Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

New Horizons: A total conversion [vanilla]
126 Comments
Crusader_Jeffory 29 May, 2021 @ 6:00pm 
Hey I tried to click enable twice on all my mods but for some reason every time I play the game the units dont appear on my game
Bit Sad Innit 2 Jun, 2017 @ 5:14pm 
I have figured it out. I just forgot to double enable it. Thank you for helping though!:steamhappy:
Machiavelli  [author] 31 May, 2017 @ 7:00pm 
Kabra, did you double enable the mod? (See the "important" section above, it is just below features, for how to double enable the mod).

Second likely possibility, are you using Rising Tide? New Horizons is only for base Beyond Earth. But Echoes of Earth is designed for Rising Tide and has more features.
Bit Sad Innit 31 May, 2017 @ 3:15pm 
I have just downloaded this mod, and I have just started making a new game. none of the new cargo or anything is showing up. I am not using any other mods.
dixiearistocrat 18 Jan, 2016 @ 7:54am 
I have installed those two and they work great!
Machiavelli  [author] 16 Jan, 2016 @ 9:20am 
The closest you can currently get to playing this mod in Rising Tide is to use the "New Horizons: Virtues" and "New Horizons: Loadouts" mods that can be found in the New Horizons collection. Those two mods are small parts of this mod that were ported to be compatible with Rising Tide. It isn't close to the full experience, but hopefully in a under a month you'll be able to play "Echoes of Earth" (the Rising Tides successor to New Horizons).
dixiearistocrat 16 Jan, 2016 @ 8:01am 
i meant unit promotions yes. and i never took a screenshot but, whenever you go to the upgrades the two choices for your promotions are blank and you cannot pick one.
dixiearistocrat 16 Jan, 2016 @ 8:00am 
I am using rising tide. thanks for clarifying this.
Machiavelli  [author] 16 Jan, 2016 @ 6:46am 
Wildcody, peter.huebner, were either of you using Rising Tide or base Beyond Earth? This version of New Horizons isn't compatible with Rising Tide. I'm working on the Rising Tide spiritual successor that I'm targetting for release late January.

Peter, do you recall if you double enabled the mod? If the mod isn't double enabled a chunk of code can produce behavior where it deletes every single unit as soon as it is created.

Wildcody, by upgrades do you mean unit promotions? Do you have a screenshot? That will likely communicate the issue more easily than words.
peter.huebner 15 Jan, 2016 @ 10:08pm 
I installed this mod and tried to play it once, early 2016. I could build units from the production menu, but once production finished, no unit showed up, either visually or in the command queue.

Did the October patch break this mod? I was using two 'visually distinctive' mods, the unlimited alien experience mod with it.
dixiearistocrat 15 Jan, 2016 @ 9:02pm 
I enabled my mods twice and the panel renders but the upgrades wont show up at all? can anyone help?
Ray! 21 Sep, 2015 @ 11:04am 
@Dusk - This helped, thank you :)
Dusk Shadow 2 Sep, 2015 @ 9:03pm 
@Ray! It also sounds like it might be the Leader Glitch some have, turn 10 on normal speed sounds like some of the first landings. make sure your civ leader graphics is set to the static/low setting and no more problems. (and yes this overhaul is insane. enjoy it, but i like to many other mods/combo's that dont work well lol)
Ray! 27 Aug, 2015 @ 10:01am 
Apologies for the late reply - I was using "Visually distinctive terrains" & "Men of War" & a couple of Ryika's awesome collection mods (stations and wonders I believe).

Let me try it a bit without any other mods and get back to you
Machiavelli  [author] 12 Aug, 2015 @ 3:37pm 
Ray, are you using any other mods? Can you provide your database.log and lua.log? If you're not familiar with those I can walk you through how to get them.
Ray! 12 Aug, 2015 @ 12:04pm 
My game crashes at turn 10 or turn 11 without fail everytime I load up this mod :((
hivernal 27 Jun, 2015 @ 10:08am 
What other mods do you recommend I use with this?
Bickdalls 23 Jun, 2015 @ 8:15pm 
I understand that. It is a difficult task to balance between gameplay and AI. At least in BE, ranged units are changed to lower defense than Civ5. Rangers rarely survive if facing armies of melee. I think it is a decent exchange for firepower. Though, you are right. When sieging, ranged units have high firepower and survival rate.

How about changing the debuff promotion to below 100%? Trying to compensate AI while nerfing ranged units.

Also, +1 range when not moving is redundant. Just like the "Setup" for siege units (why don't Firaxis change it to "cost 2 movement for initial attack? So we don't have to setup everytime.).
Machiavelli  [author] 23 Jun, 2015 @ 7:54pm 
Lun, I fully acknowledge that the greatest weakness of the current ranger design is that the AI can't handle it. I've been trying to manipulate the AI to make it play "less poorly" but I may have to scrap the design until the DLL is released and the AI can be manipulated directly.

Essentially the design for rangers comes down to making them play differently from Artillery and finding ways to nerf ranged units other than having low combat strength. Ranged units have so many inherent advantages:
1) better able focus fire
2) don't take damage when attacking
3) better able to run away from a bad fight
4) successful attacks don't move them on to more dangerous tiles
I needed a way to make armies composed of 90-100% rangers unable to accomplish certain tasks.

One approach I tried (but did not ultimately release) had rangers function like the Lev Tank does, where they had base 1 range but got +1 range when not moving.
Bickdalls 23 Jun, 2015 @ 6:25pm 
I am a bit troubled by the "city attack" promotion of rangers. It cause AI the inability to use its rangers wasting ammos on cities instead of units.

Just a question, not to be rude. Why would you make such decision? It completely ruins the AI.
Chico Chico Chico 21 Jun, 2015 @ 10:16pm 
Amazing mod, this + the water cities mod plus Frozen biome and UI improvement mods, and some extra leaders, feel like an xpac already. 10/10.

You should consider changing colonist choices, artists is very OP with these low-culture changes you proposed.
NorthernOwl 4 Jun, 2015 @ 12:05pm 
I was having the same problem as Shadowx2k, it was the Explorer Affinity Upgrades mod conflicting with this mod.
Machiavelli  [author] 31 May, 2015 @ 7:13pm 
zArkham, I would need to take a closer look at the other mod but they would probably not work together right out of the box. You would need to go into your New Horizons folder and change the name of the "New Horizons (v X)/Gameplay/Virtues" directory to something like "_Virtues". That should disable all the changes New Horizons makes to Virtues and allow the other mod to function without interference.
DeadMarine1980 31 May, 2015 @ 4:29pm 
I'll also remove the offending Mods and try another play through with your mod and the other mods that did not conflict.
DeadMarine1980 31 May, 2015 @ 4:26pm 
Yes if you like Mach I can send you a copy of the file that you wish....but how would I do that? I'm kinda ignorant on sending saves over Steam....
zArkham4269 31 May, 2015 @ 3:12pm 
This is a stupid question, but I'll ask it anyway. The new social engineering mod also makes significant changes to the virture tree. If loaded in the right order could you still get that mods new virtures but keep many of the other aspects of this mod?
Machiavelli  [author] 31 May, 2015 @ 12:50pm 
Xplosive Lin, the most recent update contains a fix for Applied Aesthetics, thanks for pointing out that regression.

Shadowx2k, which other mod was causing the conflict? I want to put a list of "known conflict" mods so people can avoid crashing out of a 200+ turn game.

DeadMarine, it sounds like some of those mods are going to overlap with New Horizons (city combat rebalance, weaker siege worms, extra siege range) but those conflicts wouldn't likely produce a crash. Can you send me the save file (say by civFanatics forum or a dropbox link here)?
Piss Head 30 May, 2015 @ 3:47am 
Never mind my previous post, i got the mod to work by disabling some other mods i dont use.
Piss Head 30 May, 2015 @ 3:04am 
Hello! before i bring this bug to your attention, i would first like to start off by saying I LOVE THIS MOD. everything about it is awesome, nice work. but there is one problem i keep coming across while playing. at exactly turn 10 of my game, the game freezes when it says "Processing turn for lesser powers" and it does not load. i am still abkle to move the mouse, but that is about it. whenever it is most timely for you, please get back to me. other than that, this mod is great. thumbs up!
DeadMarine1980 25 May, 2015 @ 6:52am 
Update: I go to an earlyer save date (Turn 238, the crash was on 242) and It still crashes no matter at what save I bring up. I'm going to turn off your mod and start new game with out your mod loaded and see how the game behaves.
DeadMarine1980 25 May, 2015 @ 6:44am 
Other Mods

Midgame technology reveals map
Enhanced Covert Ops
Advanced Explorer
Alien Strains
By Land and Sea - Ocean Colonies
Asteroid Refinery
City Airlift
City Combat Rebalance
Weaker Alien Siege Worm
Awesome Sponsors – Overhaul
Awesome Loadout
Awesome Stations
Awesome Pods and Artifacts
Awesome Wonders - Overhaul
SiegeRangePlus
3 Units Per Tile

I'm using the latest verson of your mod...It gave me an update when I log on this morning. I expernce the crash on the A.I turn
Machiavelli  [author] 25 May, 2015 @ 6:10am 
Xplosive Lun, thanks for the heads up, I'll take a look. I may have to replicate the effect via lua if it is no longer functioning.
Machiavelli  [author] 25 May, 2015 @ 6:07am 
DeadMarine, what version were you using when you experienced crashing. The military update released on the 13th had a bug that would produce crashing that was fixed in the version released on the 17th. Were you using any other mods when you experienced the crash? Do you have an autosave from before the crash? Did the crash happen during your turn or during an AI turn? Do you have logs (I can walk you through how to enable logging) I could look at?

The military update was huge and with any large change there is a greater risk of bugs happening. With your help I want to track down what was causing the crashing so I can improve the stability of the mod for everyone.
DeadMarine1980 25 May, 2015 @ 4:50am 
Okay, sense your update this morning the game has been crashing. It locks up and I'm forced to control alt delete.
Bickdalls 24 May, 2015 @ 8:53pm 
Hi again, sorry for double posts. Is 'PercentCultureRateToEnergy' no longer available in XML? Since Applied Aesthetics has been changed to applied Metasocialogy.
Bickdalls 24 May, 2015 @ 9:46am 
Hi, I found that Applied Aesthetic (Earn energy equal to 50% culture) isn't generating extra energy as suggested.
doctoxic 16 May, 2015 @ 8:03am 
posted a screenshot and some more info on the civ fanatics forum
Machiavelli  [author] 16 May, 2015 @ 7:05am 
Can you take a screenshot of it doctoxic? That will probably be easier than trying to describe it. Also, are you using any mod that change the UI?
doctoxic 16 May, 2015 @ 4:19am 
possible bug with upgrade of evolved commander - the 2 upgrades are listed but there are no boxes to "select" which upgrade you want and thus can't upgrade
Machiavelli  [author] 14 May, 2015 @ 5:16pm 
That is 100% a bug. I've released a small update that corrects that. You can keep playing any game you're in the middle of.
AwesomeTomas 14 May, 2015 @ 10:42am 
I installed the mod and did a quick check on the changes to the military units that the update mentioned and I noticed that the tatical and mobile lev cost xenomass instead of floatstone. Is this intended? Just wondering and good luck.
Machiavelli  [author] 10 May, 2015 @ 2:50pm 
It requires 2 modules to salvage a location. Confusion around this is so common the next version will include a pop up message at the start of each game explaining it.
jrmegariotis 10 May, 2015 @ 11:55am 
ah new difficulty, while i can see my build options for workers it will not allow my explorers to do expeditions i am hitting I which usually activates it but it will not let me perform any expeditions, saddening when progenitor ruins are next to your land
jrmegariotis 10 May, 2015 @ 11:48am 
The fix worked took two attempts but i feel i did it wrong the first time, thank you
Machiavelli  [author] 9 May, 2015 @ 6:12pm 
jrmegariotis, that behavior will happen whenever you use a mod that adds Promotions or Worker build actions (which this mod does). It is caused by a caching flaw in the UI.

A 100% effective work around is to enable the mods you want to use twice. Do the following:
1) Enable all the mods you want to use, click next (it will say "configuring game data" for a bit).
2) Once it is done configuring it will ask you to setup a game or load a game, instead click back.
3) You'll be back at the enable mod menu again, click next and let it configure a second time.
4) Once it is done configuring a second time, setup a game or load your previous game.

Are these instructions understandable? I feel a short video or picture would be better and can put one together if the text is confusing.
jrmegariotis 9 May, 2015 @ 1:44pm 
I downloaded the mod and when i activated it the bottom left interface that shows what units can do, worker build options, as well as expeditions for explorers was not visible. I will try to start a game again to see if it was a fluke of a glitch but I do not believe I had any other mods active to conflict with it. It looks like a great overhaul mod but I couldnt control what to build or do besides using hotkeys. The city interface was fine but when controlling units I had no visuals only moving and attacking with clicks worked.
TheAhn1995 26 Mar, 2015 @ 3:23pm 
i have a entire story made to support differing factions and a universe to boot but have no idea how to implement it. admittedly i know there is a limit to what one can do but i find this game with its modding tools to be a good frame work to fit this in. just have no idea how to do this.
TheAhn1995 26 Mar, 2015 @ 3:21pm 
okay. was wondering cause a lot of what you talked about on the forums was interesting. im actually wantin to make a total conversion mod myself but presently have next to no idea how to actually mod.
Machiavelli  [author] 26 Mar, 2015 @ 3:13pm 
Taking awhile. I've had some open ended design problems that I haven't found solutions I'm happy with. Hopefully I'll be able to release content-adding updates in the next 3 weeks.
TheAhn1995 26 Mar, 2015 @ 12:38pm 
have you quit working on making this a total conversion mod or is it just taking a while?