Caveman 2 Cosmos (ideas/discussions thread)

@Hydromancerx I think the following would not require the "Shipwright" building.

- Galley
- War Galley
- Trireme
- Siege Quinquereme


@HX:

I think that this is more than what we bargained for, i am at turn 442 (Epic Speed) and cant build any ships at all except a warcanoe:(
 
The Slave Rebellion mod looks interesting but because it uses barbarian units it wont work right for the nation with the Great Wall. So either the Great Wall suppresses these rebellions or we need to find something to be done in their place, eg pillage a farm of burn down a building event.

The Religion Conquest mod is a bit limited. I would suggest that city conquest would spread all state religions in their founding era reducing by half for each subsequent era. This would simulate the initial religious fervour for a state religion.

Not sure what Nationhood Civic Promotions is about.

I figured that was the problem with the Slave Rebellion when you mentioned it wouldn't work with the Great Wall. Is it possible to make a second sort of barbarian nation? In otherwords, can we make it spawn 'slaves' instead of 'barbarians' (a proxy civ that players can't pick) that doesn't have such limitations as barbs would but would have a barbarian ai setting?


BTW: Nice job everyone. This new release should really be one of the best steps forward yet I think.
 
I figured that was the problem with the Slave Rebellion when you mentioned it wouldn't work with the Great Wall. Is it possible to make a second sort of barbarian nation? In otherwords, can we make it spawn 'slaves' instead of 'barbarians' (a proxy civ that players can't pick) that doesn't have such limitations as barbs would but would have a barbarian ai setting?


BTW: Nice job everyone. This new release should really be one of the best steps forward yet I think.

I think that is whet the Total Realism people have done. You get two types of barbarian. But if they are marked as barbarian so they use the barbarian AI then the Great Wall will expel them.

So I think it may be possible but I am not sure how.
 

@HX:

I think that this is more than what we bargained for, i am at turn 442 (Epic Speed) and cant build any ships at all except a warcanoe:(

So you don't have any port city near Sheep, Goats (Sheep), Alpacas (Camel + Peak), Yaks (Cow + Peak), Silk, Flax (Wheat + Cotton), Cotton or Cannabis (Cotton + Coca)? I mean that is a lot more resources to work from than say Horse mounted units which need horses.

In short if you have Sheep, Camels, Cows, Silk or Cotton then you can make boats. As oppose to horse units where you need Horses and not other alternatives like the ships do.

EDIT: Ok I have an idea. I will add the Tannery as an alternative requirement of the Rope Maker to represent leather rope. That would at least open up Pigs, Deer, Elephants, Bison and Horses as possible contributing resources.
 
So you don't have any port city near Sheep, Goats (Sheep), Alpacas (Camel + Peak), Yaks (Cow + Peak), Silk, Flax (Wheat + Cotton), Cotton or Cannabis (Cotton + Coca)? I mean that is a lot more resources to work from than say Horse mounted units which need horses.

In short if you have Sheep, Camels, Cows, Silk or Cotton then you can make boats. As oppose to horse units where you need Horses and not other alternatives like the ships do.

Nope none in site??:(

EDIT: Ok I have an idea. I will add the Tannery as an alternative requirement of the Rope Maker to represent leather rope. That would at least open up Pigs, Deer, Elephants, Bison and Horses as possible contributing resources.

Now your talking, good thinking.

I had to re-do the warcanoe again, i had some things backwards AGAIN. Dang this one unit alone has taken me 3 hours, PHEW!!
 
Ok here is a mini patch.

Put the "Electricity_CIV4BuildingInfos.xml" in ...

Mods/Caveman2Cosmos/Assets/Modules/Hydro/Electricity

Put the "Craft_CIV4BuildingInfos.xml" in ...

Mods/Caveman2Cosmos/Assets/Modules/Hydro/Craft

The Electricity one is to possibly fix the Industrialism bug and the Craft one is to solve to Boat problem.

Hope this solves things.

Note: Made for C2C BETA 10.2
 
@strategyonly

Here are some more icon buttons ...

- Asteroid Extraction
- Galactic Federation
- Planetary Colonization
- Planetary Trade
- Siege Tower (For the new unit since it uses the catapult icon at the moment)
- Time Travel
- Weaponized Antimatter
- Weaponized Disintegration
- Wormhole Communications
- Wormhole Traversal
 
So you don't have any port city near Sheep, Goats (Sheep), Alpacas (Camel + Peak), Yaks (Cow + Peak), Silk, Flax (Wheat + Cotton), Cotton or Cannabis (Cotton + Coca)? I mean that is a lot more resources to work from than say Horse mounted units which need horses.

In short if you have Sheep, Camels, Cows, Silk or Cotton then you can make boats. As oppose to horse units where you need Horses and not other alternatives like the ships do.

EDIT: Ok I have an idea. I will add the Tannery as an alternative requirement of the Rope Maker to represent leather rope. That would at least open up Pigs, Deer, Elephants, Bison and Horses as possible contributing resources.

Rope can also be made from grass so why not wheat, corn or rice? In fact why have a requirement for the rope building at all! I also never seem to get sheep etc. :(

Ok here is a mini patch.

Put the "Electricity_CIV4BuildingInfos.xml" in ...

Mods/Caveman2Cosmos/Assets/Modules/Hydro/Electricity

Put the "Craft_CIV4BuildingInfos.xml" in ...

Mods/Caveman2Cosmos/Assets/Modules/Hydro/Craft

The Electricity one is to possibly fix the Industrialism bug and the Craft one is to solve to Boat problem.

Hope this solves things.

Note: Made for C2C BETA 10.2

Wouldn't it have been easier to create a folder called "hydro" create two folders in it with correct name and then put the files in them; then zip it all up and say to uncompress the result into the modules folder?
 
Rope can also be made from grass so why not wheat, corn or rice? In fact why have a requirement for the rope building at all! I also never seem to get sheep etc. :(

Then there would be no exclusivity to it. I am trying to give these resources more uses and actually be worth something more in the game.

I am sorry you never get sheep. Sounds like bad luck.

Wouldn't it have been easier to create a folder called "hydro" create two folders in it with correct name and then put the files in them; then zip it all up and say to uncompress the result into the modules folder?

Now your just arguing to argue.
 
I think that is whet the Total Realism people have done. You get two types of barbarian. But if they are marked as barbarian so they use the barbarian AI then the Great Wall will expel them.

So I think it may be possible but I am not sure how.

I can think of a number of dll fixes for that. And I'm not entirely sure that the great wall is isolating units by their ai. I think 'bbarb' is a definition switch of its own... but I'd have to take a looksee at the unitai file. (a quick look didn't help much - yes there is an isbarbarian call but I couldn't find where movements might be limited for them yet.) A quick answer would be to create a set of barbarian slave units that only appear via this method and have a special designation such as bslave in the xml (this wouldn't take much to put in place in the dll) that allows me to check barb units against to create a potential bypass in whatever code supports the Great Wall. I don't think this would be too tough really. Let me know if you're interested in pursuing.

@Hydro: I have been thinking... along the lines of the 'goods' system:
Would it not be more interesting, where resources and goods are concerned, if we somehow worked it out so that one resource/good does not cover the entire nation, but rather, say, 4 cities? This would make holding on to multiples of them more useful, even before corporations come into play (and may help to balance corps a bit too). It would open up buildings that help to get more out of resources as well. I'm not sure how to do this, exactly... it'd take some real thinking and investigating (much of which I'll be discovering while working on goods anyhow) but would you think it a worthwhile pursuit?
 
@Hydro: I have been thinking... along the lines of the 'goods' system:
Would it not be more interesting, where resources and goods are concerned, if we somehow worked it out so that one resource/good does not cover the entire nation, but rather, say, 4 cities? This would make holding on to multiples of them more useful, even before corporations come into play (and may help to balance corps a bit too). It would open up buildings that help to get more out of resources as well. I'm not sure how to do this, exactly... it'd take some real thinking and investigating (much of which I'll be discovering while working on goods anyhow) but would you think it a worthwhile pursuit?

Well I think back when Afforess was talking about the "goods system" he wanted to have them in quantity too. For instance it was spread out for the entire nation but each only so much of a resource or good could be applied before you would need to gain more of that resource. I am not sure how he planed to do this but having a supply/demand system for goods/resources would be something you should look into.
 
@DH:

Having a problem with the Process' yet.

1st screenie shows that you can only build a Lesser of anything, but as soon as you can put up the whole screen after something has been built, do they all show up and can use the Meager ones which are better?
 
@DH:

Having a problem with the Process' yet.

1st screenie shows that you can only build a Lesser of anything, but as soon as you can put up the whole screen after something has been built, do they all show up and can use the Meager ones which are better?

AS I said, I fixed it for in the city screen but could not find where to put it for the menu in the world screen. Lesser is better than meager.

Now your just arguing to argue.

I was trying to say, "Why make it so hard for people to apply this mini patch when you could have made it easy instead?".
 
AS I said, I fixed it for in the city screen but could not find where to put it for the menu in the world screen. Lesser is better than meager.

Goes to show you what lack of sleep does, thx.:blush:
 
repeatable CTD after end of turn. Clean install of latest C2C + 2 minipatches on front page (gamespeeinfo + v9 dll).
 
repeatable CTD after end of turn. Clean install of latest C2C + 2 minipatches on front page (gamespeeinfo + v9 dll).

No offense but this needs to be in the regular Caveman2Cosmos thread, cause it has nothing to do about ideas/suggestions on stuff.

If its the latest install, it doesnt need the 2 patches they are already been changed in the latest install, also NEWer dll.;)


@DH, dont know if you could use something like the screenie or not, but looks pretty kool.
 
No offense but this needs to be in the regular Caveman2Cosmos thread, cause it has nothing to do about ideas/suggestions on stuff.

If its the latest install, it doesnt need the 2 patches they are already been changed in the latest install, also NEWer dll.;)


@DH, dont know if you could use something like the screenie or not, but looks pretty kool.

Ah, my bad, i must have missed point where C2C thread separated in 2 ... will try repost there.
 
Just wondering which one looks better for a starting camp for all civs? Or if anyone else can find a better one.


3rd pic is what the current barbs cityset look like, or if i need to change this one also??
 
@DH, dont know if you could use something like the screenie or not, but looks pretty kool.

You could have at least posted a link to it so I would know what it was;). Did you notice that there is now a concepts page for Subdue Animals? Don't know if I should add more info or not.

I am going to have to remove the locusts and program their placement by myself. I will need Thunderbrd's suggested extra barbarian solution so I can get them to appear as plagues now and then within nations borders:run:

I will be using the leviathan graphic for a suite of units, shark whale etc but will put them in the graphically challenged folder. It looks like I should have put them into the experimental stuff instead of the last release.
 
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