Caveman 2 Cosmos

Stick with it guys! The mod is very much worth the effort to get it working! :goodjob:
 
Thanks for the information on shipbuilding. Turns out everyone was located on the same continent so my legions of swordsmen were enough :p

Quick question; Why is it that assassins cannot pillage? It seems like they're the only unit in that tree unable to do so.

Anyway, just finished a game (noble, c2c_perfectworld, standard, marathon) and I have to say that by the end of the game (around the discovery of guns, which was around 100BC?) my cities were so large, and so prosperous that I was cranking out 3-4 units from one city or a wonder ever 2-3 turns. Is that intentional?
 
I would prefer if all low tech Invisible units coudn't pillage. Its bad enough if this units are just used to kill every weaker unit they encounter even if your still in peace.
The problem is this units can even rest in enemy terretory without get attacked because without special units they can't be seen.
 
I would prefer if all low tech Invisible units coudn't pillage. Its bad enough if this units are just used to kill every weaker unit they encounter even if your still in peace.
The problem is this units can even rest in enemy terretory without get attacked because without special units they can't be seen.

That's what the dog units are for:) Or your own counter-rogue-rogues:scan:
 
That's what the dog units are for:) Or your own counter-rogue-rogues:scan:

Why do you think I have Ambusher placed inside my citys and around my Boardes (there together with Bandit Rider)?
The problem is that the KI can't realy handle this invisible units and so the killing of units should be enough for this in my opinion.
I.e. the KI let 10 units standing outside of the city and let me kill one after the other and not even think about building a Dog or Rogue or moving them to the city.
A Full scalle attack of his 10 Units, not to mention the units stationed in the city in the next tile, would have been fatal for my unit.
 
Why do you think I have Ambusher placed inside my citys and around my Boardes (there together with Bandit Rider)?
The problem is that the KI can't realy handle this invisible units and so the killing of units should be enough for this in my opinion.
I.e. the KI let 10 units standing outside of the city and let me kill one after the other and not even think about building a Dog or Rogue or moving them to the city.
A Full scalle attack of his 10 Units, not to mention the units stationed in the city in the next tile, would have been fatal for my unit.

This issue is an active work-in-progress in the AI currently. I've already arranged (in the latest SVN) for the AI to actively build counter-pillage units (dogs mostly), and will be arrnaging that it deploys them to maximize vibility. Note that I've already changed the AI so that unit deaths like this (and pillages) raise its understanding of danger in the area, which causes it to escort workers at least (prior to that chnage you could just pick off all the enemies workers continuously, now you at least have to kill thri escort too, though if you have an ahead-tech invisible unit relatrive to the defenders that's not hard of course).
 
@Koshling:

Have a WfoC error at end of turn.:(

Had to put it into a ZIP file cause CFC forum only allows under 2MB attached savedgames for Civ IV.

This is quite an odd one! Basically it's to do with fort ZOCs. Take a look at Brisbane - note that you own a fort right next to the city (SW of it). What happens is that a unit moves onto the mountain immediately south of the city, and then decides it needs to retreat into the city itself to defend. However, both the mountain and the city tile are in your fort's ZOC, so the move fails. The AI code doesn't account for a move failing when it's just trying to move from an adjacent tile into its own city and the hang results.

I've fixed the bug with not being able to make this move causing a hang (rather than just not moving that unit), but it doesn't seem right that your fort should exert its ZOC INTO the enemy city! I have therefore changed that too (enemy ZOCs no longer apply to the actual city tile). I'll be pushing this to SVN and updating the patch thread later today.
 
This issue is an active work-in-progress in the AI currently. I've already arranged (in the latest SVN) for the AI to actively build counter-pillage units (dogs mostly), and will be arrnaging that it deploys them to maximize vibility. Note that I've already changed the AI so that unit deaths like this (and pillages) raise its understanding of danger in the area, which causes it to escort workers at least (prior to that chnage you could just pick off all the enemies workers continuously, now you at least have to kill thri escort too, though if you have an ahead-tech invisible unit relatrive to the defenders that's not hard of course).

AI intelligence has been greatly improving, Koshling. Last night I attacked Saladin and although I was able to raid his improvements with my rogue, when I sent my army in, he defended by moving units outside his city, stationing them in the forest between his city and my army. Even when I started moving my units around, he kept pace to keep a wall between us. That is pretty damn clever since the forests and hills provided a higher bonus to his units than his city would have, since he lacked walls or any other significant defenses. And I'm playing on Noble! :cry:

But I do think it still makes sense to have invisible units be able to pillage as it represents stealthy units sent in for the purpose of sabotage. Units with no-nationality I think should be able to pillage as well, but is more complicated. I see them as mercenaries hired to cause havoc to another nation and would therefore think that as mercs they would likely keep any profit gained from pillaging. Similar to how Privateers worked with letters of marque. But in that case, they were only allowed to do so in times of war.
 
The reason why I am against Pillaging for the early invisble units is that even then they are still great for Hunting and exploring. (because you can rest next to the barbarian+ killing weak NPC Units geting in your path)
And without Pillaging the simply taktik to keep everything in the city and if you need to move out keep moving or at last have some protecting units that works as damage shield for 1 or 2 turns so you can move the important unit(s) out of danger works nicely.
 
zakkory & Lord Gruin - assuming you are both patched up to 3.19 on base BTS I don't have any theories. A good starting point would be to check you don't have similar issues with AND 1.76 beta 5. If you can get that to start (specifically the 1.76 beta, not 1.75) it would at least rule out a whole host of possibilities. Let me know if you have issues with that also please

Yes, long ago patched to 3.19 BTS. What is 1.76 beta? Where do I get it?
 
This works with Caveman2Cosmos? Should I have Rise of Mankind loaded also?

No, They are separate mods, but C2C is based on AND and includes basically everything there plus a lot more. The reason I am suggested you check if AND has the same issues is that knowing whether or not it does eliminates a lot of differences to base BTS, and therefore is potentially useful diagnostic information to try to pin your problem down. The AND beta is a standalone installer - no need to already have RoM.
 
No, They are separate mods, but C2C is based on AND and includes basically everything there plus a lot more. The reason I am suggested you check if AND has the same issues is that knowing whether or not it does eliminates a lot of differences to base BTS, and therefore is potentially useful diagnostic information to try to pin your problem down. The AND beta is a standalone installer - no need to already have RoM.

Downloaded AND and ran the exe. Started ROM and game is working fine. How do I know if the Beta is active?
 
So what's the best time setting for C2C? Epic? Marathon? Other?

I like snail personally. If you play on Epic you will be destroyed by neanderthals. They spawn like crazy on Epic.
 
I have been playing a game with only the victory conditions of Time and Conquest enabled. I am using the option that allows the UN and apostolic palace to be built for resolutions but not for victory, yet if you end turn on the save I attached someone else wins a diplomatic victory via the AP! :eek:

I started the game using v15 then applied the patch to make it v15.1 using max compatibility of course. Included save should be max compat.

edit: for clarity, v15.1 posted here http://forums.civfanatics.com/showpost.php?p=10759516&postcount=2842
 

Attachments

  • ThoricFrame AD-0630 defeat.rar
    3.5 MB · Views: 81
Downloaded AND and ran the exe. Started ROM and game is working fine. How do I know if the Beta is active?

Well if you downloaed it from the beta thread (which is the link I gave) it's the beta ;-) So that impies that you can run AND but not C2C which is really odd. Basically that eliminates DLL changes, so it must be graphical assets you are having issues with. C2C fails to start on even small maps?
 
Top Bottom