Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

City Airlift
16 Comments
InsaneFrosty 11 Oct, 2015 @ 9:16am 
not working with aquatic cities from Rising Tide
thecrazyscotsman  [author] 26 May, 2015 @ 6:42am 
@TheAhn1995 Phasal Transporters take up satellite space, come much later, are one-way, and aren't permanent. Don't worry, they're still useful for dropping an army somewhere you don't have a city.
DeadMarine1980 22 May, 2015 @ 8:27am 
@TheAhn1995 sure but that is later technology.
TheAhn1995 21 May, 2015 @ 8:25am 
you do realize right that there is a satellite which essentially does this but also goes into enemy territory right?
GMO 12 Mar, 2015 @ 10:03am 
Ah I see it now ty
thecrazyscotsman  [author] 12 Mar, 2015 @ 8:17am 
@ roloster - when your units are within one tile of a city with a Launch Complex, a new command will appear in the unit action list in the bottom left corner of the screen. Just hover over the commands and you should find the correct command.
GMO 12 Mar, 2015 @ 8:10am 
maybe its just me but I haven't been able to work out how to actually use this mod? The description for the launch complex has changed but I can't actually figure out how to airlift my units...
Jimboslice 11 Mar, 2015 @ 9:34am 
Great thanks much needed!
maxore 10 Mar, 2015 @ 12:48pm 
It's a great mod but another thing would be to add ailifting from one city to another player's! (if you are in a co-operation agreement)
TheAhn1995 10 Mar, 2015 @ 6:15am 
one thing i thought would be a good 4th affinity would be one based around the idea of meta humans. humans that communicate between each other with thier minds and integrate weapons that run off their brain waves or something always seemed appealing to me.
William_Raper_Kennedy 9 Mar, 2015 @ 9:13pm 
my name is jeff
Infernalwolfermelon 9 Mar, 2015 @ 12:14am 
Love it :D.
Flagg 7 Mar, 2015 @ 7:47am 
Arkham, I just kind of gloss over my eyes and explain it away mentally as them having no fuel and crappy materials in the start. lol
thecrazyscotsman  [author] 6 Mar, 2015 @ 10:26am 
I agree. I can understand why some decisions were made because of gameplay considerations (like not revealing the whole map from the beginning of the game), but others baffled me because they went against the whole idea of a high-tech, spacebound future humanity (like not having a tech that reveals the whole map when you've got dozens of satellites in orbit...).

Limiting the range of the unit based on its type would definitely be a more realistic simulation, but unfortunately that cannot be done through XML. Perhaps Lua, but that's not my forte.
zArkham4269 6 Mar, 2015 @ 9:49am 
If there is one issue I have with Civ:BE (besides ther should be a fourth affinity [Synergy] which focuses on cybernetics while Supremacy focues on biological upgrades) it's that it often doesn't feel like a high-tech game.

Pretty much missile rovers are catapults, rovers are cavalry and rangers are archers. So far the game really lacks the high-tech feel you got in SMAC/SMACX.

This mod at least reminds us that we're not dealing with low tech primatives but people with jets. The only thing I think it would be cool to do would be to limit the range dependent on the unit. It just makes sense an infantry unit can be airlifted farther than an armored unit.
DarkFire 6 Mar, 2015 @ 12:32am 
Most excellent; will try it out tomorrow!!! Thanks.