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My own modding skill isn't great, but if a few encouraging words for those doing work I appreciate helps.... Seems a small price to pay. :)
Seems to me a lot of people complain about BE and what it isn't, when they could be making use of the new things it *did* introduce to develope all sorts of fun things. It's a very nice change to see people moving forward.
((There were some pretty good mods for Civ V that made the game rather similar to SMAC. If they could do that with Civ V, it should be possible to get a lot closer with a Civ that is actually set on an alien world....))
All other aliens spawn as a ratio of alien populations to some game state property out of sight of players. Normal sea aliens are a ratio of sea aliens pop to ocean tiles. Colossal units like seige worms and krakens are spawned according to a ratio of colossal alien pops to normal alien pops. There are additional reductions taken into account for total number of sea aliens killed over a game.
It is important to note these are vanilla behaviors that the cult must work around. These were found from investigating code that comes with the game but does not necessarily run. Actual behavior may be different.
Most aliens respawn from nests.
I THINK coastal nests also respawn sea dragons.
Siege worms respawn in land that you do NOT have vision of. They do NOT seem to spawn from nests.
Krakens similarly spawn in deep water that you lack vision of, but a very, VERY important fact of krakens is they CANNOT swim in shallow water, so spread your influence to deep water if you want to even TRY to capture krakens.
Finally, siege worms and kraken respawn seems to be based on the amount of unclaimed land/water, respectively. They also don't spawn till turn 20.
Correct me if I'm wrong anywhere.
And for the love of harmony players, DO NOT USE the "call worm strike" covert op on this faction!!!
@speedball: I'm glad to hear you're having fun with the faction. I was pretty worried about how well this faction might turn out as it can be frustrating at times trying to get a settler deep into alien territory.
@Kazaaakpleth: That actually gives me a neat idea for a replacement of the ultrasonic fence. I probably can't code it so that the Aliens are attracted to it, but I may be able to rework it another way so that alien captures are more reliable upon building it and it serves as a useful replacement for Cha Dawn. The only issue is that building quests are actually quite painful to modify compared to buildings themselves, and it's possible the cultists will lose out on the critical "Trade units immune to aliens" quest.
As for pushing factions to one affinity or another, I can alter their flavor profiles but that's it. Otherwise, the AI's choices are out of my control, even if I set one affinity flavor to maximum and the rest to zero. I could hardcode it so that the factions automatically earn levels towards a certain affinity as AI, but that's very heavy handed and I'm not sure if that will even cause the AI to favor that particular affinity or rather just earn progress towards a different one regardless.