Caveman 2 Cosmos (ideas/discussions thread)

Spacepedia/Astropedia, yea.

EDIT: I have the game running right now, looking at the tech tree all the tubes are so tangled.:eek: Also I noticed that some of the era colors are off; Transhuman uses the same color as ancient and future uses the same as galactic.

EDIT2:
@ Strategyonly
Have you tried to edit the TechChooser.py at all? 'Cuz I found out that it has two copies in the same file, one pasted right after the other.

EDIT3: Oh I see what happened. You used the old ATOM TechChooser.py... Yea I'll be testing out the fairly newer one... The one I edited before I left the first time instead of the one that I was experimenting with the first time around.

1. The button looks fine for that.

2. Yeah I noticed that too. The color was not like that before. What happened to that strategyonly? From like "Wearable Computers" column to "Advanced Environmental System" column it turns red for some reason. Why is it like that now?

3. Yeah you need to explain some of the left over AToM stuff to Strategyonly (and me). Don't want some random leftovers messing things up.
 
@Strategyonly
Put this file in the Assets/Python/Screens and overwrite. It should fix the era colors, also I made the prehistoric era color orange, just let me know if you want the color changed. See file here. File removed.
 
@Strategyonly
Put this file in the Assets/Python/Screens and overwrite. It should fix the era colors, also I made the prehistoric era color orange, just let me know if you want the color changed. See file here.

Here is what i originally had, but it kept crashing the game in Classical Era??
 
@Hydro
Currently I'm not using the default named colors but rather the Hexadecimal color codes.

Prehistoric(#FAA032) -> Ancient(#A064A0) -> Classical(#A06464) -> Medieval(#A0A064) -> Renaissance(#A0A032) -> Industrial(#3CC83C) -> Modern(#6468A0) -> Transhuman(#32A0FA) -> Galactic(#969696) -> Future(#FAFAFA)(Future is white-ish[#FAFAFA])

I can change them though.

EDIT: @ Strat
Is that so? Hmm, I think I recall a number of Eras somewhere in a file that I had to change to get it to work.

EDIT2:
Prehistoric(#B41E14) -> Ancient(#FAA032) -> Classical(#A06464) -> Medieval(#A0A064) -> Renaissance(#A0A032) -> Industrial(#3CC83C) -> Modern(#6468A0) -> Transhuman(#32A0FA) -> Galactic(#969696) -> Future(#FAFAFA)(Future is white-ish[#FAFAFA])
I always found that the tech colors shouldn't be too deep or the contrast would just look awful.
 
Is the subdued animals building chain fixed in this version ? C2C looks much more interesting than the regular RoM, but the fact herds do not allow to build animal farms really plagued the few games I played so far (impossible to train Horse units, can't meet the requirements to have Bamboo armors in a town where it was already a miracle to have both timber and rice, and so on).

BTW I'd like to point out one problem you may not have considered for horses and elephants: on a strategic point of view, limiting the amount of towns where you can train cavalry is a good thing, but on a trade point of view it becomes a problem. What's the use of trading horses if you need a herd or horses in cities vicinity to train the related units ?
My 2 cents. ;)

RoM broke the trade system with regard to plants when it added in the "farmer" mod which randomly places a grain resource on a farm without a resource (low prob) then it dd the same for mines and metals. AND added in stone, marble and salt to the mines possibilities. Subdue Animals provides some buildings that provide animal resources. With C2C Animal Placing or Great Farmer mod further breaks the trade system. In other words there is no longer any need for trade as it does not work.

This issue is being work on through this method ...

attachment.php


Subdued Animal -> Herd Building -> Trainer Building -> Stables
City Vicinity Resource -> City Vicinity Building -> Trainer Building -> Stables
Obtained Resource -> Resource Wonder -> Trainer Building -> Stables

Note that the "Trainer" building is what the units will require to build them.

More discussion on this can be found here.

Need to change the AI so that it actually knows about these things. Where to settle and vicinity. Priority of the buildings. As it stands two quests (chariots and stables) are broken by this because of the complexity of getting the buildings.

NOTE: Is it just me or is CFC really slow? I'm thinking the newbies to Civ are hogging the bandwidth from the Civ 5 forums.

Very slow.

You can check out the Militia mod python, it gives too many Militia all the time, some 1-2 each turn, as long as you dont put them with a worker (in which i really like) but not realistic.

I like to see all kinds of more python CvEventManager stuff added, but i have no idea how to do with BUG and RevDCM stuff, mostly all from tsentom1 modcomps, i really like those alot.

Militia mod sometimes says it gives a unit but no unit shows up.

I have converted two more of tsentom1's python wonders but can't test them because I can't get past medieval period. Some just so not fit also. I have two different Trafalgar Square python wonders - I think they both are nice but would perhaps be better combined. Any in particular you want?

Edit @Thunderbrd on buildings producing resources and corporations - now that I think on it - it may be only strategic resources that cause the problems. It was not happening with the Hit Musicals etc.
 
Guys, sorry to disturb you with a bit off-topic question, but do you know if it is possible to disable the XML parsing Civ4 does when the game is loading? Because, if it is possible, you could pre-parse all your xml before shipping the mod, and tell the game to load the resulting libraries instead of parsing all XML files, which would increase loading times A LOT.
 
@Hydro
Currently I'm not using the default named colors but rather the Hexadecimal color codes.

Prehistoric(#FAA032) -> Ancient(#A064A0) -> Classical(#A06464) -> Medieval(#A0A064) -> Renaissance(#A0A032) -> Industrial(#3CC83C) -> Modern(#6468A0) -> Transhuman(#32A0FA) -> Galactic(#969696) -> Future(#FAFAFA)(Future is white-ish[#FAFAFA])

I can change them though.

EDIT: @ Strat
Is that so? Hmm, I think I recall a number of Eras somewhere in a file that I had to change to get it to work.

EDIT2:
Prehistoric(#B41E14) -> Ancient(#FAA032) -> Classical(#A06464) -> Medieval(#A0A064) -> Renaissance(#A0A032) -> Industrial(#3CC83C) -> Modern(#6468A0) -> Transhuman(#32A0FA) -> Galactic(#969696) -> Future(#FAFAFA)(Future is white-ish[#FAFAFA])
I always found that the tech colors shouldn't be too deep or the contrast would just look awful.

Well personally I think they should go in a rainbow progression. But it starting from red or purple and ending with black. Note that its easier to transition from purple or blue to black than it is other colors. Also you can go purple to red if you run out o colors in the beginning.

I know its trivial but i want them to both look good and be able to tell the techs apart.

EDIT: So something like ...


Prehistoric(#B41E14)
Ancient(#FAA032)
Classical(#A0A064)
Medieval(#A0A032)
Renaissance(#3CC83C)
Industrial(#32A0FA)
Modern(#6468A0)
Trans-Human(#A064A0)
Galactic(#969696)
Future(#FAFAFA)
(Future is white-ish[#FAFAFA])

This way its going from Red to Purple (and Gray).
 
@Hydro
Well they do fit both requirements of looking good and being able to tell apart. I updated the file in my dropbox so I'm just re-using the same link. Link removed.

EDIT: whoa you edited fast... Your edit there, I think Ancient (red-ish) should be a little brighter 'cuz it breaks the light colors pattern.
EDIT2: Then you edit whilst I edit.... Are you done yet? :lol:
EDIT3: Okay, how about this? It's a subtle change in the red color, making it lighter and more in-sync with the other colors.
Prehistoric(#C83026)
Ancient(#FAA032)
Classical(#A0A064)
Medieval(#A0A032)
Renaissance(#3CC83C)
Industrial(#32A0FA)
Modern(#6468A0)
Trans-Human(#A064A0)
Galactic(#969696)
Future(#FAFAFA)
(Future is white-ish[#FAFAFA])

EDIT4: Link at the top of this post has been updated to the new color layout.
 
Need to change the AI so that it actually knows about these things. Where to settle and vicinity. Priority of the buildings. As it stands two quests (chariots and stables) are broken by this because of the complexity of getting the buildings.

True. But lets say they by chance settle by a horse resource. How do I get them to want to build a horse farm and then in turn build a horse trainer?

In addition can you please add the Camel resource to the mod so we can get all these camel units and buildings to require it instead of incense (which comes way too late at calendar). Note that the Camel resource should just be like the Horse resource but spawns in deserts and is enabled at "Camel Domestication". Also "Livestock Domestication" would reveal it, just like the horse does.

EDIT: Sorry Civ Fuehrer The final edit is what I was talking about.


Prehistoric(#B41E14)
Ancient(#FAA032)
Classical(#DBDB4D)
Medieval(#A0A032)
Renaissance(#3CC83C)
Industrial(#32A0FA)
Modern(#6468A0)
Trans-Human(#A064A0)
Galactic(#969696)
Future(#FAFAFA)
(Future is white-ish[#FAFAFA])
 
@Hydro
Well they do fit both requirements of looking good and being able to tell apart. I updated the file in my dropbox so I'm just re-using the same link.

EDIT4: Link at the top of this post has been updated to the new color layout.

Where's this file go? Which folder? I am not as familiar with .py file locations.
 
Right there.;)

Doh! Strategyonly's Brain F_rts;) must be contagious because now I am making stupid mistakes. Sorry about that. :blush:

EDIT: Yeah that looks awesome now! I love it! :D

EDIT2:

@Strategyonly

Can you please move the tech around here so the eras are separated at x34 and x35 (see attachment below for diagram)?

Also moving "Meteorology" 1 to the left would help too.

All that really leaves is "Monotheism" and "Military Training" which are too far over into the Classical Era and there seems to be no room to move them over. :sad:
 
True. But lets say they by chance settle by a horse resource. How do I get them to want to build a horse farm and then in turn build a horse trainer?

In addition can you please add the Camel resource to the mod so we can get all these camel units and buildings to require it instead of incense (which comes way too late at calendar). Note that the Camel resource should just be like the Horse resource but spawns in deserts and is enabled at "Camel Domestication". Also "Livestock Domestication" would reveal it, just like the horse does.

EDIT: Sorry Civ Fuehrer The final edit is what I was talking about.

Make the priority of those buildings much higher. I have not done anything with the Flavors tag but I think that is where priority is given.

Attached is a alpha camel resource. Needs text, tech and bonuses fixed and there is not enough graphics, unless there already is a camel somewhere in the game fonts. I copied the bison and used the pasture improvement. No idea is any of this is right. I will need to make a camel herd building for SA also.

edit currently goes in the modules/resources folder

edit2: OOPS! I gave you the wrong cvmaininterface.py correct one attached. Goes in assets/python/screens
 
edit2: OOPS! I gave you the wrong cvmaininterface.py correct one attached. Goes in assets/python/screens

I foresee a great battle between the modmodders over the latest CvMainInterface.py.:lol:
Seriously though I just went through that file a few hours ago to add the button... And now you're telling me I gotta go through it again with your updates? :p
 
What were the error messages?

EDIT: I've been messing with the Astropedia button ingame and have came to this.

No error message just CTD. And its repeatable. Then i take out the TechChooser withOUT Prehistoric and everything is fine??
 
There's probably something in your python logs about it.
On a side note, were you the one who set Advanced Nukes as an option in the custom game setup screen? 'Cuz I'm trying to figure out what file adds the different options.
 
Make the priority of those buildings much higher. I have not done anything with the Flavors tag but I think that is where priority is given.

Attached is a alpha camel resource. Needs text, tech and bonuses fixed and there is not enough graphics, unless there already is a camel somewhere in the game fonts. I copied the bison and used the pasture improvement. No idea is any of this is right. I will need to make a camel herd building for SA also.

edit currently goes in the modules/resources folder

edit2: OOPS! I gave you the wrong cvmaininterface.py correct one attached. Goes in assets/python/screens

Nice. I went in a tweaked it by giving it Reveal at Livestock Domestication and Enabled at Camel Riding

I will start on editing my Camel Farm building to require this instead.

I will also help look for a better resource icon.

@strategyonly

Please make all Camel units require this resource instead of incense. Thanks!

EDIT: How about this image for the camel icon? It still neeeds to be make into a button but what do you think?
 
There's probably something in your python logs about it.
On a side note, were you the one who set Advanced Nukes as an option in the custom game setup screen? 'Cuz I'm trying to figure out what file adds the different options.

CIV4GameOptionInfos:

Code:
		<GameOptionInfo>
			<Type>GAMEOPTION_ADVANCED_NUKES</Type>
			<Description>TXT_KEY_GAMEOPTION_ADVANCED_NUKES</Description>
			<Help>TXT_KEY_GAMEOPTION_ADVANCED_NUKES_HELP</Help>
			<bDefault>0</bDefault>
			<bVisible>1</bVisible>
		</GameOptionInfo>


@Hydro:
OK the techs work, but Civil Service does not connect needs to be to the right someplace ALSO there is now ALOT of just plain (sitting by themselves) civ, that do not connect to anything: I think it ANDPreq needs to be there?? I really haven't looked?

Ahhh i see you saw the Camel units, thought i'd surprise you.

EDIT: Just incase you'll missed it, i need a citystyle for Israel, should it be Arabian, Crescent, Egypt what?
 
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