Caveman 2 Cosmos

Awesome mod :). I'm very much enjoying it. I'm looking into removing the archery barrage but I'm glad there is such a great mod other then that tiny change.

I wish people here weren't so inconsiderate about a creation that they don't have to use made by someone who owes them nothing.

Anywho, thanks again, and don't worry about people who act like that.
 
As I stated before I like Archery Barrage.I play FFH alot and it adds to the game.My complaint was that in the current version of NWA only the AI can
use it making it unbalanced IMHO if the player could use it as well then it would
be fair.:)
 
Awesome mod :). I'm very much enjoying it. I'm looking into removing the archery barrage but I'm glad there is such a great mod other then that tiny change.

I wish people here weren't so inconsiderate about a creation that they don't have to use made by someone who owes them nothing.

Anywho, thanks again, and don't worry about people who act like that.
In the next version i only gave an Assault Mech Barrage to the Longbowman, and thx for the nice comments.

When Next War Advanced 003 is out?

Depends on how many wants it soon or how many wants it later??

As I stated before I like Archery Barrage.I play FFH alot and it adds to the game.My complaint was that in the current version of NWA only the AI can
use it making it unbalanced IMHO if the player could use it as well then it would
be fair.:)

Same as above, plus in the Tech_Rifling i added a bonus for everyone to use, i kind of like it, but maybe i could have given him a bigger asset?:mischief:
 
I was thinking of adding Patton, at least he did something...
Patton should stay a Great General, at least I think he is one already. Personally I think he'd be turning in his grave if you knew you were trying to imortalize him as a politician.
 
Patton should stay a Great General, at least I think he is one already. Personally I think he'd be turning in his grave if you knew you were trying to imortalize him as a politician.

What? No one saves their Patton GG unit until you can join it to a tank unit? :mischief:
 
Just a quick question, as I haven't had the time to properly play out a full game, but are you going to balance the Civs a bit? I'm just curious as some of them have 5 or 6 UUs, while others, such as the Confederate and Union States, have no UU or UB, and then others, such as the Egyptians, have multiple UBs.

Am I correct in assuming that you are not finished in putting in Unique Units and Buildings? Do you plan to eventually have every Civ have at least a certain amount of Unique Units/Buildings?
 
Just a quick question, as I haven't had the time to properly play out a full game, but are you going to balance the Civs a bit? I'm just curious as some of them have 5 or 6 UUs, while others, such as the Confederate and Union States, have no UU or UB, and then others, such as the Egyptians, have multiple UBs.

Am I correct in assuming that you are not finished in putting in Unique Units and Buildings? Do you plan to eventually have every Civ have at least a certain amount of Unique Units/Buildings?

Good point, i havent even thought that far yet, but a good point. Well i guess to answer your question, would be Yes. I have some done, but havent gotten around to the others yet, if you or anyone else has any ideas after Version 3 is out, you and they are MORE than welcome to suggest and make what you think would be better off in NWA.

The more things you/anyone can bring up for suggestions the better the gameplay will get.
 
Ah, ok. Then for the sake of balance, I think you should limit the UUs and UBs for two/Civ for now. It wouldn't be that hard to think up more units with the original few, but with the massive amounts of Civs that you have even the collective fans of this mod will have trouble. You should limit yourself to only so many and go for there. I say this because it would be very easy to come up with dozens of UUs for the Civs we are more familiar with, especially any Civ that participated in a war within the last 100 years.

On the other hand, I like the idea of the shared UUs, especially with later game units or Civs that share a cultural past. Many less advanced militaries in the real world enhance their armies by buying weapons and armor from more advanced countries. An example would be that until recently many of Israel's tanks were actually retrofitted Shermans bought from the U.S. Army.

Edit: Also, not all Civs need to have the same # of UUs/UBs, if a Civ has a really strong UU/UB, they might have one less unique to make up for it, the opposite also goes if a Civ has a really weak UU/UB.
 
You also have UU's in NWA that are 'flavor units' (units with different graphics that are otherwise unchanged from the regular ones they replace. My thought was that when you said you wanted each civ to have a bunch of UU's you meant mostly these units so that no two civs could make the exact same units over the course of the game.
 
You also have UU's in NWA that are 'flavor units' (units with different graphics that are otherwise unchanged from the regular ones they replace. My thought was that when you said you wanted each civ to have a bunch of UU's you meant mostly these units so that no two civs could make the exact same units over the course of the game.

You betcha, good ideas also, but i will wait till after v003 is out, i havent been feeling good lately and really havent been working to hard on v3 sorry. All depends on when everyone really wants it?
 
By all means, get better! Only work on the mod if you feel like it. Its supposed to be enjoyable for you too. (If I sound too motherly, its because I know how cold it is where we are)
 
FYI if you go into the unit files and just edit the bowmen's collateral damage stats down to 0 the AI doesn't use archery barrage anymore.

You might want to look into giving more of the future units some degree of fluff text and whatnot, like the Assault 'Mechs and similar. Also nice (sometime in the future anyways) would be modifying the civs to have a unique unit in each era-classical, medieval, renaissance, modern, and future.

Some bugs you might want to fix though:

1. Quests like "The Best Defense" which require a specific building don't accept the unique equivalent. I'm pretty sure about that although I could have just miscounted the numbers of Towers of Davids I built. If they don't accept the unique equivalent it'd be nice if they could be made to. If they do, that could be made far more clear.

2. Upgrade logic is weird. Clones are better than workers but you don't have the ability to replace your workers with clones, etc. It'd be nice if you could.

3. Special Operations Command doesn't actually do anything, since you can build SF without it. It's kinda 'eh' if all it did was unlock special forces, too.

4. Fieldsman I/II/III are rather pointless since I believe in every circumstance Combat X is better (combat has similar +defense in open fields but no penalties to hill and forest defense).

5. Firaxis HQ doesn't produce Hit Games despite its description. It really should.

6. The Secret Army Base can be built by a general way, way before the techs come up. I think I had one in 4800 or so BC.

7. The Garrison doesn't give XP to mounted units despite it being available at about that time. Similarly the meeting hall isn't obsoleted despite not giving XP to any non-recon modern unit. A suggestion to fix these is to not obsolete the barracks and return it to just giving 2 XP to ground units, and having the garrison cumulative over it (+1 XP? +2? Doesn't matter too much.) The meeting hall should be obsoleted instead, as formalized training becomes the norm instead of lore passed down.

8. Emancipation and Contracting are not mutually compatible. I suggest trying to fix it so that you take the happiness penalty if you're not running one of those two.

If you're taking suggestions:

I'd make the bioenhancement center just give a free promotion instead of XP. a "Cyborg" promotion that adds +10% strength (just like Combat I) would let that work without any issues with conflicting with aggressive/protective. Oh yeah, and as a Alpha Centauri reference you totally need the Cyborg Factory (bioenhancement center in every base).

Change Special Operations Command to "Urban Warfare Center" and have it give a "Urban Warfare" promotion that adds to city attack and defense for units built in that city.

The use of a Bleeder graphic for a supersoldier is something I don't terribly like. If I had my way I'd have Homo Superior give a +strength bonus for all units (+5%? Something small but noticeable), to represent your awesome superhumans in every level of everything. Or rename the tech to "Posthumanism" and make "Homo Superior" a wonder that makes specialists better.

Find another graphic for the fusion tank. It actually looks more primitive than the other future units. Similarly the high-tech infantry should get their gun graphic replaced, that giant tube looks jarring. I understand you probably aren't doing all the modeling yourself, but I'm sure you can find a 3D modeler who will help with that.

Black Ops. Like ground-bound privateers. Just give them "cannot capture cities" and make them units with hidden nationality. They could come alongside special forces or replace special forces at a later date. An early equivalent could be called an "Assassin".

Combat Engineers would be cool for cities that are near to the front lines as an alternative to workers in the modern age. Like the unique worker with the ability to defend themselves combat engineers would be more expensive but have a defense strength of 20 or so, enough to hurt an attacking modern infantry unit.

Black Helicopters. On a more serious note, some sort of stealth transport that can cross water.

Wonder suggestions: "Drexler Assemblers" as a wonder that has the result of +1 hammer to all tiles in the constructing city.

SkyNET. +research and +military unit production.

The GPS Network for +road/railroad movement and +commerce, as well as increasing city bombardment damage by artillery and aircraft (start with accuracy I?)

Orbital Mind Control Satellites, which reduce the chance of a revolt by 50% or so. :D
 
Seems like i am getting alot of MAFs in Version 3 right now(that could be from my OLD graphics card also) (you'll will have to download two parts to install it), i might have to water down the next version(4) after that, and just make alot of the civs modular, and you put in the civ you want to play that way its not so big, cause right now Version 3 is almost 2 GB in size.

What do you'll think of this, Please let me know, i need ideas, thx.
 
What about random AI spawning? Would you be able to switch out civs from a pool that randomization picks from? Or would you have to install/uninstall each civ from the mod?

Also do you know what number of civs might be considered average (to get the game to run smoothly) if you switch to this system? (got an old vid card too)

I'm not a modder, but if just making the mod smaller = better runtime wouldn't taking out some music files do that? Those take up a lot of space, rite?

I really like the large # of civs in the mod, leaving all the AI's on random & adventuring out to meet a wildly different mix each time.
 
I am still waiting for a response back??:confused:

Sorry, I've been really busy in real life recently and then even more so with the holidays. Everything I've been releasing recently were things I already had half finished so I haven't even been doing much civ coding at all.

I'm downloading your new version as I type this, which should help me find anything even quicker anyway, and after the holidays I should be able to get back to you.
 
Great work! But what happened to my favorite civ, the Abyssinians & Haile Selassie?

Other things I noticed:
Some civs UB's don't provide health/happiness bonus for new resources. (For example the Bolivar's Chuao Field doesn't give happiness for cotton or olives like the market does)

The Herbalism civic doesn't give +1 health from the healers hut.

Also, Ho Chi Minh appears twice in the leaders on the custom game screen.

More after Christmas! Happy Jollydays!
 
Hi!

I like try it ASAP (this tonight), but the filefront is too slow for me. The download complete about 12 hours....it is too much.
Have you another direct link for this perfect MOD?

Thanks and Merry Christmas!
 
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