Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Awesome Loadout
165 Comments
AdAstraWill 20 Jun @ 5:54pm 
Hey Ryika, just a question, as my brain may be too smooth to comprehend things sometimes;

Regarding the "Important" at the bottom of the mod description, will this fix the apparent bug of the weird promotion issues at the beginning of the game with soldiers and explores etc, where the normal commands do not show up for them etc and its just a bunch of weird icons and the heal icon?

Love the mod by the way, used it every time I played until I couldn't figure out why my units were being weird haha

(re-posted to fix some grammar)
Bumbefly (we/All) 10 Apr @ 10:43pm 
Esc (& closing X) make my games configure a 3rd time so that doesn't work. I need to
1) load a game (any save with intended mods will do),
2) go back to Main Menu
3) load the game with latest auto-save.
Only auto-saves will have mods configured as they should be.
stonez 2 Oct, 2024 @ 12:46pm 
okay so I went to tier 3 and no it is 6 science total. Seems calculation is off regarding the first 2 tiers
stonez 2 Oct, 2024 @ 12:43pm 
Hi, I got a quick question. I am not sure if the specialist bonus from the AU primary ability is scaling correctly. I build the communal laboratory (accessed from the loadout bonus) in the capital and the bonus from the specialist stays on 5 science after going to 'tier2'. I have yet to test with some of the other 'vanilla' buildings. I also got the 'Laborers Guild' from the spacecraft option. So it seems standard, the specialist gives 3 science, now +1 for the AU primary ability and another +1 from LG. After going to tier 2 I'd expect to get 6 science of course. Is this just a conflict between the 2 mods, loadouts and sponsors, or something else?
Fokke456 24 Sep, 2023 @ 1:07pm 
This seems to work with Anchor Ceti 1.15.
harrisgilliam 4 Jul, 2023 @ 8:07pm 
Can you modify your code so that all references to files are lowercase only? You use all combinations of mixtures of all caps, mixed case and lowercase. But the actual filenames are all lowercase. On Windows (and now MacOS by default) this doesn't matter because their OS is case-insensitive but for Linux (and practically every other OS on the planet) it matters. So none of your mods work on Linux unless I go through all your code and everywhere you reference a file convert the names to all lowercase :-(
Anthaderas 27 Jan, 2022 @ 9:43am 
Ok, thanks for answering :D
Ryika  [author] 27 Jan, 2022 @ 6:00am 
No, not possible.
Anthaderas 27 Jan, 2022 @ 4:18am 
Not possible to have a fix for what's "important" ?
MamylaPuce 13 Jan, 2022 @ 12:29pm 
Ok, thx, i've never upload a mod here on Steam but i will found how ^^ I will credit you ofc and put the link from your mods.
Ryika  [author] 13 Jan, 2022 @ 10:59am 
I stopped playing the game a long time ago, and don't plan to work on the mods anymore.
If you wish, you can turn the translation into a mod and upload it on the workshop, and I'll link it in the mod description.
MamylaPuce 13 Jan, 2022 @ 10:43am 
Hi Ryika ! Thx for your mods ;-) I'm French and i have personally translate "Awesome Loadout" and "Awesome Sponsors" (for Rising Tide only) in french for my personnal use. Can i give you the files in order to purpose the French Translation from those mods ? I only translate into the xml files ofc.
clop1000 4 Dec, 2021 @ 3:04am 
Some of the loadouts are really unbalanced but fun)
WizardSleave 10 Oct, 2021 @ 11:36am 
@GojiraTX, load the mod like you would any other in the game. Before you start the game go back to the main menu and do it again. That is what worked for me. Its explained in the “Important” part in the explanation.
GojiraTX 7 Oct, 2021 @ 1:12pm 
I promise you that I did follow the steps exactly.
Ryika  [author] 1 Oct, 2021 @ 4:34am 
The workaround should always work though. Make sure you follow the steps correctly.
GojiraTX 30 Sep, 2021 @ 11:13pm 
Sorry dude, but your workaround doesn't work for me and therefore i can't use your mods, which really sucks because they all look great.
WizardSleave 17 Aug, 2021 @ 11:18pm 
Never mind, figured it out. Great mods!!:steamthumbsup:
WizardSleave 17 Aug, 2021 @ 11:11pm 
I apologise for asking this as this may have been explained int he comments already i was just blind to not see it scrolling through for the answer. Can you explain in monkey terms how to rectify the bug in the game so you can see the unit UI with this mod, as i have no idea what the explanation is talking about. Thanks
Ryika  [author] 1 May, 2021 @ 6:31am 
The solution is in the mod description. The paragraph named "Important!".
Ast 1 May, 2021 @ 4:58am 
Can we get an update for the mods? The UI gets bugged out.
endeaver928 20 Mar, 2021 @ 10:57am 
MOD BUGS OUT THE UI
uffdude7874 11 Dec, 2020 @ 8:50pm 
Hello, I am trying to make my own custom loadouts for this game and I can't find any resources at all on how to do it. If anyone has any help to offer it would be greatly appreciated.
gswaney05 15 Aug, 2020 @ 7:01pm 
Any time I configure files a second time it just disables the mod and I can't use it unless I close and reopen the game but then I can't use the mod poperly cause of the messed up promotion system.
clop1000 8 Jul, 2020 @ 10:35am 
Unexpected - a new updated)
clop1000 28 Jun, 2020 @ 3:05am 
Yep) Sorry, thought they have 4 by default)
Ryika  [author] 28 Jun, 2020 @ 2:37am 
Explorers have 2 movement by default, sooo... 4 seems about right?
clop1000 28 Jun, 2020 @ 1:12am 
Cools mod) Mines become much stronger with +1 production bonus.
Also great idea with scattered explores.
But additional movement points for explores don't show in the UI. it still says that they have 4 movement points.
Ryika  [author] 27 Jun, 2020 @ 4:25am 
Yeah, that's about it.

You should probably just choose what you're interested in: If you enjoy Beyond Earth as is and just want to expand it with more options, that's what the Awesome Collection is for.

Codex turns it into a very different experience.

Compatibility with other mods is much better in the Awesome Collection.
clop1000 27 Jun, 2020 @ 4:17am 
As far as I get it - "Awesome" mods are more in line with the vanilla but with more interesting stuff, and CODEX is more of a REDUX?
What will you recommend to try first?
Ryika  [author] 27 Jun, 2020 @ 4:08am 
Well, there's two sets of the awesome modpack, one for vanilla, and one for rising tide. Mods in each modpack will be compatible with each other. (Some mods are part of both packs, since they work with or without the expansion). The Rising Tide Collection for the modpack can be found at the top of the mod description above.

They are indeed not compatible with Codex. Codex has its own modpack, which can be found at the top of the mod description of each of the Codex Mods. There are a few unofficial Codex Mods created by other people that may or may not be up to date.
clop1000 27 Jun, 2020 @ 4:05am 
Am I right that all "Awesome" mods are completely compatible with each other?
And they not compatible with codex mods?

What about CODEX MODS - are they all compatible with the mods that have "codex" in their names?

Can someone recommend so called modpack to me?
Amadeus 4 Mar, 2020 @ 12:18pm 
Gotcha, thank you for the quick reply! I just recently started my first CODEX game and it helped revive CIVBE for me, so now l'm looking for anything that's compatible to get the most from my experience.
Ryika  [author] 4 Mar, 2020 @ 11:56am 
Short answer: No.

Somewhat longer answer: It might. If it does, then a lot of the tooltips will be wrong, and the game will combine effects from both mods for many of the options. Plus, a lot of the effects will have very unintuitive outcomes.

I wouldn't recommend combining the two.
Amadeus 4 Mar, 2020 @ 11:35am 
does this work with CODEX?
Radarhazard 28 Jul, 2019 @ 6:03am 
Ohh, this is gooood! Thank you!
Morwo 10 May, 2019 @ 10:43pm 
duh! just read the 'Important' foot note after i wrote my comment. so that behaivior, it is.
Morwo 10 May, 2019 @ 10:39pm 
having this mod alone active without other it bugs itself out. when i chose combinations and go for planetfall, at times all units got their specifc actions removed, at other times not.
ie;
Mutants
Dark Guild
Blueprint - Workshop
HEDEN 6 Oct, 2017 @ 8:40am 
looks a bit overpowerd
not gona lie
Ryika  [author] 2 Sep, 2017 @ 11:52am 
As far as I can tell, the mod works perfectly fine. You'll have to go into more detail if you're experiencing problems and want me to help you.
swhostettler 2 Sep, 2017 @ 9:49am 
love this mod but it works only occasionally even after loading mods twice. I would like to see an update for this mod
Lûte the Goblin 6 Jul, 2017 @ 8:37am 
Ah, I see.
Ryika  [author] 6 Jul, 2017 @ 7:54am 
That's because you didn't load the mod twice. See the "Important!"-paragraph in the mod description above.

(I've just edited in the "otherwise unit promotions and worker actions will not work properly"-part for additional clarity.)
Lûte the Goblin 6 Jul, 2017 @ 6:05am 
When I start a game with this mod installed I keep getting a pop-up window in the bottom left asking me to select certain bonuses. I thought this came from starting with Alien Artefacts but no matter what I click on it's always there again the next turn. Not sure what I'm supposed to be doing.
Venusaisha 18 Sep, 2016 @ 9:20pm 
yep been using this with rising tide and other mods. it just matter of checking each mod and it's conflicts with others. u never can have too many loadouts:Diplomat:
Ryika  [author] 2 Sep, 2016 @ 3:38pm 
That's caused by lua errors. I'm not aware of any errors caused by this mod so you're most likely using other, outdated mods - I suggest reading my little guide on how to find lua errors:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=569681601
(Point 2)

If you find any errors from other mods you'll have to contact the authors of those mods, or just deactivate them. If you find errors that post my mod, please post the errors here so I can see what's going on.
Quen 2 Sep, 2016 @ 2:10pm 
This mod is great, but it's very finicky, I can hardly have any mod active with this mod without glitching the terrain out. The only mod I knwo of that can would with this mod alone, is Echoes of Earth.
grendel 5 Jul, 2016 @ 9:01pm 
I think I figured it out. Saying to hit ESC after launching the game is confusing. I hit ESC after the mods menu not once the game has launched(which does nothing but bring up the in game menu) and it seem to be working so far.
grendel 4 Jul, 2016 @ 11:42pm 
What exactly do you have to do to load it twice? I played up to turn 366 with no problems and now I can't even go one turn without losing the menu for unit actions, it just says 'out of turns'. I've deleted it and reinstalled and clicked the check on and off in the mods list. Neither did anything.
Venusaisha 1 Jul, 2016 @ 10:49am 
Best Loadout i seen for Rising tide. :steamhappy: