Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Shocky Additions
30 Comments
Shocky  [author] 2 Jan, 2017 @ 3:30pm 
Nah, a few of them just reuse some the other wonders assets. I think only the first one of the wonder buildings show up if they use the same 3d assets. If I remeber correctly the wonders posision can switch around on loading and this is something game does modded or not.
Judgington 2 Jan, 2017 @ 11:34am 
Are there new 3d models??? How does this mod work? Are they just re-stated clones of existing building models?
ɌƗȻꝀŦɆɌ 5 Nov, 2015 @ 12:23am 
so far only a minor nuissance, the descriptions for the buildings say something like THIS_BUILDING'S_NAME.TXT at the end
Piss Shitterman 1 Nov, 2015 @ 2:18pm 
It seems to be working fine so far.
Shocky  [author] 26 Oct, 2015 @ 1:16pm 
I have no idea sadly. You most likely will experience a crash, but nothing permanent I guess.
Piss Shitterman 26 Oct, 2015 @ 12:49am 
Will my game sh*t itself if I use this with Rising Tide or do you think it'll work alright?
Dusk Shadow 13 Oct, 2015 @ 12:27pm 
lol got W3 myself when it came out loved the coninuation. but got like 5 other games at the time nad never finished lol. Very Understandable.
Shocky  [author] 13 Oct, 2015 @ 8:36am 
No sadly, busy playing witcher 3 atm. Might even be a while before I get Rising Tide and to be able to update it.
Dusk Shadow 12 Oct, 2015 @ 9:31pm 
Has this mod been updated/work for Rising Tide? Enjoyed the etra buildings and plans for the core lol
Robotzh8teme 12 Oct, 2015 @ 10:01am 
Why not a galactic trade hub? It'd be pretty arrogant to think this would be the only planet that was targeted for colonization... this planet is merely the focus of this game... you can spin it any way you like :)
Shocky  [author] 31 Mar, 2015 @ 8:32am 
Long story short, they were ambitious about their goals. Long story was put in description of GTH more or less.
__ 30 Mar, 2015 @ 4:30pm 
Civ BE is the beginning of space colonization, why would there be a GALACTIC trade hub?
jeremya.5683 15 Mar, 2015 @ 6:23am 
Well, I hoped for a simple fix, and I got it. Thanks!
jsnider193 15 Mar, 2015 @ 3:27am 
way i get around it is once get to part after mods where hit single player is to go back to mads and select next again .. seems to fix it for me.
Shocky  [author] 14 Mar, 2015 @ 6:59pm 
Only way to fix that is by saving, go to menu and load game up again. Any mod that touches units in any way seem to trigger this. It's unfortunate thing modders hoped Firaxis would fix.
jeremya.5683 14 Mar, 2015 @ 12:21pm 
I just tried your mod. Not version 5. I don't know if it is a problem with the mod or how the mod interacts with my other active mods, but when I started a new game the unit action interface at the bottom lefthand corner of the screen was gone. I don't know the hotkeys by heart, so I had to disable your mod. I really like the idea of all the additions you've made to the game. I hope this is a simple fix.
jsnider193 13 Mar, 2015 @ 10:40am 
just d/l it over there .. will try once finish current game.
Shocky  [author] 13 Mar, 2015 @ 3:23am 
V. 5 is on http://www.nexusmods.com/civilizationbeyondearth/mods/7/? , quite a few changes so I will not force it on steam users.
jsnider193 12 Mar, 2015 @ 12:00pm 
nice and thanx for fixin'
Shocky  [author] 12 Mar, 2015 @ 8:41am 
Good news everyone, its fixed! Btw old and new versions of my mods can be found on nexusmods in Civ:be category there. I will put up my v 5 there tomorrow which adds so much I can't even put it all on steam description! Among such things as Submarine unit (sadly no unique art for it atm).
jsnider193 11 Mar, 2015 @ 3:51pm 
yep don't work anymore and concur they was great add to the game, hopefully will be an update to this mod.
Warchief Williams 11 Mar, 2015 @ 10:15am 
Word of warning. The winter patch disables all of the additions in this mod, which is a shame because it is a nice mod.
Kat 6 Mar, 2015 @ 6:16am 
Thanks, and keep up the good work!
Shocky  [author] 5 Mar, 2015 @ 5:51pm 
I made them all ^^
Covert Ops Center is like other spy related buildings, unique in same way as wonders. So only one extra spy from the normal COC building and NSA wonder building.
Pollution Processor I hoped was balanced enough by costs. Will increase them further if people think its needed.
Kat 5 Mar, 2015 @ 3:22pm 
Good work on the mods, im not sure if you made them all or just compiled them(pretty sure you made them), But before i use them, does the COpsC give a spy for each building or just the one? (like it does in the quests).

I would just like to say that it (the mods) has (have) everything that the game seems to be missing (building wise) ... and then some things that are really overpowered early game (such as the +8 health from the PollutP.)

Keep up the good work!
OSNK 28 Feb, 2015 @ 4:34pm 
;~; wow
that tesla wonder
plz nerf
plz nerf dat picture
plz
plez
or the mighty painus will cum to kill you.
terror.and.love 28 Feb, 2015 @ 3:37pm 
These are very nice mod. (^_^)
Venusaisha 28 Feb, 2015 @ 3:05pm 
awesome
Shocky  [author] 28 Feb, 2015 @ 2:17am 
You don't have to unsubscribe, but you need to turn them off in game on modlist. So might be easier to unsubscribe so the mods disappear from the list.
Joko 27 Feb, 2015 @ 6:12pm 
so if i download this, will it conflict with your old mods? like, would i have to unsubscribe from the other building mods to subscribe to this one, since this one has them all in one?