Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Explorer Upgrades
46 Comments
Snake  [author] Mar 12 @ 2:59am 
It's extremely modular. As long as nothing else is changing the explorer upgrades and perks, it should be fine. Regardless, it shouldn't make the game crash, but values will just be dependent on whatever mod was loaded last. And that could potentially make something not work if you had two mods changing explorer upgrades, which is the one thing I wouldn't recommend.
rockhounddiva Mar 5 @ 6:36am 
does this work with mods that buff the base explorer or does it override/get overridden by them?
Snake  [author] Feb 21 @ 3:03pm 
You're welcome, potatoes.
GADver Feb 16 @ 6:56pm 
CHeers Potato!
ShyWoofer Dec 1, 2024 @ 5:46am 
Cheers Potato
Da Poop Machine Feb 15, 2023 @ 7:13am 
joel: Uou mean the Phasal Transporter orbital unit?
This only works if there is land on the other side. Explorer units can't be transported to water :(
Is there a different portal I'm not seeing? Or is that in reference to another mod?
joel Feb 10, 2023 @ 9:21pm 
everett: You can use portals for that, although it is rather a waste of production
HolyFarglesnot Mar 22, 2022 @ 3:04am 
Aracnideo, if you do not explain, Snake cannot fix it.
Snake  [author] Mar 19, 2022 @ 11:11pm 
I'm sorry... ?
HolyFarglesnot Jul 13, 2020 @ 10:33pm 
I was able to merge the two manually, but it would be nice to see it integrated.
HolyFarglesnot Jul 13, 2020 @ 9:41pm 
I have a big favor to ask, @Snake . I would like to see a version of this mod that is compatible with the Codex series of mods. This is one of my favorite mods, and combined with Codex, It would be amazing.
Venusaisha Jun 27, 2020 @ 1:01pm 
Yes. clop1000; u ever looked "See all 38 collections (some may be hidden)" for referance?
clop1000 Jun 27, 2020 @ 10:13am 
Does it work with "Awesome" mods?
everettblaylock Nov 5, 2019 @ 2:11pm 
I was hoping for the upgrades to include hover. That way you could get to the ice locked ruins! :)
Brown Family Jun 6, 2019 @ 2:18pm 
i actually subscribed to this one and that means I really like it
Leonardo Feb 24, 2019 @ 2:14pm 
@snake: How about making the explorer a ranged unit, instead of being a melee unit?
bat592 Feb 21, 2019 @ 11:12am 
worked for only 1 unit out of 12.
Snake  [author] Nov 27, 2018 @ 3:51am 
I don't recall there being anything wrong with Explorers attacking. I use them to attack aliens all the time. But I do remember them being weaker in water. I think it's something to do with embarked units being treated differently. Definitely worth bringing an escort when embarked, as with most units.
ChiroKnight75 Nov 25, 2018 @ 3:37pm 
Awesome Mod, just wish it changed the model as well.

Question, it may be another mod I'm running at the same time, but the explorer unit doesn't attack anymore. Anyone else having that issue?

It's not a big deal, as the upgraded defensive capabilities are amazing once fully upgraded.

Lastly, I noticed the upgrade is a lot less effective while in the water, is there a reason for this?
Maverick_AT Oct 12, 2018 @ 8:03am 
Cool Mod!
Venusaisha Aug 18, 2018 @ 4:49am 
petemadeley :Gaia's (RT) Improved Victory Conditions and Improved Tech Web Mod , Gaia's (RT) Improved Exploration and Artifact Helper or Ryika's Awesome pods and ruins mod may and can alter the chances for better. Ryika's New Earth(randomize) and or Gaia map(randomize and no marvels so increase all else). Whatever works to your flavor to add with this Explorer Upgrades mod and increase chances of findings while being able to have defense on explorers.:Diplomat:
petemadeley Jul 21, 2018 @ 3:25pm 
I didn't know that. I had several games where I searched several progenitor ruins and must have been unlucky. Even if it did cause my problem I would still use it. Thanks for the reply.
Snake  [author] Jul 20, 2018 @ 6:48pm 
Thanks. I can't think of anything in my mod that would cause such a bug, though. What evidence do you have of this? IIRC, the progenitor ruins have a random chance to reveal the signal.
petemadeley Jul 16, 2018 @ 6:15am 
Excellent mod. Well thought out and balanced. I have noticed a slight problem: exploring pregenitor ruins doesn't seem to register towards the contact victory.
5ColouredWalker Apr 21, 2018 @ 6:39am 
You're a fucking legend. Do you know how long I've been waiting for one of these for RT?
Venusaisha Apr 12, 2018 @ 10:04am 
This mod is very effective and efficient.
dtt.scanner Apr 9, 2018 @ 8:17pm 
Also, off topic (apologies): can you do a mod for the spies? Especially with regard to the % added per spy when stationed at HQ. It seems to me that 1% per spy is a really weak support. My thought would be 3%, 5%, 8% for each recruit/agent/special agent assigned to HQ. That would make high level spy tasks a lot more interesting and achievable. Maybe it's a bug that it only gives 1%. Anyway, I was disappointed when I saw how little difference it made.
dtt.scanner Apr 9, 2018 @ 7:29pm 
late in the game you get the ability to portal to different sites via a satellite link, so if you utilize that technology, the only thing you would have to change is the ability for the explorer to "land" in the water... which currently only vessels and hovercraft can do. They would be stuck behind the ice after doing the expedition, but just delete the unit and build another one. Maybe this could be an edit to the basic unit, essentially being a disposable, one-shot use.
Maatissi Apr 7, 2018 @ 8:19am 
That sounds great!
Snake  [author] Apr 6, 2018 @ 9:44pm 
Nah, the paradrop/carrier thing is too convoluted, I think. I'd be more down for hover. I'm considering getting rid of move after attack as it seems the least useful perk for such a unit, and replacing it with either invisibility or hover.
Exsolutus Apr 6, 2018 @ 10:37am 
With my understanding of the way Carriers work, it should be possible to set up any unit to be carriable as cargo on another unit.

My suggestion for letting explorers reach ice-locked expedition sites would probably be to give them a submarine perk instead of a hover perk
Maatissi Apr 6, 2018 @ 8:30am 
Well, for me the unit naming is not that important.

As you have studied the code, is there a Civ V remnant "paradrop" ability available?

Or a way to make submarines or hovering units able to transport Explorers?

Reaching those ice blocked expedition sites would be awesome addition to this mod.
Exsolutus Apr 6, 2018 @ 7:54am 
(cont.)
"Commando" refers to a soldier trained to specialize in raiding and quick strikes in enemy territory. So moving after attacking fits. You might also consider a perk for pillaging tiles.

"Technician" refers to an expert in in practical science/technology. The unit would probably need more unconventional perks. Perhapse a measure of stealth, a bonus to expeditions, or buffing other units.
Exsolutus Apr 6, 2018 @ 7:53am 
Neither Purity nor Supremacy are inherently more or less militaristic than the other, or more or less than Harmony is. That is a flavor left open to the individual leaders (players) to bring to the table. Each affinity does have a different military philosophy, however.

Purity seems the most forward of the three, big armor, big guns. Hit the enemy hard and as broadly as possible.

Supremacy is more tactful, calculating. Coordination of military forces and surgical strikes.

Harmony is ferocious, but at the same time, "squishy". They overcome this with numbers. Alternatively, they can become quite resilient with regenerative properties.
Maatissi Apr 6, 2018 @ 5:37am 
Well, I think what Exsolutus was trying to say is that Purity generally appreciates the "innate" strength of human race and human evolution as a driving force, whereas Supremacy promotes enhancing us via technology to overcome our shortcomings (a view further backed by the descriptions of the Victory types Promised Land and Emancipation):

http://civilization.wikia.com/wiki/Victory_(CivBE)

And as for the Expedition sites blocked by ice. This is a major (and in a way very silly) problem. Perhaps if the Explorer can't hover, it could "paradrop" from a nearby colony (making it necessary to build a colony close to the last sites "prisoner of ice" and - neat? :steamhappy: or have some kind of fancy floating transport craft which carries only explorers (graphics could be nicked from another unit)?
Snake  [author] Apr 5, 2018 @ 10:52pm 
i definitely considered hover as an upgrade perk, but as was alluded to, the model would look weird. i also tried to add other perks like more expeditions, but some attributes are not as straightforward to mod as others it would seem.

as for naming and affinities, i'd appreciate any discussion of it (hopefully with better arguments). i can see where supremacy tends towards robotics more than purity, but it also feels more militaristic, hence commando.
Maatissi Apr 5, 2018 @ 12:29pm 
Good ideas from Exsolutus and dtt.scanner
dtt.scanner Mar 31, 2018 @ 9:15pm 
maybe give them an extra 20% chance to find an artifact at each tier, and hover at Tier 3?
dtt.scanner Mar 31, 2018 @ 9:12pm 
or even just added to Tier 2... they don't really need to be any stronger than this vs aliens, and if you are using them as combat troops then I don't think you are using them right. LoL.
dtt.scanner Mar 31, 2018 @ 9:07pm 
it would be nice if there were a Tier 3 "Hover" unit that could get across the ice to pick up the few remaining expeditions trapped in pockets of ice. You wouldn't really need to change the explorer graphic, unless you wanted to and are good at that sort of thing.
Exsolutus Mar 27, 2018 @ 7:59am 
As a name, Technician makes more sense for a Supremacy unit, and Commando makes more sense for a Purity unit.
Snake  [author] Mar 27, 2018 @ 7:38am 
No, why do you think they would be?
Exsolutus Mar 26, 2018 @ 7:54am 
I don't know if this is just an error in the description, because I haven't loaded the mod up yet, but shouldn't the Purity upgrade be "Commando" and the Supremacy upgrade be "Technician"?
Snake  [author] Mar 26, 2018 @ 6:14am 
Oh, good reminder. I didn't see any explorer mod for Rising Tide and it really needed it.
Alterd-Rushnano Mar 25, 2018 @ 10:46pm 
I always asked for this!
Good mode. You seem to have implemented the first upgrade mode on the RT.
ParaNautic Mar 25, 2018 @ 7:35pm 
Cool mod, I really needed this.