View Full Version : Caveman 2 Cosmos
Civmatrix Jan 30, 2012, 05:36 PM City defenses are fixed (toned down) in v20. AI improvements are an ongoing matter. Hydro would be the best person to comment on the civs, but with the new culture system they really are not much more than names to be honest (though individual leaders still have traits so they matter)
ok thanks. I actually preferred having civ specific cultures over being able to get any culture. Kind of takes a way the purpose of playing a specific civ.
Hydromancerx Jan 30, 2012, 06:28 PM Hi guys i played this mod along time ago but stopped using it because the AI wouldnt build many planes nor nukes. and also didnt like that you could be lots of diff cultures.
does the AI build planes and nukes now?
Yes I was defeated in my last games from too many airplanes and nukes. So yes the AI builds them (maybe too well).
ok thanks. I actually preferred having civ specific cultures over being able to get any culture. Kind of takes a way the purpose of playing a specific civ.
Playable civs are more for what home region you want to start from. Where you take it from there is up to you and some luck. But like Koshling said, leader traits still matter (for now).
Dancing Hoskuld Jan 30, 2012, 06:45 PM Playable civs are more for what home region you want to start from. Where you take it from there is up to you and some luck. But like Koshling said, leader traits still matter (for now).
If that were only true. When I play random location as the Egyptians I almost always end up at one pole or the other making it very difficult to get the Egyptian culture and many of the African ones.
ulsterbrit Jan 30, 2012, 08:08 PM thanks for replys. yes im using v20 from the main download .
Im roughly 100 - 150 turns in on world map, in america people are expanding nice. but for some reason in europe only country what has more then 1 city is russia, yet there is plenty of room for expansion its a hugh world map.
Also is there a way to turn off that culture thing as i prefer to use the civilization i pick to play with. i picked america yet it is offering me to go sioux. do i still get to stay as america if i accept sioux?
Epona222 Jan 30, 2012, 09:48 PM Just come back to C2C after a break playing other things, just want to congratulate you on v20 - I think the last version I played was v17 and there are so many new things in v20 - especially love all the new animals and cultures. (Edit to add that I am also thrilled to see that there are now a gazillion resources instead of "goods", I understand that the goods system was a workaround of sorts and a good one at that, but it's better to have stuff as resources for trade etc. so well done on getting that ironed out)
Just a quick question - some of my subdued animals I cannot move over certain terrain types - I wondered whether this is intentional because most of them are not affected. The ones I have noticed are: Camel, Panda, Cheetah, and Aurochs. I have had to delete several subdued camels because I cannot move them through the forest to get them home (even if I chop it down it grows back and it's just too much effort, even for a camel) - they are one I am usually particularly excited to catch! Yet I can take penguins captured in the arctic wastes across all terrain types, so I wasn't sure whether it was intended.
Anyway, great work yet again. Please keep the culture thing as it is (either by world wonder as in v20 or local buildings as per previous versions, either is good) - I'd be happy just to pick a colour for my civ (ie. the name of my civ whether "America" or "Greece" is irrelevant) and build the cultures that my resources and terrain allow. I think it's one of the things that makes this mod different and great, if people don't like it then maybe it's not the mod for them.
Civmatrix Jan 30, 2012, 10:02 PM Just come back to C2C after a break playing other things, just want to congratulate you on v20 - I think the last version I played was v17 and there are so many new things in v20 - especially love all the new animals and cultures.
Just a quick question - some of my subdued animals I cannot move over certain terrain types - I wondered whether this is intentional because most of them are not affected. The ones I have noticed are: Camel, Panda, Cheetah, and Aurochs. I have had to delete several subdued camels because I cannot move them through the forest to get them home - they are one I am usually particularly excited to catch! Yet I can take penguins captured in the arctic wastes across all terrain types, so I wasn't sure whether it was intended.
Anyway, great work yet again. Please keep the culture thing as it is (either by world wonder as in v20 or local buildings as per previous versions, either is good) - I'd be happy just to pick a colour for my civ (ie. the name of my civ whether "America" or "Greece" is irrelevant) and build the cultures that my resources and terrain allow. I think it's one of the things that makes this mod different and great, if people don't like it then maybe it's not the mod for them.
The culture isn't the main thing about this mod that makes it stand alone, so I would have to disagree. There are so many things about this mod that is great. It reminds me of a private civ 3 multi mod I made way back with almost everything from this site. I really do love this C2C multi mod and could only imagine how much work it is. It took me months to make a 2 gig civ3 mod and this is even more complex because you have to know programming somewhat so I haven't even attempted modding civ4. So Kudos to the creators of this one.
I would like the ability to turn off having multiple cultures or have some limited culture option so that a person could play by set civ parameters while still being able to enjoy the rest of the mod, so that everyone can play it as they please. I have been playing civ since the first civ came out and perhaps it makes me kind of traditionalist in that manner. To me and some others it does matter what civ they play or what cities they make.And I like to see more civs not less. And this makes me hesitant to try v20. And it kind of bothers me to see the Aztecs instead of African civs riding up on giraffes even though it kind of funny. In any case Ill be sticking to version 19 until more civs are back in or until I have the time to figure out how to add them myself.
Anyways great work. I hope you guys can find a way to resolve yourself to a final solution by 2013 lol. I would like to benefit from some of the improvements of an update without having to undergo a complete revamp or cuts of civs etc.
Bring back the archer barrages too :) And I think remove the terrain reveal restrictions on the animals unless your barbarian.
Dancing Hoskuld Jan 30, 2012, 10:13 PM Just a quick question - some of my subdued animals I cannot move over certain terrain types - I wondered whether this is intentional because most of them are not affected. The ones I have noticed are: Camel, Panda, Cheetah, and Aurochs. I have had to delete several subdued camels because I cannot move them through the forest to get them home (even if I chop it down it grows back and it's just too much effort, even for a camel) - they are one I am usually particularly excited to catch! Yet I can take penguins captured in the arctic wastes across all terrain types, so I wasn't sure whether it was intended.
All subdued animals should be able to pass all terrain. (Oops haven't looked at Joseph's save yet that shows this activity also.) It is a matter of them not being able to reveal the map which is the usual problem.
And it kind of bothers me to see the Aztecs instead of African civs riding up on giraffes even though it kind of funny.
We now have the technology to limit animals by east-west areas so it may be possible to work towards a more "natural" placing of animals and nations on the world.
Civmatrix Jan 30, 2012, 10:26 PM All subdued animals should be able to pass all terrain. (Oops haven't looked at Joseph's save yet that shows this activity also.) It is a matter of them not being able to reveal the map which is the usual problem.
We now have the technology to limit animals by east-west areas so it may be possible to work towards a more "natural" placing of animals and nations on the world.
ok that makes more sense :) So will there be animal resources that are specific to them as well? Such as a giraffe etc.
Dancing Hoskuld Jan 30, 2012, 10:33 PM ok that makes more sense :) So will there be animal resources that are specific to them as well? Such as a giraffe etc.
Probably not. I have been thinking about regional spawn plots or lairs but it is still in my head.
Dancing Hoskuld Jan 31, 2012, 12:36 AM This is the closest save I have. The cheetah gets killed by a Jaguar when you click EoT. Since it can't join the Explorer and SA Pack it's toast.
I actually ended up with 7 SAs before I camped out on the horse resource.
JosEPh
I had a look at this. The problem is that the preferred for the cheetah would take it across a hill which would reveal some map. If you walked the it via a different path then it could get to safety. So it is not a bug but a feature:p.
Epona222 Jan 31, 2012, 08:01 AM All subdued animals should be able to pass all terrain. (Oops haven't looked at Joseph's save yet that shows this activity also.) It is a matter of them not being able to reveal the map which is the usual problem.
Unfortunately this isn't the case - I cannot move a camel from my city to a square next to my city which contains forest - all revealed and all within my own territory.
Have a look at my attached save, there is a subdued camel in Cayuga with all the terrain around the city revealed for many squares in each direction - try moving the camel onto the forest square to the NW (or any of the other forest squares around the area).
It is also mentioned in the pedia entries for the affected subdued animals with "cannot enter tundra" and "cannot traverse forest, jungle" type entries - I've been through the subdued animal entries and the ones affected are:
Subdued Aurochs
Subdued Camel
Subdued Cheetah
Subdued Giraffe
Subdued Gorilla
:)
Koshling Jan 31, 2012, 08:42 AM Unfortunately this isn't the case - I cannot move a camel from my city to a square next to my city which contains forest - all revealed and all within my own territory.
Have a look at my attached save, there is a subdued camel in Cayuga with all the terrain around the city revealed for many squares in each direction - try moving the camel onto the forest square to the NW (or any of the other forest squares around the area).
It is also mentioned in the pedia entries for the affected subdued animals with "cannot enter tundra" and "cannot traverse forest, jungle" type entries - I've been through the subdued animal entries and the ones affected are:
Subdued Aurochs
Subdued Camel
Subdued Cheetah
Subdued Giraffe
Subdued Gorilla
:)
IMO existance of a route should override this cannot-enter criteria. Would that solve the key issue?
AIAndy Jan 31, 2012, 08:54 AM IMO existance of a route should override this cannot-enter criteria. Would that solve the key issue?
As DH said, those "cannot enter" flags should not even be set for subdued animals.
Dancing Hoskuld Jan 31, 2012, 12:20 PM Unfortunately this isn't the case - I cannot move a camel from my city to a square next to my city which contains forest - all revealed and all within my own territory.
Have a look at my attached save, there is a subdued camel in Cayuga with all the terrain around the city revealed for many squares in each direction - try moving the camel onto the forest square to the NW (or any of the other forest squares around the area).
It is also mentioned in the pedia entries for the affected subdued animals with "cannot enter tundra" and "cannot traverse forest, jungle" type entries - I've been through the subdued animal entries and the ones affected are:
Subdued Aurochs
Subdued Camel
Subdued Cheetah
Subdued Giraffe
Subdued Gorilla
:)
Sorry, I was sure I had gone through and made sure the subdued animals could enter all terrain. I will push the fix to the beta (SVN) after I finish downloading all last nights updates.
JosEPh_II Jan 31, 2012, 05:12 PM I had a look at this. The problem is that the preferred for the cheetah would take it across a hill which would reveal some map. If you walked the it via a different path then it could get to safety. So it is not a bug but a feature:p.
Doesn't make sense as the explorer had revealed all terrain on that island. The cheetah had to follow the explorer and rest of the SAs from the western edge of the island to the spot you see it before it dies Using the explorers direct path that the explorer used to get to the western side. But the cheetah could never join up with the explorer.
How's that Not a bug but a feature? Cheetahs can't travel With an Explorer? Sounds rather biased to me! :mischief: :p :rolleyes::lol:
JosEPh :)
Dancing Hoskuld Jan 31, 2012, 06:14 PM Doesn't make sense as the explorer had revealed all terrain on that island. The cheetah had to follow the explorer and rest of the SAs from the western edge of the island to the spot you see it before it dies Using the explorers direct path that the explorer used to get to the western side. But the cheetah could never join up with the explorer.
How's that Not a bug but a feature? Cheetahs can't travel With an Explorer? Sounds rather biased to me! :mischief: :p :rolleyes::lol:
JosEPh :)
the cheetah can move further than the explorer so maybe is broke from the group. I think that has been fixed, the breaking of the group. If the explorer goes on the hill that the cheetah wants to go on then he will also reveal a bit of the map. The sea plot to the south east.
Hydromancerx Jan 31, 2012, 11:27 PM Thank you to whomever added icons to Crime and Flammability. I think it looks cool with icons now.
AIAndy Feb 01, 2012, 01:52 AM Thank you to whomever added icons to Crime and Flammability. I think it looks cool with icons now.
You can find them in the game font file. I put them into the empty space between corporations and generic symbols (Same order as in the XML).
SteelSterling Feb 01, 2012, 10:15 AM Favorite mod by far! I've been playing Civ IV since it was released and have played many many mods and this one is the best! Thanks to all the modders involved with this project, your hard work is much appreciated. I have to say I was at first disappointed at not hearing "What if Civilization had lyrics" song but I'm enjoying the others and random feature of the songs. Thanks again!:goodjob:
Crash757 Feb 02, 2012, 03:10 PM Where can i download the long movies for C2C ?:(
Baleur Feb 02, 2012, 11:33 PM Yeah i wonder the same, damn megaupload bust..
lol almost every game i play has had modders loose their links because of this. Sigh. Long live cyber imperialism.
Anyway, i just started playing this mod for the first time last night. Omfg it is unbelievable.
At first i thought it is a bit TOO ridiulous with a gazillion buildings with tiny effects, but then i discovered how they produce trade goods needed for other buildings. And i dropped my jaw, lol.
This really is the mod to play if you want a super deep *nurturing my civ since day 1* gameplay experience.
Damn fine :)
strategyonly Feb 02, 2012, 11:37 PM Where can i download the long movies for C2C ?:(
Right now the Leaderheads and the Extra Long Movies are IN the SVN, i had them ready in (of course Megaupload) well that actually tells the story there, huh?
Nakkimunakas Feb 03, 2012, 02:38 AM How can I get static leaderheads mentioned earlier? Would the Static leaderhead modpack work with this mod? Thnx.
strategyonly Feb 03, 2012, 03:27 AM How can I get static leaderheads mentioned earlier? Would the Static leaderhead modpack work with this mod? Thnx.
Sure but you'd have to use this thread, on a tutorial on how to do it.
http://forums.civfanatics.com/showthread.php?t=429816
Hydromancerx Feb 03, 2012, 04:20 AM Anyway, i just started playing this mod for the first time last night. Omfg it is unbelievable.
At first i thought it is a bit TOO ridiulous with a gazillion buildings with tiny effects, but then i discovered how they produce trade goods needed for other buildings. And i dropped my jaw, lol.
This really is the mod to play if you want a super deep *nurturing my civ since day 1* gameplay experience.
Damn fine :)
Glad someone appreciates my elaborate dependency system of buildings. Players tend to either love it or hate it. I was inspired by a set of mods made for Sim City 4 where they had different reward buildings unlocked if you placed other buildings. I should really go over them sometime and see if I could apply some specific dependency chains to C2C. I recall one was like unlocking Bill Gates house if you had Silicon Valley or something.
Koshling Feb 03, 2012, 07:00 AM Sure but you'd have to use this thread, on a tutorial on how to do it.
http://forums.civfanatics.com/showthread.php?t=429816
Will the static leaderheads be the default for v21? (are they now in teh current SVN?)
strategyonly Feb 03, 2012, 09:12 AM Will the static leaderheads be the default for v21? (are they now in teh current SVN?)
Yes, they are, and i really like the idea of natural looking static pics rather than those of the Civ4 made-up ones, not too sure about the cartoonist ones, but they are supposed to be an accurate portrayal of what they looked like, so i might use them?
JosEPh_II Feb 03, 2012, 04:12 PM <snip>
If the explorer goes on the hill that the cheetah wants to go on then he will also reveal a bit of the map. The sea plot to the south east.
No DH I actually Tried to get the cheetah to join the Explorer and other SAs but it Would Not Join. All the way across the island it exhibited this behavior. The cheetah was not directed to try and go anywhere else but to join the explorer. Period.
It might be fixed now but I have not had a similar situation appear since then so I don't know if it is or isn't.
JosEPh
Dancing Hoskuld Feb 03, 2012, 04:15 PM No DH I actually Tried to get the cheetah to join the Explorer and other SAs but it Would Not Join. All the way across the island it exhibited this behavior. The cheetah was not directed to try and go anywhere else but to join the explorer. Period.
It might be fixed now but I have not had a similar situation appear since then so I don't know if it is or isn't.
JosEPh
There was no explorer on the plot for it to join.:confused:
phill4848 Feb 04, 2012, 10:52 AM does long movies and extra leaders work with v20 and if they do how do i install them
strategyonly Feb 04, 2012, 11:03 AM does long movies and extra leaders work with v20 and if they do how do i install them
http://forums.civfanatics.com/showpost.php?p=11235805&postcount=4272
strategyonly Feb 04, 2012, 04:44 PM OK Extra Leaderheads, have been uploaded, see 1st post.
Dancing Hoskuld Feb 04, 2012, 04:55 PM In my latest game, with latest SVN, the Alt Timeline tech Megafauna Domestication is missing. Have you changed this for some reason? I need Bear Riders to beat up barbarians who are now spawning cities at about cultural identity which also seems a bit early.
strategyonly Feb 04, 2012, 05:10 PM In my latest game, with latest SVN, the Alt Timeline tech Megafauna Domestication is missing. Have you changed this for some reason? I need Bear Riders to beat up barbarians who are now spawning cities at about cultural identity which also seems a bit early.
Wasn't me.
Epona222 Feb 04, 2012, 06:38 PM Sorry, I was sure I had gone through and made sure the subdued animals could enter all terrain. I will push the fix to the beta (SVN) after I finish downloading all last nights updates.
Thank you! I have had internet issues for a few days and have not been able to get the initial SVN download because of that, but I found the relevant XML file in my locally installed version and edited it to remove the inaccessible terrain/feature lines and I can now get my camels home so it's all good :lol:
Madd_Mugsy Feb 04, 2012, 07:42 PM OK Extra Leaderheads, have been uploaded, see 1st post.
Is the plan to move to all static laderheads? Will the option remain via the MLF to still use the animated ones (even for the extra leaderheads)?
Hydromancerx Feb 04, 2012, 10:15 PM In my latest game, with latest SVN, the Alt Timeline tech Megafauna Domestication is missing. Have you changed this for some reason? I need Bear Riders to beat up barbarians who are now spawning cities at about cultural identity which also seems a bit early.
It got moved around. You sure its just not in its new place with its new requirements (Elephant Riding and Equine Domestication)?
BlueGenie Feb 05, 2012, 06:56 AM In my latest game, with latest SVN, the Alt Timeline tech Megafauna Domestication is missing. Have you changed this for some reason? I need Bear Riders to beat up barbarians who are now spawning cities at about cultural identity which also seems a bit early.
That's why I edit the era info file. I have barb cities on 0 for the Prehistoric. After all I see myself and all other civs AS barbarians during this time, especially with the Minor Civ option (which I of course use).
Cheers
Dancing Hoskuld Feb 05, 2012, 12:13 PM It got moved around. You sure its just not in its new place with its new requirements (Elephant Riding and Equine Domestication)?
If you are still messing with the prehistoric era tech tree then I have some suggestions.
EmperorCox Feb 05, 2012, 03:21 PM Hello, was hoping I could get some help on this subject. I have tried to extract a caveman2cosmosV20 file with 7zip and I keep getting errors, about 2200 of them within two minutes of the extraction. The majority of them say that the file is broken. Background info is that I have no other mod downloads or packs to do with this and am using windows 7 and have the complete version of civilization four and beyond the sword as well as warlords. After succesful extraction even though there are errors, I go to the mods folder inside the beyond the swords folder and the Caveman2Cosmos folder is not even there, however if I try to extract the file again I can see the Caveman2Cosmos folder with a lock on it and can delete it, its only about 400megs out of the 2000megs its supposed to be.
Jwitti Feb 05, 2012, 03:27 PM I'd try redownloading first
molemansrb Feb 06, 2012, 03:01 AM Guys when i start my new world the game exits :(
Hydromancerx Feb 06, 2012, 04:09 AM If you are still messing with the prehistoric era tech tree then I have some suggestions.
It was only Megafauna Domestication so all the alternative timeline techs could be dead end techs.
However I am interested to your tech ideas if you have them.
ulsterbrit Feb 06, 2012, 06:07 AM have played this mod for over a week now guys it is fantastic.
But is there a way i can disable the culture thing where if i pick england i can stay as england instead of goin celts and germans. it is the only thing what realy bothers me.
strategyonly Feb 06, 2012, 06:32 AM have played this mod for over a week now guys it is fantastic.
But is there a way i can disable the culture thing where if i pick england i can stay as england instead of goin celts and germans. it is the only thing what realy bothers me.
Then dont use any cultures in the "Wonders" area, and you will stay the same thoughout the game then, its really your choice to begin with if you choose them or not:p
Jwitti Feb 06, 2012, 07:09 AM Can you guys make it so that I can upgrade units to the 'Unique' units with the correct culture, ie musketman to Redcoat? Or did you decide it would be a bad idea, and if you did why?
ulsterbrit Feb 06, 2012, 07:13 AM Then dont use any cultures in the "Wonders" area, and you will stay the same thoughout the game then, its really your choice to begin with if you choose them or not:p
agh sweet should of known that,lol thanks
Also is there a way i can stop computer using it also? so russia would stay russia and so on?
Civmatrix Feb 06, 2012, 10:36 AM I decided to play v20 round on normal speed because of a limited time factor. Snail will never happen with me. I don't have that much time. Sometimes epic but never longer. Works pretty good except the time bar doesn't slow down to 1 year increments as the game goes on. So I am at the year 2300+ and just got tanks and stuff as the tech leader int he world. A minor tweak with the time bar setting would fix that. Slow the year clock down in the industrial age at least. I see the modern era could use some work in the tech tree. Partisans with machine guns spring up before anyone has machine guns and some odd stuff like that (even in slower modes). Not much of a ww1 era either goes so easily into ww2. Also why have are the huts so long through the game when you can replace them with houses in the Renascence age. Having a pretty good game in v20 with my wife. The leader heads are still animated so I don't know what people are talking about with the static ones. I would rather have animated if you guys are planning such an event. And I downloaded the extra leader heads so where do I install them? And I still would like an option that shuts that multi culture option off.
If your going to let cannons shoot chemical weapons then might as well let catapults shoot the plague and disease from dead body parts lol.
Koshling Feb 06, 2012, 01:59 PM If your going to let cannons shoot chemical weapons then might as well let catapults shoot the plague and disease from dead body parts lol.
That is actually a historically accurate tactic
Jwitti Feb 06, 2012, 03:02 PM It is.... DO IT!!!!!
Maybe an x% chance to capture a special unit that can be sacrificed to either spread disease to a rival city or give a catapult a one-time promo that does something
Hydromancerx Feb 06, 2012, 08:46 PM Can you guys make it so that I can upgrade units to the 'Unique' units with the correct culture, ie musketman to Redcoat? Or did you decide it would be a bad idea, and if you did why?
People were abusing the upgrade process by building lower Unique Units and then upgrading them to higher unique units such as ...
Quechua -> Jaguar Warrior -> Samurai -> Musketeer
And so on getting like a super uber unit with benefits from all the old Unique Units. Having them only upgrade from and not being upgrade to helped balance things out.
WimpyTheWarrior Feb 06, 2012, 11:54 PM v20 - None of my Great Generals/Commanders are getting any XP from successful combat. F8...Settings shows that Barbarian Generals and Great Commanders are selected. I've used the Civ switcher and none of the AI Great Generals/Commanders have any XP also.
Save game attached from 3000BC. My General was created on 3670BC. One of the AI Great Generals was created as early as 7300BC, with no XP. (Playing at Snail speed).
Is there a new option I have missed, or a pre-req Tech before Great Commanders get XP?
little_cyclone Feb 07, 2012, 12:02 PM v20 - None of my Great Generals/Commanders are getting any XP from successful combat. F8...Settings shows that Barbarian Generals and Great Commanders are selected. I've used the Civ switcher and none of the AI Great Generals/Commanders have any XP also.
Save game attached from 3000BC. My General was created on 3670BC. One of the AI Great Generals was created as early as 7300BC, with no XP. (Playing at Snail speed).
Is there a new option I have missed, or a pre-req Tech before Great Commanders get XP?
I stumbled onto this myself a few months ago.. I *think* you have to have 'Dynamic XP' turned off for the Great Commanders to gain experience. It was either that or one of those other combat xp options nearby in the bug menu..
Koshling Feb 07, 2012, 12:16 PM v20 - None of my Great Generals/Commanders are getting any XP from successful combat. F8...Settings shows that Barbarian Generals and Great Commanders are selected. I've used the Civ switcher and none of the AI Great Generals/Commanders have any XP also.
Save game attached from 3000BC. My General was created on 3670BC. One of the AI Great Generals was created as early as 7300BC, with no XP. (Playing at Snail speed).
Is there a new option I have missed, or a pre-req Tech before Great Commanders get XP?
I loaded the save game you posted, and took the stack with the great general for a walk in the wilderness. A few turns later it got attacked by an eagle, and the general got an experience point. So a few questions:
1) What version are you running? v20 or current SVN? (I checked for likely chnages that might have fixed a great commanders issue but I couldnt see an obvious one, though you can never be certain)
2) What sort of fights has that Great General previously been involved in that should have given experience? As aprt fo teh stack that fought, or standing back a tile from the fight?
I'm going to post the DLL from the latest SVN to the patches thread (with a health warning since I am not 100% SURE it will run with v20 assets, though I **think** it will), so you can see if that makes a difference for you.
To try to diagnose this further I will need you to make saves every turn and get me a save from the turn in which the battle happens (i.e. - if you are the defender than then end of the turn that the end-turn causes you to be attacked in; if you are the attacker then a save from immediately before you do the attack)...
Hydromancerx Feb 08, 2012, 01:09 AM I am having a fun time with the steampunk units in my current game. I think the steam tanks are actually well balanced since stacks of Calvary, Riffelmen and Grenaders still will beat them in large numbers. This seems fair since you only get 15 steam tanks at a time. Also the Mounted units seems to have a lot better bonus promotions for the time.
I can't wait for models like the War Train and Cloud Destroyer to be made so the tech punk technology can be more diverse.
WimpyTheWarrior Feb 08, 2012, 03:03 AM Problem solved - I just deleted the mod and unpacked it again. Works as expected now. This is with the Feb 7 DLL so I'll continue playing with that and advise of any unexpected symptoms.
Thanks for your assistance.
Civmatrix Feb 09, 2012, 01:52 PM so... played for days. Now near our final epic war looming. However it now ctd every time on a combat event handler. Every time we end this turn on this save I uploaded it CTD. Its when the cpu goes and the British move part way in future era. So we are sad not to be able to finish this game :(((
This is with the CvGameCoreDLL.dll from January that came with v20. Ill try a different dll and see if that helps
Also worth noting problem with a10 in not being able to hit anything but land. Also the guided missiles in being able to use them or load them into subs and missile cruisers.. Also Japan doesn't have ww2 carriers and battleships so they have to wait until modern era.
Tried newer dll and still cant play :(
Hydromancerx Feb 10, 2012, 01:57 AM @C2C Team
I just through you should read this ...
I just wanted to say the same thing; I've not played a Civ game in years (despite playing the hell out of 1, 2, and 3 back in the day), but this thread (http://forum.rpg.net/showthread.php?609108-Lets-Play-Cavemen-to-Cosmos!&p=15026086#post15026086) has inspired me to buy Civ4, download C2C, and start mucking about with it compulsively. It has some balance issues - and, so far, it seems noticably easier than standard Civ4 on the same difficulty levels - but the sheer, chaotic sprawl of it is glorious, and I can tell I'll be tinkering with different options for months if not years to come!
So, um, congrats to you, and to the mod's authors. You've made another convert. :)
- Zounds!
dima1980 Feb 10, 2012, 05:42 AM on Giant map, after 1000 AD crash more an more, and on 1040 AD - every turn
there is minidump this save game
WimpyTheWarrior Feb 10, 2012, 05:50 AM I did an image search for "camels salt flats" and it is common. Since the military camel units can cross salt flats I think the subdued camel should also be able to, as it has human handlers.
I can see the logic in having wild camels avoid the salt flats.
Dancing Hoskuld Feb 10, 2012, 01:22 PM I did an image search for "camels salt flats" and it is common. Since the military camel units can cross salt flats I think the subdued camel should also be able to, as it has human handlers.
I can see the logic in having wild camels avoid the salt flats.
Fixed for the next release.
jarhead_leif Feb 11, 2012, 04:48 AM ,please help me with this..where can I download the mod for the future and prehistoric part of the game where there is no need for me to take the other added stuffs like new civs/buildings/units/leader heads etc.,??
,i really wanted to download the whole content.but unfortunately,my cpu capacity can't handle the requirements...
,anyway,great job...keep up the best work..:goodjob:
Jwitti Feb 11, 2012, 07:00 AM as far as I know that is impossible :( Sorry
ER5013 Feb 11, 2012, 07:39 AM I'm using the latest SVN, and I just noticed that Cavalry upgrades to gunship. Is this supposed to happen or did I screw up? I might create a new SVN copy to verify but this just seems weird to me.
Jwitti Feb 11, 2012, 07:41 AM Cavalry upgrades to Gunship in vanilla BTS... the logic there being that helicopters are the 'cavalry' of today
ER5013 Feb 11, 2012, 07:43 AM Cavalry upgrades to Gunship in vanilla BTS... the logic there being that helicopters are the 'cavalry' of today
Oh, I was asking because I had played ROM a lot and IIRC, Cavalry upgraded into tanks.
strategyonly Feb 11, 2012, 10:08 AM Cavalry upgrades to Gunship in vanilla BTS... the logic there being that helicopters are the 'cavalry' of today
Oh, I was asking because I had played ROM a lot and IIRC, Cavalry upgraded into tanks.
Jwitti is exactly correct (remember Apocalypse Now), besides tanks just dont make sense, because i was with the 101st Airborne Division, the nowadays so called "Calvary of the Sky.":)
Jwitti Feb 11, 2012, 10:31 AM I was wondering if you could add to the list of 'dig sites' available with paleontology/ archaeology to include city ruins? As in Dig site- ancient ruins (requires city ruins in city radius)
I always save city ruins so I can get treasures, and it doesn't make sense that the only source of ancient relics never had any barbarian or any other culture on it until I settled there, I think.
Civmatrix Feb 11, 2012, 11:08 AM Jwitti is exactly correct (remember Apocalypse Now), besides tanks just dont make sense, because i was with the 101st Airborne Division, the nowadays so called "Calvary of the Sky.":)
Actually a lot of the American Calvary went light mechanized.
sample of Wikipedia
"The 1st Dragoons was reformed in the Vietnam era as 1st Sqron, 1st Cavalry, and continues to this day as the oldest cavalry unit, as well as the most decorated unit, in the U.S. Army. Today's modern 1–1st Cavalry is a scout/attack unit, equipped with M1A1 Abrams tanks and M3 Bradley CFVs.
Another modern U.S. Army unit informally known as the 2nd Dragoons is the 2nd Cavalry Regiment (Stryker). This unit was originally organized as the Second Dragoon Regiment in 1836 until it was renamed the Second Cavalry Regiment in 1860, morphing into the 2d Armored Cavalry Regiment in the 1960s. The regiment is currently equipped with the Stryker family of wheeled fighting vehicles. As equipped with the Stryker, the 2nd Cavalry once again can be accurately referred to as a "Dragoon" force – mounted infantry.[8]"
Stormwind Feb 11, 2012, 11:32 AM IIRC, many old cavalry units were reformed to tank/motorized and mech inf at the start or in WW2. They were then reformed in the 60s/70s to the helicopter/airmobile heavy units we have today. Pure cavalry to gunships looks a bit silly, because cavalry is outdated when early tanks/ww2 tanks arrive and there is still a long way to gunships.
Jwitti Feb 11, 2012, 11:40 AM I was wondering if you could add to the list of 'dig sites' available with paleontology/ archaeology to include city ruins? As in Dig site- ancient ruins (requires city ruins in city radius)
I always save city ruins so I can get treasures, and it doesn't make sense that the only source of ancient relics never had any barbarian or any other culture on it until I settled there, I think.
Or maybe a building that requires city ruins in the city radius and gives a Ancient Relics resource
BlueGenie Feb 11, 2012, 12:28 PM That depends totally on who you ask really. Me I'd say air units are a new kind of development and not at all a "new cavalry". If it were one could also go the way of saying that all units are a "new something". Tanks are the "new stone throwers", Sheriffs are the "new wanderers", and so on. Air units and cavalry have different roles and thus aren't similar, same goes with tanks and cavalry.
I'd rather see certain upgrades possible but not pushing through totally different types. Everything needs a starting point and air units I feel should be newly built, not upgraded to.
Same goes for all types of engine propelled units. Longbowmen to Tanks is as wrong as Cavalry to Tanks, even though they are closer in "spirit", or in role.
Cheers
phill4848 Feb 11, 2012, 07:18 PM at 3800 kbytes my game crashes it has done this for three games in a row, at first it just stopped i lefft it overnight and it never started to work, then i started over in a new game and at 3800 kb it crashed and i got a windows not responding message, now on my third attempt at 3800 it just closes, no message just shuts down plz help
JosEPh_II Feb 11, 2012, 09:18 PM Please post in the v20 Crashes and Bug thread. As save game would also help. And if you are using the SVN version the minidump file too.
If you are using the Main D/L v20, then upgrade with the Patch in the Patch Thread.
JosEPh :)
Hydromancerx Feb 12, 2012, 01:07 AM I was wondering if you could add to the list of 'dig sites' available with paleontology/ archaeology to include city ruins? As in Dig site- ancient ruins (requires city ruins in city radius)
I always save city ruins so I can get treasures, and it doesn't make sense that the only source of ancient relics never had any barbarian or any other culture on it until I settled there, I think.
Or maybe a building that requires city ruins in the city radius and gives a Ancient Relics resource
City Ruins and Ancient Relics are 2 separate things. Ancient Relics area resource while city ruins I believe are a terrain feature.
Koshling Feb 12, 2012, 08:25 AM so... played for days. Now near our final epic war looming. However it now ctd every time on a combat event handler. Every time we end this turn on this save I uploaded it CTD. Its when the cpu goes and the British move part way in future era. So we are sad not to be able to finish this game :(((
This is with the CvGameCoreDLL.dll from January that came with v20. Ill try a different dll and see if that helps
Also worth noting problem with a10 in not being able to hit anything but land. Also the guided missiles in being able to use them or load them into subs and missile cruisers.. Also Japan doesn't have ww2 carriers and battleships so they have to wait until modern era.
Tried newer dll and still cant play :(
Just pushed a fix to this crash to the SVN. Issue was caused by a builing being cerated by someone (not sure which player) that had team benefits, resulting in a crash because the building-effects-to-team-members code wasn't handling the presence of a dead team member.
Just to clarify the test I did (since this was a multi-player game so I am probably not reproducing quite the same circumstances as you):
1) Start LAN game
2) Load from your save
3) Choose Japan
4) Launch (leave the other human player spot unfilled for the purpsoes of the test)
Crash occurs at this point before the fix. After the fix this loads fine, and I was able to play a couple of turns without problems, so hopefully it is the saem issue that you were seeing.
Fix is on the SVN now anyway - let me know...
Civmatrix Feb 12, 2012, 11:28 AM Just pushed a fix to this crash to the SVN. Issue was caused by a builing being cerated by someone (not sure which player) that had team benefits, resulting in a crash because the building-effects-to-team-members code wasn't handling the presence of a dead team member.
Just to clarify the test I did (since this was a multi-player game so I am probably not reproducing quite the same circumstances as you):
1) Start LAN game
2) Load from your save
3) Choose Japan
4) Launch (leave the other human player spot unfilled for the purpsoes of the test)
Crash occurs at this point before the fix. After the fix this loads fine, and I was able to play a couple of turns without problems, so hopefully it is the same issue that you were seeing.
Fix is on the SVN now anyway - let me know...
Ok how do I get the svn version? and thankyou so much. Ill take a look to try and find the SVN. I would love to finish the game. I think the team would be Britan because it had a team mate India that got squashed by China.
ls612 Feb 12, 2012, 11:39 AM Ok how do I get the svn version? and thankyou so much. Ill take a look to try and find the SVN. I would love to finish the game. I think the team would be Britan because it had a team mate India that got squashed by China.
This (http://forums.civfanatics.com/showthread.php?t=429816) thread has instructions in the first post on how to set up the SVN version of C2C.
Civmatrix Feb 12, 2012, 11:54 AM This (http://forums.civfanatics.com/showthread.php?t=429816) thread has instructions in the first post on how to set up the SVN version of C2C.
OK thank. got it downloading now.
Jwitti Feb 12, 2012, 12:15 PM City Ruins and Ancient Relics are 2 separate things. Ancient Relics area resource while city ruins I believe are a terrain feature.
I understand that, but you would most likely find relics near ancient battle sites, right? From a logical point of view, it makes sense to have an archaeological dig site for city ruins at least
Civmatrix Feb 12, 2012, 01:14 PM Just pushed a fix to this crash to the SVN. Issue was caused by a builing being cerated by someone (not sure which player) that had team benefits, resulting in a crash because the building-effects-to-team-members code wasn't handling the presence of a dead team member.
Just to clarify the test I did (since this was a multi-player game so I am probably not reproducing quite the same circumstances as you):
1) Start LAN game
2) Load from your save
3) Choose Japan
4) Launch (leave the other human player spot unfilled for the purpsoes of the test)
Crash occurs at this point before the fix. After the fix this loads fine, and I was able to play a couple of turns without problems, so hopefully it is the saem issue that you were seeing.
Fix is on the SVN now anyway - let me know...
Ok I got the Svn version and it is working now. Thankyou!!!
Killer21334 Feb 12, 2012, 01:41 PM so I got the mod and started as england, now every second action, technology, or building cause the game to crash. I tried restarting as a diffrent faction but the game crashes before it can start a new game. what is causing this and how can I fix it?
ls612 Feb 12, 2012, 01:43 PM so I got the mod and started as england, now every second action, technology, or building cause the game to crash. I tried restarting as a diffrent faction but the game crashes before it can start a new game. what is causing this and how can I fix it?
Post a Minidump and Koshling can take a look at it.
EDIT: Welcome to CFC.
Dancing Hoskuld Feb 12, 2012, 01:49 PM I understand that, but you would most likely find relics near ancient battle sites, right? From a logical point of view, it makes sense to have an archaeological dig site for city ruins at least
As it stands we can't. City Ruins are an improvement. If they were a feature they would destroy/replace forest, rock forms, oasies, caves, coconuts etc. If they were resources they would replace horses, iron or what ever is on the plot. So having them as an improvement is the least damaging.
I suppose we could make them a bonus and only have ruins if there is not a bonus already on the plot. That would reduce the number of them occurring.
Hydromancerx Feb 12, 2012, 04:12 PM I understand that, but you would most likely find relics near ancient battle sites, right? From a logical point of view, it makes sense to have an archaeological dig site for city ruins at least
From a game point of view you cannot have a resource OR improvement. You can have it require both but not either/or. Which is why the random treasure event from city ruins can instantly make you a museum.
Jwitti Feb 12, 2012, 07:03 PM Another thing, for the generic Great Prophet quote, instead of "Amen, brother!" I think this will be a good one: "A great prophet has risen in our midst; God has spoken to his people!"
EDIT: Yes it is in the Bible, and I thought that was just awesome :D
little_cyclone Feb 12, 2012, 07:04 PM That depends totally on who you ask really. Me I'd say air units are a new kind of development and not at all a "new cavalry". If it were one could also go the way of saying that all units are a "new something". Tanks are the "new stone throwers", Sheriffs are the "new wanderers", and so on. Air units and cavalry have different roles and thus aren't similar, same goes with tanks and cavalry.
I'd rather see certain upgrades possible but not pushing through totally different types. Everything needs a starting point and air units I feel should be newly built, not upgraded to.
Same goes for all types of engine propelled units. Longbowmen to Tanks is as wrong as Cavalry to Tanks, even though they are closer in "spirit", or in role.
Cheers
I think the player should be given the choice. Since units involving horses end at that point, offer the player the option to upgrade to either helicopters, tanks, or mechanized infantry.
Jwitti Feb 12, 2012, 07:16 PM http://img441.imageshack.us/img441/6678/civ4screenshot0020j.jpg (http://imageshack.us/photo/my-images/441/civ4screenshot0020j.jpg/)
I was trying to figure out why I couldn't found Sid's Sushi... I checked the settings and it didn't say that I had the 'realistic corporations' turned on, save attached.
313667
west india man Feb 13, 2012, 04:54 AM Do you have a civic that disables Corporations?
Jwitti Feb 13, 2012, 06:31 AM oh yeah I completely forgot I was running Marxism :p thanks
Mediocrates Feb 13, 2012, 08:42 AM So... I'm still having problems with the new LHC files, which adds leaders like Atatürk and Kim Jong-Il. These leaders and others are now selectable and playable (to an extent).
However, the leaderheads are not shown, nor are any text or info in the leader box. For instance, if I were to play as Reagan, the leader box which pops up at the game-start will be totally empty.
Not only that, but if I choose to play one of these leaders, or select more than two or three of them for a game, I get a CTD every time without exception.
After about a dozen crashes, now I'm not able to load C2C savegames or even start a new one. If you find some solution or stopgap, please e-mail me at:
pandrzejczyk91@gmail.com
Oh, and thanks for making this mod, Strat, Hydro et. al.
strategyonly Feb 13, 2012, 08:53 AM So... I'm still having problems with the new LHC files, which adds leaders like Atatürk and Kim Jong-Il. These leaders and others are now selectable and playable (to an extent).
However, the leaderheads are not shown, nor are any text or info in the leader box. For instance, if I were to play as Reagan, the leader box which pops up at the game-start will be totally empty.
Not only that, but if I choose to play one of these leaders, or select more than two or three of them for a game, I get a CTD every time without exception.
After about a dozen crashes, now I'm not able to load C2C savegames or even start a new one. If you find some solution or stopgap, please e-mail me at:
pandrzejczyk91@gmail.com
Oh, and thanks for making this mod, Strat, Hydro et. al.
Thats more than likely my mistake, i didnt look at them before i put them up for downloading, my bad.:blush:
Rodnok Feb 13, 2012, 02:27 PM Guys, please how can I know what version of C2C is on my computer? There is no version number anywhere... some small readme.txt in the mod directory would be a cool idea.
I was without Civ for some months and I am not sure if I have to download the new version.
Koshling Feb 13, 2012, 02:59 PM Guys, please how can I know what version of C2C is on my computer? There is no version number anywhere... some small readme.txt in the mod directory would be a cool idea.
I was without Civ for some months and I am not sure if I have to download the new version.
The version of the DLL you have is in the flag text if you hover over the flag.
WimpyTheWarrior Feb 14, 2012, 02:24 AM V20 - DLL from SVN release 7 Feb.
The small and large crocodiles in my game are so docile and tame. They have yet to initiate an attack on any unit, even gatherers. The koalas are more aggressive. Me thinks the Koala unit represents the dreaded Australian drop bear?
Actually, I don't think the crocodiles are moving! Are these crocodiles real or stuffed? The save game shows a large croc next to a stone thrower, and a unprotected gatherer on another tile. Patiently, the beast waits......waits......waits.....
A bit later in the same game, I've come adjacent to 10 crocodiles, 4 in the largest stack, all stationary. These things ain't real.
Dancing Hoskuld Feb 14, 2012, 02:34 AM V20 - DLL from SVN release 7 Feb.
The small and large crocodiles in my game are so docile and tame. They have yet to initiate an attack on any unit, even gatherers. The koalas are more aggressive. Me thinks the Koala unit represents the dreaded Australian drop bear?
Actually, I don't think the crocodiles are moving! Are these crocodiles real or stuffed? The save game shows a large croc next to a stone thrower, and a unprotected gatherer on another tile. Patiently, the beast waits......waits......waits.....
A bit later in the same game, I've come adjacent to 10 crocodiles, 4 in the largest stack, all stationary. These things ain't real.
You are not supposed to mention the dreaded Australian drop bear!
With the crocs there are some problems with were they are allowed to move to. they do attack if you are on terrain they can move into. the other problem is that they can spawn on terrain they can't move into. I need to think of a new tag to handle where they can move which is along rivers, and then sort out their restrictions again.
Mediocrates Feb 14, 2012, 06:25 AM Well, it's actually my bad. I only got my vanilla Civ4 working again after I stopped directing the game to load C2C on start-up. Whatever the cause is, I'm going to have to unload the Extra_LH_C2C.fpk file. Just out curiosity, is there some place I can go to download the same leaders?
Jwitti Feb 14, 2012, 03:15 PM I a problem have discovered. On the Earth map, Aluminum resources haven't been replaced with bauxite ore, thus I can see it at the beginning of the game:
http://img717.imageshack.us/img717/4285/civ4screenshot0021v.jpg (http://imageshack.us/photo/my-images/717/civ4screenshot0021v.jpg/)
Mediocrates Feb 14, 2012, 08:09 PM There is something seriously wrong here. I've spent literally hours sifting through XML scripts and schemas without enjoying even a single minute of game-play. And don't misunderstand me; I do appreciate what you guys do. I just wish I could enjoy it. Well, there's always real life, right? ;)
ls612 Feb 14, 2012, 08:45 PM There is something seriously wrong here. I've spent literally hours sifting through XML scripts and schemas without enjoying even a single minute of game-play. And don't misunderstand me; I do appreciate what you guys do. I just wish I could enjoy it. Well, there's always real life, right? ;)
Are you using v20 or the SVN, and what is your problem exactly.
Civmatrix Feb 15, 2012, 08:28 AM Im getting some hang on my game. The patch let me go a few more turns from the save i submitted earlier. Now it hangs on the computers turn and just never revolves over to Japan after America ends the turn. Its not a CTD now just a never-ending loop waiting for the computer to finish.
Also please add Canada or tell me which files I need to edit to add Canada myself. If Australia a former penal colony can be in so should Canada lol :P I don't mind the still leader heads I guess but doesn't seem to make much difference at all in how long the turns take. So I don't know why that change was needed. But with those kind of still leader heads you could easily add more countries I suppose.
Still can not load the guided missiles in the boats (ones that suppose to carry missiles) no matter what I try and still have troubles with the A-10s. And since the SVN i have had some issues with the range or even when in range in re basing my Strat bombers and other various units. Also now having issues with how many nukes I could launch at once as well even in MAD.
Have you guys ever considered some of the Alpha Centuri techs for the future? Instead of some of the tech names like punk--- and so forth which seem to be a lack of a better term.
I don't think you guys need to add terrain for galactic I would rather just be the same with the units changing and such instead.
Also there could be more weapons tech to slow down the advancement of some guns and esp to preserve some of the ww1 era going on to ww2 to modern. Mabye stuff like better gun barrels and various types improved ballistics and a bunch of stuff like that for in between techs. Could also find a in between partisan so that I dont have commando machine guns appear as partisans while I still have only muskets. Sometimes the bandits I think I too far evolved ahead of everything else. I met one bandit that defeated my entire stack army of riflemen. It was like he was invincible.
Anyways that is some of my input.
tigertank377 Feb 15, 2012, 08:44 AM civ 4 is a good game still but a bit out dated so i was wondering are u ever planing of doing a civ 5 version of the mod:confused:
Jwitti Feb 15, 2012, 08:46 AM Civ IV outdated????? Heresy!! And unless you make it yourself, I doubt it, most of us Civ IV people dislike Civ V (considering how drastically different the focus is)
Not to be disrespectful of course.
Welcome to the forums though, please do stick around!
AIAndy Feb 15, 2012, 08:55 AM civ 4 is a good game still but a bit out dated so i was wondering are u ever planing of doing a civ 5 version of the mod:confused:
Civ 5 currently does not have the modding ability needed for a project like C2C.
Jwitti Feb 15, 2012, 08:56 AM And most doubt it ever will, unfortunately. I guess Firaxis got tired of being out-done by the CFC modders :D
Koshling Feb 15, 2012, 11:32 AM Im getting some hang on my game. The patch let me go a few more turns from the save i submitted earlier. Now it hangs on the computers turn and just never revolves over to Japan after America ends the turn. Its not a CTD now just a never-ending loop waiting for the computer to finish. Have you guys ever considered some of the Alpha Centuri techs for the future? Instead of some of the tech names like punk--- and so forth which seem to be a lack of a better term.
If you provide a save game that hangs when loaded and end-turned I'll se what I can find out. If you're using the DLL from the opatch thread as opposed to the latest SVN this might already have been fixed though (exactlu that symptom was fixed a couple days ago in the SVN)
Have you guys ever considered some of the Alpha Centuri techs for the future? Instead of some of the tech names like punk--- and so forth which seem to be a lack of a better term.
The *punk techs are (as far as I know) part of the alternate timeline stuff, and don't have any units of buildings (or non-*punk techs) dependent on them if you have alternate timelines turned off.
It's a bit annoying that they appear in the tech the/science advisor IMO (when alternate timelines are turned off). That can probably be solved by adding a tag to the tech XML to make its presence dependent on a global define (and then settign tnhat global define in the modular loaded alt timeline XML). If enough people complain about it I'll see what I can do about getting that done.
Dancing Hoskuld Feb 15, 2012, 12:18 PM The *punk techs are (as far as I know) part of the alternate timeline stuff, and don't have any units of buildings (or non-*punk techs) dependent on them if you have alternate timelines turned off.
It's a bit annoying that they appear in the tech the/science advisor IMO (when alternate timelines are turned off). That can probably be solved by adding a tag to the tech XML to make its presence dependent on a global define (and then settign tnhat global define in the modular loaded alt timeline XML). If enough people complain about it I'll see what I can do about getting that done.
If we get an option/global define for Alt-Timelines it would b easy to add it to the XML so they disappear everywhere except in the pedia which is built before the options are set.
Hydromancerx Feb 15, 2012, 03:50 PM If we get an option/global define for Alt-Timelines it would b easy to add it to the XML so they disappear everywhere except in the pedia which is built before the options are set.
I think some mammoth units and some mammoth buildings still need to be moved from the core to the alternate timeline folder.
Civmatrix Feb 16, 2012, 04:38 PM civ 4 is a good game still but a bit out dated so i was wondering are u ever planing of doing a civ 5 version of the mod:confused:
I have played all this civs but 5. Civ 5 got rid of stacked units and want to sell us downloadables which to me really gets away from the Civ I know over the years. If they change it in Civ 6 one day Ill play it. But if they stick to this one unit per hex and some of the other stuff I hate about civ 5 then ill only play civ 4. Civ 4 is still alive and well.
Civmatrix Feb 16, 2012, 04:39 PM If you provide a save game that hangs when loaded and end-turned I'll se what I can find out. If you're using the DLL from the opatch thread as opposed to the latest SVN this might already have been fixed though (exactlu that symptom was fixed a couple days ago in the SVN)
The *punk techs are (as far as I know) part of the alternate timeline stuff, and don't have any units of buildings (or non-*punk techs) dependent on them if you have alternate timelines turned off.
It's a bit annoying that they appear in the tech the/science advisor IMO (when alternate timelines are turned off). That can probably be solved by adding a tag to the tech XML to make its presence dependent on a global define (and then settign tnhat global define in the modular loaded alt timeline XML). If enough people complain about it I'll see what I can do about getting that done.
ok ill update the svn first and try it.
Aveloren Feb 16, 2012, 11:50 PM Hello all,
I have come across a strange problem and I was wondering if anyone else has had the same issue and/or has been able to resolve it.
I have been able to run C2C on my 5 year old desktop with little to no issues. But I am not able to load it up at all on my 6 month old laptop (I need to get my civ fix outside of my home country as well). To be exact, when I select C2C from the mod selection screen, my laptop will wait a minute or two (much like my desktop) and then fail to load C2C or civ4 in any fashion, no error or message; nothing. When I load any other mod it works perfectly.
I do not think it is hardware related, at least I hope not. I am running with 4gb of ram with an AMD A6 Vision chipset on Windows 7. Interestingly enough I am running Civilization 4 Complete on my laptop but regular DVD releases of Civ 4 and expansions on my desktop. Could there be complictions with Civ4 Complete? I am aware of the regi issue with Civ4 Complete and Vista, could this also carry over to Win7?
Thank you.
Mediocrates Feb 17, 2012, 08:22 AM So, does anyone know what's causing me to instantly lose every single scenario on game-start? If a scenario loads correctly and doesn't CTD, I'm automatically defeated without ever seeing the map. The tech screen loads, then the UI bars, and then I lose.
Not only am I unable to play any scenarios, but games that do happen to load have incorrect flags, double leaders from the same civ and a start-year in the early 15,000 AD. Oh, and any custom games inevitably lead to a CTD.
I've tried to be gracious about this whole thing but I'm losing patience. Hours of frustration, well-meaning but unhelpful apologies for untested files and the corruption of eighteen months of Civ4 saves is all much more stress than I'm willing to undergo for a mod. I'm into this now, and I want to know what's wrong.
Koshling Feb 17, 2012, 08:28 AM So, does anyone know what's causing me to instantly lose every single scenario on game-start? If a scenario loads correctly and doesn't CTD, I'm automatically defeated without ever seeing the map. The tech screen loads, then the UI bars, and then I lose.
Not only am I unable to play any scenarios, but games that do happen to load have incorrect flags, double leaders from the same civ and a start-year in the early 15,000 AD. Oh, and any custom games inevitably lead to a CTD.
I've tried to be gracious about this whole thing but I'm losing patience. Hours of frustration, well-meaning but unhelpful apologies for untested files and the corruption of eighteen months of Civ4 saves is all much more stress than I'm willing to undergo for a mod. I'm into this now, and I want to know what's wrong. E-mail me at pandrzejczyk91@gmail.com if you need me to know/do something immediately.
When you say 'games that do load' are you talking about new start position games, or attempts to load saves? If the latter please post such a save and I'll take a look at it. If the former is it a custom game or just a 'Play Now' game? On scenarios, which ones?
JosEPh_II Feb 17, 2012, 09:31 AM and the corruption of eighteen months of Civ4 saves is all much more stress than I'm willing to undergo for a mod.
Please explain how C2C has corrupted 18 months of saves? 18 months of C2C saves or CivIV saves in general?
C2C uses a new save format called Maximum Compatibility. It is Now the default save format for C2C Not Standard CIV IV save format. As of version v20 all C2C saves use Max Compat. Regular Civ IV and Other BtS mods in general Do Not. AND does now too.
If you want Standard saves Back then:
open Assets\XML\A_New_Dawn_GlobalDefines.xml
search ALWAYS_USE_MAX_COMPAT_SAVES
change 1 to 0
Then when you go to save you will have a choice presented to save in Standard BtS save or Max Compat.
Please, when presenting your problem give as much detail as you can. The Team does understand your frustration. Thank you.
JosEPh :)
AIAndy Feb 17, 2012, 09:50 AM So, does anyone know what's causing me to instantly lose every single scenario on game-start? If a scenario loads correctly and doesn't CTD, I'm automatically defeated without ever seeing the map. The tech screen loads, then the UI bars, and then I lose.
Not only am I unable to play any scenarios, but games that do happen to load have incorrect flags, double leaders from the same civ and a start-year in the early 15,000 AD. Oh, and any custom games inevitably lead to a CTD.
Any scenarios not specifically written or adapted for C2C are likely incompatible.
The same is true for map scripts.
When the Python code that builds the map fails then it usually also does not place any units so you lose the moment the normal game starts. With logging enabled that can usually be seen in the PythonErr.log file.
Civmatrix Feb 17, 2012, 11:05 AM If you provide a save game that hangs when loaded and end-turned I'll se what I can find out. If you're using the DLL from the opatch thread as opposed to the latest SVN this might already have been fixed though (exactlu that symptom was fixed a couple days ago in the SVN)
The *punk techs are (as far as I know) part of the alternate timeline stuff, and don't have any units of buildings (or non-*punk techs) dependent on them if you have alternate timelines turned off.
It's a bit annoying that they appear in the tech the/science advisor IMO (when alternate timelines are turned off). That can probably be solved by adding a tag to the tech XML to make its presence dependent on a global define (and then settign tnhat global define in the modular loaded alt timeline XML). If enough people complain about it I'll see what I can do about getting that done.
ok ill update the svn first and try it.
EDIT: IT works now. But still having issues with re basing planes and such since the svn.Also problem with using guided missiles and the A10s. Also you can transport an agent on an old sub but not a nuclear sub. Also noticed a bug where my ground units traveled into the water and fought a enemy submarine? Also there was a few instances when i was able to put the units into the ocean in a few spots. strange bug. There was also a time when I placed 12 units in one nuclear sub, not sure if I can do it again or not. Haven't tried.
Koshling Feb 17, 2012, 11:44 AM ok ill update the svn first and try it.
EDIT: IT works now. But still having issues with re basing planes and such since the svn.Also problem with using guided missiles and the A10s. Also you can transport an agent on an old sub but not a nuclear sub. Also noticed a bug where my ground units traveled into the water and fought a enemy submarine? Also there was a few instances when i was able to put the units into the ocean in a few spots. strange bug. There was also a time when I placed 12 units in one nuclear sub, not sure if I can do it again or not. Haven't tried.
If you can post the save where it happens and give a decsription of exactly what you have to do to reproduce it please.
Mediocrates Feb 17, 2012, 01:11 PM Sorry about the late response (and the 'tude). Firstly Andy, I was talking about non-C2C save games (all RFC and RFC-VD) in the standard Civ4 file format. As for uploading a saved game to the thread, well, I can't save and port what I can't load and play. I'll take a third look-through a few folders and try to find an autosave. And while I have slightly altered the scenarios, I'm still playing only those which were included with the C2C v20 file. I had to alter the scenario XML's to because extra leaders downloaded from StrategyOnly caused my game to CTD and corrupt other saved games. I talked with Strat on page 218 of this thread about the file Extra_LH_C2C.FPK.
Mediocrates Feb 17, 2012, 01:23 PM Here's an autosave: 314041
Epona222 Feb 17, 2012, 07:29 PM Just want to say how much I am enjoying the Hero units - absolutely brilliant. Not sure when they were introduced, but I didn't play much for a couple of months, and they weren't in the previous version I used. Just when I think this mod can't possibly get any better and more complex, there's a whole new thing in there for me to discover and learn how to use, re-evaluate my tactics, and enjoy.
Brilliant work folks, please keep it coming, I can't wait to see what you come up with next! :) :)
Ckornelius Feb 17, 2012, 09:22 PM Hi, congratz to the great mod, is getting my can't-stop-playing feeling back :). Unfortunately I can't finish a game with a large map and 10 AIs starting as I seem to always run into a CTD at some point.
I did some test runs of previous SVN versions, got a constant CTD and waited for the newest version 1814, started a new test game which run fine and I just had a random MAF in 10 h. But then I ended up again with a constant CTD :confused:. I have uploaded the savegame and wanted to ask you if you could confirm the crash and if there is something that I could do to avoid it.
I played on a IBM Thinkpad Toucan W520 NV and Windows 7 Professional 64bit, defines for wonders and buildings were turned to 0, so I think the hardware should not be an issue.
phill4848 Feb 17, 2012, 09:33 PM in my game all the resources i no longer have access to, my cities do but i cant build paved roads for example bc the worker requires stone also when i point to the resource icon it says i have zero
Hydromancerx Feb 17, 2012, 11:10 PM So I got to the Galactic Era for the first time! :D There is lots I need to balance and of couse add all the stuff for the Galactic Era techs, but I glad to see that I can actually play the game without crashing at that stage. Also this game is SOOOO epic, i mean each era on snail is like its own mod. Some eras seem like 2 different eras (such as early prehistoric vs late prehistoric). Great job guys! :goodjob:
Koshling Feb 18, 2012, 07:24 AM in my game all the resources i no longer have access to, my cities do but i cant build paved roads for example bc the worker requires stone also when i point to the resource icon it says i have zero
This was fixed in the SVN version two weeks ago. I assume you are using vanilla v20? Have you updated from the patch thread if so? (I updated the DLL in the patch thread today to make sure it included this fix, so either way worth getting the latest). As a one-off action after you take the patch DLL you'll need to do a modifier recalc. If it doesn't prompt you on load (but I think it will anyway, so just say yes) then the key sequence is ctrl-alt-T.
Belgianchief Feb 18, 2012, 11:23 AM Hello all,
I have come across a strange problem and I was wondering if anyone else has had the same issue and/or has been able to resolve it.
I have been able to run C2C on my 5 year old desktop with little to no issues. But I am not able to load it up at all on my 6 month old laptop (I need to get my civ fix outside of my home country as well). To be exact, when I select C2C from the mod selection screen, my laptop will wait a minute or two (much like my desktop) and then fail to load C2C or civ4 in any fashion, no error or message; nothing. When I load any other mod it works perfectly.
I do not think it is hardware related, at least I hope not. I am running with 4gb of ram with an AMD A6 Vision chipset on Windows 7. Interestingly enough I am running Civilization 4 Complete on my laptop but regular DVD releases of Civ 4 and expansions on my desktop. Could there be complictions with Civ4 Complete? I am aware of the regi issue with Civ4 Complete and Vista, could this also carry over to Win7?
Thank you.
I've just downloaded C2C and have not been able to start it up either, neither from within the game or through the C2C icon. Then i started browsing the forums and found this post which described what happened to me aswell. My laptop will fail to load C2C after a few minutes, without any error messages. Any suggestions for help?
strategyonly Feb 18, 2012, 11:44 AM I've just downloaded C2C and have not been able to start it up either, neither from within the game or through the C2C icon. Then i started browsing the forums and found this post which described what happened to me aswell. My laptop will fail to load C2C after a few minutes, without any error messages. Any suggestions for help?
Did you wait 5 minutes for the FIRST load time?
Belgianchief Feb 18, 2012, 12:32 PM I just downloaded the mod today, and i havent gotten it to work yet. I start up Civ4 , load C2C from there, Civ 4 shuts down, it tries to load the mod. Then, after 2 mins, a black screen flashes up, as it would if it succesfully loaded the game, but then nothing happens. I can still run Civ4 perfectly, only C2C doesnt work.
Edit: I just reinstalled and it's working fine now, I'm sorry for any time wasted or inconveniance caused by me.
The mod looks great, I'm gonna have a lot of fun with this :)
Thanks anyway
DavidB1111 Feb 18, 2012, 02:30 PM So, I'm watching a Let's play by Quill18, of the newest version, I think, it's been a long time since I played this mod, and I saw deserts deal damage over time.
This is possibly a bad thing. I say that, because unless the tiles stop dealing damage by the late game, it makes zero sense for the damage to happen after say, the 1800s technology wise.
I liked this mod, the last time I played, but I do wonder why have desert tiles damage you in the game, if they'll damage you by the late game too?
I mean, a tank should not take 15% damage from wandering through a desert. Tanks don't work that way. :)
And what about flying units/units that aren't alive, androids/etc. What about mech units? Dreadnaughts? I can't imagine a tank that supposedly can survive a nuclear bomb can take damage from a desert. That would be silly.
So, care to help reassure me that it will go away in time? Or that every unit gets a built in 15% heal per turn? :) But only in deserts.
Dancing Hoskuld Feb 18, 2012, 02:33 PM So, I'm watching a Let's play by Quill18, of the newest version, I think, it's been a long time since I played this mod, and I saw deserts deal damage over time.
This is possibly a bad thing. I say that, because unless the tiles stop dealing damage by the late game, it makes zero sense for the damage to happen after say, the 1400s technology wise.
I liked this mod, the last time I played, but I do wonder why have desert tiles damage you in the game, if they'll damage you by the late game too?
I mean, a tank should not take 15% damage from wandering through a desert. Tanks don't work that way. :)
And what about flying units/units that aren't alive, androids/etc. What about mech units? Dreadnaughts? I can't imagine a tank that supposedly can survive a nuclear bomb can take damage from a desert. That would be silly.
So, care to help reassure me that it will go away in time? Or that every unit gets a built in 15% heal per turn? :) But only in deserts.
I don't know if anyone has looked at this. I never play with that option on so I haven't. However we are starting to balance late renaissance to modern so hopefully it will go on the list to check.
Ckornelius Feb 18, 2012, 02:40 PM What are the recommended settings in regards to which mods should be turned active (like realistic economy, etc.) concerning the stability (getting CTDs at some point)?
strategyonly Feb 18, 2012, 02:47 PM What are the recommended settings in regards to which mods should be turned active (like realistic economy, etc.) concerning the stability (getting CTDs at some point)?
Try looking at this thread first, and thx for trying C2C
http://forums.civfanatics.com/showthread.php?t=437180
DavidB1111 Feb 18, 2012, 03:15 PM I don't know if anyone has looked at this. I never play with that option on so I haven't. However we are starting to balance late renaissance to modern so hopefully it will go on the list to check.
Ah. Okay. Thank you for your answer.
I feel a little bit silly now.
If I get back into Civ 4 a lot more, I'll give this mod another go. I just haven't gotten into the Civ 4 mood much.
Dancing Hoskuld Feb 18, 2012, 03:32 PM Ah. Okay. Thank you for your answer.
I feel a little bit silly now.
If I get back into Civ 4 a lot more, I'll give this mod another go. I just haven't gotten into the Civ 4 mood much.
It is never silly to mention a bug otherwise how will they get fixed. With the number of modders working on C2C things fall through the cracks. ;)
Ckornelius Feb 18, 2012, 03:35 PM Thanks strategyonly, I will try a new test with SVN 1817, using Hydromancerx's settings on a large map (should I dare, but then I didn't have any problems with MAFs before). Hopefully I won't run into a CTD this time but as I don't know I will call it Armageddon. Will tell you how it works.
Try looking at this thread first, and thx for trying C2C
http://forums.civfanatics.com/showthread.php?t=437180
Hydromancerx Feb 18, 2012, 05:10 PM It is never silly to mention a bug otherwise how will they get fixed. With the number of modders working on C2C things fall through the cracks. ;)
Luckily there are that many more people to help go in and fix a problem too.
DavidB1111 Feb 18, 2012, 05:13 PM Actually, the main problem I have at the moment, is this mod is now so big, I might have to get a new computer to play it. :)
At least, in the way it's meant to.
My computer isn't exactly that good. It can run Crysis, but that came out in 2007. :)
Dancing Hoskuld Feb 18, 2012, 05:42 PM Actually, the main problem I have at the moment, is this mod is now so big, I might have to get a new computer to play it. :)
At least, in the way it's meant to.
My computer isn't exactly that good. It can run Crysis, but that came out in 2007. :)
With v21 there is a switch which turns off some or all building graphics. This means that instead of my computer not coping at early industrial, I was able to get through the modern era and half way through the trans human era.
DavidB1111 Feb 18, 2012, 06:31 PM Oh neat!
Also, I watched some more of Quill's video, and Tundras do damage to your units as well?
I didn't realize trees can survive better than humans. I wish I was a tree now. I mean, a Tundra has trees, and yet it can get extremely cold.
I'm really confused about how weather works now. I'm not trying to nitpick or anything, I'm just wondering how these things work.
I really am not trying to be annoying.
I do know that Antarctica is the largest desert. :)
Oh, and he mentioned about ships being lost at sea a lot, um, how does one deal with that rather overpowered event if it happens rather often?
There's a difference between realism, and just plain being mean. :)
Also, I hope if I make ships, they don't sink while one tile away from my city, or I will probably go edit that event out of the file. :)
Koshling Feb 18, 2012, 07:11 PM Oh neat!
Also, I watched some more of Quill's video, and Tundras do damage to your units as well?
I didn't realize trees can survive better than humans. I wish I was a tree now. I mean, a Tundra has trees, and yet it can get extremely cold.
I'm really confused about how weather works now. I'm not trying to nitpick or anything, I'm just wondering how these things work.
I really am not trying to be annoying.
I do know that Antarctica is the largest desert. :)
Oh, and he mentioned about ships being lost at sea a lot, um, how does one deal with that rather overpowered event if it happens rather often?
There's a difference between realism, and just plain being mean. :)
Also, I hope if I make ships, they don't sink while one tile away from my city, or I will probably go edit that event out of the file. :)
You don't need to worry too much about terrain damage or ship loss. Units get promotions to avoid terrain damage and most later tech units I think start with them anyway. Also ship loss events are rare. Much more likely your ships will die to being mugged by seveal giant squid ;)
DavidB1111 Feb 18, 2012, 07:25 PM You don't need to worry too much about terrain damage or ship loss. Units get promotions to avoid terrain damage and most later tech units I think start with them anyway. Also ship loss events are rare. Much more likely your ships will die to being mugged by seveal giant squid ;)
Ah. Okay.
Thank you. Like I said, it's been awhile since I played this mod. So, the new features, I want to ask more about before I play it, if I can, on my current computer set up.
I don't own several supercomputers. :)
And let's face it, unless you have a really good computer, late game in Civ4, is kind of hard, especially with a ton of stuff going on in mods.
And the MAF errors, which I almost never get.
Dancing Hoskuld Feb 18, 2012, 08:04 PM Oh, and he mentioned about ships being lost at sea a lot, um, how does one deal with that rather overpowered event if it happens rather often?
There's a difference between realism, and just plain being mean. :)
Also, I hope if I make ships, they don't sink while one tile away from my city, or I will probably go edit that event out of the file. :)
I a investigating having sunken ships become a sort of late game goody huts. That will be both those sunk by random events and those sunk in a war or by pirates.
Hydromancerx Feb 18, 2012, 10:17 PM I a investigating having sunken ships become a sort of late game goody huts. That will be both those sunk by random events and those sunk in a war or by pirates.
http://forums.civfanatics.com/attachment.php?attachmentid=298061&d=1312933093
You should have the ship stuck in the ice as an event if you have a wooden ship exploring in polar waters near the ice. Something like "An ice sheet has formed around your ship and it is now trapped in the ice". Which would kill the unit and spawn that in its place.
ls612 Feb 19, 2012, 07:21 AM http://forums.civfanatics.com/attachment.php?attachmentid=298061&d=1312933093
You should have the ship stuck in the ice as an event if you have a wooden ship exploring in polar waters near the ice. Something like "An ice sheet has formed around your ship and it is now trapped in the ice". Which would kill the unit and spawn that in its place.
Which would ofc also require Ori to come back and make said random events. Does anyone know when he plans on returning?
strategyonly Feb 19, 2012, 07:52 AM Updated to Version 21
phill4848 Feb 19, 2012, 08:51 AM can u post the specific updates that are included in 21 all i see are the v20 ones also would it be possible to have a shortcut so that C2C could be launched directly from the desktop so opening up beyond the sword, the restarting is unnecessary. some of the other mods have done it like realism and fall from heaven, and it is really nice skipping the restart step
strategyonly Feb 19, 2012, 10:23 AM can u post the specific updates that are included in 21 all i see are the v20 ones also would it be possible to have a shortcut so that C2C could be launched directly from the desktop so opening up beyond the sword, the restarting is unnecessary. some of the other mods have done it like realism and fall from heaven, and it is really nice skipping the restart step
Shortcuts are included in the mod itself, all you need to do is take that C2C (shortcut) from the (i've also included a saved game shortcut) both need to go on your Desktop, from there if you have it in the correct mods folder will directly play C2C or a savedgame for C2C.
damieiro Feb 19, 2012, 10:44 AM Loading v21...
Could you get/put somewhere the extra long movies addon? It currently points to megaupload which is down...
strategyonly Feb 19, 2012, 11:17 AM Loading v21...
Could you get/put somewhere the extra long movies addon? It currently points to megaupload which is down...
Dang i cant keep up today, thx for pointing that out, my bad.
masaykh Feb 19, 2012, 11:26 AM Grats to you Nice modding ppl :)
i looking to working pitboss in next releases ! :)
Ckornelius Feb 19, 2012, 01:00 PM Sigh, that was fast at least. I've added another CTD which will happen when you click the next turn button.
So why do I get CTDs? Is it the NVIDIA Quadro 1000M, 2GB, 96x CUDA graphic card, which is not so well supported by recent drivers? Or I wonder if it is the way I playtest the version. Normally I rush through the times and have plenty of resources and lots of buildings. Maybe this creates some sort of variable overflow problem. Unfortunately there are so many source files right now, I wouldn't even know where to start to look into the code.
I could start a normal game but are afraid that I would get a CTD when things get really interesting after having played 20+hrs... So what to do :confused:...
Thanks strategyonly, I will try a new test with SVN 1817, using Hydromancerx's settings on a large map (should I dare, but then I didn't have any problems with MAFs before). Hopefully I won't run into a CTD this time but as I don't know I will call it Armageddon. Will tell you how it works.
phill4848 Feb 19, 2012, 01:19 PM Shortcuts are included in the mod itself, all you need to do is take that C2C (shortcut) from the (i've also included a saved game shortcut) both need to go on your Desktop, from there if you have it in the correct mods folder will directly play C2C or a savedgame for C2C.
wow i completely missed that thanks:lol:
Nor'easter Feb 19, 2012, 04:03 PM Updated to Version 21
Sorry for asking this again (I asked when you uploaded version 20):
1) Does this overwrite the existing C2C folder/files, or should we delete the current folder and install version 21 clean?
2) Is this compatible with saved games from version 20?
Thanks.
Dancing Hoskuld Feb 19, 2012, 04:09 PM Sorry for asking this again (I asked when you uploaded version 20):
1) Does this overwrite the existing C2C folder/files, or should we delete the current folder and install version 21 clean?
2) Is this compatible with saved games from version 20?
Thanks.
1) Never overwrite with C2C. It just wont work. ;)
2) If you used max compatibility saves then yes it is compatible. Or at least you will be able to continue playing.
strategyonly Feb 19, 2012, 04:23 PM OK finally got done with ALL the changes: Make sure they are correct or if i didnt get them all, and many many many thx to everyone, and i mean everyone.:goodjob:
JosEPh_II Feb 19, 2012, 04:30 PM No! No! Thank You SO! :king::hatsoff::clap:
JosEPh :D
Ironmallet Feb 19, 2012, 05:04 PM What's with the Steampunk, Clockpunk, Biopunk, Cyberpunk, etc. thing? Sounds kinda silly and out of place.
Dancing Hoskuld Feb 19, 2012, 05:41 PM What's with the Steampunk, Clockpunk, Biopunk, Cyberpunk, etc. thing? Sounds kinda silly and out of place.
They are part of the Alternate Timeline stuff. You can turn them on or off. We haven't put the bit in the XML which will turn the techs off at the same time. A slight oversight.
Ckornelius Feb 19, 2012, 06:44 PM I think what happened concerning the CTDs was that I was just exporting the SVN version to the mod folder, so simply overwriting the previous versions. Ah that was stupid. I will try again with downloading a fresh version 21 and try again.
DavidB1111 Feb 19, 2012, 06:48 PM So, to download this, is there another host besides Atomic Gamer? Because they don't work for me at all. I don't know why, but they never want to work with me.
I know it's a rather large sized file, but if I want to play this again, to see if it runs well on my computer, I'll need to download it from something other than Atomic Gamer. Fileplanet is actually better. Which should tell you something. :)
Hydromancerx Feb 19, 2012, 07:22 PM Which would ofc also require Ori to come back and make said random events. Does anyone know when he plans on returning?
I believe he said around March.
strategyonly Feb 19, 2012, 09:22 PM So, to download this, is there another host besides Atomic Gamer? Because they don't work for me at all. I don't know why, but they never want to work with me.
I know it's a rather large sized file, but if I want to play this again, to see if it runs well on my computer, I'll need to download it from something other than Atomic Gamer. Fileplanet is actually better. Which should tell you something. :)
I have been trying now for two hours to get fileplanet to work but all it says when i want to upload my mod is "its to busy" just like CFC lately??
dima1980 Feb 19, 2012, 10:04 PM Version 21
link for torrent client (magnet:?xt=urn:btih:GELNL5H4RGFJ6WUWEB7MQS3MLW77Q IK7)
Hydromancerx Feb 19, 2012, 10:32 PM Here is a screenshot from a snail speed game that I have been playing. The year is 2052 and everything look so futuristic looking. Despite all the futuristic looking stuff I still have not research Lunar Exploration and thus no one has actually been to the moon yet. All cities are getting super population nearing the 100+.
I really need to get some units to upgrade into something since units like the Flamethrower never upgrade.
Ekmek Feb 19, 2012, 10:59 PM where did you get the rhino unit from?
KaTiON_PT Feb 20, 2012, 06:49 AM Here is a screenshot from a snail speed game that I have been playing. The year is 2052 and everything look so futuristic looking. Despite all the futuristic looking stuff I still have not research Lunar Exploration and thus no one has actually been to the moon yet. All cities are getting super population nearing the 100+.
I really need to get some units to upgrade into something since units like the Flamethrower never upgrade.
Can I have your save file Hydro? :)
Koshling Feb 20, 2012, 07:08 AM Here is a screenshot from a snail speed game that I have been playing. The year is 2052 and everything look so futuristic looking. Despite all the futuristic looking stuff I still have not research Lunar Exploration and thus no one has actually been to the moon yet. All cities are getting super population nearing the 100+.
I really need to get some units to upgrade into something since units like the Flamethrower never upgrade.
I see you have 100% research and a large gold surplass...
Hydromancerx Feb 20, 2012, 04:11 PM I see you have 100% research and a large gold surplass...
Yeah I have some really nice civics by then. However I think I had to have one city produce wealth to counteract the huge Civic costs. I have Fusion power most everywhere, I have Paradise civic so no unhealthiness from population and the only other civ alive is China, which is on 2 small islands, which I let live so there is someone to have intentional trade with.
Jwitti Feb 20, 2012, 05:39 PM DLing :D kinda fast since V20, but I'm really eager to try out the punks. And anyway, my V20 game got boring since I forgot to turn on Revolutions, and I rule the entire world by myself.
strategyonly Feb 20, 2012, 05:41 PM Version 21
link for torrent client (magnet:?xt=urn:btih:GELNL5H4RGFJ6WUWEB7MQS3MLW77Q IK7)
:thanx: kind sir:)
Jwitti Feb 20, 2012, 05:50 PM Umm.. when did you guys get rid of Interfaith?
Dancing Hoskuld Feb 20, 2012, 06:19 PM Umm.. when did you guys get rid of Interfaith?
V20 or soon after. It just did not fit well with C2C.
Jwitti Feb 20, 2012, 06:24 PM Awww :( I liked Interfaith.
Jwitti Feb 20, 2012, 07:57 PM On another note, Catherine is being really really mean.... I have flexible difficulty on, currently on chieftan (probably since she DoWed me) and no mean AI settings (Ruthless, Agressive, or plays-to-win) so it's either bad balance or Cathy is a lot more aggressive than I remember... although since I was building Tribes it may have been my slightly lower defenses
Jwitti Feb 21, 2012, 07:55 AM Question about Customized Map (with the names and all) they make no sense at all! Shouldn't it be like the Americans have places named the Rocky Mountains or the Gulf of Mexico.. and the Persians should have the Persian Gulf and stuff like that... a few of my names have like 5 consonants in a row
Civmatrix Feb 21, 2012, 08:39 AM Ill just stick with the svn. I just assume it is the most updated file and you dont have to redownload the whole mod to update it. I really like the SVN idea.I updated SVN again today and will just guess that it is v21 or higher build
AIAndy Feb 21, 2012, 09:10 AM Ill just stick with the svn. I just assume it is the most updated file and you dont have to redownload the whole mod to update it. I really like the SVN idea.I updated SVN again today and will just guess that it is v21 or higher build
SVN is always the newest version as that is where we make all the changes. Releases are specific SVN revisions after a week of feature freeze.
AIAndy Feb 21, 2012, 09:14 AM Question about Customized Map (with the names and all) they make no sense at all! Shouldn't it be like the Americans have places named the Rocky Mountains or the Gulf of Mexico.. and the Persians should have the Persian Gulf and stuff like that... a few of my names have like 5 consonants in a row
The Customized Map option uses a rather simple random name generator. Hence the sometimes weird names.
If anyone wants to write a better one, we'll be happy to include it.
Jwitti Feb 21, 2012, 09:29 AM would it be possible to make it take from a set list instead of a random name?
If not what coding would be needed?
AIAndy Feb 21, 2012, 09:50 AM would it be possible to make it take from a set list instead of a random name?
If not what coding would be needed?
Someone would have to recode the way the random name generation works in GetRandomName in CvGame.cpp
Jwitti Feb 21, 2012, 10:05 AM which folder is that? I'll see if I can figure it out
Koshling Feb 21, 2012, 10:13 AM which folder is that? I'll see if I can figure it out
'Sources', sibling of 'Assets' (not in the release pack, only available from the SVN) as it's the DLL source.
Jwitti Feb 21, 2012, 10:14 AM oh.. I can't do the SVN on my laptop.. oh well
AIAndy Feb 21, 2012, 10:52 AM oh.. I can't do the SVN on my laptop.. oh well
You can download the file from the web representation of the SVN here (fine for one file but I'd not want to download all the source files that way):
https://caveman2cosmos.svn.sourceforge.net/svnroot/caveman2cosmos/trunk/Sources/CvGame.cpp
Ironmallet Feb 21, 2012, 01:04 PM What did Interfaith do, anyway? AFAIK, it had no description.
Dancing Hoskuld Feb 21, 2012, 01:11 PM What did Interfaith do, anyway? AFAIK, it had no description.
It spread every founded religion to every city.
Technoviking Feb 21, 2012, 01:30 PM Question about Customized Map (with the names and all) they make no sense at all! ... a few of my names have like 5 consonants in a row
There's actually nothing strange about 5 consonants in a row, so long as it isn't something silly, such as it being the same consonant each time. :)
Jwitti Feb 21, 2012, 02:06 PM A 7 letter word with 4 Ms, an N, and a few random vowels?
Dancing Hoskuld Feb 21, 2012, 02:22 PM A 7 letter word with 4 Ms, an N, and a few random vowels?
It has been often suggested that Eastern Europe and Africa should set up a trade of consonants for vowels? each having an excess of one or the other in their place names. :mischief:
strategyonly Feb 21, 2012, 03:07 PM These are for Boy Blue for his UTube help:;) (I will leave these for 1 week, then i need space so i will take them down after that)
i_diavolorosso Feb 21, 2012, 10:57 PM Version 21
link for torrent client (magnet:?xt=urn:btih:GELNL5H4RGFJ6WUWEB7MQS3MLW77Q IK7)
Can anyone get this torrent to work btw?
Because it seems that it doesnt (at least with my utorrent).
Atomic Gamer is wayyyyy too high for my unreliable connection. Really wanna try the v21. Thanks for all the hard work btw, i abandoned ciV for this fabulous work :goodjob:
dima1980 Feb 21, 2012, 11:40 PM Can anyone get this torrent to work btw?
Because it seems that it doesnt (at least with my utorrent).
Atomic Gamer is wayyyyy too high for my unreliable connection. Really wanna try the v21. Thanks for all the hard work btw, i abandoned ciV for this fabulous work :goodjob:
He works, and there is 8 seeds there
i_diavolorosso Feb 22, 2012, 12:03 AM He works, and there is 8 seeds there
Ah yeah! It's working rite now with the bittorent! Thank you so much :goodjob:
Stormwind Feb 22, 2012, 03:35 AM meh, didn't saw the posts on the new page, working here too.
strategyonly Feb 22, 2012, 04:33 AM Who ever changed these Great People thx, but as in the attached i have questions also?? pic 1
Also thx to DH for this Butchering technique that's new to v21 (pic 2/3), fantastic work.:goodjob: Also for getting Spartacus to give Gladiator's:goodjob: (pic 4)
And Jungle Camps are looking good also. (pic 5)
Civmatrix Feb 23, 2012, 08:18 AM Is that Canada I see on the SVN today. Well :)))) I might just quit my very long game just to start a new one with Canada :) Thank you.
This SVN sure is the way to go. Love being able to update my game on the fly without downloading the mod over and over again.
Is it just me or does owning a large amount of cities get even more expensive?
strategyonly Feb 23, 2012, 08:42 AM Is that Canada I see on the SVN today. Well :)))) I might just quit my very long game just to start a new one with Canada :) Thank you.
This SVN sure is the way to go. Love being able to update my game on the fly without downloading the mod over and over again.
Were you the one that requested this civ??
And definitely YES to the SVN sentence above.:)
Ironmallet Feb 24, 2012, 03:56 PM It'd be nice to know which Map type is considered the best or the standard for C2C.
Hydromancerx Feb 24, 2012, 04:02 PM It'd be nice to know which Map type is considered the best or the standard for C2C.
I prefer PerfectWorld2f however if you want to see other people's preferences go to this thread (http://forums.civfanatics.com/showthread.php?t=437180) (which is stickied at the top BTW).
Koshling Feb 24, 2012, 04:04 PM I prefer PerfectWorld2f however if you want to see other people's preferences go to this thread (http://forums.civfanatics.com/showthread.php?t=437180) (which is stickied at the top BTW).
Yeh, I second perfect world. I alo like GEM for earth maps, though it isn't quite up to date on resource placement.
IdioticUlt1mara Feb 24, 2012, 04:12 PM Loving the new update and the new GUI
Ironmallet Feb 24, 2012, 04:48 PM Thanks for the answers.
Just something else I've noticed. When I load up C2C, the main menu theme is sometimes the "If Civilization had lyrics" song and sometimes it's a neat 8-bit-sounding tune. I wonder if it's intended?
west india man Feb 24, 2012, 05:10 PM Speaking of the intro sequence, what is the name of that 8-bit sounding tune?
strategyonly Feb 24, 2012, 05:15 PM Loving the new update and the new GUI
Thx, but what do you think is the best?
Just something else I've noticed. When I load up C2C, the main menu theme is sometimes the "If Civilization had lyrics" song and sometimes it's a neat 8-bit-sounding tune. I wonder if it's intended?
Yes its intended, made in python by AIAndy, and its the only one of its kind, that i know of, it makes it alot better this way, that way you dont always get the same ole same ole song all the time.
Speaking of the intro sequence, what is the name of that 8-bit sounding tune?
8 bit- if thats MIDI then it Walking on the Sun - Smashing Pumpkins i believe..
Hydromancerx Feb 24, 2012, 06:04 PM 8 bit- if thats MIDI then it Walking on the Sun - Smashing Pumpkins i believe..
I think you mean Smash Mouth (http://en.wikipedia.org/wiki/Walkin%27_on_the_Sun).
DRJ Feb 24, 2012, 06:15 PM Yeh, I second perfect world. I alo like GEM for earth maps, though it isn't quite up to date on resource placement.
...since now GEM is up to date again! I revisited and placed some new stuff like mango, papaya, melon, tweaked inca and australian starting location slightly, changed the Andes and Mexicos highlands "tundra" terrain into "rocky" terrain (looks much better now), added the great swamp of Brest Litowsk, gave Japan tea and bronze, bronze as well to Korea, added some platinum, titanium, 2 more Mammoth sources (1 on remote island near Kamchatka [where the youngest fossils of Mammoth were found), +1 more in northern canada) walrus, figs, almond, coconuts, some cactus and last but not least I put hemp on jamaica :D
What I haven't done yet to change sea terrains to arctic, normal and tropical...
Enjoy!
Koshling Feb 24, 2012, 06:46 PM ...since now GEM is up to date again! I revisited and placed some new stuff like mango, papaya, melon, tweaked inca and australian starting location slightly, changed the Andes and Mexicos highlands "tundra" terrain into "rocky" terrain (looks much better now), added the great swamp of Brest Litowsk, gave Japan tea and bronze, bronze as well to Korea, added some platinum, titanium, 2 more Mammoth sources (1 on remote island near Kamchatka [where the youngest fossils of Mammoth were found), +1 more in northern canada) walrus, figs, almond, coconuts, some cactus and last but not least I put hemp on jamaica :D
What I haven't done yet to change sea terrains to arctic, normal and tropical...
Enjoy!
Aluminum replaced with bauxite? Also gemstones replaced by the various raw resource types (diamonds, rubies, etc.)? Those were the only othe two things I was aware of. In regard to the gems probably need DH to comment since I'm not 100% sure of what should be map placed currently...
DRJ Feb 24, 2012, 06:54 PM Aluminum replaced with bauxite? Also gemstones replaced by the various raw resource types (diamonds, rubies, etc.)? Those were the only othe two things I was aware of. In regard to the gems probably need DH to comment since I'm not 100% sure of what should be map placed currently...
Yeah Bauxite is on, I didn't see aluminium anymore, a few gems might remain but all rubies, spahire, jade, amber and diamonds are on, so the few gems won't hurt I guess :D
Gonna post a new version once I get DH's phyton script to exchange the oceans and then remove the gems, too. Expect GEM revisited v 1.1 in a few days but this 1.0 already fully functional (the left gems don't make problems)
Koshling Feb 24, 2012, 06:55 PM Yeah Bauxite is on, I didn't see aluminium anymore, a few gems might remain but all rubies, spahire, jade, amber and diamonds are on, so the few gems won't hurt I guess :D
Gonna post a new version once I get DH's phyton script to exchange the oceans and then remove the gems, too. Expect GEM revisited v 1.1 in a few days, I guess.
Awesome. Great work.
Dancing Hoskuld Feb 24, 2012, 08:49 PM With the latest changes to the yield by specialists, I am not getting any Prophets and lots of Engineers with Doctors, Scientists and Artists about the same and also a a few Spys.
We may have overdone the Engineer. ;)
strategyonly Feb 24, 2012, 09:09 PM With the latest changes to the yield by specialists, I am not getting any Prophets and lots of Engineers with Doctors, Scientists and Artists about the same and also a a few Spys.
We may have overdone the Engineer. ;)
I still haven't gotten any Doctors in my game and i am in Modern Era now?? But i got 12 Artist and 5 Engineers, 5 Scientists, 3 Spys, but thats about it, oh i got ONE Prophet.
EDIT: Of course that is the way i have the buildings also, i am mainly focused on Culture.
JosEPh_II Feb 24, 2012, 09:25 PM More Religions and you'll get more Prophets. Because I have lots of religions I get Prophets then Merchants followed by Scientists, Engineers, Artists and then Spies. But this is still with revision 1846(49)?
JosEPh
strategyonly Feb 24, 2012, 09:38 PM More Religions and you'll get more Prophets. Because I have lots of religions I get Prophets then Merchants followed by Scientists, Engineers, Artists and then Spies. But this is still with revision 1846(49)?
JosEPh
That could be, i only have 2 religions in my civs area. I only got like 3 Merchants though (i forgot about those).
Dancing Hoskuld Feb 24, 2012, 09:48 PM More Religions and you'll get more Prophets. Because I have lots of religions I get Prophets then Merchants followed by Scientists, Engineers, Artists and then Spies. But this is still with revision 1846(49)?
JosEPh
In my test games, two of them, I had all the religions and still only got one GProphet. Have had 3 in my current game but I had to build all te GProphet wonders in the one city to do it.
Epona222 Feb 24, 2012, 10:29 PM I have just hit Classical era with v21 and good grief HOW many new early-game wonders are there? It almost caused me to panic a bit, trying to decide which ones to go for when suddenly there were loads available to build - it's utterly mad and utterly brilliant at the same time.
Also what do you think is the best way to use the hero units? I really like them but (like with the wonders) I get a bit bamboozled when presented with so much choice and haven't really worked out a good strategy for using them yet!
Koshling Feb 25, 2012, 06:49 AM I have just hit Classical era with v21 and good grief HOW many new early-game wonders are there? It almost caused me to panic a bit, trying to decide which ones to go for when suddenly there were loads available to build - it's utterly mad and utterly brilliant at the same time.
Also what do you think is the best way to use the hero units? I really like them but (like with the wonders) I get a bit bamboozled when presented with so much choice and haven't really worked out a good strategy for using them yet!
Those that are able to build achievements die instantly when I build them ;-) The achievements are just way more powerful than anything you could otherwise achieve with them I think. Those that are not able to build achievements I sometimes use as military units and sometimes just turn into great-person-specialists - mostly deopends on when (tech level wise) I manage to build them relative to their strnegth.
strategyonly Feb 25, 2012, 07:00 AM Those that are able to build achievements die instantly when I build them ;-) The achievements are just way more powerful than anything you could otherwise achieve with them I think. Those that are not able to build achievements I sometimes use as military units and sometimes just turn into great-person-specialists - mostly depends on when (tech level wise) I manage to build them relative to their strength.
Couldn't have said it better myself;) The main thing is "OPTIONs." Its YOUR game, your way YOU want to play it.
Antmanbrooks Feb 25, 2012, 08:47 AM Is there a reason that the Giant Earth Map - Pre-Columbian Civs Pre 1500 scenario map was taken out of v21?
JosEPh_II Feb 25, 2012, 09:01 AM In my test games, two of them, I had all the religions and still only got one GProphet. Have had 3 in my current game but I had to build all te GProphet wonders in the one city to do it.
I generally do not cluster the GP Wonders or any of the other Wonders either for that matter. I try to spread them out to my top 10+ cities so that when a Major one becomes available I have a city ready that can build it asap. But I still get beaten out sometimes by the AI. I've never built every Wonder, don't know as I want to either.
And How did you get All the Religions?
JosEPh
DRJ Feb 25, 2012, 09:15 AM Is there a reason that the Giant Earth Map - Pre-Columbian Civs Pre 1500 scenario map was taken out of v21?
I guess because it wasn't up to date with all new res... But yesterday 2 new version of that map, one of me one of PhilippSchall with different settings reagrding starting locations and tribes /see maps&scenarios thread for newest versions or the soon to be made GEM sticky thread-
Epona222 Feb 25, 2012, 10:06 AM Those that are able to build achievements die instantly when I build them ;-) The achievements are just way more powerful than anything you could otherwise achieve with them I think. Those that are not able to build achievements I sometimes use as military units and sometimes just turn into great-person-specialists - mostly deopends on when (tech level wise) I manage to build them relative to their strnegth.
Thanks - I've been all over the achievements like a rash, I prefer to play a very expansionist game (with civic city limits turned off) and the 8% bonuses especially the financial one can make a difference between being able to sustain another city or not fairly early on in the game when I'm struggling for cash - first chance I'm able I make sure I get that, or the agricultural one is very valuable early on. I've not used one as a military unit yet but in my v20 hotseat game I just got the opportunity to build Robin Hood and I definitely want him as part of my army! :lol:
Antmanbrooks Feb 25, 2012, 10:14 AM I guess because it wasn't up to date with all new res... But yesterday 2 new version of that map, one of me one of PhilippSchall with different settings reagrding starting locations and tribes /see maps&scenarios thread for newest versions or the soon to be made GEM sticky thread-
Oh cool, thanks. I'll check them out!
Dancing Hoskuld Feb 25, 2012, 12:57 PM And How did you get All the Religions?
JosEPh
When I test I play on Noble.
JosEPh_II Feb 25, 2012, 09:29 PM So do I. But that doesn't guarantee all religions either.
So you are purposefully beelining every religion to the exclusion of all other goals. I'd Love to see the tech path you take to do this.
JosEPh
Civmatrix Feb 26, 2012, 12:08 AM The SVN the other day was fine. Today when I updated again I cant load the mod. Get lots of XML errors. I think its build 1897 that completely fails.
Hanny Feb 26, 2012, 02:52 AM Game speed Options, when playing on the longest speed, i noticed the 900 pop increase time, and construction time mean that cities increase in pop very slow, but buildings in the second/further city, move along rather rapidlly, should not buildings build time be increased at this game speed.
WimpyTheWarrior Feb 26, 2012, 05:09 AM I see where canoes can enter Tropical Oceans (v21), and not just hug the coast. Is that intentional? I am not at a Polar region, but can canoes also enter Polar Oceans?
Dancing Hoskuld Feb 26, 2012, 05:11 AM I see where canoes can enter Tropical Oceans (v21), and not just hug the coast. Is that intentional? I am not at a Polar region, but can canoes also enter Polar Oceans?
I thought I had gone through all the naval units and folders. I must have missed the canoes.
Koshling Feb 26, 2012, 07:50 AM Game speed Options, when playing on the longest speed, i noticed the 900 pop increase time, and construction time mean that cities increase in pop very slow, but buildings in the second/further city, move along rather rapidlly, should not buildings build time be increased at this game speed.
The ratio applied to growth and the ratio applied to buildings both increase. You can find them (and others) defined in assets/xml/gameinfo/gamespeedinfo.xml. For eternity (relative to 'normal') growth chnages 9 fold, build costs change 4.5 fold.
I'm not entirely sure why growth (and a couple other things) increase by more (unit costs only increase 2.5 fold BTW), but it's always been that way, and similar ratios exist at other gam speeds. One of the other modders or longer term players might have a comment to make on the reasoning...
Civmatrix Feb 26, 2012, 08:59 AM Thanks to whoever fixed the SVN last night!!!!!!!!!!!! Rev1899 loads fine now.
Hanny Feb 26, 2012, 10:10 AM The ratio applied to growth and the ratio applied to buildings both increase. You can find them (and others) defined in assets/xml/gameinfo/gamespeedinfo.xml. For eternity (relative to 'normal') growth chnages 9 fold, build costs change 4.5 fold.
I'm not entirely sure why growth (and a couple other things) increase by more (unit costs only increase 2.5 fold BTW), but it's always been that way, and similar ratios exist at other gam speeds. One of the other modders or longer term players might have a comment to make on the reasoning...
Yes i know that the ratio is an increase from standard, ( what i dont grasp is the game play reasoning for these values clearly its not just a increase from standard values asa set increase) what they mean that at eternity, pop is twice as slow as buildings relative to standard, what that means is that buildings are produced too fast in eternity, makeing the slow pop increase less effective as the intent to slow progress down is thwarted by allowing buildings to construct to fast relative to pop.
I would think, that 675 would work better for buildings from play experience. All others in eternity seem good, its only building times that seem out of balance, and it only shows up when you found cities 2+ onwards that it strikes you as being so when you run through buildings while pop builds at next to no increase.
I would presume its at that level so that AI cities at start dont get chopped when in a long build of non units early in the game when it has too few units to defend itself. Rather than give AI non mobile defensive units at their capital.( particulary if set at rageing barbs)
BlueGenie Feb 26, 2012, 06:39 PM Units I understand. Taking too many turns to build them while an army was on it's way towards you would be really bad. The war might be over before you've managed to build another unit at all. This is of course the same for the AI; it needs to be able to build up some defensive units if an army is headed for them.
Buildings I'm less clear about why though one low priority reason could have to do with units as well; Quite a few buildings are required for certain units, and even more buildings grant bonus promotions or XP to units. Taking too long to build those might mean taking too long to get an effective army, both for offense and defense.
The only thing I can think of is for game gratification. Taking forever to grow is one thing, at least with faster than normal buildings you feel like you are getting somewhere even if the cities aren't growing fast.
Cheers
geh4th Feb 28, 2012, 03:33 AM I'm playing a v21 game (Emperor level, eternity speed) with the "Barbarian World" option turned on. I've discovered that there is a problem with the starting technologies that newly-risen civilizations are given. I was clued in on this when it was announced that someone got Ngaiism in 6722bc, when I was researching Bone Working. This means that I was still many centuries from Livestock Domestication, which is what one needs for Ngaiism.
Knowing that this couldn't be right - nobody could be THAT advanced this early in the game, even on Emperor - I went into World Builder and examined the Civ that had received Ngaiism (it was Russia, Stalin). Russia had mostly the same techs I had at the time (I was a bit more advanced on the prehistoric techs, I think) but also had some ancient era techs that were completely out of place. Sailing, Mining, Livestock Domestication, Bronze Working, The Wheel...that sort of thing. In the interest of maintaining a relatively balanced game, I manually edited the Russians to remove these "bonus" techs from the civ, but I didn't remove the religion. I then continued playing.
The current date in my game is 5112bc. According to a recent "top 10" news flash, I'm 2nd in the world in technology. I'm currently researching Carpentry. I had a Tracker wandering about and came across a new civ that had arisen, the Australians. They have galleys...which is again many years away for me. Once again, this Civ shouldn't be this advanced. I checked out all of the new (barbarian-risen) civilizations in World Builder and ALL of them seem to have Sailing and Mining (with some having the extras listed for Russia, above).
I understand that this COULD be a factor of my playing Emperor level, but the bottom line is that these civs shouldn't have these (relatively) advanced techs without their pre-requisites (for example, NONE of the new civs have Boat-Building, Canine Domestication, Hunting, Pottery, Barter, Trade, etc - techs normally required to gain such things as Mining, Sailing or Livestock Domestication.)
AIAndy Feb 28, 2012, 03:42 AM I'm playing a v21 game (Emperor level, eternity speed) with the "Barbarian World" option turned on. I've discovered that there is a problem with the starting technologies that newly-risen civilizations are given. I was clued in on this when it was announced that someone got Ngaiism in 6722bc, when I was researching Bone Working. This means that I was still many centuries from Livestock Domestication, which is what one needs for Ngaiism.
Knowing that this couldn't be right - nobody could be THAT advanced this early in the game, even on Emperor - I went into World Builder and examined the Civ that had received Ngaiism (it was Russia, Stalin). Russia had mostly the same techs I had at the time (I was a bit more advanced on the prehistoric techs, I think) but also had some ancient era techs that were completely out of place. Sailing, Mining, Livestock Domestication, Bronze Working, The Wheel...that sort of thing. In the interest of maintaining a relatively balanced game, I manually edited the Russians to remove these "bonus" techs from the civ, but I didn't remove the religion. I then continued playing.
The current date in my game is 5112bc. According to a recent "top 10" news flash, I'm 2nd in the world in technology. I'm currently researching Carpentry. I had a Tracker wandering about and came across a new civ that had arisen, the Australians. They have galleys...which is again many years away for me. Once again, this Civ shouldn't be this advanced. I checked out all of the new (barbarian-risen) civilizations in World Builder and ALL of them seem to have Sailing and Mining (with some having the extras listed for Russia, above).
I understand that this COULD be a factor of my playing Emperor level, but the bottom line is that these civs shouldn't have these (relatively) advanced techs without their pre-requisites (for example, NONE of the new civs have Boat-Building, Canine Domestication, Hunting, Pottery, Barter, Trade, etc - techs normally required to gain such things as Mining, Sailing or Livestock Domestication.)
Good catch. That part of the Revolution BarbarianCiv code expects those techs to be early enough to give to certain leader types. I'll fix that.
Civmatrix Feb 28, 2012, 06:17 AM Why was HNIC and other Canadian content deleted ? is there a way I can just keep it and stay with the updated mod at the same time? I esp like having hockey though.
Hydromancerx Feb 28, 2012, 05:23 PM Why was HNIC and other Canadian content deleted ? is there a way I can just keep it and stay with the updated mod at the same time? I esp like having hockey though.
None of the civs themselves are suppose to have unique stuff. When SO added the Canadian civ he forgot to take all that stuff out. The units should still look like the unique units they had, but now they don't have unique stats.
All unique units and buildings are linked to the culture wonders. Also I recently added a Hockey Rink building for anyone, not just for Canada.
mike1979 Feb 28, 2012, 07:06 PM where can i get the extra leader heads? megaloads doesn't work for obvious reasons....
dammit USA....
puttincomputers Feb 29, 2012, 09:43 AM where can i get the extra leader heads? megaloads doesn't work for obvious reasons....
dammit USA....
I might be able to upload them if I have permission and if nobody else does it!
ls612 Feb 29, 2012, 03:33 PM where can i get the extra leader heads? megaloads doesn't work for obvious reasons....
dammit USA....
I might be able to upload them if I have permission and if nobody else does it!
They're all on the SVN, a level up from the trunk in the folder structure. If you want to upload them elsewhere, ask SO about it, but I'd use the SVN, simply because the SVN version is soooo much better than vanilla v21.
Civmatrix Mar 01, 2012, 08:08 AM None of the civs themselves are suppose to have unique stuff. When SO added the Canadian civ he forgot to take all that stuff out. The units should still look like the unique units they had, but now they don't have unique stats.
All unique units and buildings are linked to the culture wonders. Also I recently added a Hockey Rink building for anyone, not just for Canada.
ok thanks. I appreciate the hockey!!!!!!!!!! So is HNIC now attainable if you have Canadian culture? I love the sports video also, some great hockey clips.
And Voyager should be a wonder for everyone in the space race. It should be a requirement for long space flight because it is the only probe in real life that man has that is actually on the verge of reaching interstellar space in the next few years.
You guys should just make the SVN the sole method of delivery for this mod.
JosEPh_II Mar 01, 2012, 02:57 PM <snip>
You guys should just make the SVN the sole method of delivery for this mod.
Totally Disagree! :nono:
Would restrict the fan base more than you realize. Not everyone has broadband. Or even a decent DSL.
JosEPh
Dancing Hoskuld Mar 01, 2012, 03:05 PM You guys should just make the SVN the sole method of delivery for this mod.
The main problem with that, besides what Joseph says, is then we would need two. One for the release and another for the beta. Otherwise to many people would be experencing the stuff ups I make. :blush:
Epona222 Mar 01, 2012, 06:53 PM Totally Disagree! :nono:
Would restrict the fan base more than you realize. Not everyone has broadband. Or even a decent DSL.
JosEPh
Exactly, I haven't yet been able to make the initial massive SVN download - the official release is less than a Gig and someone usually puts up a torrent for it, much more manageable for people like me whos internet is up and down like a yo-yo!
mike1979 Mar 02, 2012, 07:38 AM They're all on the SVN, a level up from the trunk in the folder structure. If you want to upload them elsewhere, ask SO about it, but I'd use the SVN, simply because the SVN version is soooo much better than vanilla v21.
thx for the help :)
took me a day or so to figure out how to use the tortoise program, but i found the extras eventually
Madskillz99 Mar 06, 2012, 10:17 AM Some feedback here. Apologies if any of this has already been mentioned or I have personally missed something in the game.
Version - 21
Map - Perfectworld2 (Huge), 32 Civs
Civ - Australia, Curtin
Difficulty - Prince
Speed - Eternity
Victory - Conquest
Last Turn - 269 (8234BC)
Neighbouring Civs are too vulnerable at start
I began on an Australia like landmass (yay!) with 4 other Civs - Lower Sioux, Netherlands, Maya and Inca. After about 150 turns in I'd already anhilated all of them by using 3 Rock Throwers for the three Civs placed on flat ground, and then 2 Clubmen plus a Rock Thrower for a Civ on a hill. All oponents had two Rock Throwers present in their city. Before declaring war, I mearly waited a turn or so on the border for their Wanderer to, well, wander. I could have wiped them out even earlier perhaps, if I started again. Admitedly I reloaded a battle once, but I could have produced more units very easily and it was very close regardless. The production tile used for all of this subtle genocide was merely 2 hammers, 1 food. I suppose one can do a bit of this sort of thing in unmodded Civ4, but your oponents have usually gotten off a settler or ten by this time, which clearly isnt happening in this mod. As much as I LOVE having all this space to myself, cut off by ocean so I can fatten up comfortably untill sailing, I feel that I shouldnt have been able to take out all 4 so soon and simply. Actually, I'm a little concerned that it might be a bit loneley for the next 8 thousand years....
Unclear on Master Hunter animal required
It was driving me mad not knowing if an animal had/could spawn which would allow the Master Hunter building. Under the Civpedia description of which subdued animal types is required, it ends off a short list as < , ... >. I did manage to find a post buried in a C2C thread detailing in part some more animals which could do it (probably alot more animals added since), but none of these were turning up in my region. However I did eventually come across a suitable beasty just now. It turned out to be a bigarse Goat (Ibex). I didnt have any idea that it was gonna work untill I went to butcher it and saw the MH icon appear. It was a nice surprise but not worth the former frustration of not being at all sure for quite a long time, much of which was spent trying to find more info.
Income per turn ammount not refreshing after animal butchered
Dunno if this is just my crusty PC or a bug, but I have only just realised that after butchering something my gold per turn doesnt change/refresh unless I tamper with the +/- buttons. I'd been going for quite some time with a fair collection of mostly easily attainable creatures (saving them for future citys), under the impression they werent costing me anything. They were. For ages. It was actually one of the first things I checked, and asumed all was well as my gold didnt appear to be affected.
Quit my in' perhaps, but...
I like field promotions but I hate getting 'Fieldsman' for Wanderers/Trackers, giving a -15% Hills Defence - which at this point cant be afforded due to the raging hordes of Koalas and Walabies trying to eat my face. I guess it could be handy if caught out in the open grass, but I spend almost all my time lurking in forrests/hills. (This isnt really a suggestion, I just wanted to express how scary marsupials are...)
The loading cursor rocks
Almost doubles the fun...
All said, I really like this Mod, even in its developing stages. I'll find something else to whine about after a few hundred more turns or so (:
DRJ Mar 06, 2012, 10:39 AM Neighbouring Civs are too vulnerable at start
That's what higher difficulties are for. Try playing immortal or deity, the AI will spam you nearly to death... and have additional units from turn 1!
Sry, I don't want to sound like a bully to you but what is it with players (you're not the only one) complaining about not enough difficulty when not playing on a very difficult level???? :confused:
Dancing Hoskuld Mar 06, 2012, 12:08 PM Unclear on Master Hunter animal required
It was driving me mad not knowing if an animal had/could spawn which would allow the Master Hunter building. Under the Civpedia description of which subdued animal types is required, it ends off a short list as < , ... >. I did manage to find a post buried in a C2C thread detailing in part some more animals which could do it (probably alot more animals added since), but none of these were turning up in my region. However I did eventually come across a suitable beasty just now. It turned out to be a bigarse Goat (Ibex). I didnt have any idea that it was gonna work untill I went to butcher it and saw the MH icon appear. It was a nice surprise but not worth the former frustration of not being at all sure for quite a long time, much of which was spent trying to find more info.
This is a consequence of fixing a problem in the main and city screens where the list of which units could build a building were pushing the effects of the building off screen.
@AIAndy I think you fixed the problem is there a way to get the short list in the main screens and a long list in the pedia?
AIAndy Mar 06, 2012, 04:01 PM This is a consequence of fixing a problem in the main and city screens where the list of which units could build a building were pushing the effects of the building off screen.
@AIAndy I think you fixed the problem is there a way to get the short list in the main screens and a long list in the pedia?
Yes, it is possible (and actually not too hard). I will do it tomorrow evening.
Mas2135 Mar 06, 2012, 04:08 PM Hi!
First, congratulate the creator of the mod!. (I was an admirer of StoneAge)
Now, I will explain my problem:
After copying the folder MODS C2C, I try to play, but when you start the mod, are not the lyrics!
But when I select the language of the game in ENGLISH .. all right.
There must be some problem when you select other languages, or only happens to me?
Thank you!
---------------------------------------------SPANISH-----------------:lol::lol:
Hola!
Primero, felicitar al creador del mod!. (Yo era un admirador de StoneAge)
Ahora, explicaré mi problema:
Después de copiar C2C a la carpeta MODS, intento jugar, pero cuando inicia el mod, no aparecen las letras!
Pero cuando selecciono el idioma del juego en INGLES.. todo correcto.
Debe haber algun problema a la hora de seleccionar otros idiomas, o solo me ocurre a mi?
Gracias!
:scan:
ls612 Mar 06, 2012, 04:11 PM Neighbouring Civs are too vulnerable at start
I began on an Australia like landmass (yay!) with 4 other Civs - Lower Sioux, Netherlands, Maya and Inca. After about 150 turns in I'd already anhilated all of them by using 3 Rock Throwers for the three Civs placed on flat ground, and then 2 Clubmen plus a Rock Thrower for a Civ on a hill. All oponents had two Rock Throwers present in their city. Before declaring war, I mearly waited a turn or so on the border for their Wanderer to, well, wander. I could have wiped them out even earlier perhaps, if I started again. Admitedly I reloaded a battle once, but I could have produced more units very easily and it was very close regardless. The production tile used for all of this subtle genocide was merely 2 hammers, 1 food. I suppose one can do a bit of this sort of thing in unmodded Civ4, but your oponents have usually gotten off a settler or ten by this time, which clearly isnt happening in this mod. As much as I LOVE having all this space to myself, cut off by ocean so I can fatten up comfortably untill sailing, I feel that I shouldnt have been able to take out all 4 so soon and simply. Actually, I'm a little concerned that it might be a bit loneley for the next 8 thousand years....
I have noticed this for quite a while on normal (random) maps. I disagree DRJ that diffuculties are the answer, because I am not a good civ player by any standard,:rolleyes: and Noble gives me a pretty good run for my money, more so with Koshling's many improvements. I think something should be done about this in the Prehistoric Era, maybe giving +100% Defense in your Capitol until you reach Sedentary Lifestyle or something that would help the AI and not be open to abuse. That's just my 2c though.
Dancing Hoskuld Mar 06, 2012, 04:29 PM Hi!
First, congratulate the creator of the mod!. (I was an admirer of StoneAge)
Now, I will explain my problem:
After copying the folder MODS C2C, I try to play, but when you start the mod, are not the lyrics!
But when I select the language of the game in ENGLISH .. all right.
There must be some problem when you select other languages, or only happens to me?
Thank you!
---------------------------------------------SPANISH-----------------:lol::lol:
Hola!
Primero, felicitar al creador del mod!. (Yo era un admirador de StoneAge)
Ahora, explicaré mi problema:
Después de copiar C2C a la carpeta MODS, intento jugar, pero cuando inicia el mod, no aparecen las letras!
Pero cuando selecciono el idioma del juego en INGLES.. todo correcto.
Debe haber algun problema a la hora de seleccionar otros idiomas, o solo me ocurre a mi?
Gracias!
:scan:
There is a problem playing in any other language than English. It is caused because not all the text values have the other language tags. They need to exist even if they only have the English in them else C2C can't be played in another language.
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