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.
Ariatiki 9 Feb, 2015 @ 2:37pm
How hard would a teleport structure be to create?
Specifically, I'm curious about making a mod that adds a building that emulates the Phasal Transporter satellite: Namely, permanently makes the city hex and surrounding hexes valid destinations for teleporting friendly units.
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Showing 1-6 of 6 comments
Joko 5 14 Feb, 2015 @ 8:55am 
Really hard, the buildings mod area has limits of what you can do. The developers placed stops and walls to features on buildings even if another area of the game has it.

For example, you cant make a building give you 1 unhealth, so you have to work around it and the best you can do is give it a 1% unhealth modifier.

I try to make a building give me +5 healing for units and i was unable, even using the same XML the tech has for its +10 healing for units.

The devs of the game placed stops and walls to many of the modding areas. In order to do a building that can do what you want it to do, you need to create your own XML command for it and edit/alter the core of the game itself and hope you dont corrupt the game data. Only a person with high skills can do such things, but a new guy to modding like me, cant even dream about it.
Ariatiki 16 Feb, 2015 @ 2:16pm 
Alright. Thanks for the info.
Joko 5 17 Feb, 2015 @ 9:58am 
no problem, for the +5 healing i found the alternative. +5 healing for units on friendly territory. Which means when you take the units out of your borders, you lose the extra +5 healing.

If there is a way for what you want, ill find it or an alternative to it. The only alternative i can think of right now is to make a building that when build, it give you the teleport pad. But of course it will be destroyed after X amount of turns. So a fix for that would be to create a new teleport pad that has no orbital time limit. The Octopus can go up to orbit and back down to earth with affinity upgrade, perhaphs there is a way to give that upgrade to the telepord pad, in that way you have a permanent teleport pad that you can move around. But a powerful pad like that has to have a down side, so i was thinking that it only has 2 block for teleport, forcing you to only teleport 2 units per turn.

I still dont have the knowledge to make new units or alter the existent one, but maybe a modder our there can do it for you. If by the time i finish my project, no one has done it, then ill learn the units XML and do it for you.
Joko 5 17 Feb, 2015 @ 11:41am 
Hey i made the mod for you, you can find it as Teleportation Building in the Workshop. I made a building that gives you a new Unique Unit that works as a Phasal Teleporter, but only within your borders and does not get destroyed when the orbital time ends, instead it allow you to re-launch it. Its orbital Duration is 10 turns. I Made it short because you can only have 1 and if its get destroyed you lose it forever. Because i didnt want to make obsolte the regular Phasal Transporter.

That is the best i can do with my modding skills for now. If i find a way to make a building that has the effect ill upload it, for now, hope this one works for you.
Ariatiki 20 Feb, 2015 @ 1:09pm 
Very nice. Thanks for making that. Sounds like it should do the job.
Joko 5 20 Feb, 2015 @ 1:58pm 
anytime :)
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