Caveman 2 Cosmos (ideas/discussions thread)

Would it be possible to add a Leader that is Scientific and Imperialistic?
 
I believe "we" have to re-think the Project Interfaith.

In my opinion the project must go in current state. It gives enormous financial bonus and scientific (if you start to build monasteries everywhere).

I suggest:

- gives you GP (prophet)

or

- religions found in your cities can spread more easily (modifier)

or

- each religion found in your cities spreads to 3 of your cities and to 2 foreign cities

or

- gives you boost in diplomatic relation (+2?) with all leaders (except to the ones using secular or atheist)

or

combination of some mentioned above....
 
Would it be possible to add a Leader that is Scientific and Imperialistic?

You can edit the traits of existing leaders easily, just go to Caveman2Cosmos\Assets\XML\Civilizations, open CIV4LeaderHeadInfos.xml with a text editor and use ctrl+f to find the leader you want. Traits are sorted like this:

Code:
			<Traits>
				<Trait>
					<TraitType>TRAIT_HUMANITARIAN</TraitType>
					<bTrait>1</bTrait>
				</Trait>
				<Trait>
					<TraitType>TRAIT_AGGRESSIVE</TraitType>
					<bTrait>1</bTrait>
				</Trait>
			</Traits>

Just edit them like you want (TRAIT_IMPERIALIST and TRAIT_SCIENTIFIC, for example). And resist the urge to add a third trait. :D
 
To all you python gurus:

Does the CvCultureLinkInterface.py HAVE to have all the civilizations listed there for it to work properly, cause there are a few missing, ie: Sioux etc?

Yes, otherwise if you get any of the unmentioned civs you will get an error. Those civs wont start near related civs but randomly on the map.
 
Yes, otherwise if you get any of the unmentioned civs you will get an error. Those civs wont start near related civs but randomly on the map.

Thx, but just weird that the Sioux still are not listed there:crazyeye: Thx again;)
 
StrategyOnly As requested I have had a look at the SpawnACiv mod. As far as I can tell it has the same purposes as the Revolutions "Barbarian Civs" mod. The differences are :-
  1. In Rev the barbarian cities become civs when they get enough population whereas in SpawnACiv new cities are laced when enough civs get a tech.
  2. In Rev the civs are just like normal AI civs. In SpawnACiv they are still barbarian you are at war with them and you cant talk to them.

The latter means that you will end up with massive war weiriness. Do we really need both types in C2C?
 
StrategyOnly As requested I have had a look at the SpawnACiv mod. As far as I can tell it has the same purposes as the Revolutions "Barbarian Civs" mod. The differences are :-
  1. In Rev the barbarian cities become civs when they get enough population whereas in SpawnACiv new cities are laced when enough civs get a tech.
  2. In Rev the civs are just like normal AI civs. In SpawnACiv they are still barbarian you are at war with them and you cant talk to them.

The latter means that you will end up with massive war weariness. Do we really need both types in C2C?

I am lost as "normal" in the above sorry:blush:, You do whats right, your better at stuff like that, thats why i trust you 100%:goodjob: (But i will not take a bullet for you, sorry:p

Question for ya, would you rather i put in the Low Res stuff, instead of the High Res stuff i am going to add?
 
Hey I have some sound bytes for your techs if your interested, I loved the lion king and Conan ones, and I have many, many more from serious to hilarious to expand if you want. For example:
Ceremonial Burial: (From Homer Simpson)
"Remember me as I am....Filled with MURDEROUS RAGE!"

Or for Homo Supieror or any other Genetic tech: (UT2004)
"Faster, Stronger, Better"

Just tell me what format you want them in, mp3, wave, etc (I got converters)...and I can start getting them for you. attached is one example.
-
Ram
 
Hey I have some sound bytes for your techs if your interested, I loved the lion king and Conan ones, and I have many, many more from serious to hilarious to expand if you want. For example:
Ceremonial Burial: (From Homer Simpson)
"Remember me as I am....Filled with MURDEROUS RAGE!"

Or for Homo Supieror or any other Genetic tech: (UT2004)
"Faster, Stronger, Better"

Just tell me what format you want them in, mp3, wave, etc (I got converters)...and I can start getting them for you. attached is one example.
-
Ram

The sound files should be MP3. If you go into the C2C folder under Assets\Sounds\Tech you'll see the custom ones I put in there for the quotes. The "Tech Chime" also needs to be spliced into the sound at the beginning and transitioned smoothly. Also, fade out the end of the sound. I found that makes it smoother to listen to.
 
As you probably know, I am working on the wonder movies. Firstly am going to make sure that all national and great wonders have at least a static movie. Then make static movies for all the ones with only non-static movies.

There are two reasons for this.
  1. Having a static version allows the download file to be smaller.
  2. some people prefer a static movie.

So the question I have of the modders, especially StrategyOnly is how should I proceed?

What I was thinking was have all in the SVN. In the standard Art/movies/wonders have the non-static wonders. Then have another file Art/Movies/static which contains the static versions.

When StrategyOnly prepares to make the new download version he moves the contents from the static folder into the movies folder overwriting the long movies with their static counterparts.

The problem with this for SVN users is that they would be stuck with the long versions of the movies.
 
@DancingHoskuld

Would this have any affect other than eating Hard Disk space, ie would performance decrease?

Also, I think it's possible to add files/folders to the SVN ignore list somehow so if it is a problem the SVN users could not have to use the long movies.
 
As you probably know, I am working on the wonder movies. Firstly am going to make sure that all national and great wonders have at least a static movie. Then make static movies for all the ones with only non-static movies.

There are two reasons for this.
  1. Having a static version allows the download file to be smaller.
  2. some people prefer a static movie.

So the question I have of the modders, especially StrategyOnly is how should I proceed?

What I was thinking was have all in the SVN. In the standard Art/movies/wonders have the non-static wonders. Then have another file Art/Movies/static which contains the static versions.

When StrategyOnly prepares to make the new download version he moves the contents from the static folder into the movies folder overwriting the long movies with their static counterparts.

The problem with this for SVN users is that they would be stuck with the long versions of the movies.

Well to me personally i like the static pics anyways, and much rather prefer them for all movie type files, because this mod is getting bigger and bigger, and static is IMHO the best way to go for all, period. but what does everyone else have to say also . . . . :confused:

Infact i'd like to see the static pic in the Leaderheads also, but i know too many peolple would be teed off if i did that, like i did before, just remember FfH2 has all static pics for almost everything.:p
 
Strat,
I Agree 100% about the static stuff, MAFS are caused due to the poor handling of memory, and cutting 150+ megs of Leader Heads out of my memory would help quite a but, and about the angry people.... Why don't we add Optional static leader heads? The entire set of static heads would only be an addintional 10 megs to the file. I've replaced sets of heads before when games were slow on the turns, it helps not having to load those 3 idiots asking for open borders every turn. :D
So hey get rid of them, fine with me, but no reason not to have optional ones for us.
Thanks for all your guy's hard work.
--
Ram
 
I play in CVC 18 version on "normal" speed and always after some time neandertals destroy all AI cities - maybe after some time (or add to some tech option "kill all neandertals on map")
second propostion is with religion - i think about something; if religion decay it cannot back in next turn; city must grow and some time must pass ( 20-30 turn)
also make limit 5 religions per city, at every population grow game set how`s weakest religion decay from city ( it depends on population, immigrants, religion of immigrants, time who pass ( if religion stay in city 1000-2000 years it cannot be removed so fast, of course if incvisitors remove religion, it leave but chance that it back is bigger that in case of "new" religions
also make something like "full removing of religions" what means that if trend for religion is going down and nobody help spread , it slowly remove fromm all cities on the world and target ( of this religion) is going to 0% and 0 cities
if trend of religion is up then rate of spread in other cities go up ofc
thanks this option strongest religion will be "fight" with others and weakest slowly begone to the history like greek myths or others

all these changes require make a new "religion" mod so my ideas dont go to CVC so fast ;P
 
I play in CVC 18 version on "normal" speed and always after some time neandertals destroy all AI cities - maybe after some time (or add to some tech option "kill all neandertals on map")
The original C2C version 18 had a too fast Neanderthal spawning which got corrected in a patch. Neanderthals are only spawned up to a certain time and will then fade out (although unkilled Neanderthals remain).
I recommend moving on to V19. You can do so even in the midst of a game as C2C has special maximum compatibility savegames that can be read even after a lot of changes and modifier recalculation updates all values properly.
 
Is this mod something like an expanded and improved version of RoM?
C2C is based on RoM:AND which is based on RoM. So yes, you could say that. But it has also evolved quite some way from what it is based on and integrated content from many other sources and also added a lot of its own.
 
Town Watch/Guards are melee units and thus can't get the city defence promo... that seems a little odd considering what they are intended for
 
Soo... When can we use the Time Travel tech to send a single unit of our choosing all the way back to turn 1, Terminator-style? :cool:
 
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