Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Rising Tide of Aliens
88 Comments
3104078331 7 May @ 11:02pm 
dont know how to make it work
rockhounddiva 8 Apr @ 5:31pm 
is it possible to dial back how quickly the aliens get stronger, because a 5% boost every 9 turns with it scaling with game speed (I.E. if you use Quick to build up your units faster the aliens get stronger faster too) seems excessive, at the end of the day I just want a mod to make the aliens be a more consistent threat like Civ 5 Barbarians were with how their units would upgrade alongside the actual civilizations, not something to make the Aliens completely overpowering
mrwwww 13 Dec, 2024 @ 3:05am 
Hey, does this mod still work?
Fokke456 24 Sep, 2023 @ 1:08pm 
This seems to work with Anchor Ceti 1.15.
CarNaGe 11 Dec, 2022 @ 11:02pm 
Somehow it doesn't work. Alien spawns colonists instead of aliens..... It's pretty weird.
zArkham4269 3 Feb, 2021 @ 5:40pm 
I like this mod. HOWEVER, there are TWO glaring issues.
1.) The first may be just a basic BE issue: the Ultrasonic Fences DO NOT WORK. FULL STOP. Oh they work in the sense that if you pick "don't attack trade units" but they just fail at keeping critters away.
2.) On water maps, aliens spawn to the point where they carpet the oceans. Dude, there needs to be a cap of some sort!
3.) Plus they swarm around units, trapping them even if you are friendly with them.
jktz122 10 Aug, 2019 @ 2:18pm 
i love this mod .. normal civ is too easy
Juroguy Johnson 29 Jun, 2019 @ 6:12pm 
Better question, does the scaling have a limit, or do they eventually become as gods and unreasonable.
Juroguy Johnson 29 Jun, 2019 @ 5:00pm 
Does this still work.
VernumNitor  [author] 4 Jun, 2019 @ 8:58am 
@Greymantle1@TTV

From what I remember I made everything scale for game speed as I dont play on standard most of the time. Pretty sure this is long outdated and buggy though. I seen an updated version somewhere around here.
Greymantle 16 May, 2019 @ 8:20pm 
If your still around what is the default setting for Evollnterval? I play on Marathon I'm not sure if this scales with the time.
OrenD 15 Oct, 2018 @ 12:37am 
Hi! I don't really know if this is a problem but when I start a game I have a bunch of Alien Settlers crawling near my borders or through the map. They don't do anything, just rolling, so... is this as it should be? I'm using only this mod now and I tried to redownload it using the instruction - same thing.
Complete/Total Randomness 22 Jun, 2018 @ 11:41am 
If this makes the aliens stronger, you have just turned Siege Worms into essentially world ending creatures. Those b******s can already one shot most early game units.
mR.MaG0o 31 Mar, 2018 @ 6:21am 
@Monocer
Thanks, that clarified a bunch!
VernumNitor  [author] 31 Mar, 2018 @ 6:20am 
@BigBoss

Ok so about the scaling. In Upgrade.lua, in the last part "EvolInterval = 9" can be changed to increase/decrease the number of turns needed between +5% combat strenght for aliens. In Upgrades.xml in row <Type>UNITPERK_ALIEN_EVOLUTION</Type> are 2 values (AttackMod/DefendMod) which can change the % strenght increase on every "evolution turn". One is for when the unit is attacking and the other when it is defending.
VernumNitor  [author] 31 Mar, 2018 @ 5:55am 
@BigBoss
Hey. Its been a long time since I done this, so I dont remember the code.

The units scale, this is a Lua script I wrote. You can change their starting strength, but they will scale the same. You probably want to change the scaling, not the starting strength as that would make early game way too easy. It should be in the Upgrade.lua file, but I am not sure how I did it exactly, cant find it. At worst you can postpone evolution jumps where they get perks.

Its not necessarily maximum number of them, but something kidna like that. Spawn rates of hydras are at the very beginning of the file: "HYDRA_SEED_CHANCE_*".
mR.MaG0o 30 Mar, 2018 @ 8:38pm 
@Monocer
Hey man, could you help me with some tech questions about your mod?

If I wanted to make the aliens a bit weaker all it would take is to set lower combat values on the "Units.xml"? Does these values also rules the damage my units do on Aliens, too?

Also, about the spawning rate of Colossal Units, I found COLOSSAL_UNIT_RATIO on "Aliens.lua" which I imagine should be the maximum number of colossal units on a given game, but what if I wanted to lower the spawn rate of Hydras too, where can I do that?

Thanks a lot.
mR.MaG0o 26 Mar, 2018 @ 4:54pm 
@Monocer
I think i got the answer already.
In the base game or xpack aliens stop giving XP when killed at later stages of the game.
As far as I am concerned this mod "fixes" that.
VernumNitor  [author] 26 Mar, 2018 @ 8:05am 
@Orpheus
You could try running it without the DLC. But honestly, why would you play this game without DLC, as others pointed out, this game is pretty content starved even with the DLC, definitely get it, it should be pretty cheap off-steam.
@BigBoss
I am not sure if I understand the question?
@Keleryth
These ventures were never the focus, just something to pay for wages while they are working on next Civ. I hope, with all the craze currently, that the next "venture" will be Civ Mars, and it will be much more successfull, since they can draw upon this game.
Kelryth 26 Mar, 2018 @ 6:42am 
One or two more expansions and this could have been the awesomest Civ ever. Instead we get civ vi...
mR.MaG0o 25 Mar, 2018 @ 6:09pm 
Do I still need other mod for experience from aliens at later stages of the game or this one already counts for that?
Orpheus 25 Mar, 2018 @ 3:06pm 
I realise this might be a lot to ask, but any chance of a version that doesn't require DLC?
Samir Al-Hayjid 9 Feb, 2018 @ 3:57pm 
It makes sense.

A planetary neural net finds a severe threat to their existance and they just.... sit there?

Also, an alien world that has had billions of years to evolve and prosper has about 5 aliens on it when you land? lol.

Cool looking mod.
Kelryth 11 Jan, 2018 @ 10:44am 
so basically its the alien expansion we should have gotten from firaxis but didn't ...lol
Galgus 20 Oct, 2017 @ 9:15pm 
I generally likes this mod, but the defense buff and the absurd number of Krakens for aquatic civs to deal with both feel like they weaken using melee units a lot, which weren't strong to begin with.

Perhaps an attack bonus would be more fitting for the Aliens, or some way that submarines weren't both an easy answer to Krakens and the only answer for a long time.
VernumNitor  [author] 10 Sep, 2017 @ 5:43am 
@The_Hoff779
I think I outlined how to change the speed at which it increases somewhere in these comments :) It should be in lua files, they are pretty short. I dont remember exactly but it should be easy to spot and change to 0s for example.
I never felt it went too fast for my units, its there to keep up with you so aliens pose threat in late game as well, not to overwhelm you. Then there is the option to exterminate them quickly so you wont have to deal with that :) You cant stop evolution! (I mean... unless you change the lua files)
The_Hoff779 10 Sep, 2017 @ 5:30am 
So I like what this mod does, particularly the carpets of aliens that tend to fill up the "wild" biomes and the push-and-shove that results from trying to clear nests near my borders. The mechanic I really don't like is the steadily increasing +% defense bonus described in the evolution section above - when it gets into the 100%+ bonuses it's just ridiculous.

My question is: in order to remove/disable this specific mechanic what files would I have to modify and in what way?
VernumNitor  [author] 26 Jul, 2017 @ 11:59am 
@Mihzvol Wiriar

Well, it was kinda my intention. The AI in Civ games are TERRIBLE. Beyond ramification. Trust me, I tried. They are just so badly coded, nothing can help it. So I just decided to make aliens the main threat, as the AI will never be anything but a bump on the road.

Anyway, try playing on higher difficulty, it wont increase difficulty of the aliens (that much), only help AI with some bonuses. The scaling should adapt to your gamespeed, though I havent updated the mod in a long time so some patch might have broken that :)
Mihzvol Wuriar 24 Jul, 2017 @ 7:38am 
Although this work greatly for the player, the AI suffers too much from it in later games, I play with 4x speed, and it takes a long time to research and build, and the aliens get strong very fast, while the AI takes 300+ turns just to get to the second stripe units, at this point they can barely build cities anymore...
I wish this mod was nerfed down just a little, and I mean, just a slower scalling, because at 300+ turns, I have more problems with aliens than the AI
VernumNitor  [author] 20 Dec, 2016 @ 8:16am 
@chiefmaster44
Scales forever! Its evolution, it doesnt just stop! :D I suppose it could be considered a soft time limit for winning the game :) If you clean a lot of nests in the beggining you will have a lot easier time later in the game ;)
RandomGamerGuy 15 Dec, 2016 @ 7:57pm 
Question dose the defence bost cap at a certain point. Or dose it scale up forever?
Gwazi Magnum 13 Dec, 2016 @ 6:08pm 
Supposedly it just overwrites whichever mod is installed last. But how it determines which is last is beyond me... And sometimes a overwrite leads to the UI going to shit.

Though I get not following the game anymore. This game didn't pull nearly as much traction as it deserved. :/
VernumNitor  [author] 12 Dec, 2016 @ 2:36pm 
@Gwazi Magnum
Oh yeah I remember now... Well I am not really sure how does BE deal with conflicts, so you will have to try it out :) Sadly, since I dont have time and, more importantly, CIVBE has (sadly) such a low playerbase I am no longer keeping up with the game :/
Gwazi Magnum 11 Dec, 2016 @ 1:42pm 
@Monocer
My bad, I meant Harmony. XD
Though you do list this under other changes:

"Moved the ability to leash aliens to "Alien Adaptation" and Harmony 5 (12 for colossal) to prevent exploits".
VernumNitor  [author] 9 Dec, 2016 @ 12:03pm 
@Gwazi Magnum
I might be mistaken, since its been a while, but I dont really remember changing anything with affinity :)
Gwazi Magnum 3 Dec, 2016 @ 11:12am 
Since this mod tweaks Purity a bit, would that make it incompatible with other Affinity Mods? Or would that part of this mod just get replaced?
jade harley!! 25 Jul, 2016 @ 7:45am 
.....now the ripper fish just destroyed all my citys...........all ripper fishes are my nemisis with and without mods
Spontaneite 25 May, 2016 @ 6:12am 
So, pardon me, I have an issue when using this mod. I can't wipe out other players. Once I take their last city, I get stuck in the defeat dialogue with them, with my response not closing said dialogue. I can exit the dialogue but it's still there to prevent me from turning, and so effectively freezes the game. This doesn't seem to happen in the Dead Dwarf edition, but I also have a great deal of difficulty surviving on Dead Dwarf edition, since I play on highest difficulty and always play as NSA (Krakens: say no more).

It could be due to interactions with other mods, but it's difficult to say; I don't use many. Have you any advice for troubleshooting this matter?
jktz122 30 Apr, 2016 @ 12:20am 
my favorite mod .. finally makes the game a bit harder nad the aliens actually attack your city once in a while ..
terrycloth 25 Feb, 2016 @ 10:00am 
So... around turn 150 or so... a swarm of giant worms march in straight for my cities and eat them all, ignoring everything else including sonic barriers. I'd researched 'leash collosal' but just like the fences it doesn't work. Is this one of the evolution barriers? 'Worm swarm kills player with no recourse'?
MsGoogly 22 Feb, 2016 @ 5:41am 
P.S. I'm having the same problem with the ultrasonic fence basically being worthless at keeping aliens away from my cities.
MsGoogly 22 Feb, 2016 @ 5:40am 
Combined with Rising TIde of miasma this mostly just ends up grinding the game to a halt. As one commenter said earlier, the AI really struggles to adapt, even at higher difficulty levels. While I've managed to deal with the aliens I usually end up stuck at just a few really well developed cities. Large swaths of the map have no chance opf being explored without sending out huge military expeditions. Like I said, this is especially devastating for the AI who often ends up stuck at just 1 or 2, maybe 3 at the most, cities. As result inter-civilization wars rarely happen until very late in the game, sometimes not at all.

Is this a light version of this mod? I'll keep the Miasma mod, but as it stands I am going to have to drop this one. Just gotten bored of it. After a while grinding out against never ending hordes of aliens, isolated in a fog of unexplored territory gets repetitive.
Verikan 8 Jan, 2016 @ 3:18am 
I have the same problem... the alien barrier doesn't work at all, aliens are green to me and yet they come and come... Around turn 100 on Apollo diff i have a SW coming at my cities every 5 turns they wreck entaire area despite the allien barrier
jsnider193 23 Dec, 2015 @ 5:13pm 
this is really a killer for the AI (and for the player ... initially). Slows the game a bunch in RT as the critters out there really play havoc with the game. Player can adapt faster then the Ai so does a little better .. overall a good add to the game.
NateKJ 30 Nov, 2015 @ 11:29am 
I play on mac through steam. I've tried the cold and lush biome on rising tide. I have not seen any alien nests on lush and only 1 on the cold biome. Approximately 50 turns on each map. I dont think this is how you intended.

Nice idea though
AC241155 29 Nov, 2015 @ 6:55am 
Thanks i would give it a shot!
VernumNitor  [author] 28 Nov, 2015 @ 5:14am 
@Achia
Hi! There sure is :)
Find file Defines.xml in My Mod > XML > Global
Then find lines that look something like this "ALIEN_OPINION_SOMETHING_THRESHOLD". There are 3 of them. Just change the value for each of them to something high, like 100 or 69... That should do it ;)
AC241155 27 Nov, 2015 @ 11:09pm 
is there a way we can make the aliens alway hostil? Would you tell me what file i should edit? Great mod!
VernumNitor  [author] 23 Nov, 2015 @ 7:21am 
@Tzyder
Nope. That was a bug I thought I fixed after the first release. Dont know how it came back, but it should be fixed now ;)

@Nasarog
The alien barriers DO work, as long as aliens are not mad at you - tested it myself (they still can attack cities occasionaly, but far less than normally). They work wonders mainly against colossal aliens by the way.
Dont know about the XP, didnt messed with that at all. I know that they will stop giving XP after some time :P
Nasarog 14 Nov, 2015 @ 6:09pm 
I've noticed two things -

The alien barrier doesn't seem to work on the aliens at all. No matter what state they are in.
Killing aliens does not give your units XP.

Otherwise, I like it.