Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Rising Tide of Aliens - Dead Dwarf Edition
90 comentarios
Feraa 7 MAY 2024 a las 14:59 
Sure, but that Siege Worm "creep" is insane haha
tikks 7 MAY 2024 a las 5:15 
@Feraa I mean, this is the "Dead Dwarf" edition.
Feraa 6 MAY 2024 a las 16:02 
(Part 2 for character limit) I don't know if Siege Worms are supposed to spawn at this quantity (Krakens were spawning at an even higher rate, but my cruisers could easily kite them around and kill them off), but if they are... Well, I don't know how you're supposed to survive at all unless you just don't hit an alien at all until you get tier 2 or 3 units. Fun mod, but... A bit much hahaha
Feraa 6 MAY 2024 a las 16:01 
Good heavens. I accidentally attacked one alien and haven't had a moment of respite since then. Honestly, I'd've be able to handle it even then, except for some reason, Siege Worms are spamming my lands. I managed to push back the ordinary aliens initially, clearing the nests around my territory, but then Siege Worms started spawning behind my front lines where there were no nests. At first, it was just one. That turned to 2. I still held out. Then 4 arrived and my coalition of cruisers and missile rovers finally fell under the assault, with my marines doing absolutely nothing except getting OHKO'd. When the 4 Siege Worms came around, and they overwhelmed my defenses, they sacked my capital, thus effectively ending my game. I only had a couple other cities and neither of them could stand up alone like my capital was, especially with the forces I had defending the capital lost in the wave of Siege Worms.
Bhryaen 26 NOV 2023 a las 18:56 
Fantastic mod, seems fairly well-balanced- though tragically tipping toward the aliens in this first go, it seems. That slow power creep is definitely a constant threat. Every single turn a major calculation... One of the most memorable playthroughs though- moreso than battling grabby nation-wannabes- so had to give a thumbs up.
Fokke456 24 SEP 2023 a las 13:08 
This seems to work with Anchor Ceti 1.15.
Cookie from Space 17 JUL 2022 a las 19:08 
Only use this mod if you want to spend 200 turns only fighting aliens and nothing else.
[PIGZ]MrTango 21 FEB 2022 a las 9:54 
Is it normal for the aliens to start orange attitude and just surround my capital (no combat yet from either side)?
Paul 12 NOV 2021 a las 14:47 
Me be beard-shaving tree-hugging sun-loving perfumed elf
Lane 31 JUL 2020 a las 5:02 
Yep, look's like standart humanity settlers
Feraa 28 JUL 2020 a las 13:36 
Colonization units? Settlers?
Lane 28 JUL 2020 a las 13:19 
is it normal for lots of alien colonization units all over the map?
Celius 5 SEP 2019 a las 8:41 
Never really left earth, we just landed on australia
Grill Lads 30 JUL 2019 a las 15:06 
haha dorfs
Samir Al-Hayjid 29 ABR 2019 a las 2:01 
Oy Vey, Goyim! You have truly proven you are a madman beyond all hope. 5 shekels have been added to your PayPal for your services.
Dovoski 21 ABR 2019 a las 16:07 
Australia simulator
Feraa 28 SEP 2018 a las 17:55 
Alright. So, I'm interested. Is there a way to either remove or reduce the scaling, though? That's my only issue with it.
Scorpy 14 FEB 2018 a las 23:36 
I got wild settlers instead aliens.
Is it normal?
jopestus 4 FEB 2018 a las 10:00 
I love this :D in vostok and level after that all ai's are dead before turn 100 :D oh, i have rising miasma as well
mf beeno 14 NOV 2017 a las 19:46 
Now this here is my kind of mod. many thanks will download soon.
tikks 23 MAY 2017 a las 13:18 
Neat. Thanks for replying.
VernumNitor  [autor] 23 MAY 2017 a las 4:25 
@Surfer Tikki -)KDRv(-

You can change the relationship over time, but it will try to go back to "normal" i.e. orange over time. The only reliable way to "befriend" aliens is harmony route (as it should be). Though you can keep them in green as Supermacy too with little problems beggining mid-game.
tikks 14 MAY 2017 a las 10:17 
Let's say that, instead of befrieading the aliens, I merely needed to raise them up a level, so as to keep them off of my poor workers. As it seems, the aliens begin on orange. Not so kool, but it makes for interesting strategies. Do the alien opinions change over time, or are they static at hateful?
thegrumpybuddha 15 OCT 2016 a las 16:45 
Any idea how I might be able to get this to work in multiplayer?
Woodwyrm 20 AGO 2016 a las 15:30 
so it's white walkers for BE:RT?

noice.
jade harley!! 25 JUL 2016 a las 7:55 
......i also play a lot as humans in dragon age orgins...........and whenever i play as an elf(witch is rare) i just make sure i just beat the crap out of everything that attacks me....including the living trees in the forest(that i froget its name)
jade harley!! 25 JUL 2016 a las 7:52 
i guess you could say i'm a dwarf(with no beard XD...exept in games) and my first character in dragon age orgins was dwarf noble..........but i'm not to sure if i can handle hordes of ripper fish.........my arch enemy.........
nordstern 15 MAR 2016 a las 4:17 
is it compatible with the Wildlife-Mod?

I hate it to play with this Mod, because the aliens are to weak with the time. But this mod does spawn masses of aliens, which is really cool.
Sidewinder Fang 8 FEB 2016 a las 12:09 
hehe, I should have expected as much, not that I can complain, I knew what I was getting into.
VernumNitor  [autor] 8 FEB 2016 a las 12:02 
@Sidewinder Fang
Well how would I put it?
UNLIMITED POWEEEER! :D Yeah... nope... no limit... Just... Blow it up! ;)
Sidewinder Fang 7 FEB 2016 a las 20:25 
Soo, how strong exactly can the aliens get, is there a limit? I'm camped out in my capital surrounded by the buggers wondering if I should try and research bigger guns or just get it over with and die in a blaze of glory.
Erinsoriac 3 FEB 2016 a las 19:52 
My Experience:

Subsribed to mod. Ran game with "Awesome" collection of mods as well. Set to epic speed. Started out going, "Ok, decent number of aliens around. Just gonna avoid 'em a bit over here, do some expeditions, make some units."

Go on my merry way for about 30 turns. Start getting some military units to defend my worker. Decide to try to get some of the aliens out of my borders. Huh, giving me a decent fight, but okay. Some manticores show up. Get pushed further into my base. Stuff starts getting pillaged. Around turn 50, the swarm came. After ten turns, I manage to finally get a ranger out. Have to sacrifice my remaining marine by having him leave the city. Spend the next 160 turns crying in a corner as I am swarmed by a constant barrage of aliens. Other factions declare war on me, but dare not come close due to giant wall of aliens surrounding my city.

10/10, would cry in corner again.
VernumNitor  [autor] 14 ENE 2016 a las 14:43 
@ Knight.R
I didnt touched the experience, the cap is the same as in vanilla game ;)
The difficulty affects those things, similary as in the vanilla game (except for apollo, which is.. well... :D )

No problem :) I wish I could continue improving the mod, but I have seriously no time currently :/ Cant even play! :D :(
Anyway, good luck in your games! ;)
Knight.R 14 ENE 2016 a las 14:26 
Probably should of asked a long time ago but whatever. Is the amount unit exp level capped at two when killing alines or does the mod remove the exp limit earned by killing aliens allowing as many leves it can reach?.
Also does the strengh scaling and alien spawn rates vary with difficulty settings? Or is it a case of "your screwed when you first subscribed why bother asking"?

If i havent said this before or i have well it deserves to be said again.
Thank your for making the aliens mean something although i will admit im not pleased having to see four siege worms and packs of raptor bugs stalking my poor explorers by land or be chased by a school rippers only to bump into a pod of krakens by sea. oh things they seen while amusing pretty terrifying. i love it my explorers less so.
VernumNitor  [autor] 14 ENE 2016 a las 3:31 
@ Dr.Caine
You wont be able to play a game saved with older version of this mod... So all you saves have to use the same mod version ;)
Caine 12 ENE 2016 a las 4:48 
When I open the mod menu, it reads "Update Save Game incompatable.", Does this mean I can't' save, or I can't load up an old game?
DiSPLAY 15 DIC 2015 a las 1:04 
Only issue I have is that the AI dies off REAL QUICK..... I go from having 10 Human AI to 3 by Turn 300..... And usually they only have 1 city and are doing nothing at all
Greasemaster 14 DIC 2015 a las 14:22 
Ah that makes sense. Now that I think about it, any AI who starts in the ocean gets anniliated pretty early on
VernumNitor  [autor] 14 DIC 2015 a las 4:58 
@Strike
No the aliens does not ignore AI :) But, there is mechanic that prevents aliens attacking. For some reason, untill you make "first strike" the aliens wont attack you. So the AI was probably harmony and decided no to attack aliens :)
Greasemaster 14 DIC 2015 a las 1:53 
Love this mod, but there is a major issue... do the aliens ignore the AI? Because here I was having fun fending off waves of aliens when suddenly my neighbouring AI attacks me with a massive army (I could never field more then a few units at once due to constant fighting, but the AI had a full blown army) and within five turns killed me (after spending 200 turns fighting aliens). It was rage inducing... but I noticed that the aliens would ignore the AI's units which is how the AI was able to rush into my cities through alien-land without an issue and slaughter me
VernumNitor  [autor] 23 NOV 2015 a las 7:24 
@In´ei
Yes, it was a bug from earlier release. I dont know how it came back, but it should be fixed now.
Though it seems this bug is FUN and an unintedned anti-save-scumming feature :D
In'ei 19 NOV 2015 a las 5:39 
I am using a number of other mods, though, none of them are changing miasma bonus, though, after doing some tests I realised that game seems to be adding initial bonus to combat to aliens every time I load my quicksave game.
VernumNitor  [autor] 19 NOV 2015 a las 5:34 
@In´ei
Hi! Are you using the most recent version? Are you using other mods?
The % bonus in miasma should be assigned only once, so I think this is some kind of a bug. Moreover all bonuses to aliens are game speed corrected, so this shouldnt happen :)
All scripts taking care of increasing strengh are in Upgrade2.lua
In'ei 18 NOV 2015 a las 21:51 
So, I was curious if you can be so kind to tell me where in your mod those scripts located, so I will be able to correct those since I like that mod alot, but neither me, nor AI player standing much chance against those insanely strong aliens.
In'ei 18 NOV 2015 a las 21:51 
I am having a problem here - I am playing at slowed game speed (as I prefer longer games) and it's 500% of build and research time, and... Aliens seems to become insanely strong in miasma here. I mean it's like they all having 2000-4000% bonuses while staying in miasma, and just tearing anything apart that tries to fight them in there (except leashed aliens, since they have same bonuses). So, I've been searching through your mod files, trying to find the script in there that is responsible for their strength, in hope of reducing it some way (I mean 100-200% is fine and give some challenge even against upgraded affinity units, but 4000% bugs just leave no chance to win at all, but, I just don't understand scripting mechanics to find it. I found scripts responsible for upgrades and assigning perks, but there is no description or scripts that supposed to be responsible for such insanely strong bonuses in miasma for aliens.
Armok: God of Blood 10 NOV 2015 a las 16:23 
!!FUN!!/10 Would get rekt again
Suicide Commando 6 NOV 2015 a las 2:49 
Something I noticed:
As long as you haven't fired your 'first shot' at them.. all aliens will NOT attack your units.
They will run around them, make moving around difficult and also trapping them in their huge swarms, but not kill them.
This means that for your initial spurt of growth, you can just send out a soldier and a colonist, and with some trouble find yourself a nice spot for another city, without them killing you along the way.
Ultrasonic emmitters will damage/kill them but they don't trigger hostility btw.
The fact fences pretty much don't work at all, except with the quest to protect your traderoutes is also a little frustrating. I had aliens cover pretty much every square around my city, without them attacking, as I had not attacked, and the fence did NOTHING.
VernumNitor  [autor] 5 NOV 2015 a las 4:03 
@Suicide Commando
Hey, I saw the mod dont worry. I think what he did was too unbalanced and unfair, mainly to harmony. Aliens are not crazed frenzied rabied pack, they are semi-sentient; so I dont believe they should keep attacking you no matter what ;)
As for worms and krakens, I will probably decrease the numbers once again, though I didnt had so much problems with colossal. And for "controlling" them - thats almost impossible, colossal aliens are programmed to behave more randomly than anything else in the game ;)
Well that was kinda my goal, to have them be strong until you get to lvl 3 affinity units. As for city attacking, consider yourself lucky :) The attack threshold for cities is as low as it goes, and from what I seen, they dont have problem throwing themselves at cities. Remember that they are not warriros, they shouldnt be a thret to your capital after dozens of years on the planet ;)
I will look into what I can find, when I will be scouring the AI in a few weeks ;)
Suicide Commando 5 NOV 2015 a las 3:40 
Monocer, try looking at 'aggressive wildlife' mod, maybe you can find some inspiration there, that mod is pretty much like yours, except it doesn't work for rising tide.
The aliens there are much more aggressive too, but there's less colossal ones, which I kinda like as having your city surrounded by 4 worms and 6 krakens on the coast is getting a little ridiculous.
The aliens also don't seem to be attacking cities as much as I think they should. If you tone down the colossals a bit, having them attack cities along with swarms of aliens doing the same would make for a more interesting game.
Right now, at the start it's almost impossible to gain a foothold against them, until you get into serious affinity, but otherwise, they are just a nuisance to your city, not a threat.
Having a city with an ultrasonic emmitter, a gunner/artillery and a gunboat to keep clearing the colossals is all you do until you can wipe them away.
Oreo 3 NOV 2015 a las 21:28 
Great! I'm super excited with this mod, and I look forward to it! Good luck friend.