Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Good 4 Something
   
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标签: Units, Gameplay
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2015 年 1 月 24 日 下午 11:17
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描述
The level 4 unique units have a short window of usefullness. Within two levels they're obsolete by the generic soldier unit. Now a higher affinity unit should be better than a lower one, but the UUs need strategic resources and a specific technology. Also they're supposed to be cool. But instead they tere equal to the level 6 soldiers but without any perks. Leaving you with units that cost you and take up space until the get an upgrade.
They have to be good so still have a use after the L6 soldiers, but not so good that you can stomp over every colony that is a level 3.

So what have I done?

The Battlesuit are now strong enough to equal Sentinels but take a long time to build. So after level 6 you'll not want build more but the Battlesuits you have will still be effective.

Xeno Swarms can move after attacking, don't get a crossing river penalty, and get bonus attack against units in rough terrain. Since the swarm contains fast units and a ranged unit I wanted to model its abilities to reflect that, however I wanted to give it the Impi first strike ability from BNW, but the code for it is not in this game. So instead it got the rough terrain attack and river bonuses to reflect some ranged aspect. They're still faster to build than Brawlers.

And CNDRs are slightly stronger and what the heck, they can build Nodes now.

Does this improve balance? Probably not actually. The biggest problem pre patch was Battlesuits could take down marines and cities easily. Stonger than the patch but not as strong as pre-patch. However you can build twice the marines in the time it takes to build one Battlesuit. Not sure it that evens things out enough. You'll have to tell me.

IMPORTANT NOTE! There is a bug in the game where any mod that alters promotions (like this one) will disrupt the unit interface. To fix this, load this mod (and any others you want), then return to the main menu and then load up the mods again.
Sucks but it's the core game that's the problem so it can only be fixed on their end.
7 条留言
Red Earth  [作者] 2016 年 4 月 28 日 下午 8:15 
@Alkeris Sorry to hear that. A patch might have broken it. However I'm kinda checked out of this game and I'm on a new PC so I won't be updating this. I was waiting for another patch before I get back to modding but it doesn't seem like that's happening.
Thank you for your interest. Sorry I won't be updating it. :steamsad:
Alkeris 2016 年 4 月 28 日 上午 10:37 
It seem that there is a bug with the CNDR. The node icon appear but the time needed to built it is infinite.
Red Earth  [作者] 2015 年 2 月 25 日 下午 9:19 
I can find no sign in the XML that the harmony combat rovers could get that ability.
Toheck 2015 年 2 月 21 日 下午 4:23 
I don't mean the Xeno Cavalry. I was talking about the Harmony Combat Rover upgrades, which at one point in development were going to have a perk which would give them that ability. Not being much of a Harmony player myself, I didn't notice that it wasn't in the final version.
Red Earth  [作者] 2015 年 2 月 19 日 下午 9:11 
@Toheck I tested it myself and copying the Impi's special promotion does nothing. The Xeno Cavalry does not get this ability.
Toheck 2015 年 2 月 19 日 下午 7:32 
I'm pretty sure that the Impi first strike code is in the game. Doesn't the Harmony Cavalry unit get that ability as a late-game perk?
zArkham4269 2015 年 1 月 25 日 上午 8:01 
The only reason I saw to build the specialty unit (especially the Xenoswarms) was to use them for garrison till they got upgraded later in the game to be worth it. This makes more sense.