Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Shocky Additions RT
22 Comments
Venusaisha 30 Jan, 2018 @ 12:42am 
Am testing that what i last said hopefully get results and make collection. So far no problems:Diplomat:
Venusaisha 27 Jan, 2018 @ 3:33am 
ya last one loaded well but had alien remains marvels in water and map was bit buggy slow minor. I am sure there has to be some way to orbital units removal or limitations with this.
(RT) Improved Units (RT) Strategic Resource Balance and Satellite Tweaks i don't think will work ethier. (RT) Improved Victory Conditions , Shocky Additions RT , (RT) Social Engineering - A Culture and Virtue Overhaul may :MooIdea:
Venusaisha 27 Jan, 2018 @ 3:14am 
It will most likely not work with any major tech or building overhaul since this is 1 of them. Awesome loadout or improved loadout tech offer may clash this tried that and got bugged exception. orbital units RT) Scepter Unit mod with (RT) Social Engineering and Shocky Additions RT may work thou cuts mod use down 7 or less. Feels so codex or horizon
Venusaisha 27 Jan, 2018 @ 1:45am 
If anybody still have orbitalproblem:(RT) Scepter Unit mod , thou geting it to work with Awesome loadout is a anythour thing. Thou (RT) Improved Victory Conditions ( with Even more building RT and even more wonders RT and (RT) Improved Tech Web work well alternative of Shocky Additions RT. i don't think (RT) Strategic Resource Balance and Satellite Tweaks will help. (RT). There are many loadouts(some without orbital units) that may allow (RT) Scepter Unit mod so ye can kill orbital units it just matter of test and trail.:Diplomat:
Shocky  [author] 16 Mar, 2016 @ 2:09pm 
For the curious, the error was:
Unhandled Exception
Code: EXCEPTION_ACCESS_VIOLATION
Error reading address 0x0
Which seems to be caused by having to many orbital units in your game = weakness with the game code.
http://forums.civfanatics.com/showthread.php?t=538918
https://steamhost.cn/steamcommunity_com/app/65980/discussions/0/619569341115142737/#p184
Shocky  [author] 16 Mar, 2016 @ 9:40am 
Okay, going to check it out when I got the time later.
Chrisjon 16 Mar, 2016 @ 9:37am 
Hey shocky, im only using this mod, nothing else.
Shocky  [author] 15 Mar, 2016 @ 11:40am 
What other mods do you use? Terraforming Orbitals changes by Imendil for one would most likely not work with this since it does the same. Some other might have changed them as well.
Chrisjon 15 Mar, 2016 @ 9:47am 
I have a crashing issue with this mod at the moment, and i dont know what is causing it, however i suspect it have something to do with the orbital fabricator/weather controller, og something, because all the games i have played with this mod, always ends with crashes when using those.

If you are interested i can throw you a save game i have right now, where it is constantly crashing withing 1-2 turns, just add me on steam.
choncohua 4 Mar, 2016 @ 11:24pm 
sebe interresante:steamhappy:
-AKEVA-BANSHEE- 24 Feb, 2016 @ 10:18am 
Okay Thanks:steamhappy:
Shocky  [author] 24 Feb, 2016 @ 4:25am 
Yes, I use it to test this mod. Only mod that doesn't work with the editor as far as I know is the Culture and Virtue overhaul mod. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=451875031
-AKEVA-BANSHEE- 23 Feb, 2016 @ 10:30pm 
Is this compatible with ingame editor mod?
Shocky  [author] 22 Feb, 2016 @ 11:49am 
New version is up, with new wonder, spy building quest and few new tech additions as well.

BTW: Spies don't get the bonuses applied right away, you need to let them complete current missions or send them on mission and cancel once before they get benefits. The survival and intrigue caused benefits are applied by multiplying with other perks and abilities.
DarkFire 20 Feb, 2016 @ 8:18pm 
Thanks for the info. I actually played them together and they are working fine. Thanks again...!
Shocky  [author] 19 Feb, 2016 @ 6:58am 
Btw I do plan to add new buildings and wonders their seperate mods, but I 'm slacking a little bit for now :P
Shocky  [author] 19 Feb, 2016 @ 6:55am 
Well I think technically they should work together as long as both mods just adds to a tech with adding perk or whatever lines. Except Pioneering and Planetary Survey (start techs) since I gave them an updated discription and if the mods you use do the same, well they will most likely cause a crash since they both directly change same thing.
DarkFire 18 Feb, 2016 @ 9:24pm 
Gonna try it and see what happens with the other mods I regularly use.
DarkFire 18 Feb, 2016 @ 9:21pm 
Your mods are awesome! Is it possible to use the newest buildings and wonders without the new techs? I use a couple other mods that modify the tech tree and I don't know if they are compatiable? Thanks for the hard work!
Shocky  [author] 17 Feb, 2016 @ 2:07am 
Yes, but should work with my tiny affinity overhaul and t1 affinity units. Think I will update affinity mod in some time in the future, with more features.
jsnider193 16 Feb, 2016 @ 5:28pm 
presume this includes what is in your separate bldg/wonder mods .... y/n?