Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

True Terraforming
108 Comments
KampfTomate007 4 Dec, 2021 @ 3:53am 
@clop1000:

As far as i know it does, atleast ive played with mods like awesome sponsors, affinities, wonders, etc, and it worked pretty okay.

What i did notice is that its often difficult to play past a certain round, like i think i had issues with playing further than round 312, but this could very well be because of the AI going nuts at that point, with over 15 cities, and if you play with more than one AI then you get even more cities and unit spam.
clop1000 4 Dec, 2021 @ 2:04am 
Does it work with awesome mods?
Lippia 4 Nov, 2021 @ 2:51pm 
Thanks for the help
KampfTomate007 22 Oct, 2021 @ 10:22am 
So youll probably have a lot of issues doing large scale terraforming in this game before running into the issue of the game getting really buggy/crashing when reaching a certain round, so the game cant be played further than that point because of these issues, although it might be related to mod incompatibilities.
KampfTomate007 22 Oct, 2021 @ 10:22am 
IIRC you need to keep in mind that if you try to terraform an already improved tile it will end up spawning oil on that spot, so youd often have to make those tiles into canyons, to then make them grassland, hills, or whatever else tile you want, and then put strategic/affinity resources on them.

So it takes a lot of time to "perfect" even a single cities area to optimum grassland+ affinity resources, because of basically having to do 1 terraforming for grassland tiles, 2 for things like hills, water, canyons, etc that dont have resources/improvements on them, and 3 for ones which have resources/improvements on them, even more if you dont want the resource that has been randomly spawned.
KampfTomate007 22 Oct, 2021 @ 10:15am 
@Lippia:

IIRC you have to research the terraforming technology which is located pretty far bottom right, IIRC it was tier 3 or 4 tech.

So this isnt really all that useful until you reach the late game, because it takes just too much time to unlock that tech even if you go for it right from the start, and if you dont want to cripple yourself by not taking quick upgrades like production or research boosting technológies then youll have to wait even longer.

The main reason i use it is so that i can work in a honeycomb pattern where i have a city on grassland hill, and then the surrounding 18 tiles are designated to the city, and then i put other cities with rotational symetry around the original city, if but only on hills because its pretty useful for late game where you cant change it afterwards, so i usually dont have too much luck with getting hills at the exact spots id need them at for new cities, so i often play basically tall instead of wide.
Lippia 21 Oct, 2021 @ 3:22pm 
How do you get access to the terraforming satellite?
j.e. 21 Sep, 2021 @ 4:05am 
Can someone tell me why the satellites are not generating copper or gold? These are basic resources too, aren't they?
And why is there no satellite for planes?
KampfTomate007 8 Jan, 2021 @ 7:08am 
@BrummBär: what needs to be updated? do you have any specific issues with the mod?

I use it as long as i play civ be and i had no real issues with it functioning other than that you most likely need to terraform tiles with resources or improvements on them to canyons and then back into grasslands before you can do anything with them

since if you go from lets say tile with farm on it and go grasslands satelite it will end up leaving oil resource on it so you cant put strategic resources with the other satelite on it since there already is a resource
BrummBär 7 Jan, 2021 @ 11:54pm 
can you plz update @frag jacker
clop1000 27 Jun, 2020 @ 5:47am 
Anyway to get this to work with RT?
Misanthrope 18 Mar, 2020 @ 9:31am 
Merde... I was so excited to find this, so disappointed to see that it has not been updated for RT. Pleeeeeease?
Lucifer Morningstar 9 Sep, 2018 @ 4:40pm 
update?
CyborgDK 19 Jun, 2018 @ 6:11am 
please update this mod.
Frag Jacker  [author] 24 May, 2018 @ 9:27am 
@W1ldf1re: The mod is only compatible with vanilla.
W1ldf1re 23 May, 2018 @ 8:09pm 
Is this mod compatible with Rising Tide DLC ? I've had some issues in the past when amazing mods will only work with the vanilla game but i love my hybrid affinities
namoth 18 May, 2018 @ 4:55pm 
great mood..suddenly the game is one lees steep behind alpha centaurie XD.no serriously this was needed becouse the inability to shape the landscape was such a god dam fourth walled 'rule' ensureing things got violent ..specialy on none mooded maps thats so god dam cramped.
QUASAR 19 Jan, 2018 @ 5:50am 
Thanks again for the mod; I just noticed the comments that the Sattelites are not Rising tide complient. In Rising Tide there is no change in the terrain.
QUASAR 19 Jan, 2018 @ 5:47am 
Thankyou for the mod; I am still puzzled when I tested the mod it did not change anything even after a restart. Is the terrafroming event immediate, or does it take a certain number of turns? The Sattelites seem to last only one turn.
Frag Jacker  [author] 17 Jul, 2016 @ 9:15am 
@cbdeakin: I am currently not developing mods for Civ:BE anymore due to other obligations. Feel free to adapt the mod as you see fit! Just a tiny credit would be nice ;-)
cbdeakin 17 Jul, 2016 @ 5:12am 
Frag Jacker - This mod sounds great. Is there any chance you could make it work with Rising Tide? Or, would you give the mod community permission to adapt your mod?
lnchbx5 13 Jan, 2016 @ 9:48pm 
@Greywolf Thats a game issue, not the mod. It has been a bug since the game release when there re too many satillites or were too many. Not exactly sure on the exact cause, but deleting some of your other ones or destroying AI satillites tends to help.
Greywolf 13 Dec, 2015 @ 12:05pm 
important to know ,in late game around 700 turn (i dont know before i didnt try) everytime i try to launch a water terraforming the game crash and when i try grassland terraforming the game crash one time per 3 try ... impossible to launch 2 satellite in a row it crash too ,really bad since the idea of terraforming is real good
Frag Jacker  [author] 13 Dec, 2015 @ 4:13am 
Not yet.
Telruna 13 Dec, 2015 @ 1:51am 
Rising Tide compatible?
Frag Jacker  [author] 23 Oct, 2015 @ 2:37pm 
I haven't tested it yet in rising tide.
Nexusgamer8472 23 Oct, 2015 @ 11:37am 
is this compatible with rising tide?
Aroliacue 4 Oct, 2015 @ 11:39pm 
so true Crimson (about the AI using satillites)
*Crimson-Y 3 Oct, 2015 @ 10:55pm 
@BortyTheBort I'm not sure the AI use terraforming at all since it's added content it is most likely they don't have a script telling them to use them. from what I have observed they can barely use satelites for their intended purpose xD

You can prevent them from launching satelites over your cities by having a satelite directly over your city's tile, although I agree there are no very early game satelites to do so, but they should still be faster than the terraforming ones who are far off the tech web.

As for the offensive ability they provide you that is incredibly cheap, strong and "sneaky" since they don,t react to it, in one word: overpowered, that the author will most likely not fix since he mentions it's really a bug and happens because Firaxis didn't make the game that way...

Here's how to use it in a way that fixes it and makes it balanced:

Don't
Pearse (BortyTheBort) 15 Aug, 2015 @ 9:05am 
Sorry about all the comments,but thought of a solution,how about an early-game Harmony affinty-based orbital unit,tries to preserve an area from terra-forming? It fits with the terraforming mod,the Harmony affinity and just sort of makes sense.
Pearse (BortyTheBort) 15 Aug, 2015 @ 8:47am 
Also AI Sponsors dont get angry when you turn their cities into canyons,sort that out too
Pearse (BortyTheBort) 15 Aug, 2015 @ 8:36am 
Couple of issues that need sorting out

1.Since its a satellite there is no way of stopping someone put one a terraform bomb(as I like to call them) above someones base,you should create something that defends your cities against terraforming,or nerf the terraform bomb`s ability to insta-kill cities

2.Actually thats a BIG issue,just sort that one out up top
Pearse (BortyTheBort) 15 Aug, 2015 @ 8:30am 
Just used at as a doomsday weapon against a sponsors capital,they are now but a petty lake! MUAHAHAHAHA
efa-raz 19 Jul, 2015 @ 10:38am 
messes a lot up. satellites don't launch. in the earliest stages there appear all the possibilities of the units i the menu even if they aren't supposed to be for the given unit.
Surt Ignir Magnis 1 Jul, 2015 @ 10:06am 
Strange thing devs didn't think about it.
fLaMaster 25 Jun, 2015 @ 3:25am 
Great!
Frag Jacker  [author] 6 Apr, 2015 @ 10:09am 
It's in the Leaf-Techs of Planetery Engineering beeing Geoscaping and Seismic Induction.
Peter Principle 6 Apr, 2015 @ 8:41am 
With what advance does terraforming show up in this mod? I'm getting near end game and haven't seen it yet.
Frag Jacker  [author] 20 Mar, 2015 @ 8:32am 
Just added an alternative download mirror for the mod, enjoy!
Ariatiki 27 Feb, 2015 @ 8:54am 
Awesome! Even if Firaxis didn't see fit to give us true teraforming, I'm glad to see that you were able to do so. One step closer to a true successor to Alpha Centauri!
Frag Jacker  [author] 8 Feb, 2015 @ 9:01am 
@duke76ster: -Changing the Tiles without reloading is not possible so far since the game API does not support this action

-The AI can't handle the awesomeness of this because as far as i know, introducing completely new gameplay elements would require recoding the AI on .dll level which requires Firaxis source code which, as far as I know, didn't happen so far.

-The satellites were not supposed to be used as a weapon. In fact it's more of a glitch because I couldn't figured out which function to use that returns true if a tile has a city or not.
Thus the AI won't ever try to shoot em satellites down.

This Mod was in total more of a feasability proof that sophisticated Terraforming in Civ could work. I don't claim that this mod hasn't got it's loopholes as it's supposed to give some extra fun to the human player only.
Duke76ster 8 Feb, 2015 @ 6:50am 
Frag - forgot to mention - you da real MVP...lol =)
Duke76ster 8 Feb, 2015 @ 6:17am 
IMO, the best mod in the game. Thanks Frag.

A couple items of note for consideration:

-I would love it if the tiles change visually without having to reload, if possible.
-The AI seems to randomly spam-terraform tiles, even in my territory for no purpose; often the same tiles over and over again.
-The game doesn't seem to recognize the units as satelites. Unable to anti-orbitally strike them and using them to destroy an enemy city is not an act of war, nor seemingly anger an enemy Civ.
LostSoulOForever 2 Feb, 2015 @ 4:07pm 
i have tried quiting the game and reloading it as well. some times it does help but it ususally doesnt. and id rather not have to keep trying to restart and hoping my game will load. so i have just been sitting back waiting for an update because id really love to see this mod work for me.
LostSoulOForever 2 Feb, 2015 @ 4:03pm 
only reason i havent unsucribed yet is because i was hoping for an update soon
LostSoulOForever 2 Feb, 2015 @ 3:58pm 
nah its a mod conflict. ive had the same problem everytime ive tried to inact this mod disabling it and it works fine
captain5555555555 24 Jan, 2015 @ 6:25am 
I'm pretty sure it was mod conflicts, but the satilite was out of moves, and still queued for the order of units to move. This made it impossible to go to the next turn.
Frag Jacker  [author] 24 Jan, 2015 @ 2:58am 
When you can't even launch a Satellite it sounds more like a issue from the game itself to me. Maybe you've got mod conflicts? I wouldn't say it's impossible that this mod causes this issue since everything is possible but i'd say it's very unlikely. This is because everything this mods adds, happens when you actually launch a satellite.
Thus no game interference should happen, also i've never encountered this problem you describe yet in my games.
It's still possible that the latest Patch somewhat broke things.

On top this Mod shouldn't have any mod incompatibilites ever since i've used a file to hook in my code that most likely won't edit anybody ever so that should be fine.

Have you tried quitting the game and then reload immediately? It sometimes may help.
captain5555555555 23 Jan, 2015 @ 6:34pm 
I was playing a game and I got a stalite for free from a resourse pod, but the satilite refued to lanch and I had to quit the game. Was that caused by this mod? (I was playing with like 20 instaled, go big or go home.)
Mighty_Donut 19 Jan, 2015 @ 8:31am 
can u create moutains its a good idea but if u cant do that im not getting it