Caveman 2 Cosmos (ideas/discussions thread)

Extremely complimentary. The recon can effectively defend the hunter by distracting dangerous foes from the hunter, allowing the hunter to attack to take down the animals you find along the way. If lucky enough to find a tribal village along the way, the hunter, if strong enough, might be able to attack your way into the village if needbe. But even better if you find one undefended because then you can send the recon in for a better bonus. For those protected ones and for greater power to attack neanderthals (particularly ones that were distracted when they attacked your stack by an effective scout), an accompanying Clubman/Spiked Clubman/Stone Axemen is advised to add to the stack if you can afford it productionwise.

Later in the game, the Hunter and Recon units may go their own ways and Recon can always be used to take the same role in leading units that would attack your raiding or other small stacks away from the real targets. They should be used to gain battlefield visibility as alone, they are more survivable than most units unless they are tracked down by strong pursuit mounted units.
 
Since Ranged Bombard doesn't work, could you please give Frigates/Privateers etc. the bombard options that air units eg. Ornithopters have. I would say they're entirely appropriate, so that would be really great! :goodjob:
 
Since Ranged Bombard doesn't work, could you please give Frigates/Privateers etc. the bombard options that air units eg. Ornithopters have. I would say they're entirely appropriate, so that would be really great! :goodjob:

No... it would not work. But I can look into fixing Ranged Bombardment. Is this problem being displayed by any particular unit you can give me an example of? Or is it simply ALL units that should be able to, like Catapults for example? And by 'not work' what do you mean? Is the mission showing up at all or what?
 
Extremely complimentary. The recon can effectively defend the hunter by distracting dangerous foes from the hunter, allowing the hunter to attack to take down the animals you find along the way. If lucky enough to find a tribal village along the way, the hunter, if strong enough, might be able to attack your way into the village if needbe. But even better if you find one undefended because then you can send the recon in for a better bonus. For those protected ones and for greater power to attack neanderthals (particularly ones that were distracted when they attacked your stack by an effective scout), an accompanying Clubman/Spiked Clubman/Stone Axemen is advised to add to the stack if you can afford it productionwise.

Later in the game, the Hunter and Recon units may go their own ways and Recon can always be used to take the same role in leading units that would attack your raiding or other small stacks away from the real targets. They should be used to gain battlefield visibility as alone, they are more survivable than most units unless they are tracked down by strong pursuit mounted units.

Thanks for the tips. I would also think that a Dog unit might be useful in your "Hunting Party" since it can detect the Rogues that might try to ambush you. Likewise you could promote the dog with scent promotion for a larger sight range thus allowing you to detect foes or prey before they get close to you.

In addition I think all start out with 2 movement so you will not be slowed down.
 
No... it would not work. But I can look into fixing Ranged Bombardment. Is this problem being displayed by any particular unit you can give me an example of? Or is it simply ALL units that should be able to, like Catapults for example? And by 'not work' what do you mean? Is the mission showing up at all or what?

Wow thanks - that would be great...

I've seen it with Siege Towers and with Frigates. I trust you'll understand, I don't try it too many more times when it has no effect.

The button is there, and the message comes up "Your ... has range bombard attacked." (ie. I didn't 'miss' although that can also happen) But it never damages any units in the target stack. (I know it is collateral damage, but I am talking about multi-unit stacks. I've seen this in a target stack of two and in a stack of 5 or 6...both recently.)
 
Wow thanks - that would be great...

I've seen it with Siege Towers and with Frigates. I trust you'll understand, I don't try it too many more times when it has no effect.

The button is there, and the message comes up "Your ... has range bombard attacked." (ie. I didn't 'miss' although that can also happen) But it never damages any units in the target stack. (I know it is collateral damage, but I am talking about multi-unit stacks. I've seen this in a target stack of two and in a stack of 5 or 6...both recently.)

Ok. Adding this task to the prerelease list. If you can provide me with a savegame that has the scenario setup where one can load it, select the unit you tell me to, and use the bombard right away that is not behaving properly - it's going to make debugging much faster. (My test game is not far enough in for this.)
 
Currently playing on rev. 6852. Whenever I'm building a smokehouse it goes up in flames (or smoke ;)) just 1-3 turns later. While I understand how buildings can increase fire hazard (flammability) I can't counter the effect in the prehistoric era, rendering this building virtually useless. Even in cities with no other building impacting the flammability the smokehouse will burn within a few turns.
My question is (if not WAD) is the buildings impact on flammability to high, the trigger for the fire event to low, or am I missing something?
 
Currently playing on rev. 6852. Whenever I'm building a smokehouse it goes up in flames (or smoke ;)) just 1-3 turns later. While I understand how buildings can increase fire hazard (flammability) I can't counter the effect in the prehistoric era, rendering this building virtually useless. Even in cities with no other building impacting the flammability the smokehouse will burn within a few turns.
My question is (if not WAD) is the buildings impact on flammability to high, the trigger for the fire event to low, or am I missing something?

You are just unlucky, I am afraid. For example I have never had mine burn down ever. I just get hurricanes all the time.
 
You are just unlucky, I am afraid. For example I have never had mine burn down ever. I just get hurricanes all the time.

Then again I build it over 15 times and each time it burned down within 5 turns (playing on the slowest speed). That's a hell of bad luck streak.
Just for my information is there an explanation of the fire event and the dependencies on flammability?
 
Events are not just random in a game but may also not be in a game at all. What I suspect is happening is that there are no other events suitable for your state of the game so you always get it.
 
Probably we need more events from the beginning of a game then. Like:

1) Child with blue eyes was born -> + :culture: or free Myth of the blue eyed child

2) Stranger came to our village -> "kill him" that gives + :mad: and + City Defense OR "Allow him to stay" -> Little bit :food: OR "Allow him to stay as long as he has some interesting stories to tell" Req Language, +:science:

3) We found more berries then usually! -> Req. Gathering, + :food:

...
 
Ok. Adding this task to the prerelease list. If you can provide me with a savegame that has the scenario setup where one can load it, select the unit you tell me to, and use the bombard right away that is not behaving properly - it's going to make debugging much faster. (My test game is not far enough in for this.)

You drive a hard bargain, but fortunately - like Doctor Who's Tibetan-to-English dictionary - I just happen to have one lying around...:lol:

The frigate Valiant (TO11 iirc:mischief:) is right at the north edge of the map slightly right of the 'middle'. Take it to the barb city of Yayoi - well within move range just SSW of it - and bombard (the units in) the watchtower which is directly NE of the city.

You could bombard the city but that stack is huge so it would be hard to tell if anything happened. The watchtower contains 2 units, and I tried it and my attempt did not 'miss', it just failed to do anything.
 

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Probably we need more events from the beginning of a game then. Like:

1) Child with blue eyes was born -> + :culture: or free Myth of the blue eyed child

2) Stranger came to our village -> "kill him" that gives + :mad: and + City Defense OR "Allow him to stay" -> Little bit :food: OR "Allow him to stay as long as he has some interesting stories to tell" Req Language, +:science:

3) We found more berries then usually! -> Req. Gathering, + :food:

...
There's a whole thread devoted to this. (Some good ideas there - we just need someone implementing them!)

You drive a hard bargain, but fortunately - like Doctor Who's Tibetan-to-English dictionary - I just happen to have one lying around...:lol:

The frigate Valiant (TO11 iirc:mischief:) is right at the north edge of the map slightly right of the 'middle'. Take it to the barb city of Yayoi - well within move range just SSW of it - and bombard (the units in) the watchtower which is directly NE of the city.

You could bombard the city but that stack is huge so it would be hard to tell if anything happened. The watchtower contains 2 units, and I tried it and my attempt did not 'miss', it just failed to do anything.
Ok, thanks! Was hoping to get this soon.
 
Probably we need more events from the beginning of a game then. Like:

1) Child with blue eyes was born -> + :culture: or free Myth of the blue eyed child

2) Stranger came to our village -> "kill him" that gives + :mad: and + City Defense OR "Allow him to stay" -> Little bit :food: OR "Allow him to stay as long as he has some interesting stories to tell" Req Language, +:science:

3) We found more berries then usually! -> Req. Gathering, + :food:

...

There are a whole bunch from Stone Age mod we have not converted and many existing ones that need to be copied or extended for all the new resources and buildings we have. We just don't have an event modder.
 
1. What good is the Rapa (worker) if he cost an extra 2% when your normal worker does same thing for nothing?? (pic 1)

2. The Judge, what good is he so early in the techs, if he cant do anything, move him to where he at least can do ONE (1) thing???? pic 2

3. @ TB, how is it going on that "tongue" promotion thingy we talked about a LOOOOOONG time ago??
or anyone
 
i was thinking. you need to separate europe and mediterranean as separate culture groups.

med culture group can have
greece
rome
minos
phoenecian
carthage
italy
byzantium
can add some
like crete
aragon
two sicilies
naples
genoa
venice
tuscany

their are a bunch more but i think this would be a good for getting more european nations in without flooding europe
 
1. What good is the Rapa (worker) if he cost an extra 2% when your normal worker does same thing for nothing?? (pic 1)

2. The Judge, what good is he so early in the techs, if he cant do anything, move him to where he at least can do ONE (1) thing???? pic 2

3. @ TB, how is it going on that "tongue" promotion thingy we talked about a LOOOOOONG time ago??
or anyone

1. Is supposed to be able to build the Moai Statues improvement. I thought I had done everything but obviously not.

3. I repeat for the forth time it has nothing to do with Tbrd! It is part of the merge of the White Lies, Black Ops (WLBO) mod I started but have not had time to work on for many versions.
 
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