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#2662 |
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Emperor
Join Date: Mar 2011
Posts: 1,983
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I just want to say that I really disagree with this name change. I don't think early whale hunting was widespread enough that it necessitates being differentiated from the late Medieval/early Renaissance whaling that included long-range travel for this purpose. Also, I don't like adding adjectives. I think before the Renaissance and Industrial eras, tech names need to be as short as possible, and should try to be similar what someone living in that era would call it. That's my philosophy on tech names.
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#2663 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,632
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Quote:
Btw, short history of fishing I read in Popular Mechanics yesterday 85,000 years ago - harpoon
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Dyslexia luRs Member of the C2C modding team. |
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#2664 | |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,385
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Quote:
Last edited by Hydromancerx; May 25, 2012 at 03:13 PM. |
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#2666 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,385
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DH needs to ether make it a map resource or make it into a building resource and make the moon rocks a building resource too.
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#2667 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,632
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Updates
- Mars Rocks, - Whaling Boats moved to harpoon making. - Barbary Cousair tweaks (strength reduced and moved to Astronomy)
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Dyslexia luRs Member of the C2C modding team. |
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#2668 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,385
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Updates
- Moved Prophets civic to Divination tech. |
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#2669 | |
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Emperor
Join Date: Mar 2011
Posts: 1,983
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Quote:
Maybe what we need to do is broaden the technology so that it covers large-scale fishing as well as whaling, like the cod fishing of the 800's. What about calling it Fish Harvesting? Last edited by Vokarya; May 25, 2012 at 04:47 PM. Reason: Forgot a bracket |
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#2670 | |
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Caveman2Cosmos Modder
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Quote:
![]() I never really look at RI that much, or really any other mod for that matter anymore. I still believe "we" have the best Team, and i'd match "our" personnel even against Firaxis personnel, except the graphics people, which really we have none to compare. Infact i wrote them about that.
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#2671 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,385
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Updates
- Added +/- Pollution values to Terrain Features. |
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#2672 |
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TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,378
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Current SVN is incompatible to save games. Gives this msg: Save format is not compatible due to missing class FEATURE_BARREL_CACTUS.
Placed it here so it would be seen sooner. JosEPh
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"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
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#2673 |
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Caveman2Cosmos Modder
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per=Vokarya
You can remove Mysticism from Sacrifice Cult, remove Trade from Road Building, remove City Planning from Architecture, remove Guilds from Chivalry, and remove Nuclear Pulse Propulsion from VASIMR Propulsion and it will not make one bit of difference to any research path you take. The one remaining tech in all cases except Chivalry can be moved to the <OrPreReqs>, and you can just delete Guilds from Chivalry. Thx JosEPh_II, no need to place it here, you already have it in the bug/crash thread where it belongs, but thx.
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#2674 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,632
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That was many many updates ago and I said so at the time. I eventually figured out a way to do it so it all happens in the one go when we go into the v24 freeze.
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Dyslexia luRs Member of the C2C modding team. |
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#2675 |
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TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,378
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I saw that when I reverted back to 2547 build so I could keep my current game going. I could start a new game but I can't get a game past Ren Era anymore before the next version or next major addition.
And I'm still on Epic speed too. <sigh>JosEPh
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"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
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#2676 |
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Caveman2Cosmos Modder
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added... per MrAzure
Pictographs Location: X14 Y15 Req Techs: Arithmetic AND The_Fire AND Hunting Tactics Ideograms Location: X20 Y3 Req Techs: Pictograms AND Sedentary Lifestyle Calligraphy Location: X30 , Y17 Req Techs: Literature AND Calendar AND Code of Laws AND Aristocracy Changed .. Mysticism Req Techs: Ceremonial Burial AND Pictograms Pottery Req Techs: Agriculture AND Earth Oven AND Ideograms Priesthood Req Techs: Caste System AND Ideograms Insurance Req Techs: Currency AND Calligraphy Aesthetics Req Techs: Sericulture AND Geometry AND Calligraphy
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#2677 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,385
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Updates
- Fixed Automobile Factory. |
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#2678 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,632
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Update
- Set up mod for removal of features (date palms etc) all in one go so we reduce the impact on people playing using the SVN. Edit - reduce the chance of some of the newer food resources so that the older ones appear.
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Dyslexia luRs Member of the C2C modding team. Last edited by Dancing Hoskuld; May 26, 2012 at 05:44 AM. |
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#2680 |
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Vorlon
Join Date: Apr 2011
Posts: 6,778
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Ok, it's still another week before I can get back to c2c, so that's close enough that there is no chance at all I'll be able to get major multi map stuff done in the time, so I guess I'll put that on hold until the following cycle in that case.
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