Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Helghan Empire [VANILLA]
<2F F> XTac (archived)  [developer] 6 Nov, 2014 @ 10:42am
Opinions and Sugestions
Hello

This is the place for any opinions and sugestions. Both positive and negative feedback are much appreciated. I will try to answer most questions, if possible.

So dont hesitate and just write what do you think! :D
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Showing 1-13 of 13 comments
jomarg7290 8 Nov, 2014 @ 11:57am 
Hey XTac Love your mod and the idea behind it. A suggestion if I may, I feel like the trait while unique and awesome is a little underwhelming, especially if you play with other mods like JFD's Sponsors revised. the 10 culture is nice but unless your going full warefare every playthrough and risk agitating aliens and AI alike you dont gain much from it especially early game when your vulnerable and weak, and when traits matter. Basically its a little underpowered. Adding a secondary effect would possibly make up for this. Currently I've been tweaking your mod in my own games to include a secondary trait units fight at full strength when damaged. While it does make the mod a little more in line as far as power with other sponsors I wouldnt necessicarily reccomend it either as it continues the thought of full on warefare and maximizing kills. And again early game is hard to take advantage of. Anyways I would love to help come up with ideas especially unique ones to better this mod. If you have any ideas bounce them off me I'd love to help, and if I get any other ideas I'd definitely be willing to pass them along. Im not that great of a modder mostly i just tweak other mods for now, as I'm still leraning. Im going through some killzone lore to maybe see if I get inspired with a good idea for the Helghast. (http://killzone.wikia.com/wiki/Helghan_Empire) There are a few good quotes in here but I'm not sure yet how to translate them in game as a trait. Anyways I'll let you know more If I get inspired by anything.
<2F F> XTac (archived)  [developer] 8 Nov, 2014 @ 12:09pm 
Well, huge thanks for great feedback. It feels very nice that someone likes the mod :D

I was also thinking that Culture per kill is not too powerful unless you are going for Domination Victory and Purity/Supremacy route. However, considering that the Helghast should be played that way (you are playing as a faction thats simply builded on military, so what the hell xD), i kinda settled with idea. There is also a very small frontier between something being UP and OP.

I personally think, that a passive effect would do pretty well. What do you think about +2 Production in every city?

Again, huge thanks for feedback. :) Cheers!
Kamboople 8 Nov, 2014 @ 11:41pm 
Hey there :D

I want to start off by saying i love the helghast, so needless to say i love the mod. I do agree with jomarg that the trait is a tad bit underwhelming and think something along the lines of a production bonus might make sense (like youve already said). It does seem to go along with the theme of the helghast since they seem to have a heavy emphsis on manufacturing and production aside from the obvious miliaristic side of their culture. I guess to kind of throw out ideas, there could be bonuses added to manufactories like +1 production or maybe +1 culture (im not sure if thats possible.. I dont know anything about actually making a civ mod ._.).
<2F F> XTac (archived)  [developer] 9 Nov, 2014 @ 5:53am 
Well well, thanks for feedback once again. I did buff teh trait a little. Now every Helghast city will get a free Autoplant (with no upkeep), which gives +2 Production and +2 Specialists slots.

Please let me now if you are ok with it! :D

Cheers!
jomarg7290 10 Nov, 2014 @ 12:22am 
I can see why some would think autoplant would be a bit op its a pretty powerful building in game. but i dont see it being too op. Ill give you more feedback when i try it out some more. Repair facillity does go more in hand. And it may resolve an issue of playstyle in game. Basically right now the way this sponsor stands is you pretty much focus on military build a decent starting unit and go alien hunting. When you do that you can definitely abuse the culture gains. However an early game military rush really hampers your civ, as you have to trade off key buildings and sciences for units and it gets costly fast not to mention pissing aliens off early game is a good way to lose a lot of units. You can either support this playstyle further by basically feeding the strength of this civ (ie: a repair facility). Or you can try and balance them into other playstyles as well which is what I think your intention was by adding the autoplant building its more well rounded. Like i said ill test it out and give you more feedack as i get some playing time.
Macrosoft 12 Nov, 2014 @ 12:55am 
Really love this mod, but I have a few suggestions that I think would really improve it that I hope you consider :)
To help immerse the player into feeling like they are the mighty Helghast:
*Helghast Soldier loading screen pictures
*Scolar Visari picture for diplomacy
*Helghast-inspired options for colonists, spacecraft, and cargo? Maybe all themed towards their technological awesomeness and their militaristic nature?
Ex.
Colonists: Soldiers, all units recieve +10%(Ranged and Melee) when attacking.
Cargo: Stahl-Arms, Begin with a Ranger unit.
Spacecraft: Helghast Engineering, Begin with 100 Production towards your first building.
Last edited by Macrosoft; 12 Nov, 2014 @ 1:06am
<2F F> XTac (archived)  [developer] 12 Nov, 2014 @ 7:50am 
Great ideas right here! :D Thanks for that!
Right now i am too busy to do any changes (school project), but once i will have time, i am going to see what i can do.. :P
crushcommando 23 Dec, 2014 @ 2:01am 
just a thought, but as a mainly harmony player i think theres some potential helghast stuff to be utilized, like special bio weapons (killzone 3 they harvested the planets energy stuff and made realy good weapons out of it) and i do think theyd bring aliens to heel to do their bidding for them. Just a thought, but itd be cool to see some heavy units like the MAWLR or those heavy gunners from KZ2.
<2F F> XTac (archived)  [developer] 23 Dec, 2014 @ 4:29am 
It would be an amazing thing to do , although i dont have any experience with unit mods, so it might take time to truly utilise the idea. Plus, i have no idea how to build 3d models (and i would like to have them, as that would be awesome)

Great idea though! :P Lots and lots of them, too bad there is not so much time...
First of all. Thank you. I knew someone would add the helghast to the fold in CIV AE. Now onto some suggestions. Perhaps porting over some character models from killzone to CIV, vechicles aswell. And maby port some voice lines aswell. BAsically, all you need to do is just port from one game to another. But a really awesome idea on your part! :D
Hauptmann 18 Jan, 2015 @ 7:07am 
Helghast, meh...
ISA, YUS.

Otherwise, mod rocks. And if you want some trait or unique suggestions, I hope you like these:
Rule of Helghan:
Conquering cities grants no negative health. Population requires 25% less food to grow normally, and negative health resulting from population is reduced by 30%.

Troopers:
Replace early soldiers in the game. 15% better combat strength, resist miasma, and with each Purity level, 10% less maintenance (up to 40% total).

Petrusite Grid:
20% more energy generation in the capital, and all 2 tiles away from the capital generate damage for enemy soldiers who are located on these tiles.

Hope you like these, and if possible, try to make the ISA civ as well!:P
crushcommando 18 Jan, 2015 @ 9:22am 
Originally posted by LordTobusco:
Helghast, meh...
ISA, YUS.

Otherwise, mod rocks. And if you want some trait or unique suggestions, I hope you like these:
Rule of Helghan:
Conquering cities grants no negative health. Population requires 25% less food to grow normally, and negative health resulting from population is reduced by 30%.

Troopers:
Replace early soldiers in the game. 15% better combat strength, resist miasma, and with each Purity level, 10% less maintenance (up to 40% total).

Petrusite Grid:
20% more energy generation in the capital, and all 2 tiles away from the capital generate damage for enemy soldiers who are located on these tiles.

Hope you like these, and if possible, try to make the ISA civ as well!:P

good ideas imo (ISA dog hate thos wretches) but that seems like it'd make the helghast super broken, the unique trait would just make them god tier to the point of expanding so quickly and so rapidly they couldn't be stopped. also the petrusite grid seems like it could be kindve broken with the damage + energy production but that might be balanced depending on math. The troopers also seem ungodly strong for the early game, but they'd be replaced quickly since you lose your troopers after like your first/second affinity level. I also dont think they should scale with purity (as the helghast could also be supremacy such as their super high tech augments to their troops and super vehicles or harmony as harvesing petrusite for weapons and such) Good ideas overall though
Holtz 24 Sep, 2015 @ 12:00am 
PLEASE PLEASE PLEASE HELGHAST UNITS I WILL GIVE YOU ALL MY MONEY!!! ;_;
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