Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Experience Worlds Beyond Earth
Game modifications, scenarios, interface, and so much more. Explore the modding world of Beyond Earth, and when you're ready, download the SDK to create and upload your own.
Hehaho15 11 Oct, 2015 @ 9:23am
[Mod Request] Multiple Fixes for Rising Tide (Either in seperate mods or single mod)
I've found 4 major things in need of a fix:
-Station Spawn distance (It's back in Rising Tide, and now they can appear at sea too)
-Revival of Old Ultrasonic Fence (It does basically nothing now, and seige worm/Kraken always ignore it)
-Rebalance of Ratio of Strategic Resource Amount on land to at sea (There's making the water gameplay relevent, and then there's removing land gameplay relevence, and this is the later)
-Fix for New Capital Razing problem (And maybe make original capital razable as well)


Going into the Stations:
-Set Spawn Distance to 9+ tiles away from any city please


Going into the Ultrasonic Fence:
Either
-Restore the Old Setup to completely repel
OR
-Heavyly Boost the "Discouragement" of aliens entering to the point that nothing would enter unless the aliens are at the "Orange stage"

What would be really cool is if the fence's effect strength could be tied into the set difficulty.


Going into the Strategic Resource rebalance:
-Buff Amount per site on land to between 4-6, and double occurance of strategic resources used in Affinity Units (Mostly Firaxite/Xenomass/Floatstone/Titanium) on land
-Nerf Amount per site on water to between 5-7 average (will preserve feel of faster pace), and quarter the occurance of strategic resources
-Note that this is only in regards to Strategic Resources, the rest of the resources are quite balanced
-Also preferably make Alien nests only appear on Xenomass again, and maybe appear less

Going into City Razing Fix:
either
-Fix how when you capture the Original capital of a CIV, the new capital won't be razable
or
-Make all Capitals razable, including Original. (Might cause problems for Domination Victory condition running right, since it keeps track by captured Capital)
Last edited by Hehaho15; 29 Oct, 2015 @ 4:55pm
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Showing 1-8 of 8 comments
Keeshi 11 Oct, 2015 @ 4:07pm 
Do we know if the bug when using mods that change the worker promotions are in RT? I was hoping they fixed this bug from the base game.
Hehaho15 11 Oct, 2015 @ 5:56pm 
Originally posted by Keeshi:
Do we know if the bug when using mods that change the worker promotions are in RT? I was hoping they fixed this bug from the base game.
Workers get Promoted? what would that even do?
Keeshi 11 Oct, 2015 @ 6:09pm 
I ment Units, not workers lol
Hehaho15 12 Oct, 2015 @ 5:49am 
Originally posted by Keeshi:
I ment Units, not workers lol
I have no idea, maybe it is, maybe it isn't
xCythex.ttv 17 Oct, 2015 @ 5:31pm 
I agree on all of the above suggestions.

I would add to this request another bug that I've found. I'm a big fan of Razing enemy cities, always have been because I like my cities in certain places and patterns. As always, you can't Raze an enemy capitol. But this is bugged now that any city that was EVER an capital can't be razed.

Example, I take Freeland from Polystralia....it automatically makes another one of it's cities it's capitol. I then take that one...and boom...immune to destruction. It's very frustrating and basically forces me to take their capitals last. This wasn't a problem before Rising tide and really messes with my OCD.
Hehaho15 18 Oct, 2015 @ 6:12am 
Originally posted by Cythe:
I agree on all of the above suggestions.

I would add to this request another bug that I've found. I'm a big fan of Razing enemy cities, always have been because I like my cities in certain places and patterns. As always, you can't Raze an enemy capitol. But this is bugged now that any city that was EVER an capital can't be razed.

Example, I take Freeland from Polystralia....it automatically makes another one of it's cities it's capitol. I then take that one...and boom...immune to destruction. It's very frustrating and basically forces me to take their capitals last. This wasn't a problem before Rising tide and really messes with my OCD.
We should be able to raze all cities as well, I'll add it to the top
Hehaho15 24 Oct, 2015 @ 11:25am 
Still hoping someone can fix some of these... It'd be cool if the two terraforming satellites would give more than 1unit of strategic resources, and the lesser one (Weather control I think?) could spawn 2-3 as opposed to 1-2 during lifespan
Hehaho15 29 Oct, 2015 @ 4:55pm 
An update just popped up, and it sounds like it should fix Electic Fence issues and city Razing issues... will update later if they're actually fixed
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