Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

SMAX Factions The Free Drones
66 Comments
Swedra 5 Jan, 2021 @ 7:44am 
Is the known issue with custom leaders still a thing?
lilgamefreek  [author] 16 Mar, 2015 @ 3:32pm 
Do you know if there's anything else in the game that causes cities to generate unhealth? If not, than the prometheon's code may be a useful and more elegant way for me to implement the Drone's trait.
lilgamefreek  [author] 16 Mar, 2015 @ 1:40pm 
A key difference between the prometheon and the Drone's ability is that the prometheon only affects one city. The drones are able to freely produce as many manufactories as they want in all of their cities. I don't know if it was fixed, but there was a bug where annexing cities cost 0 unhealth. While it's a trait worth considering, it's not something that would make much of a difference atm either way. Thanks for bringing it up though and I'll keep both on my radar for the future.
RoverStorm 16 Mar, 2015 @ 12:05pm 
Since everyone else on the planet seems willing to revolt and join the drones if the drones have enough healthcare, maybe they should recieve no unhealth, martial law, or riots from capturing/puppeting enemy cities (loyal capitals discluded). It would certainly force me to remember that these ain't the cybernetic guys, I'm really supposed to be careing for any civilian, not razing cities because I don't want the unhealth.

I dunno, just my two cents.
RoverStorm 16 Mar, 2015 @ 12:05pm 
It seems that their main perk, no unhealth from manufactories, has been implimented as a wonder: Prometheon. It also removes unhealth from oil wells, and any other mod-building or improvement that adds unhealth. Will you be updating the mod to reflect this change, or will it remain as is? It's certainly not useless, as the riots are both useful and interesting, but it has definetly been indirectly nerfed as a result of the update, especially late game. While it's not really a bad thing that we don't need to build the wonder to get at least part of it's benifit, it does kinda come off a little pointless, as by the time a high production society would really need the removal of unhealth, they can merely rush the wonder (or conqurer the nearest convenient neighbor that built it for them). Course, we might get beaten to it by a stronger foe...
lilgamefreek  [author] 14 Mar, 2015 @ 10:10pm 
I completely forgot about that! I like it a lot and will think about the best way of implementing and testing it.
speedball57 14 Mar, 2015 @ 7:33pm 
A suggestion: Could they also not get unhealth for Oil Wells? I think it'd go well with the manufactory unhealth immunity and also help you out when you go resource-collecting.

These guys look tough. I bet some petroleum fumes can't hurt 'em!
Venusaisha 21 Feb, 2015 @ 4:57am 
useful enemy, i often pair on same team with university
zArkham4269 6 Feb, 2015 @ 7:59am 
I hope so, Machivellie (sp) is one of the best Mod makers around (I have used a lot of his Civ IV and V mods) and so I'm probably going to be using mods like New Horizons a lot.
lilgamefreek  [author] 4 Feb, 2015 @ 1:28pm 
The reduction will probably be in place. The mod actually looks specifically for normal manufactories in Drone territory and switches them, as well as switching them back if territory ever changes hands. Of larger concern, in the case of the New Horizons mod, would be whether you still get upgrades from virtues or research.
zArkham4269 31 Jan, 2015 @ 9:40pm 
Is there anyway to check if the Free Drones are getting their maintenance reduction for manufacturies for mods that alter the same like the new New Horizons mod?
lilgamefreek  [author] 29 Jan, 2015 @ 10:09pm 
Apart from making something that the AI can take advantage of, the tougher issue is not so much creating the code to back such a popup, but rather having it be considered as "built" for the quest. Surprisingly enough, adding a build directly to a city is not the same as buying it or building it and is treated differently by the game.
zArkham4269 29 Jan, 2015 @ 9:27pm 
I would think that since there is a code for a free affinity, it would be possible to have a similar pop-up which would allow to chose the science building you need.
zArkham4269 29 Jan, 2015 @ 7:55pm 
The Free Drones should be able to build a National Wonder which allows them to choose a science building out of available buildings at the time it's completed. That way they have an expense way to finish quests like Written in Stone which requries a laboratory. This national wonder could be built multiple times scaled on how many cities are in the empire.
lilgamefreek  [author] 25 Jan, 2015 @ 11:53pm 
Yes through a very round a-boutwa. Even more so that what I'm already doing. It likely wouldn't appear on the research web though.
RoverStorm 24 Jan, 2015 @ 7:51am 
You're welcome, no problem. I did find out why you might have missing the organ printer: when filtering the techs by "science", it discludes the organ printer for some reason. Fireaxis aparently left it out on their own list of science buildings. And it's true, while I don't have a list of the quest decisions on the top of my head, the +2 naval movement is really the only big one that comes to mind. Everything else is something along the lines of +1 food/science/energy/etc.

I wonder, since it's possible to remove specific buildings for specific factions, is it possible to add those white-star-symboled buffs, like the one under Planetary Survey, that adds their own buffs when you simply research it, to specific factions too?
lilgamefreek  [author] 23 Jan, 2015 @ 11:46pm 
Thanks for the tip on the Organ Printer. I'm afraid I don't have a solution to a lack of building quests from the factions as the quests are tied closely to the specific building and doesn't allow for much modification. I'll take a look at the different quests tied to each building and see if it's just part of the penalty the drones have to swallow or if I should try and arrange some sort of accommodations!
RoverStorm 23 Jan, 2015 @ 7:23pm 
Also I can still build the Organ Printer, a supremecy building that provides +15% science and nothing else, unlocked with Synergetics. Might want to fix that, using my idea or not, it IS technically an all-science building.
RoverStorm 23 Jan, 2015 @ 7:16pm 
I just ran into a major issue with naval combat, and that’s no observatory to provide the extra movement. Being an airplane and hovercraft lover, this doesn’t affect me too badly, but this is a rather big problem in atlantean worlds with no floatstone. I recommend allowing us to build science-only buildings and get their quests, but they provide no science. If you can’t modify buildings per faction, then is it possible to have the faction automatically insta-build a second building upon completion that removes all bonuses that the all-science building provides? Or even better: incur penalties for building science only-buildings on top of no science, to force us to decide if the quests are worth it. I like unhealth, since we have a health bonus from manufactories, and health=happiness. Or maybe more upkeep.

Anyways, that's just my suggestion. Feel free to do with it what you will. I'll also try to suggest things for other factions that I find over/under powered as well.
RoverStorm 23 Jan, 2015 @ 7:13pm 
No problem. I have to say you've done a fantastic job with these factions. They are all actually really well done, with perks that feel unique to each. I enjoy playing them all, even though I have my favorites. Namely this one first, and Believers second. I can't say they're completely balanced, but then again most of these are fairly more balanced than Fireaxis's own civs. Go figure.
Fhenrir 22 Jan, 2015 @ 9:01am 
amazing job brother
Unregistered User 22 Jan, 2015 @ 12:34am 
Congrats, this mod had a cameo on a Microsoft stream.
lilgamefreek  [author] 21 Jan, 2015 @ 9:56pm 
@fire_inthe_heart: I won't say the collection's banner is a hint of what's next, but.....
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=336222706

@Gorb: Custom leaderscenes continue to cause issues even after the patch. Before the patch, users were not experience crashes. Post patch, the crash is reproducible with narrow conditions.

@Colonel Roverstorm: Your enthusiasm is great to hear from. I'm really glad you're enjoying the mod and that the faction suits you well!
DarkFire 21 Jan, 2015 @ 7:59pm 
Fantastic job LGF!!! Can I assume you are going to work on the Cybernetic Consciousness (my fav AX faction)?
Gorbles 20 Jan, 2015 @ 6:22am 
Isn't the custom leaderscene thingy fixed as per the patch back in December? I remember reading something about it, at least.
RoverStorm 18 Jan, 2015 @ 2:45pm 
This is perfect for me, personally! Believers are great due to being rather unique in their ability to max all three affinities (not normally possible due to increased non-primary cost), but that only helps if you reach late game. These guys are strong RIGHT where I need them: taking advantage of my unbelievably large health, manufactory spam, and a hatred of science-buildings. All in about the mid game when everything tends to be important. Sure, the no-science building cripples the stradegies of others, but these arn't designed to be perfect for everyone, but strong for certain playstyles. Like the first civ games.
lilgamefreek  [author] 18 Jan, 2015 @ 10:05am 
You can download this by clicking "subscribe" beneath the mod's screenshots. The mod will be automatically downloaded and installed into BE when you load the game and enter its mod loading menu. It may take a little time for it to download.

Alternatively, the mod is included in a compilation hosted at civfanatics: http://forums.civfanatics.com/downloads.php?do=file&id=23500

My mods have no individual alternate download links.
sp0ney 18 Jan, 2015 @ 7:14am 
how do i download this!!!!!!!!!!!!!!!!!!!!!!
Meiji 18 Jan, 2015 @ 5:50am 
Can we have an alternate download link please?
Alex 18 Jan, 2015 @ 2:44am 
if i had actual civ 6 i would so get this, i only have the temp. free version, but this looks so cool.
Velrei 17 Jan, 2015 @ 8:43pm 
I do feel it's kinda ironic that this faction has a far greater science penalty that The Believers.

(btw, on that, perhaps The Believers should get culture instead of science when trading to fit the theme better for them)
lilgamefreek  [author] 17 Jan, 2015 @ 6:38pm 
Never mind. I now hate you. <-- that's a joke.
Lexx Lothar Sloan 17 Jan, 2015 @ 6:13pm 
OK, just triggered a riot. Hate to be picky, but grammatical error: "some of their workers have migrated *too*". Should be "to". :)
lilgamefreek  [author] 17 Jan, 2015 @ 6:09pm 
Glad to hear it worked and thanks so much for your help in reporting it!
Lexx Lothar Sloan 17 Jan, 2015 @ 6:05pm 
Muuuuuuuuuuch better, lots of manufactories and no health penalty. Thanks!
Lexx Lothar Sloan 17 Jan, 2015 @ 5:56pm 
I smell an update! Trying now.
Lexx Lothar Sloan 17 Jan, 2015 @ 5:50pm 
*salute* Happy to help, comrade. :D
lilgamefreek  [author] 17 Jan, 2015 @ 5:38pm 
Thank you so much for the report back. I've found the error and working on a fix that will be out soon. It is AMAZING how long and popular a mod can go while being COMPLETELY broken. Jesus. It's a pity because I've been playing on the Project Unity version of the mod where the Drones were working perfectly.
Lexx Lothar Sloan 17 Jan, 2015 @ 5:30pm 
Haven't quite managed to spark any anarchosyndicalist utopianism in other cities yet, but I'll keep testing.

So nice to have the Drones back after all this time. Thanks for all your work on this. :)
lilgamefreek  [author] 17 Jan, 2015 @ 5:23pm 
One last detail, and you don't have to go back and check. Were you ever able to incite riots in other cities in your game? It would help a lot in possibly isolating the issue.
lilgamefreek  [author] 17 Jan, 2015 @ 5:20pm 
Thanks for all of the details Lexx! It should read Drone Manufactory and it's very helpful you specified you tried it with no other mods. I'll take a look at it soon.
Lexx Lothar Sloan 17 Jan, 2015 @ 5:10pm 
Just tested with no other mods - manufactories are still generating -2 health when the tile is being worked, even after a few (roughly 20) turns. "Worker's Paradise" is present in my city.
Lexx Lothar Sloan 17 Jan, 2015 @ 5:01pm 
It's from after the improvement is built - each one being worked reduces health by two.
I'm currently testing this mod on its own to see if it's conflicting with others.

When hovering over the improvement, should it read "Manufactory" or "Drone Manufactory"? I see "Drone Manufactory" in the text for the "Social Investment" virtue and "Nanorobotics" tech.
lilgamefreek  [author] 17 Jan, 2015 @ 4:27pm 
Is this from the build/research tooltip, or after a manufactory has been built? I currently can't get around the tooltips displaying the health penalty and it gets removed after it is built.
Lexx Lothar Sloan 17 Jan, 2015 @ 4:16pm 
Hi, quick bug report: manufactories are still issuing a -2 health penalty. Happy to provide any info you might need to help fix this.
lilgamefreek  [author] 17 Jan, 2015 @ 10:24am 
S id M eier's A lien Cross(X) fire is the most common short hand I see around the community, so I thought it was most familiar.
TwoBit 17 Jan, 2015 @ 9:57am 
I thought it was SMACX?
Izzybusy 17 Jan, 2015 @ 9:10am 
wg
Izzybusy 17 Jan, 2015 @ 9:09am 
w
aLadyTess 17 Jan, 2015 @ 1:57am 
Haven't played this race, or this game for a while now. So this is pure theorycrafting. It does feel like a big nerf to not be capable to build science structures. Ur comment Lilgame about AI playing far and wide, well that is a bit random from game to game. I mean ive seen Kavitha play both 4 city and 10 city games.
But to the point: Not having those structures seems like too big of a nerf, so my question is: can one still purchase them for gold? Could be an interesting way to deal with it, if its possible to code and if its desired by the author.