Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Terraforming Orbitals changes
   
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标签: Other, Units, Orbital
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2014 年 10 月 28 日 下午 2:04
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Terraforming Orbitals changes

描述
Changes to:
-weather controller
-orbital fabricator

maximum resource spawns from 2 to 7



Maybe it's overpowered, but when you will have time to use one of this, it will be possibly late game. And you don't have 60 turns to wait for 1/2 resource spawns. Guys, we are on other planet! With advanced technology terraforming can't take so much time.
22 条留言
Imendil  [作者] 2018 年 8 月 13 日 上午 9:06 
LeafyGrove, As far as I remember yes!
masternetra 2018 年 8 月 10 日 下午 12:35 
Does this work in Rising Tides?
Imendil  [作者] 2016 年 2 月 1 日 上午 8:43 
Yes it should, I modified satellite resources spawn count, so it affect whole game
Knight.R 2016 年 1 月 29 日 上午 8:45 
Also these bonuses are also given to the AI right?
Knight.R 2016 年 1 月 29 日 上午 8:44 
So this affects both resource satillites right?
works for me. Seems like a mod for people who enjoy late games i know i do.
if i recall i believe (depending on certain conditions ) one can win within turn 150-160. fastest i ever won was around turn 190 more or less. i know im going to enjoy your mod since i usually like draging things out in my games and only bother with the victory conditions when the AI starts doing something about it which is usually around turn 300-420. (Or when im near a time victory which suxs imo)
So this is a great mod for me since i usually end up taking my sweet time doing these things.
Thanks!
FinalKingdomHearts 2016 年 1 月 27 日 上午 6:47 
Could you make a verson of this that makes one resource every 10 and lasts 30 turms, please?
Cathulhu 2014 年 11 月 10 日 下午 12:23 
I suggest you keep resource spawning to vanilla. Not only do those resources become too abundant to strategically use/trade/settle around, the bonus buildings for each resource end up absurdly overpowered in a short amount of time. Consider that by midgame you should have access to the resources to field 3-4 at a time.

And a suggestion for both satellites: guarantee a resource spawn once the satellite de-orbits. That way, once the maximum spawns are generated you can't just delete the satellite and send another.
Azrael de Baphuon 2014 年 11 月 9 日 下午 8:26 
Okay thanks so far, ill try to figure out what it is... But so far good work !
Imendil  [作者] 2014 年 11 月 9 日 上午 8:33 
Hmm, I don't think it's my mod. It's quite simple, no game logic is changed here.
Azrael de Baphuon 2014 年 11 月 9 日 上午 6:13 
I don't know if its your mod or not but in Late game if I have some Satelites in Orbit my game always crashes when i use one or start a new one ? anyone knows this ?