with the design of Explorer, which really shouldn't ever be used to attack anyone, even not with 5 strength.
BRATANSLEVABRATANSPRAVA 25 Oct, 2014 @ 11:07pm 
вау
wabbithunta 25 Oct, 2014 @ 10:45pm 
A few questions for you with regards to this unit, as it's rather lacking in detail about it.
What are the improvements for this mod?
Has this unit got a sight improvement? Has this also got a movement bonus, similar to Civ V units?
Can this unit also gain experience when fighting against any other unit, alien or otherwise, similar to scouts/explorers in Civ V?

Also as Stannis_the_Mannis has suggested, and I agree with them too. Can you please amend your mod description to show the details about what your upgrade does, as they rightly say people won't hunt really read comments posted to find out the details of what this can do.
Thanks in advance for this mod, and your response.
Pigeon 25 Oct, 2014 @ 4:56am 
Could you put what the mod does in the description? I realise you've wrote it down in comment but some people wont bother reading them and it'll save you answering the same question time and time again. Also, I do think explorers should have at least +1 movement personally.
GangstaBaby 24 Oct, 2014 @ 11:32pm 
Thank you!
Raynor 24 Oct, 2014 @ 10:32pm 
Does this increase MP as well? If not can you please increase MP to 4? If an Explorer it should have more then 2 MP.
TofuSojo 24 Oct, 2014 @ 9:23pm 
Great idea