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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.
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 Pretty sure this is long outdated and buggy though.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.
Thanks, that clarified a bunch!
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.
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_*".
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.
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.
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.
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.
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.
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)
My question is: in order to remove/disable this specific mechanic what files would I have to modify and in what way?
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 :)
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
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 ;)
Though I get not following the game anymore. This game didn't pull nearly as much traction as it deserved. :/
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 :/
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".
I might be mistaken, since its been a while, but I dont really remember changing anything with affinity :)
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?
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.
Nice idea though
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 ;)
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
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.