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Sid Meier's Civilization: Beyond Earth

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Bring back armies from civ3 where you combine multiple units into super units so the AI has at least a chance in combat (since it will be managing fewer units).
 

Dickie

Arcane
Patron
Joined
Jul 29, 2011
Messages
4,256
Steve gets a Kidney but I don't even get a tag.
Civilization: Beyond Earth's creators are fixing their biggest mistakes

http://www.polygon.com/2015/3/12/81...earth-patch-creators-fixing-mistakes-gdc-2015

Short version is that the people who bought it already are the beta testers and the devs are working to make a new version that will supposedly fix all the problems. The only two things it mentions are diplomacy and the wonders, but with no word on how they plan to fix these things. No mention of release date of this patch.
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
David McDonough and Will Miller know that's related second problem with Beyond Earth: The strategy game didn't have a a beta. That's a decision that Miller characterizes as "unfortunate."

:o
 

m_s0

Arcane
Joined
Jun 18, 2009
Messages
1,289
Civilization: Beyond Earth's creators are fixing their biggest mistakes

http://www.polygon.com/2015/3/12/81...earth-patch-creators-fixing-mistakes-gdc-2015

Short version is that the people who bought it already are the beta testers and the devs are working to make a new version that will supposedly fix all the problems. The only two things it mentions are diplomacy and the wonders, but with no word on how they plan to fix these things. No mention of release date of this patch.
David McDonough and Will Miller know that's related second problem with Beyond Earth: The strategy game didn't have a a beta. That's a decision that Miller characterizes as "unfortunate."

:o
What in the fuck? :lol:
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,554
This game is a CiV mod at heart and thus a lost cause. Perhaps they can "upgrade" it from unplayable mess into playable mess, but who cares.
 

Drakron

Arcane
Joined
May 19, 2005
Messages
6,326
The only two things it mentions are diplomacy and the wonders, but with no word on how they plan to fix these things. No mention of release date of this patch.

Its the trade system that breaks the game as its micromagement hell.

I decided to not buy it when I seen the economical model that makes things too dependent on trade routes management and I dont mean "make this city trade with X" but convoys that must be build, set and then every fucking number of turns being set again ... its stupid, Civ V at least make those powerful bonus and you could ignore then, roads would generate trade.

And thats the first thing, the damn research system needs some treeing into because its a tree, its just have branches all over the fucking place but you still need pre-requisites anyway so it branches, its like they looked at Infinite Space and copy it were even their next game got away from that and just uses circles.
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
The problem, they now understand, is that they were a bit too cautious and a bit too revenant to previous games.

This sentence broke my brain, how could someone miss this on a proof read.
 

Dreaad

Arcane
Joined
Apr 18, 2013
Messages
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Deep in your subconscious mind spreading lies.
I am disappoint. At this stage even that Pandora: First Contact game is better. Couldn't he just have taken Alpha Centauri put in modern day graphics and released a Re-mastered/Ultra/Remake edition or something. It's almost free money. Instead they go to the trouble of making this bizarre mod, which was probably hell to create from the non-modable Civ 5 engine.
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
I am disappoint. At this stage even that Pandora: First Contact game is better. Couldn't he just have taken Alpha Centauri put in modern day graphics and released a Re-mastered/Ultra/Remake edition or something. It's almost free money. Instead they go to the trouble of making this bizarre mod, which was probably hell to create from the non-modable Civ 5 engine.

I believe someone else owns the Alpha Centauri name.
 

Khorne

Arbiter
Joined
Feb 11, 2015
Messages
238
Played this for a while, it's not bad.
I think it will become better over time, but still lacks content, just like civ5 did when it first came out.
It would be better if more effort was put into worldview interface, but it's mostly fixable with a text editor.
For example city rename input box requires mouseclick and doesn't accept enter from keyboard, this I could not fix.
UI was made for touch input and I guess they just translate touch into mouseclick without considering keyboard input.
On the bright side, everything has become lua. It's very easy to rewrite lua and most of their scripts are documented.
I've rewritten a frontend to include 'load game' and 'advanced setup' to skip pointless menu navigation.
Rewritten a whole lot of other lua scripts as well & removed popups/notifications/confirmations to speed things up a bit.
 

Dickie

Arcane
Patron
Joined
Jul 29, 2011
Messages
4,256
Steve gets a Kidney but I don't even get a tag.
The only two things it mentions are diplomacy and the wonders, but with no word on how they plan to fix these things. No mention of release date of this patch.

Its the trade system that breaks the game as its micromagement hell.

I decided to not buy it when I seen the economical model that makes things too dependent on trade routes management and I dont mean "make this city trade with X" but convoys that must be build, set and then every fucking number of turns being set again ... its stupid, Civ V at least make those powerful bonus and you could ignore then, roads would generate trade.
Well, at least they are adding an auto-renew option on trade routes:

First of all, trade routes are still one of the primary resource generators for a given city. Now, trade routes will be unlocked primarily through city population. Constructing a Trade Depot allows trade routes to be built and gives the city one trade route slot. Other trade routes now unlock at population thresholds. This prevents players from using small cities as massive trade hubs during the middle- and late-game. Secondly, there is now an “auto-renew route” option, as requested by many players.

http://www.civilization.com/en/news...civilization-beyond-earth-winter-2015-update/

Full text:

INFORMATION ON THE CIVILIZATION: BEYOND EARTH WINTER 2015 UPDATE

DATE: Feb 20, 2015POSTED BY: David Hinkle

We’re preparing another update for Civilization: Beyond Earth. This update has two major purposes: Further balance updates and improvements to the game, and laying the groundwork for integration with Sid Meier’s Starships.

Both the Starships and Beyond Earth teams have been interested in the idea of having two separate games able to pass information between them, and what that might mean for players. This is our first experiment with this cross-game connectivity. We’re handling this through my2K. If you log into your my2K account within Starships or Beyond Earth, then we will be able to establish a connection between the two games. If you don't already have a my2K account, you'll need to create one. For now, this system works for Beyond Earth and Starships, but may extend to future titles as well. The first time you log into your my2K account from Beyond Earth, you will get an exclusive map: the Glacier planet. The my2K system has been used on other 2K titles previously, including Firaxis’ Haunted Hollow.

Along with this connectivity, we’ve added “Incoming Transmission” to the main title screen of the game. Key information and updates about the game will appear in this menu location.

In terms of game balance, the Wonders have undergone major revisions. One of the most consistent pieces of feedback the team received was that certain Wonders were built only rarely, and players reported that some felt like marginal upgrades over other resource buildings. The Beyond Earth team took a general cost pass on all the Wonders in the game, and changed the effects of most of them. Complete notes on the changes are below.

Additional gameplay balance changes were made as a result of the changes to the Wonders, but also in response to systems reported as too powerful. Trade routes in particular have undergone two important changes. First of all, trade routes are still one of the primary resource generators for a given city. Now, trade routes will be unlocked primarily through city population. Constructing a Trade Depot allows trade routes to be built and gives the city one trade route slot. Other trade routes now unlock at population thresholds. This prevents players from using small cities as massive trade hubs during the middle- and late-game. Secondly, there is now an “auto-renew route” option, as requested by many players.

Friendly aliens no longer prevent citizens from working plots, much to the joy of Harmony factions, who understand that nothing tills the soil quite like Siege Worms, and that Wolf Beetles are the mascots for many Academies.

The team also took the opportunity to fix bugs, adjust the AI, and add user interface changes.

We’d like to thank you for your continued feedback on Beyond Earth, and we hope that you enjoy these updates.

[LOCALIZATION]
- Added support for Simplified Chinese

[WONDERS]
- General cost pass on all Wonders
- Xenodrome - Provides a small positive influence to alien opinion each turn, and negative alien opinion recovers twice as quickly
- Panopticon - Gives +1 unit sight and +5 anti-orbital strike range on city
- Mass Driver - Gives +1 city strike range and +25% city strike damage
- Gene Vault - Gives free worker to new cities
- Ectogenesis Pod - Gives 1 Food per 4 pop in its city
- Quantum Computer - Gives free orbital unit maintenance and +50% orbital unit duration
- Drone Sphere - Gives +50% speed to worker builds and explorer expeditions
- Cynosure - Gain +1 Science for every 3 population in its city
- Ansible - Affinity XP is gained 25% faster
- Stellar Codex - +8 Orbital Coverage range
- Master Control - Free Maintenance and +1 Movement for Workers
- Precog Project - Military Units can achieve two additional levels of Veterancy
- Human Hive - City immune to Covert Operations
- Holon Chamber - Gain Science equivalent to 10% of global Energy income each turn
- Archimedes Lever - Any hostile unit within 2 tiles of the city suffers 10 attrition damage per turn
- Memetwork - All Affinity Level requirements for buildings, units, and wonders reduced by 1
- New Terran Myth - +2 Culture from Trade Routes
- Markov Eclipse - Military Units attack at full strength even when damaged
- Promethean - City no longer produces Unhealth
- Nanothermite - All air, ranged, and city bombard attacks 25% stronger
- Xenomalleum - +5 Titanium, Petroleum, and Geothermal resource
- Xenonova - Penalties due to Unhealth reduced by 50%
- Bytegeist - All Virtue Tier synergy bonuses require one less point to complete
- Armasail - City suffers 50% less damage from ranged attacks
- Deep Memory - +1 Culture for every 3 Population in every City
- Tectonic Anvil - +5 Production from Canyons
- Crawler - +25% Production for buildings and wonders
- Daedelus Ladder - All City Yields +10%
- Resurrection Device - Benefits from positive Health effects increased by 50%

[GENERAL BALANCE]
- Domination victory is now won by controlling all original player capitals including your own.
- Veterancy Promotions: All combat boost promotions add +10% strength
- Veterancy Promotions: All unit heal promotions starting at level 4 heal 75 hp
- Veterancy Promotions: Adding level 5 and 6 unit veterancy promotions to work with Precog Project
- Virtues: Replaced Applied Aesthetics virtue with Applied Metasociology virtue - City Intrigue decreases faster when an Agent is present
- Virtues: Settler Clans virtue now gives +1 population in new cities
- Trade Routes: Trade route slots now primarily unlocked based on city population. Trade Depot allows building trade routes and gives 1 slot, all others unlock at population thresholds
- Trade Routes: Added option to auto-renew Trade Routes
- Covert Ops: Lowered intrigue level required for affinity covert ops
- Friendly aliens no longer prevent city citizens from working plots

[UI]
- Added tech filters for Units and Orbital categories
- Victory progress tooltips show explicit status of quest objectives
- Re-enabling yield for canyon plots (2 production, not improvable)
- Added "Incoming Transmission" on main menu for in-game messaging

[AI]
- Fixed an issue where Victory Wonders could be built by AI in captured territory, and not be able to be interacted with
- Fixed an issue that could cause the AI to not aggressively target rival planetary Wonders
- Fixed an issue where non-Harmony AI players were not clearing Miasma properly
- AI is now more selective about desiring alliances
- AI will now form alliances to counter a strong shared neighbor.

[OTHER]
- Added my2K functionality to title, allowing cross-game connectivity and unlocks with other Firaxis titles (starting with Sid Meier's Starships), along with other future perks
- Added Glacier map that unlocks when signing in to my2K for the first time

[BUGS]
- Fixed an issue where Covert Ops panel could go blank in the middle of a game, or after a coup
- Fixed an issue where AI aircraft city UI was displaying in Fog of War
- Fixed an issue where resource pods and relics where not placing properly on the Taigon map type
- Fixed an issue with the Growth Potential quest failing when the AI would destroy a target station
- Fixed an issue where an AI leader would sometimes propose an offer that they would not accept when you agreed
- Fixed an issue where a player might not be able to restart a Victory wonder (like the Beacon) if a Victory wonder was attacked after the countdown had started
- Fixed an issue that was causing the skeleton to not drop when a Worm was killed (still only a chance, but now works properly
- Fixed an issue that was causing Xenomass under an existing alien nest to not be counted when the nest turned friendly
- Fixed misc crashes as reported by Steam error reporting
- Additional misc bug fixes
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
- Added my2K functionality to title, allowing cross-game connectivity and unlocks with other Firaxis titles (starting with Sid Meier's Starships), along with other future perks
- Added Glacier map that unlocks when signing in to my2K for the first time

Wow, great!
 

Dickie

Arcane
Patron
Joined
Jul 29, 2011
Messages
4,256
Steve gets a Kidney but I don't even get a tag.
- Added my2K functionality to title, allowing cross-game connectivity and unlocks with other Firaxis titles (starting with Sid Meier's Starships), along with other future perks
- Added Glacier map that unlocks when signing in to my2K for the first time

Wow, great!
New world wonder unlocked when you share your final score on Facebook.
 

Khorne

Arbiter
Joined
Feb 11, 2015
Messages
238
Upload your mod and let us use it as well, you jerk.

Well, tbh I don't have much time, and I rather not upload stuff I have no intention of supporting.
What I can do is teach you how to hack the menu, and possibly help you if there's some specific change that you want.

First, you may want to zip the entire assets folder, in case you mess something up.
To skip intro videos, just remove all the .bk2 files from the root folder.
Next, comment these lines in FrontEnd.lua so you can skip the annoying legal screen.
You comment them with -- like this:

Code:
--if( not UI:HasShownLegal() ) then
        --UIManager:QueuePopup( Controls.LegalScreen, PopupPriority.LegalScreen );
    --end

Easy way to hack the menu is to replace content of these files: SinglePlayer.lua / SinglePlayer.xml & MultiplayerSelect.lua / MultiplayerSelect.xml
With content of: AdvancedSetup.lua / AdvancedSetup.xml & LoadMenu.lua / LoadMenu.xml
They're all somewhere in \assets\UI\FrontEnd and \assets\UI\FrontEnd\GameSetup
Since I never play multi, this was the most straightforward way to go. Next, just modify the related TXT_KEY strings in MainMenu.xml like this:

Code:
-----------------------------------------------------------------------------------------------------------------------
 <Box Size="280,35" Color="0,0,0,0">
        <SlideAnim Anchor="C,T" Size="280,35" Pause="1.1" Start="60,0" End="0,0" Cycle="once" Speed="1.5" Function="OutQuint" ID="SinglePlayerSlide" >
          <AlphaAnim Anchor="C,T" Size="280,35" Pause="1.1" Cycle="OneBounce" Speed="1" AlphaStart="0" AlphaEnd="1" ID="SinglePlayerAlpha">
            <Label Anchor="C,T" Style="FontTitle" FontStyle="glow" Color0="182,203,228,255" Color1="182,203,228,100" String="TXT_KEY_GAME_ADVANCED_SETUP"/>
          </AlphaAnim>
        </SlideAnim>
      </Box>
      <Box Size="280,35" Color="0,0,0,0">
      <SlideAnim Anchor="C,T" Size="280,35" Pause=".9" Start="60,0" End="0,0" Cycle="once" Speed="1.5" Function="OutQuint" ID="MultiPlayerSlide">
        <AlphaAnim  Anchor="C,T" Size="280,35" Pause=".9" Cycle="OneBounce" Speed="1" AlphaStart="0" AlphaEnd="1" ID="MultiPlayerAlpha">
          <Label Anchor="C,T" Style="FontTitle" FontStyle="glow" Color0="182,203,228,255" Color1="182,203,228,100" String="TXT_KEY_LOAD_GAME"/>
        </AlphaAnim>
      </SlideAnim>
      </Box>
-----------------------------------------------------------------------------------------------------------------------
	  <AlphaAnim Anchor="C,B" Size="480,480" Pause="1.3" Cycle="once" Speed="1" AlphaStart="0" AlphaEnd=".8" ID="ButtonsFadeIn">
        <Stack Anchor="C,T" Offset="0,-10" StackGrowth="Down">
          <Button ID="SinglePlayerButton"	Size="280,35" Style="MainMenuButton" String="TXT_KEY_GAME_ADVANCED_SETUP"/>
          <Button ID="MultiplayerButton"	Size="280,35" Style="MainMenuButton" String="TXT_KEY_LOAD_GAME"/>
          <Button ID="ModsButton"			Size="280,35" Style="MainMenuButton" String="TXT_KEY_MODS"/>
          <Button ID="OptionsButton"		Size="280,35" Style="MainMenuButton" String="TXT_KEY_OPTIONS"/>
          <Button ID="OtherButton"			Size="280,35" Style="MainMenuButton" String="TXT_KEY_OTHER"/>
          <Button ID="ExitButton"			Size="280,35" Style="MainMenuButton" String="TXT_KEY_EXIT_BUTTON"/>
        </Stack>
      </AlphaAnim>
-----------------------------------------------------------------------------------------------------------------------

What is should look like when you're done:

MhwWcep.png


Anyway, I advise against this if you play multiplayer.
I just like to tinker with it and sometimes I setup AI game when I lack better things to do.
 

cvv

Arcane
Patron
Joined
Mar 30, 2013
Messages
18,189
Location
Kingdom of Bohemia
Codex+ Now Streaming!
Well, Enemy Within meant a difference between a terrible XCOM and a playable one. Same for Gods and Kings. So maybe...

In all honesty though I think they should've just abandoned this franchise. It's Beyond Repair.
 

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