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That's not a problem from the mod, it has occured to me multiple times in vanilla.
Save the game, exit to the main menu, enable mods again and load the save from the mod menu. Everytime I've done it the panel came back.
Other than that, I'm unsure why it would create problems with colorful tech web. It might have to do with that Supremacy satellite that still has borked artwork. If it bothers you enough you can enable logging and check the logs: http://forums.civfanatics.com/showthread.php?t=487482 and I can give some feedback based on the logs.
(That link is for Civ 5, but the BE procedure is exactly analogous)
Note: Because of certain flaws in the Firaxis Civilopedia and Tech Tree scripting, I am forced to override the .lua files that handle this (CivilopediaScreen.lua, TechButtonInclude.lua). Eventually, when Firaxis releases the source code, I can take a look at how to fix it more properly, but for now, a kludge is the only way. If you're experiencing problems with other mods, consider deleting these two files (which will mess up a tiny part of the civilopedia and tech tree, not a huge deal)
I still have not gotten updated Supremacy/harmony/purity pictures for Misaka... I may end up putting in placeholders.
I hope to do custom quests, but it would only make sense if I also fixed the Turn 100+ broken quests bug that Firaxis introduced two patches ago. Might take a while.
Harmony Lvl 7: Energy from killed enemy units. Cloning plants gives +2 food, +2 health. Unique National Wonder (Swarm Intelligence) that gives a free Surveillance Web, +1 population, +1 health to all cities.
Purity Lvl 7: Culture from killed enemy units. +20% military unit production, and military units (except siege and air) receive +1 movement points.
Note: The desolator satellite has the same unit flag as the settler, and looks wrong when in orbital view. I'm looking into this, but it's not easy to fix. THe satellite itself works, though, so I hope you can forgive me while I work on it.
Changelog:
Implements significant changes to Misaka's ability (listed below)
New Unique Ability: Receives unique benefits for reaching level 7 in an affinity (It's in the Civilopedia).
Specifically:
Supremacy Lvl 7: Academies generate as much energy as they cost. Unique Railgun Launcher building (Ballistics) gives +10 orbital coverage to a city and unique Desolator Satellite (Communications) reduces yields in a 7 hex area by -1 food, -1 production. It's expensive, though.
With Harmony 7, Cloning Plants don't show the extra perks on the tech tree, and don't show the food on the city screen. The gamplay effort works, though.
With Supremacy Lvl 7, Academies give 2 energy instead of just saying 0 maintenance
None of these show up on the tooltips for the Affinities (you can only get them from reading the Misaka Civilopedia Entry)
Unfortunately, this mod triggers a known bug in Beyond Earth, where certain mods will cause the unit panel to break on starting the game. This is Firaxis's fault, and needs to wait for them to fix it. For now, the solution is to exit to main menu and retry the game until it works. Sorry =/
(All Misaka only)
Purity Lvl 7: +20% for military units, Culture from Kills, +1 moves to all units (Except Planes and Artillery)
Harmony Lvl 7: +33% CS in all cities, Energy from Kills
Cloning Plants give an additional +2 Food, +2 Health
Enables the Radio Noise National Wonder (Swarm Intelligence) with the following description:
"Restarts the Sisters Project. Free Surveillance Web, +1 Population, +1 Health in all cities"
Supremacy Lvl 7: Academies cost 0 energy maintenance.
Enables the Railgun Launcher Building (Ballistics), which gives +10 Orbital launch range
Enables the Orbital Railgun (Communications), a slightly more expensive, more powerful Orbital Laser
I agree with @Untouchable as far as the orbital coverage. It would be better to have orbital units give a small bonus to science. 5% or similar per orbital unit would balance with how expensive orbital units can be. Or just forget the orbital units and give Misaka a global science bonus.
That being said, in my testgames, I don't feel like the academy spamming really makes much of a difference. It just seems to be a thing everyone reads and goes OMG OP. Maybe I'm just not noticing? You need full knowledge to even get academies to +4 science...
To be honest, part of the motivation behind the +10 orbital coverage is just to see if I can get any significant mileage out of orbital units. So far, literally the only thing I've ever done with it is to get a forward phasal transporter up during a conquest game. It's just...not that meaningful, but +10 already sounds (and looks huge).
I suppose +1 science per turn per satellite isn't terribly unbalanced. I'm jsut worried about miasma repulsor rush->spam early game, which feels like a really stupid way to play. I'd prefer a different idea.
Starting spacecraft is very powerful, but colonists are weak.