Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Awesome Stations
59 Comments
NeoArganout1o1 20 May @ 4:25pm 
hey so im recenty playing the awsome mods but this small menu keeps popping up about picking bonus's does anyone know how to get rid of it
Jahovah Lies Nameneto 27 Sep, 2021 @ 3:37pm 
Im using several mods with this one and find that the artifacts I collect from other sources don't do anything all they do is show in the display
Ryika  [author] 29 Mar, 2018 @ 11:04am 
No problem! :)
mR.MaG0o 29 Mar, 2018 @ 10:04am 
@Ryika
Thanks a lot, man!
Ryika  [author] 29 Mar, 2018 @ 9:16am 
Setting that to 0 will only disable the chance for additional artifacts when a trade route has moved back and forth between two cities. To also disable the guaranteed artifacts when a trade route finishes, you have to also delete lines 272 - 283 (starting with "-- Grant Artifacts" if your editor does not show line numbers)
mR.MaG0o 29 Mar, 2018 @ 8:45am 
@Ryika
Hey buddy, how you doing?
Let me ask you a thing, if I wanted to change the code in order to never get a station artifact, what do you suggest I should change in the "MinorPowerSystem.lua" file?
Just changing "CircuitChanceBase" variable to 0 is enough?

Thanks!
Ryika  [author] 19 Nov, 2017 @ 12:04pm 
Something that modifiers the Artifact UI probably.

You can have a look at the logs as described in category 2 here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=569681601

Or try the Classic Version of this mod, it has fewer features, but has far better compatibility with other mods:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=539279057
Dan7440 19 Nov, 2017 @ 10:41am 
I have this mod and I'd really like to try it, but my game is heavily moded and, apparently, some of the other mods I use are not compatible with this one. It's a shame, because I was really interested in trying it out. I'd love to know what of my other mods are not compatible with Awesome Stations so I could turn them off. Is there a way that I can find that out? Thanks!
QUASAR 19 Jul, 2017 @ 8:15am 
Thankyou for the mod; I like some choice in which station to do business with.:)
Ryika  [author] 1 Feb, 2017 @ 12:33pm 
Yes, they should work together.
Venusaisha 1 Feb, 2017 @ 10:12am 
Q: dose this work with your quests trigger insantly and awesome pods n ruins mods?:Diplomat:
Ryika  [author] 30 Aug, 2016 @ 12:32pm 
No, both are incompatible with each other because they override the same file (ArtifactsPopup.lua).

You could however use the Classic Version of this mod (linked above), it doesn't have the custom artifacts and therefor doesn't run into the same incompatibility.
PKOlzen 30 Aug, 2016 @ 8:26am 
Nice addition to the game, but when used with kztm's Artifact Helper, I lose the info provided under under any of the artifacts. Any chance of getting that back?
IRISH_DEVIL13 19 May, 2016 @ 12:58pm 
can the author of this mod please tell me if it crashes a lot of if there are any constint problems they have had
Stupid Waldo 20 Feb, 2016 @ 7:50pm 
Not sure if this was intentional, but for the station artifacts, Suleiman's artifact has Harun al Rashid's picture
Cuddly Panda 27 Dec, 2015 @ 11:03pm 
Hey trying out this mod, having an issue/bug. I can't open the artifact list/menu. I'm using it with a few of your mods from the Awesome Collection (Sponsors, Wonders, Affinity, Loadout) which all work fine when not being used with this mod. Basically I just can't seem to access the artifact list, although the game recognizes that I'm clicking the button.
Ryika  [author] 5 Dec, 2015 @ 8:05am 
Mac is not yet patched as far as I know, this mod won't work until it is.
NateKJ 5 Dec, 2015 @ 3:27am 
Stations do not spawn using this mod. Which is a big shame! Im playing on mac.
*Crimson-Y 16 Nov, 2015 @ 1:07am 
This is extremely minor, but I'll report it anyways

there is a bug when clicking on the "news feed" popup on the botom right when info for a station level up happens, that does not pan the camera properly to hover over the station.
Again it's very minor and does not cause other problems, just thought you might wanna know.
starrynite120 14 Nov, 2015 @ 6:56am 
One trade route with one station gave me about 5 artifacts over it's lifespan. Just thought I should mention it.
Ryika  [author] 5 Nov, 2015 @ 3:45pm 
Sounds like a compatibility issue, make sure you're not using any other mods that have a file named MinorPowersSystem.lua.
FuntCase 5 Nov, 2015 @ 1:38pm 
I'm not sure if it's intentional, but the Civ 5 leader artifacts can't be used on their own to generate yields and can't be combined to create a bonus - that is, you can't combine 3 of the 'ancient knowledge' artifacts to create something, but you can combine 2 of them with any other type of artifact. So now I have a load of useless ancient knoweldge artifacts sitting in my inventory with nothing to combine them with :(
Centurion Teri 4 Nov, 2015 @ 9:39am 
that did not work. but i do thinkn i know what the issue is. think its special letters in my user windows user name. like: æøå. because i just tried it out on another user with normal letters and there it works fine
Ryika  [author] 3 Nov, 2015 @ 6:34pm 
Interesting. That file doesn't cause any errors for me.
Was only a debug file though, I removed it. Should work fine now.
Centurion Teri 3 Nov, 2015 @ 5:47pm 
it stil do it with only this mod. last few lines:

15581.816] ArtifactsPopup: DragSupport loaded!
[15582.113] Runtime Error: Error opening/reading C:\Users\Sørensen\Documents\My Games\Sid Meier's Civilization Beyond Earth\MODS\Awesome Stations 2.0 (v 2)\Lua/RyikaFreeArtifacts.lua.
stack traceback:
[C]: in function '(anonymous)'
[15582.409] DiplomacyState_Affinity: OTHER: 281.6 total: 1996.8
[15583.111] AdvisorInfoPopup: Closing Advisor Info
[15607.120] NotificationPanel: Attempt to remove unknown Notification 1
Ryika  [author] 3 Nov, 2015 @ 2:47pm 
That's caused by Lua errors. I actually don't think it's caused by this mod though, if anything it's a compatibility issue. Try the following:

- Exit the game (this is important, the map will NOT fix itself until you have restarted the game-client)
- Disable all mods other than this one
- Start a new game and see if the problem still occurs.

If it does, then please tab out of the game (immediately, without playing for a few turns or anything), go to:

Documents\My Games\Sid Meier's Civilization Beyond Earth\Logs

and open Lua.log with a text editor. Scroll to the bottom and see what error message it spits out, then copy-paste them here.
Centurion Teri 3 Nov, 2015 @ 2:36pm 
For som reason when using this mod all details are gone from the map (water vegitation citys units resources ect ect.)
✶ Fitz001 ✶ 27 Oct, 2015 @ 10:06am 
Is there a way to get your mods to work without rising tides? Because they can't be activated otherwise.
Zenos 24 Oct, 2015 @ 7:24pm 
Hey, how did you limit the artifacts to player only?

I'm not unconvinced that the AI just uses them for a quick culture/energy/ect boost and I'm wondering if it's possible to mod things so either everyone can get copies of the same artifact or artifacts are limited to ony the player
BlackKevin 23 Oct, 2015 @ 3:34pm 
ILY. <3
DarkFire 21 Oct, 2015 @ 12:28pm 
Incredible work Ry!
DarkFire 14 Oct, 2015 @ 7:00pm 
Eagerly awaiting upgrade to RT also.
Hehaho15 11 Oct, 2015 @ 8:23am 
Will this be updated, or even needs to be updated, for Rising Tide?
*Crimson-Y 3 Oct, 2015 @ 9:22pm 
Here is my opinion on it, I'd like to know other's opinion too. =D
Since it's a wall of text those who do not care can just ignore it ^^. I write this with the perspective of roleplay brought by Civ games and particularly beyond earth's focus on it.

- Having no units or means of attack, they are rather weak.
- They removed the "pledge to protect" of city states from civ 5 and now AI will unscrupulously try to both take out stations for the kill bonus AND reprimand you from doing so yourself.
- It makes it much easier to surround them with your land allowing you to protect them without bloodshed from AI who completely overlooks the political implications of destroying a station under your protection, forcing you to choose between letting the station die for the sake of peace.
(Unless you give them open borders, they just WALK INTO YOUR LANDS AND DESTROY THEM ANYWAYS...)

That's all, sorry again and if anyone made it reading here, gratz, you are a trooper.
*Crimson-Y 3 Oct, 2015 @ 9:22pm 
Hi, I've been reading your awesome mods one by one and started using them recently, the work you do is great, thank you for making them.

Is there a way to make it so you can build within less than 4 tiles away by editing a certain document?

It would make stations much less a bother since the feeling stated you stated in the "farther away" portion of your mod: [ "Nice, a station landed where I wanted to expand." ] would be ultimately reduced to a 1 unworkable tile with benefit, still being much better than mountains and craters who are now nothing more than walls (but that's a problem from CIV 5 or earlier so Firaxis will never care that mountains are actually useful to real world civilization)
thecandyman 23 Sep, 2015 @ 12:20pm 
░░░░███████ ]▄▄▄▄▄▄▄▄ Bob is building an army to fight the war against Paid Mods.
▂▄▅█████████▅▄▃▂ ...\☻/︻╦╤─ Copy and paste him all over the work shop so he
Il███████████████████].▌ Defeat Greedy Valve Employees!!!
◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤... / \
Voids 31 Mar, 2015 @ 5:53am 
Would it be possible to get is so stations don't land at all and it is just the player, no AI on the map, by increasing tile range?
Detective Hardiboild 27 Mar, 2015 @ 10:48am 
Okey so when play this, it doesnt give any gains for the stations except those I get from vitures and the recycler (1 Production 6+ Energy) Whats the deal with that? Has anyone else had this issue?
Ryika  [author] 24 Mar, 2015 @ 11:44am 
The distance at which you can build cities has not bee changed, only the distance that stations need to land (so they will land further away, but you can still place cities inbetween).

But if you want to use the normal values, go to:
Documents\My Games\Sid Meier's Civilization Beyond Earth\Mods\Awesome Stations (v 1)\XML\
and open GlobalDefines.xml with a text editor. Remove the following segment:

<Update>
<Where Name="MIN_STATION_RANGE_TO_CITY"/>
<Set Value="7"/>
</Update>
<Update>
<Where Name="MIN_STATION_RANGE_TO_OUTPOST"/>
<Set Value="7"/>
</Update>

(But make sure NOT to remove/edit the STATION_DEFAULT_MAX_LEVEL-part, that would break the mod) Save the file, restart the game and that limitation will be gone.
El Cangrejo 24 Mar, 2015 @ 11:01am 
Could you please make a version without the 7 tiles build limitation? I like playing on small maps and this can prevent building in HUGE areas.
Lost One 9 Mar, 2015 @ 2:56pm 
I like the mod. I was kinda expecting the stations to have defense and strength so those pesky players don't table them.
drake275 4 Mar, 2015 @ 4:15pm 
The mod is a ton of fun, but I feel like I need to point out that it's kind of broken. Granted, I did set up an ideal scenario (Polystralia + Archipelago + Continental Surveyor), but even as the KP these things were insane. I generally make it a point to grab the +6 energy per station tier Virtue in the Industry tree, and in both playthroughs I am ROLLING in cash, despite a massive military as KP and almost all of my land being covered in Terrascapes as Polystralia.

Tl;dr, you may want to tone down the cash bonus a little bit. Excellent series of mods overall, however.
Zeera 24 Feb, 2015 @ 6:21pm 
@boss117: It's actually not too hard to make a custom sponsor, the hardest parts by far would be either finding inspiration or making the leader artwork. If you don't mind me self promoting, I started a tutorial here: http://forums.civfanatics.com/showthread.php?p=13682492#post13682492 Hopefully that will get you started.

@Ryika (on-topic): I'm a big fan of your "Awesome" series of mods, easily the closest thing to a total conversion yet for Beyond Earth. I'll try adding it to the mix later and see how things play out (to be fair, I honestly thought stations were OVERpowered rather than vice versa, but I guess that's because I'm still at a very beginner level at Civ...
Ryika  [author] 23 Feb, 2015 @ 10:31am 
@zArkham4269: If there's a way to change that AI-behavior, then I haven't found it yet. There are some entries about "Minor Powers" in the GlobalAIDefines (can be found in Sid Meier's Civilization Beyond Earth\assets\Gameplay\XML\AI), but when I played around with these, they didn't seem to do anything. So I assume they're leftovers from Civ 5s City State and unused.

Making Stations stronger does help with them being destroyed, however, the AI will still send armies and suicide them into these stations if they want to destroy them, thus lowering their overall performance.
Chieron 23 Feb, 2015 @ 9:15am 
@zArkham: I suspect that they get missions to kill those stations (just like you), which is pretty awkward.
Robo-Pig 23 Feb, 2015 @ 6:28am 
Now all we need is for each station to be able to produce units.
Venusaisha 22 Feb, 2015 @ 6:28pm 
am using alot mods(near 90 mods) with this yet no problems.

even using alot lilgamefreek mods except Space Venice mod.
Venusaisha 22 Feb, 2015 @ 6:16pm 
zArkham4269: did u try using this mod link to stronger stations , just to give the ai some trouble. besides i use Awesome Stations and stronger station mod as well as mod to allow saving station summon for later.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=333624565&searchtext=stronger+stations
zArkham4269 22 Feb, 2015 @ 5:24pm 
Is there anyway to fiddle with why the AI seems to like killing Stations, sometimes it seems just to do it?