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all went well, expect the diplomacy that's terrible since they all go to war for no reason
also i had a bug not sure if it's from the game or the mod
after i lost the game i kept playing but couldn't save anymore and when i tried to reload the game i lost all health got down to -40
HOWEVER, it seems that the AI just spams units, especially water units. So much so that it gets to a point where nothing gets done because everyone is going to war because "you're weak!" "no, YOU'RE weak!" and such.
I finished one game where none of the other AI were above 4 in their highest affinity because they were all to busy spamming units. Even factions which were down to 1-2 cities would rather go back to war with the faction (i.e. me) that kicked their butt rather than build a colonist and build away from me.
But when I later tried to reload a saved game, not only was the "normal" save not there, and I had to go to an autosave, it wouldn't load.
The first time I tried, I forgot to double-enable, but then I did, and it CtD'ed.
Luckily I hadn't gotten very far, only about 40 turns or so. But have others had issues with saved games?
I've got a question about the ending. I followed supremacy, after Ansibl and Holon Chamber I chose rebuilding Earth, completed Project Combine, sent petroleum and... no more events. So did I make some mistake or just that's the current state of development? If there is no more content (for now) I'd suggest adding some simple, purely text event to connect previous missions with vanilla victory conditions. Without it immersion is totally destroyed, especially for supremacy victory
UPDATE: I found out that holon chamber is buildable in the city where ansible is built. It would be good to show this info in quest description for new players.
1, True, new cities founded after quest benefit from the +4 hammer. This is good as it is, it needs more tactic and thinking when and where to settle. Quest description even says too "to new cities", but this is a mechanic never seen before for anything else, so it wasn't clear for me.
2, Boats can heal outside of friendly territory in RT. But I tried to kill with my not fully healthy tacjets too, they didnt heal either. Also I killed with a 100 healthy rover on enemy territory a battlesuit, it took damage from battlesuit, but killed it, but rover didn't heal. So I eventually changed this trait. I also think 50 heal on kill would be too powerfull, 25-30 would be enough.
Thank you!
1) For the Trade Depot, only cities built after the quest is complete can benefit from it. Does this match your experience?
2) For the boats not healing. I suspect the "boats can't heal outside friendly land" is overriding the "heal on kill". I need to take a closer look to confirm.
I have found to bugs or I misunderstand something:
1, trade depot quest +4 food\hammer: I have choosen hammer, but the destination city that doesn't have trade depot, doesn't benefit from this at all. It worked in my previous play. Do I miss something or it is bugged in my current game? (in attached save game: tianong->quyen )
2, diplo trait, military-aggressive says "military units heal 50 hp when killing a unit". I kill enemy boats with my boats but my boats doesnt heal. Do naval units considered military units? Do "killing units" count for military, naval or just for civ units? (in attached save game: on the south there are my boats that can kill badly damaged brasil boat)
Thank you!
savegame: http://s000.tinyupload.com/index.php?file_id=15810141644576735631
Ah, I see now.
Thank you for responding and clearing that up.
I also noticed that for some of the quests (the mid-game Affinity buildings in cities) have text missing, i.e. it says "Text will be added in future updates"
Mechanically, they work, but it was a bit jarring at first.
In any event, let me say again your mod is wonderful.
1) The fungus is a visual side effect of how I trick the engine into supporting something it doesn't usually support.
2) The Signal always ends at turn 100 (assuming standard speed). This isn't any failing on the part of the player or the colony. Rather it is caused by something going terribly wrong on Earth, preventing them from broadcasting.
Mechanics-wise the main benefit of getting a LaserComm is the ability to keep getting Affinity from Signal Virtues. In early versions the benefits were much greater (overpowering in fact), so it got nerfed into its current, unsatisfying form.
Strategy-wise it is usually easier to get a free LaserComm from Artifact Combos or Wonders rather than hard teching it.
The first one is aesthetic, the second is more pressing.
ONE: Farms, Domes, and Terrascapes "create" the fungus look, the little brown things that you build plantations on.
Not bad, just odd.
TWO: I build the Satellite, and it says "Continue Exploring the Signal", then 2-3 turns later, it inexplicably says "QUEST FAILED" and that I lost the Signal.
For context, I devote EVERYTHING to getting the LaserCom Satellites, got lucky with Petroleum, and restarted three times to avoid losing the Signal entirely, at the expense of everything else.
Even doing everything right, WHY does the signal give out?
If it's part of the mod, then so be it, but if the Signal is lost, can it be "found" again?
To clarify, if that is BY DESIGN, then no worries.
But if there is something I'm missing, then I would like to know what it is.
Your mod is amazing, I love your work, I hope I haven't given you too much text to parse through here.
You can try clearing your cache (Delete everything in "Documents/my games/Sid Meiers Beyond Earth/cache"). You can also send me your database.log and lua.log.
https://steamhost.cn/steamcommunity_com/app/65980/discussions/0/626329820966171725/
I have not tested the mod on linux but it should be compatible.
And after the update. AI is pretty spammable with the colonies, reminds me Civ6:)
As for Internal Trade Routes, they will only provide yields if you have built certain buildings. For example, cities built after after completing the Trade Depot quest will get extra food or production from internal trade routes.
I've found going with the Technicians loadout and relying more on generators to start helps, especially with the first rank of the Smart Grid personality trait and that Signal virtue generator bonus. Any building - or better wonder -- that helps with energy is a must too, and choosing city founding locations is even more key than usual.
I tend to run Chungsu, so I use spies to siphon energy from other civs until I stabilize out. You just have to be really careful with which buildings and tile improvements you choose to make, but I must admit I still struggle with having a big enough standing army when needed.
Can't say this observation contradicts your final conclusion, though.
I like the philosophy of the mod, but the balancing is off.
Best regards
Generators are kind of crappy unless you get something that buffs them. Energy Specialists and Solar Collectors are usually the best way to get energy early on.
In the mid game Xenofuel plants are the best way to generate energy. They consume Xenomass to build so non-Harmony players can make them everywhere without limiting their military.
How does the energy system work in this case?
Thank you for your clartification on the Deep Space Telescope message. Really enjoying the Ansible questline.
1) where Supremacy points are given when launching a new satelite (none given on same turn the trait was unlocked before launching my first spy satellite, which was manufactured on the previous turn), and...
2) where Supremacy points are given when founding a new city next to fireaxite (none given when beginning a new colony, both on the same turn the trait was unlocked and retested for the turn after the trait was unlocked).
I'll play around with other variables as I get time. Thankfully, the pillaging alien nests for affinity points work just great (especially with the virtue for better alien relations).