Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Rising Tide of Aliens
VernumNitor  [developer] 24 Oct, 2015 @ 3:51pm
Feedback and Suggestions
Please use this thread to write your feedback and suggestions or ideas, it will be greatly appreciated :happy_creep:
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Showing 1-3 of 3 comments
VernumNitor  [developer] 25 Oct, 2015 @ 12:07pm 
So a few updates:

The collosal units are spawning so little, becouse there is too much normal aliens. That should be fixed in the next update (hopefully late, late this night).

Hydracorals growth will be changed. Since increasing their growth did not work very well, level 3 hydracorals will instead of dying spawn level 1 hydracorals (the cycle of life ;) ) with a chance to spawn another level 1 in adjacent plot. I am also thinking of making them spread some nasty thing in ocean (something like miasma) - but I guess I will do that in another mod...

I think I figured out how to make scaling aliens, but it is a little bit time consuming to test it and even more time consuming to write the whole code :P But hopefully I can do that tonight ;)
The same goes for random nest spawning.
LetumComplexo 25 Dec, 2015 @ 2:02am 
So, a known thing with this mod is that if you haven't attacked any aliens they won't attack you. In order for the aliens to attack you you have to have attacked first at some point (excluding some weirdness with Worms).

Here is my thoery: because the aliens are starting as Hostile (orange), their pathing AI tells them to move into position to attack, however, they can't attack until the player attacks first. This causes the aliens to move into attack position but not attack, and therefore pile up and surround all player units and cities. While kind of hilarious this is also extremely frustrating.

My suggestion is this: either start the alien agression a single tick bellow hostile (so that one attack from the player will turn them hostile) or modify the Alien AI in such a way as to eliminate this behavior. Option 1 is easier, but option 2 is actually adressing the problem and not just treating the symptom.
Last edited by LetumComplexo; 25 Dec, 2015 @ 2:03am
VernumNitor  [developer] 20 Dec, 2016 @ 8:14am 
Originally posted by LetumComplexo:
So, a known thing with this mod is that if you haven't attacked any aliens they won't attack you. In order for the aliens to attack you you have to have attacked first at some point (excluding some weirdness with Worms).

Here is my thoery: because the aliens are starting as Hostile (orange), their pathing AI tells them to move into position to attack, however, they can't attack until the player attacks first. This causes the aliens to move into attack position but not attack, and therefore pile up and surround all player units and cities. While kind of hilarious this is also extremely frustrating.

My suggestion is this: either start the alien agression a single tick bellow hostile (so that one attack from the player will turn them hostile) or modify the Alien AI in such a way as to eliminate this behavior. Option 1 is easier, but option 2 is actually adressing the problem and not just treating the symptom.

Hi there :) The first option is already in place. It´s actually vanilla mechanic, unless you attack the aliens they just wont attack you... well except for worms, sicne they move "non-sentiently" and just destroy everything in their path... its not on purpuse... they just want to hug you!
The "hostility" rating changes only their agressivness, spawning and targeting... ;)
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