Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Aggressive Wildlife - A Hostile Planet
Showing 1-10 of 10 entries
Update: 8 Jan, 2015 @ 11:31am

- early beta of the new difficulty setting "Heart of the Swarm" (aka Swarmmode) added

Update: 7 Jan, 2015 @ 9:08pm

v7
Mainly overhauls aquatic aliens. Also reverts a few changes the latest official patch made to Apollo AI.

Apollo AI:
- Doesn't get a free affinity level anymore and its bonus-strenght against aliens has been set back to 40% (was 60%).
- Only gets 2 free combat units instead of 3.
Reasoning: Tier 2 Melee units with 60% combat strength just wrecked the aliens, making the AI almost "immune" to them. I feel like reverting these changes was necessary to ensure at least SOME "power struggle" between Aliens and Major AIs. If you don't like this change you can remove it by deleting the apollo.sql file in the slq-folder of the mod.

Units:
- Sea Dragon is now a Range 1 Unit
- Sea Dragons now has 12 Melee Combat Strength (was 14) and 12 ranged attack
- Sea Dragon now has 2 Moves (was 4)
Reasoning: Instead of being a unit that just kills t1-boats and dies when it attacks cities, it's not now THAT strong against boats anymore, but a a bit stronger against cities - as it doesn't take any damage anymore when it attacks. Using boats when defending against aquatic attacks will now be possible and effective.
- Evolved Sea Dragon has been added and will start spawning on turn 80.
- Evolved Sea Dragon: 20 Melee + Range Combat Strength, 1 Range, 2 Moves
- Kraken is now a Range 1 Unit (52 Range Strength)

(I forgot to remove some changes from the changelog in the mod folder - this one is the correct summary)

Update: 12 Nov, 2014 @ 2:46am

- fixed young and adult siege worm spawn (was too early)

Update: 10 Nov, 2014 @ 9:48pm

v6

Just some small fixes:
- Disabled the promotion that gave aliens +1 vision until Firaxis fixes the problem of unit hotkeys vanishing
- Now works with all game speeds by default
- Wolf Beetle melee strength down to 13 (was 15)

Update: 5 Nov, 2014 @ 5:57pm

- small bugfix (Alien Queen no longer has 25 movement points :D)

Update: 5 Nov, 2014 @ 3:47am

v5

- Aliens how have 2 tiers. "Evolved" Versions of the normal Aliens will start spawning on turn 80.
- EXP Cap for killing aliens has been removed (General level-cap unchanged)
- Updated tech descriptions to show that the ultrasonic fence has been moved

Units
- Manticore Ranged Combat Strength set to 12 (was 10)
- t2 now sometimes spawns an Alien Queen (a relatively strong (36 combat strength), but slow Xenotitan). Is NOT a massive unit (like the siege worm), but will mix with normal aliens.
- Colossal units can, once again, start spawning at turn 20. However, a weaker version of the Siege Worm will spawn until turn 80.

- Reworked Spawn-Chances again:

Before turn 80:
Wolf Beetle - 45%
Raptor Bug - 25%
Drone - 15%
Manticore - 15%

After turn 90:
Evolved Wolf Beetle - 40%
Evolved Raptor Bug - 25%
Evolved Drone - 15%
Evolved Manticore - 15%
Queen - 5%

Update: 1 Nov, 2014 @ 7:16am

Finally a Version that brings more than "hotfixes"!

- Siege Worms will no longer spawn in such high numbers and instead use a value that is double of what they spawn on "neutral" opinion in the base game. (Didn't even know they spawn based on opinion)
- Normal Unit Spawn Rates have been changed, too:

Wolf Beetle - 40%
Raptor Bug - 20%
Flyer - 20%
Manticore - 20%

(Default values mostly spawned Flyers and Manticores when Aliens are hostile.)
- Now that Unittype-Spawning has been fixed, I've done some general unit changes:
---Siege Worm
No longer ignores building defense. This reduces the damage they do to cities. (MAY reverse that change if they turn out to be rather rare due to the change in the spawning mechanic.
---Raptor Bug
Combat set to 12 (down from 14)
-> Is now a fast, hopefully annoying but now slightly weaker melee unit (to match mounted units)
---Wolf Beetle
Combat set to 15 (up from 8)
-> Is now a reasonably strong melee unit and the "core" of the alien race. Don't even think about attacking these with t1-units.
---Manticore
Movement set to 2 (up from 1)
-> Gets some serious offensive potential instead of being the slow, defensive-only unit that it is in the base game.

Overall, the new spawn-rates and unit-changes should make the aliens slightly less suicidal, but instead make their attacks feel more coordinated.

- Alien Units now heal 15 damage in Miasma, just to extend their reign over those areas a little. Clearing miasma in own territory becomes more useful early on.
- tweaked ALIEN_NEST_MIN_SPAWN_RATE and MAX_ALIENS_FROM_NEST_NEARBY a bit. Still not sure if they really do what I think they do.
- changed the Extra-Alien-Spawnchange for Raging Aliens from 10 to 20 to add some extra rage for those who want to suffer. In my testings, I found it extremely hard to defend and stay alive if I spawned near too many nests, so see this as a "survival"-mode.

Update: 30 Oct, 2014 @ 11:05am

- mainly a compatibility-fix, mod now uses a seperate promotion to give aliens additional sight instead of reusing the promotion of a wonder

Update: 29 Oct, 2014 @ 7:55pm

- Reintroduced Ultrasonic Fence, chaged tech and costs (was causing trouble with quests)

Update: 29 Oct, 2014 @ 5:54am