Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Hopefully Firaxis will look into this(and also into why you have to hamstring the leader animations in order to add any other leader screens).
Really enjoying what I've played so far - keep up the good work!
Now, to find a mod that makes Krakens and Siege Worms a little less like the hand of an angry God....
Doesn't seem to happen with the other SMAC faction mods though....
As a design tenant, it is not that fitting in the context of BE. BE is a very optimistic game, along with the entire Civ series, and it's core design is built around this attitude. That being said, the primary reason I liked Alpha Centauri was not for its gameplay, but for its ability to tell a story. Stories are made more interesting when they are populated by characters with strengths, flaws, and beliefs that fall in the gray zone of morality. When I make mods, I'm more interested in telling an interesting story through the gameplay, and I think adding weaknesses to otherwise strong factions is a good way of doing it.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=353440776
fyi: If you were doing an autoplant quest mod, you actually will get metric tons of subscribers if you undo the trade route change.
Have you been able to check out the covert ops mod I linked? I want to make sure that it is something you wouldn't mind adding to your mod before I begin.
If not, would you mind if I took a look at your code so that I can attempt to creat a combined script that would combine the two mods so that there are no conflicts?
I'd see if you could do 1 extra view and move distance on water, maybe enhanced naval unit strength at the cost of increased unit maintinence costs like +1 per naval unit.
Short version: AI spies are more likely to stay in cities that are vunerable to espionage. This means both university cities and cities with high levels of intrigue.
I am currently playing as the University. I am still in the early parts of the game, so I have not really gotten to the point where all of the AI have built Spy Agencies. I am interested to find out how the espionage dynamic makes things more interesting and challenging.
Keep up the great work I can't wait to see your version of Gaia's Stepdaughters and Morgan Industries.
1.) go to the folder Documents\My Games\Sid Meier's Civilization Beyond Earth\MODS and delete any files related to Gaia's Stepdaughters.
2.) go to the folder Documents\My Games\Sid Meier's Civilization Beyond Earth\cache and delete the CivBEModsDatabase
@ slcowden: Thanks a lot of the kind words and I'm glad you enjoy them. I'll try hard to implement the rest of the factions in interesting ways. Are you playing as The University or against them?
@ Kai: I'm hoping for more feedback about this, as I can see this happening. Currently, the covert ops AI is a little silly, and I think I edited it so that spies are a little more intelligent and dedicated to their work. I'm hoping I didn't overdue.
@ satdanov: Thank you for the kind words. Fizzeh is certainly doing a great job on his own versions as well, and beating me to the factions by quite a wide margin!