Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

SMAX Factions The Nautilus Pirates
22 Comments
zbynekn 10 Jun, 2019 @ 4:36am 
.
=7Cav=Burton.P 7 Feb, 2016 @ 8:49am 
Is this RT compatible?
lilgamefreek  [author] 11 Mar, 2015 @ 11:37pm 
I do know. It served as a great tool in making and testing my own.
JEELEN 10 Mar, 2015 @ 12:56am 
@lilgamefreek I know I was just pointing out the obvious. You know that there's an Ocean Cities mod for CiV?
lilgamefreek  [author] 7 Mar, 2015 @ 9:57pm 
I have already stated several times my reasons for not including sea colonies. It is not an untested game element but at the moment does not integrate itself seamlessly with the rest of the game. It may be released at a later date when I am happier with it, but it will certainly be its own independent mod at that point in time.
JEELEN 7 Mar, 2015 @ 3:17am 
Hm. Nautilus 'Pirates' with no sea cities...

@Known isssues: Firaxis doesn't care.
lilgamefreek  [author] 3 Mar, 2015 @ 12:07pm 
Is the bug consistent with this behaviour?
http://forums.civfanatics.com/showthread.php?t=540319
This seems to be similar to what you and a previous user have described, but I'd like to be sure.

On sea-colonies, it's not that it's impossible to add them. It's a matter of sea-colonies should be there own mod. Making the Pirates a faction that relies on sea-colonies brings about a wide spectrum of problems. How well will the AI (for all factions) perform? How do you balance such a large feature? What do you do about users who only want one component and not the other? If I ever go about tackling sea-colonies, I will likely add in additional files that patch the Pirates to better interact with it. It's a better approach than making what are two separate mods co-dependent on one another.
zArkham4269 3 Mar, 2015 @ 11:30am 
How different is BE from Civ V given how there is a Civ V mod which allows for ocean cities?

Also a potential problem. Encountered a bug I've seen only once before. I noticed something odd when I sent a spy to Safe Haven: it was listed as if travelling to a foreign city. After that, the covert ops panel went blank. In previous occurances of this bug, it would resolve itself (for a bit) when a mission was over and the spy ready to take on a new mission. So far it hasn't resolved itself.
Gladimir Putin 3 Mar, 2015 @ 7:43am 
Love the work you're doing and what you've done so far, really got me back into Beyond Earth this has :D
Robo-Pig 2 Mar, 2015 @ 5:42am 
Alright, I see.
lilgamefreek  [author] 1 Mar, 2015 @ 6:31pm 
I played around with reverse engineering framedarchitecture's work. What it ultimately came down to was that oceanic cities really need to be their own mod and fall out of the scope of what these mods aim to do. Beyond Earth's naval game just isn't strong enough to support the Pirates in their original incarnation. If a mod enabling ocean cities comes out in the future, hopefully the Pirates can take early advantage of it with their immediate planetary survey.
lilgamefreek  [author] 1 Mar, 2015 @ 6:31pm 
The direction I took the Pirates is quite a bit different from Alpha Centauri, but was inspired by this passage about them in the GURPS Alpha Centauri supplement. So hopefully you don't think I'm turning my back on the original game.

"Among themselves, the Nautilus Pirates admire adventurism. The ideal Pirate sets high goals for himself, pursues them by any means necessary, and attains them with style and panache. The tales of such accomplishments play an important role in faction society. The Pirates' preferred art form is the story, either set down in print or told over beer in a public place. They hold most other forms of art in contempt, but their narrative literature is the best on Planet."
Robo-Pig 1 Mar, 2015 @ 4:32pm 
Aw, they aren't sea-based? If you want to make them start out in the ocean, try asking framedarchitecture, he'll probably be able to help you make their cities ocean-based.
Pillow 1 Mar, 2015 @ 11:13am 
Currently running a game with unity project and colorful tech web with no issues. I did need to unsubscribe from unity project at the release of pirates being added though. My mods list would not update to it without first unsubscribing.
lilgamefreek  [author] 28 Feb, 2015 @ 11:09pm 
That's strange the two would conflict. Thank you for the heads up. I'll take a look into that when I have time to see if that can be fixed or not.
DefiantMars 28 Feb, 2015 @ 11:06pm 
Cancel that, I found the issue. It because I have Colorful Tech Web loaded. Nevermind.
lilgamefreek  [author] 28 Feb, 2015 @ 11:03pm 
Is this with the individual mod or the unity project version?
DefiantMars 28 Feb, 2015 @ 11:01pm 
I got an error message when initiated the game saying there was missing texture.When I opened the tech web I got a second message saying the same thing and the icon for explorer was missing. Instead I got a Green/Red box indicating a missing texture. Let me start up another game to see what the error said exactly.
DarkFire 28 Feb, 2015 @ 8:47pm 
AWESOME!!!!!
Venusaisha 28 Feb, 2015 @ 4:32pm 
try this, just made it. well add and edit via mircosoft paint, got no printer or scanner even thou took alot art class. did alot when moding for space empirers 4, thou took too much time. mostly i do art based on scifi landscape,military,and alein language via paper n pen..

http://cloud-4.steamusercontent.com/ugc/26231770908365183/0DACAE0E893D7A95ECD904050AFEB08E872F8E63/
lilgamefreek  [author] 28 Feb, 2015 @ 12:57pm 
I honestly wish I could, but ultimately I'm a programmer not an artist and lack the ability to do so while doing the original leaders justice. At the moment, it's within my artistic ability (barely) to just try and make the best tribute to the original Alpha Centauri's UI as I can. For reference:

http://upload.wikimedia.org/wikipedia/en/3/38/SMACx-DiploScreenshot1.jpg
Delta 28 Feb, 2015 @ 11:52am 
My one complaint from these factions you create in BE is how they look in the diplomacy screen. Maybe if they looked like the other sponsors, instead of like a trading card. Other than that, I love it.