Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Explorer 2.0
23 Comments
peter.huebner 10 Dec, 2024 @ 7:35am 
playing on linux (Mint 22), this mod simply gets ignored. no additional movement nor modules.
tikks 1 Aug, 2019 @ 4:43pm 
@Leonardo: You can regain modules by simply entering the city as the explorer.
Leonardo 23 Feb, 2019 @ 12:35pm 
@kingchris20: You can ignore my "it is gamebreaking" comment, because I take it back. In my current game (decided to start a new game as weird things happen), I thought having 6 expedition modules would be enough, but I was completely mistaken and just before I decided to start over my explorer only had one expedition module left and I've no idea how to restore those expedition modules, unless using the IGE mod to remove the old then spawn a new Explorer.

So. Have you consider to add an option to restore expedition modules for the explorer in-game?
kingchris20  [author] 21 Feb, 2019 @ 8:26pm 
I never really played much of Beyond Earth, so I wouldn't know much about how gamebreaking it is or isn't. Someone requested it, I knew how to do it, so I did it. At least its not just the player that benefits from it, but the AI as well.
Leonardo 18 Feb, 2019 @ 8:50am 
I think it's somewhat gamebreaking or even cheating to start with 6 modules for an explorer.

It would be more immersive if the player needs to back to a city, not a colony, with an explorer that doesn't have any modules left to use, just to refill the modules. So, in order to do that it requires a repair facility building to restore used expedition modules.

Also, any modules that's used for a quest should be automatically added once the quest is updated. I only mention this, becasue in my current game I got a quest that requires two expedition modules and I've already used one module.

The first module I used was for the alien skeleton object. Which I think is wrong instead the player need to use the monitoring feature the explorere has for let say 3-5 turns, at least when looking at the animation for an explorer.

Lastly, so I don't forget to say this. Thanks for sharing a good mod. :)
TexasTony 17 May, 2016 @ 11:36am 
You know what would be awesome. If this unit could hover, so it could move both on water and land with out having a penlty. Espically with Rising Tide and archipelago settings..
Aetharan 9 May, 2016 @ 12:06am 
Got an issue with that mod, when the game begins, I can't interact with any of my units, I can only move them
QUASAR 23 Apr, 2016 @ 10:00am 
Thankyou the explorer was sometimes too annoying to use in the beginning.
skillearner123 30 Mar, 2016 @ 2:31am 
nice mod, really changes start up game :steamhappy:
Crimson_Nomad 27 Mar, 2016 @ 7:29am 
You could just download a sponsor mod (i.e. Global Sedition or Metal Gear Solid) and poke around in the mod's XML files and delete the sponsor text files. But I don't know how to remove the box outline
draygriff 24 Feb, 2016 @ 12:35pm 
I like this mod. Now, if only someone could build a mod that would disable the sposor bio/history from being displayed at the bottom of the screen during the game load, I' so sick and tired reading the same thing over and over. Plus it ruins what is some pretty good artwork.
Aroliacue 17 Feb, 2016 @ 2:44am 
yah think?
Nope.avi 14 Feb, 2016 @ 2:35pm 
Well.. my total is 27 movement tiles in 1 turn wether they are embarked or not.
32 Expeditions That finish instantly.
and the ability to have an explorer 2.0 rekt an entire city in one blow.
That Got Godly Overpowered Quick.
Aroliacue 13 Feb, 2016 @ 9:51pm 
Joseph - thanks
kingchris20 - already knew where it was, but thanks XD
Hunter - goddammit, there's this thing called OPness brah XD
Nope.avi 13 Feb, 2016 @ 8:02am 
*Puts On Sunglasses* I'm getting ALL THE EXPLORER BUFFS.
kingchris20  [author] 12 Feb, 2016 @ 9:49pm 
SDK is a free program provided by the game developers. It can be found by going to Library>Tools and then scrolling through the list to find the game you want to mod for

and thanks!
Delaradra 12 Feb, 2016 @ 5:59pm 
SDK = Software Development Kit
Aroliacue 12 Feb, 2016 @ 4:21pm 
okay, im just gonna ask, what in the hell is the SDK?

also, great workshop mod!
absolutelyfallen1 11 Feb, 2016 @ 12:48pm 
Especially when you consider that no matter what you do in the game, you cannot increase the number of moves for Explorers in any way. Unlike the Workers, which not only get an extra movement through the Master Control Wonder but also get another +2 movement after you've used up the right kinds of Artifacts.
absolutelyfallen1 11 Feb, 2016 @ 12:47pm 
I honestly couldn't care less whether the other civs get this or not. As long as I don't have to spend tons of turns carting the Explorer back to the nearest full city in order to reload on Expedition Modules, I'm cool with it. I just have to make sure I get to the Expeditions faster, that's all.
micha 10 Feb, 2016 @ 3:07am 
exactly what i need! thx
DarkFire 9 Feb, 2016 @ 11:03am 
Awesome; thank you.
Morwo 9 Feb, 2016 @ 5:28am 
this solves the three-leg problem, thanks for sharing!