Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

AI Army and Econ tweaks
25 条留言
Mr. Reaper 2021 年 8 月 2 日 上午 5:27 
Looking forward to the no whinning about the killing aliens. The base game was a little too tame for me so i added an aggressive aliens mod. problem is the AI response seems canned after a predetermined number of alien deaths these AI guys spam me about killing them, well thats not too bad but the AI are killing them too just as much as me. I prefer to play Harmony soo this becomes a problem as all the people who like aliens now dislike me...

Anti-Killing Aliens is obvously a debuff to keep the player from killing aliens, and be a nuisance....Laughed Hard when the Ai got beat down by aliens after harrassing me about them!

Hypatia  [作者] 2018 年 10 月 7 日 上午 8:05 
I haven't kept up with the game, but these are all XML changes which should still load unless the variable names have changed. If Firaxis tuned any of the same variables in the expansion/patches it would overwrite them. Since I don't know what those changes are (if any), using the mod may have unintended consequences.
cpt. rex 2018 年 10 月 6 日 上午 10:09 
does this work with rising tide?
CyberKnup 2017 年 6 月 27 日 下午 4:57 
This mod looks promising, I hope it works with Rising Tide
Bluetail 2016 年 1 月 1 日 下午 7:44 
The AI on very easy mood spawn alot of units and I was hoping to find a mod that changes that random big army outburst. I have been playing the Civilization series for a long time and this game ouch, No balance for Ai at all.
Jy crois pas 2015 年 11 月 6 日 下午 5:02 
I have done a game with this, it's hard to observe changes but at least there is no crash or anything similar...
There is really a big issue with the AI while going at war not sending ANY units... (in RT vanilla too, they need to fix this seriously; it feels like I have this repulsive pulse on to keep AI away like aliens in BE)
Hypatia  [作者] 2015 年 10 月 20 日 下午 5:42 
I imagine it would at least partially, although anything Firaxis has touched since vanilla release could affect it. I might revisit it after RT gets a patch or two.
Jy crois pas 2015 年 10 月 20 日 下午 5:29 
Does it work with Rising Tide ? it looks nice I hope it does work on RT :)
rockhounddiva 2015 年 9 月 3 日 下午 1:03 
@explodingbull, no, no you aren't
captain5555555555 2014 年 12 月 27 日 下午 6:35 
I like everything exept the diplomacy part. I like getting the AI to stick their face in my business and give an opion. It makes me feel more like a person is playing againts me.
Iron Bull 2014 年 12 月 18 日 下午 9:46 
Am I the only one that noticed the picture is of an "Outsider" from XCOM, I think.
Hypatia  [作者] 2014 年 12 月 9 日 下午 2:32 
Depends on what knobs they turn to adjust things. If they use the same ones I did, the mod will overwrite them but anything else would be additive.
samuel.handelman 2014 年 12 月 8 日 下午 6:41 
Overall I liked the changes from this mod, but they're fairly subtle and I was wondering how this might ineract with the AI changes in the new patch?
Hypatia  [作者] 2014 年 11 月 17 日 上午 7:09 
I don't disagree, but as the game stands your incentive for not killing aliens is null, they just get in the way. The AI leaders have the personalities of potted plants and right now their alien sympathy is just another excuse for them to ring you up every 25 turns to let you know they still hate you. It's something I would definitely reverse after/if I built a better system around it.
Duckshow 2014 年 11 月 16 日 上午 11:56 
I haven't tried it yet, but "No AI hatred generated by attacking or killing aliens or their nests" doesn't sound very good... Just like in real life, if a country is slaughtering animals, people who care for those animals would be pissed - Like the Japanese hunting whales and Greenpeace being all up in their asses.
MadManMatt137 2014 年 11 月 9 日 下午 10:02 
Very excited to try it out! I will play a few games and let you know how it is.
Hypatia  [作者] 2014 年 11 月 8 日 下午 12:39 
Just uploaded a new version. If working as intended the AI should (a) not pursue war mobilization for 50 turns and (b) see the player as a slightly harder target at baseline, before accounting for units. The latter effect should wane as the game wears on and that baseline number becomes a smaller percentage of total strength. Also added some new tweaks, listed above. Let me know how it plays.
Gunboat Diplomat 2014 年 11 月 4 日 下午 3:33 
(The insta-war though, not so keen on.)
Gunboat Diplomat 2014 年 11 月 4 日 下午 3:32 
"Doubled AI's target minimum improved tile count (from 34% to 67%). "

Well, HELL YES. I was really miffed watching the AI and it's utter lack of development. There I am, just totally loaded because I actually improve as many tiles as I can get my hands on and the AI is just "HERP DERP WAT DIS DO?" with it's workers.

Frick, bump it up to 80% and be happy, I'd say.
MadManMatt137 2014 年 11 月 3 日 下午 4:49 
As of now Kazydragon in order to make something increase based on turns you need to do a different mod for each game speed, there is no way to calibrate it to recognize the speed you are playing on. So in short you are right, a copy of the mod would need to be created for each game speed.
MadManMatt137 2014 年 11 月 3 日 下午 4:44 
They were all on Vostok difficulty, I also have the half cost units mod which obviously had an impact, but regardless of production times the AI will still go for that goal of so and so units. Hope it all helps!
PrincessKazyfoxy 2014 年 11 月 3 日 下午 4:35 
One note is if it is to scale with # of turns it would only work on certain game speeds, 100 turns on standard does not equal 100 turns on quick. This is an awesome mod tho I favor military being a large part of a game.
Hypatia  [作者] 2014 年 11 月 3 日 下午 2:46 
This is definitely a quick fix so I appreciate the input, as there's only so much I can learn from playing it myself. Definitely looking to build it out in the future. Out of curiosity, what difficulty did that happen on?
MadManMatt137 2014 年 11 月 3 日 上午 11:19 
So I have played a few games with this mod because I dislike how weak the AI's armies are late game. However, I think perhaps you should try and make this mod gradually increase over time rather than start with the 50% increase right off the bat. I am seeing pretty much every AI over 3 games build 20+ units by 100 turns at standard speed, and then they usually gang up and insta-declare war on you. My suggestion is to have the goal units per city gradually increase per every 50 or 100 turns (at standard speed) to balance this. Maybe you can make alternate mods for the different game speeds if you choose to do this. I really hope you consider my suggestion as this is the only mod of its kind and I love its late game just not its early game, Thanks!
MadManMatt137 2014 年 11 月 2 日 下午 10:24 
I don't know about you but if you think the Ai's build too manyTerrascapes you have not seen my Purity runs. I build Econ and then literally build Terrascapes on every single tile that doesnt have an improvable resource on it.