Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Rising Tide of Miasma
VernumNitor  [developer] 30 Oct, 2015 @ 12:44pm
Feedback and Suggestions
Please post your bug reports and any feedback on balance here.

Any suggestions for development of this or other mods is welcome as well as ideas for new mods!
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Showing 1-6 of 6 comments
Chico Chico Chico 2 Nov, 2015 @ 11:41am 
Here's a few bugs:

> When i give a worker an improvement build order, sometimes the tile he's working at will look like it's been pillaged (black smoke and all) until the improvement is done

> we can (try to) repair improvements under miasma, but it won't work

> the AI will spend a long time trying to repair improvements under miasma.

I dropped a condenser on PAC early on to screw with her, and she spent the rest of the game losing units and trying to repair improvements, she never expanded beyond 2 cities. When i took her capital with a coup, it had like 6 buildings. On Apollo! I felt bad for the AI and started dropping repulsors everywhere :)

I quite like this mod and how deadly it makes miasma, but i think the AI repair thing is game breaking and, if it can't be solved, i suggest you should drop the miasma-pillage feature and stay only with the extra damage and -1 food. Or maybe -1food -1energy;
Last edited by Chico Chico Chico; 2 Nov, 2015 @ 11:43am
VernumNitor  [developer] 2 Nov, 2015 @ 12:04pm 
Thanks! :)

The first one is really not solvable, since its graphics bug, and I cant just mod graphics engine :/ Its similar to the problem of terraforming mods > you can change the terrain but graphics wont re-load until you save and re-load the whole game.

I will look if its possible to disable repairs while under miasma, that should (partly) solve the third problem as well :) Problem is I wont have time for the next two weeks to do something so extensive :/ I can disable pillaging too (sicne -1 food is currently also disabled) if its a big problem.

> Problem with modding miasma is that there is no (working) entries in XML. There are entries, but they dont do anything. I have no idea what controls miasmia, since its not in luas either.
Another problem is that there is no BERT API, I am using Civ 5 API, and there is no miasma there, so i know only two commands concerning miasma :/

Since I cant change the yields by simple XML command, I need to keep a "list" of wheter the tile has changed yield or not. However, it turns out that this list isnt kept in saves. So, what I am going to do is to check for the "original" tile yield as given by terrain. If this is changed (for example by improvement) it will cause problems. Probably. I will have to do testing about it, since it seems that the game can differentiate between "true tile yield" and tile yield as shown to player, after changes by technologies/buildings.

Also, the AI seems unresposive to changes in XML. They DO change advisors "advices", but it seems like the AI doesnt follow those. I am not sure why. From what I seen the AI researches, builds and does ALWAYS the same thing. It goes for virtues too. Every AI has all virtues in knowledge for some reason. For a game thats almost impossible to play online, they really screwed the AI :P Similar in Civ 5...

Well. Thanks for feedback. Sorry for the wall of text :) Let me know if you think the pillaging is a big problem, I can disable it with one click, until I will have time to rewrite the code :)
Chico Chico Chico 2 Nov, 2015 @ 12:50pm 
Damn that's an uphill battle. Well i think this mod is really nice, even though i just played my easiest apollo game ever :) My concern is that is makes sea cities so much more attractive, since there's no terrain or miasma to slow me down; however, your alien mod makes them, SPECIALLY the sea aliens, quite a threat, and i like the persistent hydracorals. So for me those mods are fine, i know how to deal with miasma and aliens, the problem is the poor AI which, despite it's ridiculous bonus, will beeline hordes of rovers and settlers to a certain death.

I'd like to disable the pillaging, but you don't need to update your mod, just point me which line i need to change.
VernumNitor  [developer] 2 Nov, 2015 @ 1:21pm 
Well, for seas, I am thinking of adding "some goo" that will spread from hydracorals. But I am not sure if its "needed". You know, too much complexity isnt good. From my experience I had more problems settling the seas than land (thx krakens :P ), and as I said in the mods descriptions, my mods are really supposed to be used together :)

I am actually kinda hoping firaxis will acknowledge the AI problem and fix it. But even for them, AI programming is quite huge problem. I just wish they would finally use neural nets and self-learning programming -.- Actually... thats such a great idea... I think I will write them... Better yet... Maybe I will do it O.o

To disable it is quite easy, just go to your MODS folder and find "Rising Tide of Miasma (v 2).modinfo", open it (notepad will do just fine) and remove the following entry:
<EntryPoint type="InGameUIAddin" file="Lua/MiasmaYield.lua">
<Name>MiasmaYield</Name>
<Description>
</Description>
</EntryPoint>

Everything should work fine after that :P :)

Edit: Saved games will most likely not work ;)
Last edited by VernumNitor; 2 Nov, 2015 @ 1:22pm
StarRuler 24 Nov, 2015 @ 3:29am 
So, I love the mod but as a die-hard Harmony player, it causes me some issues. The nature of Harmony is supposed to be the ability to learn how to work with the planet to thrive. This includes the miasma. In the vanilla game, Harmony 8 provided healing similar to the xenos, now it simply provides no damage to units. With this mod, though, until the end of the game your buildings will get eaten alive by miasma unless you go on the Harmony warpath to exterminate the aliens.

Is there a way to run a check to determine if pillage will be applied against the damage units take in miasma? So "If miasma unit damage is greater than 0, buildings under miasma equal pillaged, else buildings equal not pillaged"?

I think this will be in keeping with the flavor of Harmony being planet friendly while still providing the impetus in the early game for Purity and Supremacy hunting the alien nests with a vengance.
VernumNitor  [developer] 24 Nov, 2015 @ 7:01am 
Well I did not chagned the way miasma interacts with harmony. In vanilla Rising Tide Harmony 8 does: "Harmony 8 Units take no damage from Miasma". It does not add healing, that was in a game without RT.
The pillaging mechanic can be stopped by researching "Alien Ecology" - this goes in the spirit that you have to "learn" to work with the planet. It wont be in the first week that you lear to breathe toxic spores :) Even a harmony player is just human the first few years on a new planet :P I was thinking about adding this mechanic to affinity milestone, but I want to re-work affinities in the future, so it went to research. This way, even non-harmony players have access to it, and they dont have to focus on getting affinity points in harmony :)
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