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.
how to make your own mods
why wait for some middle-aged man living in his mothers basement to make mods for you when you can make your own modifications to the game yourself.

Here i will teach you how to make your own modifications to the game.

In video games much like this, there are basically 2 types of code formats. The integral and the Integrator (just my terms of explaining). The integral is a piece of code that does a specific action in the game or carries a piece of infortmation for another integral. The integrator is a piece of code that tells where the integral needs to go in order to function properly.
in order to start adjusting the integrals, you need to find the data files, which are usually stored in the steam file under "program files(x86)" unless it was changed manually.

From there the chain to the data files is pretty simple:
Steam->SteamApps->Common->Sid Meier's Civilization Beyond Earth->Assests

You can start altering the integrals form here, but those files are mainly just imagery, artwork, transistion files etc. if you want to change the gameplay you need to go further:
Assests->gameplay->XML

From here you can start altering the gameplay itself. All the code here is in notepad form, meaning that you can easily change a piece of code. if you closely read all the lines of code you should be able learn how to change the characteristics of certain units or buildings all the way up to the behaviour of civilization leaders.

Be warned though, the code is layed out in such a way that the integrators are always on the tops of the notepad docuent and you shouldn't touch them if you want your game to work. But the rest of them should all be integrals, in which is should sometimes be spelled out on how to modify them.

if you had enough practise modifying your gameplay, you should be able to know how to manually add code to their respective file(s) and then you should generate and/or create some artwork to go with your addition. Then finally create an integrator to tell where the code needs to go and you have created a mod!

if have any trouble finding an integral you wish to edit or need help understanding the coding, just give me a yell by messaging me or more easily put a comment down below and wait for a response
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Showing 1-3 of 3 comments
Joko 5 8 Feb, 2015 @ 11:41am 
You know how to add a resource icon to the building description? This area in specific...

<Row Language="en_US" Tag="TXT_KEY_WONDER_CHEMICAL_PLANT_HELP">
<Text>This building provides 1 Petroleum and create 1 Unhealthy.</Text>
</Row>

I want to replace the Petroleum and unhealthy words with their designed icons. Because for some reason when i make a building give me resource, it does not show up on the "building effect area" and i am forced to "write" it as a help text so players know what the building do.

Here is a link to show what i mean (dont know how to post pictures here since the [img][/img] format doesnt work...
https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xfp1/v/t1.0-9/10984038_10155290248610294_2121857485468132069_n.jpg?oh=dce2273758897e2311117072669ba4ff&oe=556662E9&__gda__=1431320460_0117f84e2c0f676d86921e29b8ae6d7a

and here is the building XML (also need to find how to add the Unhealth penalty, if you can help me with this too)

<GameData>

<BUILDINGCLASSES>
<Row>
<Type>BUILDINGCLASS_CHEMICAL_PLANT</Type>
<DefaultBuilding>BUILDING_CHEMICAL_PLANT</DefaultBuilding>
<Description>TXT_KEY_BUILDING_CHEMICAL_PLANT_DESC</Description>
</Row>
</BUILDINGCLASSES>

<BUILDINGS>
<Row>
<Type>BUILDING_CHEMICAL_PLANT</Type>
<BuildingClass>BUILDINGCLASS_CHEMICAL_PLANT</BuildingClass>
<Cost>70</Cost>
<ConquestProbability>67</ConquestProbability>
<PrereqTech>TECH_CHEMISTRY</PrereqTech>
<EnergyMaintenance>2</EnergyMaintenance>
<Description>TXT_KEY_BUILDING_CHEMICAL_PLANT_DESC</Description>
<Help>TXT_KEY_WONDER_CHEMICAL_PLANT_HELP</Help>
<Civilopedia>TXT_KEY_BUILDING_CHEMICAL_PLANT_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_BUILDING_THORIUM_REACTOR</ArtDefineTag>
<IconAtlas>BW_ATLAS_1</IconAtlas>
<PortraitIndex>13</PortraitIndex>
</Row>
</BUILDINGS>

<Building_ResourceQuantity>
<Row>
<BuildingType>BUILDING_CHEMICAL_PLANT</BuildingType>
<ResourceType>RESOURCE_FIRAXITE</ResourceType>
<Quantity>1</Quantity>
</Row>
</Building_ResourceQuantity>

<LocalizedText>
<Row Language="en_US" Tag="TXT_KEY_BUILDING_CHEMICAL_PLANT_DESC">
<Text>Chemical Plant</Text>
</Row>
<Row Language="en_US" Tag="TXT_KEY_BUILDING_CHEMICAL_PLANT_PEDIA">
<Text>A chemical plant capable of producing petroleum using special chemical process. What we was unable to do on earth, we found ways to do it here on our new home.</Text>
</Row>
<Row Language="en_US" Tag="TXT_KEY_WONDER_CHEMICAL_PLANT_HELP">
<Text>This building provides 1 Petroleum and create 1 Unhealthy.</Text>
</Row>
</LocalizedText>

<Building_Flavors>
<Row>
<BuildingType>BUILDING_CHEMICAL_PLANT</BuildingType>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<Flavor>60</Flavor>
</Row>
<Row>
<BuildingType>BUILDING_CHEMICAL_PLANT</BuildingType>
<FlavorType>FLAVOR_EXPANSION</FlavorType>
<Flavor>60</Flavor>
</Row>
</Building_Flavors>

</GameData>
Last edited by Joko; 8 Feb, 2015 @ 11:44am
Joko 5 10 Feb, 2015 @ 2:21pm 
I solved that problem of the icons. [ICON_FOOD] , [ICON_PRODUCTION] , [ICON_PETROLEUM] , [ICON_TITANIUM] , [ICON_GEOTHERMAL] and so on. I yet need to find out the command for the strength/defense shield and the range icon...
Joko 5 14 Feb, 2015 @ 8:56am 
Thanks, i found those 2 [ICON_STRENGTH] and [ICON_RANGE_STRENGTH]

:)
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