Caveman 2 Cosmos

You can edit all religion related options either by going into the .xml files or start a custom game and choose no divine prophets.


What is happening with the seafood bonuses? fish, shrimp, pearls.
They all have <iPlacementOrder>6.

Doesn't that mean they are more rare than ex. salt with a <iPlacementOrder>2 ???
 
Is it intentional that you can't build horse units in any city that doesn't have the resource in its city radius. I show horses in all my cities as a resource, but can only build the unit in the city that has it in the BFC.
 
Is it intentional that you can't build horse units in any city that doesn't have the resource in its city radius. I show horses in all my cities as a resource, but can only build the unit in the city that has it in the BFC.

Yes all MOUNTED units have been changed to have to build a Horse Farm from a resource (horse) that has to be in the vicinity of that city. Thats just like you cant build mounted units in a desert if you go to Africa, right? So why should you be able to build them if there are none in the vicinity? To me, it just makes sense.

NotSoGood is working on a NEW Animal/Resource building modcomp that you can build an animal/certain resources within your city vicinity but only after a certain tech and a Great Farmer, along with Dancing Hoskuld helping out.

You can edit all religion related options either by going into the .xml files or start a custom game and choose no divine prophets.


What is happening with the seafood bonuses? fish, shrimp, pearls.
They all have <iPlacementOrder>6.

Doesn't that mean they are more rare than ex. salt with a <iPlacementOrder>2 ???

That is correct, i haven't seen any mod yet to change that Placement order?
 
I just edited the file myself, so all seafood now has a placement order of 5.
In my maps it is a real lack of seafood with placement of 6.

Do you think you should make the tomahawk thrower require obsidian?

It makes sense to me that the unit obtained with obsidian weapons tech should require the resource. Even more so when it is such a powerful unit.
 
Thanks everybody for the great mod and modmods.
I really have to try installing a 64bit system to be able to play late games (MAF all the time) ;-)
But this is not the reason I post here. I have a problem with the current religion system. Like already someone said here was it a wrong step with the free prophets and to have a choice where to build the holy city.
I don&#8217;t now with mod or who changed the way like founding religions worked in ROM or AND. This was fine but like it is now it is overpowered.

Spoiler :


I play on a hard level (3th hardest; don&#8217;t know the levelname now) and never had to change my 100% research rate. I just found 5 holy cities in my first city and it is making around year 1 Ad 600 Gold. Enough to pay nearly my whole empire and a research rate of 100%. I even have like 6 prophets in sleep because I don&#8217;t need them. The Ai has not really a chance against my gold and research.
This has to be changed.
The number of holy cities have to be limited per city. Or the religious wonders have to be limited per city.
But honestly the whole free prophet thing has to be cutted out again. In the game I was the first ( 10 AIs) who researched the first religion and I didn&#8217;t even did this on purpose. But as I found out that I get a free prophets for every first researched religion I went for it.
With the first prophet I didn&#8217;t found the religion. I placed him as a specialist. And I think this single very early specialist changed the whole game. From this point I was leading and got all other free prophets and religions I wanted. The very early prophets are way to powerfull.

I think the system before worked well ( no prophet; random holy city). Why has that changed?
The new system is not balanced in my eyes. The first, who reaches first religion, will win the game.


Turn off the "Divine Prophet" game option. I think you need to start a custom game to do so.

I just edited the file myself, so all seafood now has a placement order of 5.
In my maps it is a real lack of seafood with placement of 6.

Do you think you should make the tomahawk thrower require obsidian?

It makes sense to me that the unit obtained with obsidian weapons tech should require the resource. Even more so when it is such a powerful unit.

The whole lack of seafood is due to AND and C2C inherited it. The abundance of seafood in the past has been contested because it is rarer now. Or at least I think that was the argument. It is all about keeping the city population small.
 
How would one go about setting it so Realistic Corporations are in Play Now or Play a Scenario mode?

I think you can change the defines to do it. The file CIV4GameOptionInfos.xml in assets/xml/gameinfo.

However I think this information is also stored in your civilisation.ini file as a series of ones and zeros. Which can only be changed by playing, or at least starting, a custom game. After you have set the options this way they should hold for "Play Now" not sure about the scenario mode as I would have thought the options would be set by the scenario.
 
I think you can change the defines to do it. The file CIV4GameOptionInfos.xml in assets/xml/gameinfo.

However I think this information is also stored in your civilisation.ini file as a series of ones and zeros. Which can only be changed by playing, or at least starting, a custom game. After you have set the options this way they should hold for "Play Now" not sure about the scenario mode as I would have thought the options would be set by the scenario.

Oh... I need an XML editor for that... >.< Uh, what's one I could use?
 
@Bunter: I'm finding the game is a little too easy as well, but I don't blame the prophet mechanism (entirely - I must admit it seems a little too much to give one out for every religion checkpoint). There are a lot of ways to pull ahead on prophet birthing.

But rather, I feel the ai is getting a bit befuddled by all the buildings and is overbuilding troops. When you look at their cities via overwhelming espionage you will see that they are maintaining way too much military and overgrowing which is cutting off their gold horribly... plus they care enough to devote % to espionage which doesn't help. I realize that if they got themselves a religion they should be able to maintain their empire, but imo, having a religion should not be a prerequisite for a successful empire... especially owning a holy city. This could take some thought as to other ways to balance this matter out. For now, if you don't like DP, I don't fault you for it... I knew not everyone would, thus I made it an option. Considering the advanced scope of this game, I don't think anyone should use the play now option... there's too many custom options that everyone feels differently about so each should go through them thoroughly to determine which options they want in their game.
 
I feel the ai is getting a bit befuddled by all the buildings and is overbuilding troops. When you look at their cities via overwhelming espionage you will see that they are maintaining way too much military and overgrowing which is cutting off their gold horribly... plus they care enough to devote % to espionage which doesn't help. I realize that if they got themselves a religion they should be able to maintain their empire, but imo, having a religion should not be a prerequisite for a successful empire... especially owning a holy city. This could take some thought as to other ways to balance this matter out. For now, if you don't like DP, I don't fault you for it... I knew not everyone would, thus I made it an option. Considering the advanced scope of this game, I don't think anyone should use the play now option... there's too many custom options that everyone feels differently about so each should go through them thoroughly to determine which options they want in their game.

I am pretty sure the reason the ai do this is because the way Afforess made the ai/barbarians behave, tending to the city more than advancing just incase of a raid. Its in the SDK i am almost certain someplace?
 
Thats a very complex segment of the SDK... I can take a look but I'm not promising I'll understand enough to tamper... but it IS worth looking into.
 
First and foremost - C2C is a great mod, thank you very much for all the work.
I run in some problems while installing the extra content thou, so I have a question: do the extra leaderheads and extra civs work with current version? If yes, could someone describe how to install them properly?
Thx in advance for any help.


Edit: Problem solved I had to manually add entry
<Module>
<Directory>Custom Leaderheads</Directory>
<bLoad>1</bLoad>
</Module>
to the MLF_CIV4ModularLoadingControls.xml

Also there are links on this forum to different versions of Leaderheads and only one works.
 
About building horses.

If horses can only be built if there is a horse in the city vicinity, why can you then build stables in your other cities?

What about not only having horse in city vicinity but if you have built a horse herd then it would be able to produce horse units?

Same with elephant herd...?
 
About building horses.

If horses can only be built if there is a horse in the city vicinity, why can you then build stables in your other cities?

What about not only having horse in city vicinity but if you have built a horse herd then it would be able to produce horse units?

Same with elephant herd...?

Look at post 1463, 2nd statement.
 
First off, great mod.
I've just been playing a game and I have some things that seem like bugs:
  • The irrigation tech costs 10 times the beakers it should
  • The bamboo armorer doesn't give any units the promotion bamboo armor
  • The poison hut and the bamboo armorer both say the give the promotion to Blank units

Was just wondering what I had to change to fix these things?
 
About building horses.

If horses can only be built if there is a horse in the city vicinity, why can you then build stables in your other cities?

What about not only having horse in city vicinity but if you have built a horse herd then it would be able to produce horse units?

Same with elephant herd...?

We are working on a better way of doing this see thread. The current problem is that the vicinity code (SDK) does not take into consideration resources provided by buildings. Which means that the herd buildings are ignored when testing to see if a building that requires a resource has access to said resource.

As to the stables building, I think it now represents a place to house your horses while you don't need them rather than a breading place for horses.

First off, great mod.
I've just been playing a game and I have some things that seem like bugs:
  • The irrigation tech costs 10 times the beakers it should
  • The bamboo armorer doesn't give any units the promotion bamboo armor
  • The poison hut and the bamboo armorer both say the give the promotion to Blank units

Was just wondering what I had to change to fix these things?

Yes, these promotions have been missed and are on our t fix list. I am not sure what needs to be done as I have not looked at them.

Hydro should answer the irrigation tech question. As far as I know thee old canal systems tech has been split into two techs that belong to the same era and so have the same cost. The fact that you can get to it earlier, just gives you a reason for building the Oracle.:crazyeye:
 
About building horses.

If horses can only be built if there is a horse in the city vicinity, why can you then build stables in your other cities?

What about not only having horse in city vicinity but if you have built a horse herd then it would be able to produce horse units?

Same with elephant herd...?

Dancing Hoskuld an I are working on a solution to merge both city vicinity buildings with subdued animal buildings, plus adding new "wonder Resources". You can see a horse example here ...

Horse Flow Chart
http://forums.civfanatics.com/attachment.php?attachmentid=284345&d=1299035355

First off, great mod.
I've just been playing a game and I have some things that seem like bugs:
  • The irrigation tech costs 10 times the beakers it should
  • The bamboo armorer doesn't give any units the promotion bamboo armor
  • The poison hut and the bamboo armorer both say the give the promotion to Blank units

Was just wondering what I had to change to fix these things?

1. I don't see why this cannot be adjusted. How much should it cost?

2. You sure? It should give Recon, Archer, Mounted and Melee units the promotion.

3. This is being redone.
 
Dancing Hoskuld
I have a fix for the Immigration mod but I need someone to test it because I am getting strange things happening with buttons. This could just be because I am adding buttons to the Subdue Animals mod but it may also be a problem in the Immigration mod because it adds buttons in the same way I am and it may not be right for BUG.

Immigration unit works fine with OR without the code.

Immigration unit started automatically and went to the smallest city.
It could join a city up to size 7.

I can build immigration unit in a city of any size. Even size 1.

No weird things happened with my units with the code. I could heal etc.

NB! Just noticed that irrigation tech requires 3500 beakers and all other techs require 350 tops. I play on marathon. Is it really suppose to be 10 times as expensive to research?
 
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