Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Anchor Ceti DLC 1.16
Protok  [developer] 26 Jun, 2020 @ 9:36pm
Feedback or Questions / Мысли, идеи, предложения, Вопросы
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Such info as:
- Your Faction;
- Map Size;
- Game Pace;
- Difficulty;
- Turns played or current turn of situation.

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Last edited by Protok; 26 Nov, 2020 @ 1:08am
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Showing 1-15 of 45 comments
zArkham4269 27 Jun, 2020 @ 10:52am 
I agree with your earlier comment about the victories coming to early. However, I will like to point out that when I'm playing my other favorite Mega-Mod (Codex and all the Codex related mods) it is almost impossible to get ANY victory other than Conquest. Why?

Well normally because by the time you get the tech and build the portals, your military is such that it's just faster (and easier) to just take out the other factions capitols. Especially if you're ahead in the types of units. It's even worse for the Superiority victor because if you're going to build lots of units (late game units at that) why not just use them?

It almost seems like the Superiority victory needs to be a more culture orientated thing where they are "hacking" the hearts and minds of the opponents. Sort of like how the Mind Stem works.
zArkham4269 27 Jun, 2020 @ 10:56am 
I would also like to reiterate that Beyond Earth really, Really, REALLY needs an aspect from SM:AC and that is the Planet Mind level. Because right now there is pretty much NO reasons NOT to kill aliens. They are like Mario coins and power-ups.

However, if by killing aliens and building lots of improvements caused the aliens to get nastier and spawn faster AND get some sort of nasty 'improvement' that is the equivalent of killer planet moss that has to be cleared or will spread to other food function squares.

I mean there should be a cost (other than energy) for planting terrascapes and cutting down local forests and the like. The whole point of going Harmony is to get access to 'hybrid forests" and other ways to keep the Planet from going nuts and trying to kill you.
zArkham4269 27 Jun, 2020 @ 10:57am 
Addition to the above. The human player has an advantage as it can build improvements better. However, if doing so makes the Planet angry unless one did it via Harmony, it would be a slight check on the Human player versus the AI.

Really, even for Harmony, there is not that much reason not to kill every alien and loot every nest. Given so many nests are on resources, they are just in the way.
Protok  [developer] 28 Jun, 2020 @ 11:18am 
I have a concept document - CivBE Protok World. It describes the course of the further development of the mod. There are quite a lot of enhancements. For each affinity victory, the next stage is prepared after which the original victory quest ends.
zArkham4269 6 Jul, 2020 @ 10:23am 
I just finished another game (one where I know can see the levels of my troops; sorry only got them as high as 5) and it hit me that the game itself doesn't do much to make it harder to get a Conquest victory.

First off, you only need to take the capitols and I'm not even sure you have to take them all if you take the capitol of a faction who already wiped another faction out.

Anyway, right now, the biggest issue I see keeping a rein on a Conquest victory is health. It's hard to take a lot of cities if it causes unhealth.

I think two things could be added. Sadly, unhealth does two jobs: health and popular opinion. Breaking those two up would be nice but too much work. Still beyond health buildings, I think there needs to be specific new buildings similar to CIv's courthouses and police stations which need to be built to keep cities you've capture from rebelling.

Plus, I think it should be easier for puppets to break off to go back to their original country or become a new city state if their affinity is radically different than their new owner. This would force you to just not spam units but have to use diplomacy points to target capture cities to reduce their original affinity and push your own.

Again, I think that all the other victory conditions makes you seek, find, build and wait where as conquest you mostly just have to build units. So much easier.
zArkham4269 4 Aug, 2020 @ 7:15am 
Have yet to get to Level 10 (I'm just not that much of a warmonger) but I do notice that at around Level 5 or 6, when promoting, the sword icon is a bit blurry and the option to repair is missing. (I'm not 100% sure in those cases whether the unit needs repair but I've never seen the blurry Sword Icon with the repair option)

The icon works, just it's blurry on its right side.
Protok  [developer] 4 Aug, 2020 @ 8:02am 
It's a new type of promotion with a new icon. Experienced Recruits, grants +5 to power and 2/4/6/8/10/12 to autorepair.
rlankw 10 Aug, 2020 @ 1:05pm 
thank you for continuing the best civ game!
zArkham4269 13 Aug, 2020 @ 9:02am 
One thing I think needs to be tweaked is there are too many artifact rewards that grant an affinity level upgrade. With the extra amount of artifacts showing up in the game, it really gives the human player an enormous advantage given that while the AI will build scouts, they don't seem to "refuel" them so once they've used up their 'ammo' they just wander around.

That and since the AI seems to A.) have a SERIOUS bias towards sea based cities (to the point of ignoring vast areas of land with resources) B.) waste time moving their cities around and C.) spam naval vessels, it just means that I, the human player have around 6/10/10 affinity when most have 3/3/3. In my current game, I got my main combat units to level III before most of the other factions even got to level II of all things!
Protok  [developer] 13 Aug, 2020 @ 10:06am 
Nice, Thanks.

Originally posted by zArkham4269:
too many artifact rewards that grant an affinity level upgrade.
Artifacts works as in normal game, for now. As I can see - artifacts in your library does not grant a single point to the any affinity level.

Originally posted by zArkham4269:
AI will build scouts, they don't seem to "refuel" them so once they've used up their 'ammo' they just wander around.
it's easy to make an "refuel" script for AI in source code. It's strange that the developers didn't do that. At this moment source is unavailable, so I can't fix this and they will "wander" more.

To improve the AI is a point in a plans. Maybe after your words I will move it 2 strings to the top in a TODO list.

Also, I can make a spoiler about a next variant of dificulty after Apollo. I'll try to do it much more interesting.
Tolabo 26 Aug, 2020 @ 4:34am 
Мод обладает низкой совместимостью. Например с подключенными Артефакт Хэлпер и/или Юзер Интерфейс Твекс, запуститься у меня не вышло.
Хочется видеть либо модульную систему, либо интеграцию (но тут на вкус на цвет...)
Protok  [developer] 26 Aug, 2020 @ 5:46am 
Благодарю за вашу обратную связь.

Такая идея как модульная система рассматривалась. На данный момент она отложена так как мне не нравится меню агрегации модификаций.

Развитие данного аспекта вижу двумя способами. Либо, я сделаю сортировку по автору и версиям игры в меню модификаций и тогда добавлю модули.
Либо, по запросу нескольких пользователей выпущу конкретный модуль отдельно. Например Полные Даталинки по Улучшениям, Покраску Юнитов или Древо Технологий.
marksplinter 30 Sep, 2020 @ 10:03am 
hey man,

Played for about 250 turns and quite enjoyed the mod. BUt had the following problems.

The UI Part for the unit would never load, only after reloading the game for the second time would it load.

The AI was very slow in building cities (not sure if this is a standard problem for BE)

WHen I got further in the game, I noticed that certain resource requirements for buildings (like having actual Xenomass in your cityradius for a Xenofuel plant) were ignored. Which I think is kind of silly, because thats one of the perks of builidng your cities strategically and spaced out.

See that you are still updating, so keep up the good work and I'll check back in later
Protok  [developer] 30 Sep, 2020 @ 10:19am 
@marksplinter thanks for your feedback. I am appreciate that.

The UI of units need to configure game files twice. This is a known issue, it can be fixed on dll source side only. On the description page there is a note about it:
Notes
starting from version 1.08, a double loading of the mod is necessary for the correct display of the unit's order UI;
-1.:BZCCPower: To load twice in the game, this means after selecting the checkbox on the mod and clicking NEXT, you need to return by clicking on the cross in the upper right corner and click NEXT again. So that the configuration of the files happens twice. You only need to do this once;

The AI improvements in plans.

Originally posted by marksplinter:
WHen I got further in the game, I noticed that certain resource requirements for buildings (like having actual Xenomass in your cityradius for a Xenofuel plant) were ignored.
It would be nice if you can leave a screenshot/s about this.

Good luck
zArkham4269 5 Oct, 2020 @ 7:06pm 
I would like to know if it's a feature or a bug but I've flat out quit my last few attempts to play because the game keeps landing factions within like 15 hexes away from me, like 3 turns after I've started. Even with playing on small maps & 6 players on the Eridani map that is almost all land, the game plunks most of the factions right on top of each other! So you can't do anything because you are forced to spam units to defend yourself from the AI which goes right to that strategy.

I mean maybe I'll just have to use the Isolation mod to get a feeling for the new changes but it's really frustrating when you make it such there should be plenty of room to grow before having to worry about combat, the game drops a faction right on top of you and then has them Zerg rush you from there on in.
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