Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

More Domination Options [Vanilla Only]
42 Comments
Sidewinder Fang Jan 2, 2016 @ 12:07pm 
Maybe its just me but I don't think this mod works anymore with Rising Tide, when I try to run it (on its own) it just turns the map terrain into a blurry mess for some reason. Its a shame, this was one of my favourite mods.
midnattssol Aug 14, 2015 @ 4:11am 
nice!
Sidewinder Fang Jun 27, 2015 @ 7:58pm 
I stumbled across what I think is Krogan's problem, its a minor issue, if you start a game then imediately restart because you landed in a bad spot or something, it wipes your victory conditions in the new game. Its not game breaking, just makes it more time consuming and fiddly for those of use who are picky about our starting locations.
Sidewinder Fang Jun 22, 2015 @ 6:50am 
nice mod, one of the problems I have with beyond earth is all the victory types other than domination are just different flavours of science victory, while this doesn't fix that it does add more variety into the game.
Ryoga  [author] May 4, 2015 @ 11:37am 
no it doesn't.
Case May 2, 2015 @ 10:52am 
Hi! Is this mod deleting all Victories except Domination? Pls respond fast :P
Ryoga  [author] Mar 14, 2015 @ 4:17pm 
I updated this mod to be compatible with the 2015 winter patch. Also I've changed the name since now by default the domination victory condition requires all capitals to be controlled by one player.
BLÀde Feb 3, 2015 @ 8:04pm 
sorry i've had enough of BE until they release an expansion or make it more interesting i'm going back to civ V.
Ryoga  [author] Feb 3, 2015 @ 8:19am 
When exactly the game crashed? What exactly were you doing or just did in the game at that point?
Also you should probably try again and see if ti crashes in another situation or in the same.
BLÀde Feb 3, 2015 @ 3:13am 
no i never use custom sponsors
Ryoga  [author] Feb 2, 2015 @ 9:12am 
I haven't the slightest idea. Does visual basic have anything to do with Civ BE?
Anyway did you perhaps also use custom sponsors? There is known problem that causes the game to crash if you use them in conjunction with vanilla sponsors.
BLÀde Feb 2, 2015 @ 7:04am 
yeah a box popped up saying something abous visual basic when i closed it the game crashed. 1st time ever my game has crashed since i got it
Ryoga  [author] Feb 2, 2015 @ 6:09am 
A visual basic error?
BLÀde Feb 2, 2015 @ 12:19am 
i got a visual basic error and it crashed the game now while using the new version
Tiek68 Jan 31, 2015 @ 8:25pm 
Oh don't worry, really no problem. You did a great work to enhance the playing experience for a game that has been released clearly incomplete and unbalanced. It's thanks to you and the other modders here that all us can enjoy CivBE; without your constant commitment the life of this game would be really "short" ;)) So, thanks again and keep it up
Ryoga  [author] Jan 31, 2015 @ 7:56pm 
I'm sorry about that, I made several tests for this mod but I only tried to achieve the various domination victories, it never really crossed my mind that the QuestSystem.lua file would cause that kind of error for the Emancipation and Promised Land victory.

What is even more baffling is that it was never brought up until now, especially when you consider that "Alien Strains" uses the same file.
Tiek68 Jan 31, 2015 @ 7:15pm 
Many thanks for info; my oldest savegame is just before the achievement of a Purity Tech to reach the required affinity level and unlock the exodus gate, unfortunately a lot of time after the launch of lasercom sat, so I guess the quest is actually broken. I checked the victory progress menu: the last "objective" entry concerns the lasercom sat, after that I found only a generic explanation about the need to build a gate, but there is not the related objective stated. Ok, no problem at all, time to restart :))
Ryoga  [author] Jan 31, 2015 @ 11:58am 
The error used to occurr as soon as you launched the lasercom satellite (which is the first step for both the emancipation and promised land victories), so if you saved after that those two victories won't be available unfortunately. You should actually be able to check if things are working or not simply by looking at the victory progress menu. If you have a next objective clearly listed fpr that victory then everything is working normally, if you don't, then the quest is broken.
Tiek68 Jan 31, 2015 @ 10:48am 
Hi, thanks a lot for your mod, the new Domination options are really interesting ;)) By the way, I have the same problem like @BLAde about the Exodus gate not buildable (even after your update with the new QuestSystem.lua). Just to clarify: the quests script conditions are stored in save games or loaded (and refreshed) every time you launch CivBE? I ask because I achieved the affinity level to build the gate (but it has not been triggered) before the update, so I should restart with a new game to see if it works now? Thanks in advance.
BLÀde Jan 31, 2015 @ 12:15am 
i'll try it out prob tomorrow
Ryoga  [author] Jan 29, 2015 @ 10:19am 
Okay now it should be fixed. But be careful of any other mod that modifies QuestSystem.lua, because it will most likely conflict with it.
Ryoga  [author] Jan 29, 2015 @ 9:23am 
All right I was able to find the error. It was indeed caused by my mod, but not by my code.
Since Firaxis' patch to improve modded quest compatibility doesn't work, I was still using Vice Virtuoso's modular script snippet.
To my dismay it turns out that that script is broken. In fact the error still occurs if I use the snippet alone.

At this point I see no other solution but to use a QuestSystem.lua script modified by myself, but that would mean this mod will no longer compatible with any other mod that uses Vice Virtuoso's snippet. Then again... they don't work at all as they are...
BLÀde Jan 29, 2015 @ 7:31am 
art technology background
user interface tweaks
planet simulator
boogies ai mod
visually distinct all terrain packs
color tech web
Ryoga  [author] Jan 29, 2015 @ 6:24am 
There were no changes about victory conditions in the patch that I'm aware of, and this mod doesn't really touch any victory conditions except domination.

I have no idea why this mod would prevent to build the exodus gate, but I will investigate it.
Meanwhile can you tell me which other mods are you using?
BLÀde Jan 29, 2015 @ 12:01am 
i think your mod is causing it to not be able to build the exodus gate. 3 games now i've not been able to build it and each time this mod was active. your mod alters victory conditions which were changed in the patch and it's messing with the gate i think?
mfly6148 Nov 28, 2014 @ 1:24am 
Thanks for the reply, Ryoga! Ah, well. It's *still* a cool mod, though!
Ryoga  [author] Nov 28, 2014 @ 1:21am 
There aren't really such statements, and that's the main issue here. Each check is done separately in a different function and it can only return "success" or "not success" because this whole mod relies on the prebuilt quest system.
I must confess that I didn't really think of adaptability when I created this code, so making the various conditions work as "and" instead of "or" would require a substantial change on the structure of the code.
mfly6148 Nov 28, 2014 @ 1:00am 
What happens if you change the statement, "unique='true'" to "unique='false'"? Does this then mean that multiple conditions will now be in place - or perhaps that multiple players can win? Just curious. As mentioned before, it'd be really cool to be able to set multiple conditions that *all* have to be met, in order for true domination to occur. :)
Squonk Nov 27, 2014 @ 6:56pm 
Very nice premise, definetely adds to the civ:BE experience!
Kelzo Nov 26, 2014 @ 10:02am 
Thanks, i was kinda confused
Ryoga  [author] Nov 26, 2014 @ 9:31am 
@Kezlo You can. If you read the description it says that the code checks how many original capitals exist, and it does that everytime a city changes ownership or is destroyed so if an original capital gets razed the number of original capitals needed to win decreases accordingly.
Kelzo Nov 26, 2014 @ 7:39am 
But what if somebody's original capital gets destroyed by aliens, then you cant win a domination
mfly6148 Nov 26, 2014 @ 5:46am 
... Or a variation on my earlier suggestion: Set as many of the four conditions as you want, when setting up a game, and allow the player to choose a parameter like: "when any 2 of these conditions are both met, the game is over." It could also be "any 3 out of 4," or "all four" conditions. That could be a cool spin on 'true' domination.
mfly6148 Nov 25, 2014 @ 6:36pm 
Played my first game with the mod, after enabling all the options, as described. Worked like a charm! Thanks. (Played as ARC, with this mod, and the 'better covert ops' mod, and took all capitals through subterfuge.... sweet!) One thought: is there any way to make more than one option required for total domination - in other words, '100% of capitals AND 60% of population' (for example). In other words, 'AND' instead of 'OR' between the propositions? Would be kinda cool...
Ryoga  [author] Nov 22, 2014 @ 11:38am 
That's what it is by default with this mod. To enable the other options you need to open and edit the "options.xml" file inside the mod directory.
BLÀde Nov 21, 2014 @ 8:03pm 
how come only the own capitals options is available to me?
Sir Charles Dewitt Nov 20, 2014 @ 1:17pm 
pretty good sounding mod...I think I'll set it at the Civ IV domination victory condition
Gort Nov 20, 2014 @ 10:29am 
Excellent idea for a mod. Bravo.
mfly6148 Nov 20, 2014 @ 4:44am 
Wow! what a great idea! This might actually make me interested in going for domination some time... :)
pgames-food Nov 19, 2014 @ 6:07pm 
but hey check the date its brand new thats why :)
pgames-food Nov 19, 2014 @ 6:06pm 
yeah this adds a nice objective to work on :)
Robo-Pig Nov 19, 2014 @ 5:37pm 
Why hasn't anyone commented on this amazing mod yet? It's... amazing! Really makes a fresh and brand new victory.