Caveman 2 Cosmos (ideas/discussions thread)

This is my current game.
Ah so you don't want to colonize space.
You will run out of things to build in Galactic and later eras, as in last three eras Earthly buildings are rare.
 
Ah so you don't want to colonize space.
You will run out of things to build in Galactic and later eras, as in last three eras Earthly buildings are rare.


Ok I have an older Space game that I could continue but I prefer Earth and researching all techs. Thank You raxo!
 
Ok I have an older Space game that I could continue but I prefer Earth and researching all techs. Thank You raxo!
You can do both - space maps have either handcrafted Earth map or generated Earth map like you can find on forums.
Also Nanotech and later era techs have increasingly more space only stuff.
 
Last edited:
You can do both - space maps have either handcrafted Earth map or generated Earth map like you can find on forums.
Also Nanotech and later era techs have increasingly more space only stuff.

Must concentrate on new game and Earth map right now. Will go back to Spacemap game later
 
You can do both - space maps have either handcrafted Earth map or generated Earth map like you can find on forums.
Also Nanotech and later era techs have increasingly more space only stuff.

Must concentrate on new game and Earth map right now. Will go back to Spacemap game later



Thanks to the Whole Team for this great mod
 
You can do both - space maps have either handcrafted Earth map or generated Earth map like you can find on forums.
Also Nanotech and later era techs have increasingly more space only stuff.
How big is the moon on a space map? How many settlements or stacks of units can fit on it?

Mission Rewards are already fixed for Earth maps. Next step is to change all cislunar buildings to MAPCATEGORY_EARTH (most orbital buildings already are). We may well be able to eliminate the need for space terrain just with xml changes. We won't be able to use the units, but on a one-tile moon or planet or galaxy, what use are they anyway?
 
How big is the moon on a space map? How many settlements or stacks of units can fit on it?

Mission Rewards are already fixed for Earth maps. Next step is to change all cislunar buildings to MAPCATEGORY_EARTH (most orbital buildings already are). We may well be able to eliminate the need for space terrain just with xml changes. We won't be able to use the units, but on a one-tile moon or planet or galaxy, what use are they anyway?
See space maps by yourself - use custom scenario, and go to worldbuilder, even on my Duel Earth spacemap moon is half of duel sized map.

On Kation/Snofru space maps space zones are even bigger.
By the way you have to change not only map categories, but also remove terrain/feature requirements from space buildings, as those require space terrains and space features.

Also there is no reason to have other units than explorers, workers and settlers in space.

EDIT:
I changed all map category entries to Earth.
I also removed terrain and feature requirements from all space buildings.

You can check pedia terrain and feature entries, that nothing require space terrains and features now.
I used regex to replace all map category entries to Earth type.

Most of regular space buildings have map category prefix like Cislunar or Lunar.
Files are based on SVN 11043

Every space unit and space building is in Pepper's module.

With this modmod AI can build space stuff, and there are less cities to process and manage in very late game (Large generated map compared to Large Solar System (or Snofru space maps)).
I left out space units.
 

Attachments

  • Earthly Space Colonies.rar
    124.5 KB · Views: 131
Last edited:
Also there is no reason to have other units than explorers, workers and settlers in space.

Don't try that in Stellaris. :lol:

But seriously, what about garrisons and escorts? What about property control?

Are you saying all the off-Earth military units are currently useless, even on space maps?

EDIT:
I changed all map category entries to Earth.
I also removed terrain and feature requirements from all space buildings.

You can check pedia terrain and feature entries, that nothing require space terrains and features now.
I used regex to replace all map category entries to Earth type.

Yeah um thanks but I think I'll just work my way through them gradually and with testing;).

I'm pretty sure I can't build anything beyond cislunar yet (let me know if you know different). Let me know also if you know of cislunar buildings with terrain or feature requirements.

I had a look as you suggested at what I think was Kation's map. Everything out to (what I'm guessing is) the Oort Cloud is quite big* (big enough to fight over, which is another reason it surprises me when you say military units aren't worth having except on Earth).

Everything beyond that (ie. the rest of the galaxy and the universe) is quite small, wouldn't you say? Or am I missing something?

* I say quite big, but many of the other planets (and the Sun) shouldn't ideally be smaller than the Earth and the Moon.:mischief:
 
Don't try that in Stellaris. :lol:

But seriously, what about garrisons and escorts? What about property control?

Are you saying all the off-Earth military units are currently useless, even on space maps?



Yeah um thanks but I think I'll just work my way through them gradually and with testing;).

I'm pretty sure I can't build anything beyond cislunar yet (let me know if you know different). Let me know also if you know of cislunar buildings with terrain or feature requirements.

I had a look as you suggested at what I think was Kation's map. Everything out to (what I'm guessing is) the Oort Cloud is quite big* (big enough to fight over, which is another reason it surprises me when you say military units aren't worth having except on Earth).

Everything beyond that (ie. the rest of the galaxy and the universe) is quite small, wouldn't you say? Or am I missing something?

* I say quite big, but many of the other planets (and the Sun) shouldn't ideally be smaller than the Earth and the Moon.:mischief:
AI can't go to space.
You just need one unit of garrison to prevent unhappiness from lack of military, as nothing can threaten space colonies - there are no space barbarians too.
Property pseudobuildings are limited to Earth.

Those changes were extremely simple - just turning off terrain/feature requirements in space buildings and changing map category to Earth in all buildings.
Essentially it was replace three things repeatably (replace all) - feature/terrain requirement bool to 0 and map category string to MAPCATEGORY_EARTH
During Nanotech era you can build colonies in cislunar space, Moon, Mars and Venus.

On Kation space map things beyond Oort cloud are smaller, because there is less variation in terrains/features - you can build A LOT of cities in given zone, if you pack them densely like every 3 or 4 spaces.
 
Don't try that in Stellaris. :lol:

But seriously, what about garrisons and escorts? What about property control?

Are you saying all the off-Earth military units are currently useless, even on space maps?



Yeah um thanks but I think I'll just work my way through them gradually and with testing;).

I'm pretty sure I can't build anything beyond cislunar yet (let me know if you know different). Let me know also if you know of cislunar buildings with terrain or feature requirements.

I had a look as you suggested at what I think was Kation's map. Everything out to (what I'm guessing is) the Oort Cloud is quite big* (big enough to fight over, which is another reason it surprises me when you say military units aren't worth having except on Earth).

Everything beyond that (ie. the rest of the galaxy and the universe) is quite small, wouldn't you say? Or am I missing something?

* I say quite big, but many of the other planets (and the Sun) shouldn't ideally be smaller than the Earth and the Moon.:mischief:
Remember that the space maps stuff is all basically pre-multimap design work. It's all very crude compared to the eventual goals.
 
Prince kicked my rear in less than day. Not happy with my skills tonight but will start a new game tomorrow. Production popup makes more sense at higher levels now. Very challenging game.
 
What's the recommended game speed as of the most recent SVN?

When should one reach Sedentary Lifestyle (like, to be historically accurate)?
 
What's the recommended game speed as of the most recent SVN?

When should one reach Sedentary Lifestyle (like, to be historically accurate)?
1. Probably Long (4000 turns), Epic (6,000) or Marathon (8,000). any GS faster or slower distorts gameplay, impho as a modder.
2. No really answer to this question. C2C is a What If mod and not a really Real historically accurate Mod. Your game set up and play will dictate your timeframe for reaching Sed Life.
 
When should one reach Sedentary Lifestyle (like, to be historically accurate)?

Tech leader should reach Sedentary Lifestyle at 12 000 BC on average, but can be later or earlier depending on handicap and other stuff.
Calendar was set up in such way, that if someone researches one tech per two turns on Normal (2000 turns, proportionally scaled on different speeds), then they should reach each era close to target date.

Calendar was build on assumption:
There is X techs in this and in all previous eras.
There is Y techs, that you must research to reach next era.
There is X-Y techs, that can be researched by time you reach next era.
Lets assume half of skippable techs are researched by time you reach next era.
So by end game you can have anything between 898 and 942 researched techs.
Tech leader is one meant to reach era on time.
 
Last edited:
Thanks guys, I'll keep this stuff in mind when starting a new game.

I'd also like to thank the whole team for such a huge and fun mod. :)
 
Problem: How to display a screen for a unit, eg tribe or SM combat unit, so that you can manage the individuals in it. eg assign an Alpha Female.

Solution (in C2C only): use a mission. This adds an action button to the unit which opens the screen.

Problems now are
  1. Screen layout
  2. Storing the information.
Fairly obvious! No?
 
Problem: How to display a screen for a unit, eg tribe or SM combat unit, so that you can manage the individuals in it. eg assign an Alpha Female.

Solution (in C2C only): use a mission. This adds an action button to the unit which opens the screen.

Problems now are
  1. Screen layout
  2. Storing the information.
Fairly obvious! No?
Most information on a unit is stored as a promotion. There's a variety of bits of info and a lot of it, particularly what can be in packets, such as buildings are to cities, promotions can handle. There are ways to categorize various promos as well so that they aren't normal skill promos. We'd have to work together to design out according to needs.

As for inventory stuff, That's a lot of dll work but once done it could easily be reported to python for screen designs.

Usually with this sort of thing you have to identify exactly what you want on the screen then start considering the graphic display in some kind of crude mockup then once you're sure you have something of a layout, then you can proceed into the coding challenges on each segment.

Neat idea to do that as an action button. Totally makes sense. Obviously there needs to also be a way to close or exit the screen as well.
 
Sorry i'm sure this has been answered somewhere but my search on the forums was to no avail but how do I abandon a whole city ?

Cheers
Colonelflag
 
Sorry i'm sure this has been answered somewhere but my search on the forums was to no avail but how do I abandon a whole city ?
8800_20191009020153_1.jpg 8800_20191009020208_1.jpg
 
Top Bottom