Caveman 2 Cosmos

Allrighty...
I can build a Militairy Acadamy / Secret Base without the tech prereq.

I'll start making notes during play and lump it together.

Thats was intended that way for the General to Build those!!, I just wanted something different.;)

But also be advised i am changing alot in the next version, i am going to add a few religions and take stuff out of the game. Dont know what yet.
 
One thing i have noticed lately, is that, when playing on Medium or Low Details, and Low Textures on the graphics side, that the game crashes MORE. So i suggest then to keep your stuff on HIGH graphics. I still get quite a few MAF's late game, but not as many in the beginning and mid games.

So i also suggest that you keep the civs to 12 and under.
I have also noticed alot of crashes just for NO reason at all. Dont know why these occur.
 
Have been playing, say 20+ hours with 1 crash sofar and it seemed like a regular C4 bug. Once I got a strange error trying to load NWA earth 18 as custom scenario (it's all I play ;-), so I just exited, re-unpacked the mod and restarted the game. Dunno if that did it, but the problem was gone.
 
I'm having trouble with the interface. I followed the instructions in the readme, I unrared and started and no interface. There is no file named 'Next War Advanced 2.0 CvPath.zip ', but there is 'Next War Advanced CvPath.zip'. I changed that but still no interface. There is another file 'CvPath if first one does not work use this one', I then changed this one and still nothing. I then realized I had an old patch (bts v3.13), so I updated to v3.17 and went through the whole process again and still no interface. I even tried installing the the unofficial patch in a last desparate try, but still no interface. Anyone know what could be going on? What a shame because this mod is the most interesting one I've seen.
 
Umm... guys.. could someone add a MIRROR download, bcuz some of ppl from Europe ( east side ) , cant download it from FileFront ... :(

On some other dl site.. like MODdb ...

PS - ill be gratefull, if someone makes an MIRROR ...
 
No Buttons show up. I have no interface on my screen when I play.

Again read post # 8 and see if that helps, thx.:rolleyes:
Its not the MOD, it all depends on where you put it and if its in English and stuff, just info is all.
 
Issues:
1.Spies can be hit by an archery barrage, so archers can effectively "detect" spies.
2.Naval academy can be buildt on a lakeshore city?
3.Chinese spearmen use the same model as horsemen.
4.Resources on the city screen get crowded quickly, some rearranging is needed.

Suggestions:
1.Trained dogs seem overpowered.
2.Bombardment range>1 makes no sense for most units on most maps.
3.For huge bulk transport, river ports in no way became obsolete (with railroads).
4.Enrichement Plant - needs uranium, produces enriched uranium
5.http://en.wikipedia.org/wiki/Breeder_reactor
6.Allow a (non-great) lighthouse on lakeshore cities.

I'll keep making notes as I play. If you have an example of what format it should be in, I can try to make more decent icons for glassware, oil products, etc. (I have confindence in my ability to make bitmaps ;-)
 
Is there a reason that some units (i.e horse archers,knights), not including siege units, have the barrage promotion or is that an oversight.
 
Issues:
1.Spies can be hit by an archery barrage, so archers can effectively "detect" spies.
2.Naval academy can be buildt on a lakeshore city?
3.Chinese spearmen use the same model as horsemen.
4.Resources on the city screen get crowded quickly, some rearranging is needed.

Suggestions:
1.Trained dogs seem overpowered.
2.Bombardment range>1 makes no sense for most units on most maps.
3.For huge bulk transport, river ports in no way became obsolete (with railroads).
4.Enrichement Plant - needs uranium, produces enriched uranium
5.http://en.wikipedia.org/wiki/Breeder_reactor
6.Allow a (non-great) lighthouse on lakeshore cities.

I'll keep making notes as I play. If you have an example of what format it should be in, I can try to make more decent icons for glassware, oil products, etc. (I have confindence in my ability to make bitmaps ;-)

Issues: 1. Yes i know that, but there is no way to change it, since i have no python expertise at all.
2. Naval Acad should only be able to be built next to water plots.
3. Should be alot different, one is hooked spear with different colored horse??
4. Resources??
Sugg:
1. True but then it goes for all civs that way, plus its easier to catch those great animals better, infact i dont even use the scout and explorer.
2. Bombardment for??
3. ?? Dont understand the question?
4. ?? 5. ?? 6.??

I like ideas and suggestions, keep them coming, but if going to make some, would also suggest if you could make a solution with them, if not, thats ok also.:p

Is there a reason that some units (i.e horse archers,knights), not including siege units, have the barrage promotion or is that an oversight.

Should be only for HorseARCHERs??

btw, i just found out about that Vista Administrator stuff also, so thx for anyone who suggest stuff on how to fix, really appreciate it.;)
 
I still have no interface. I'm running XP with the normal civ4 and bts addon, not the complete and it is in english. I checked the regisrty and it seems ok, this sucks so hard. I'll keep trying, there has to be something I'm doing wrong.
 
I was trying to be compact... too much of a good thing, I guess.

Issues:
1.
The archery barrage has a few other issues as well. Pherhaps it's just too good. Is there a reason it functions diffentenly from the ranged bombardment of some other units? I'd consider dumping the ability altogether, it makes archers a key offensive unit, which they shouldn't be.

2.
I'll try to test this more and make sure it's a bug. Something isn't quite right though.

3.
I don't zoom in that much. The point is that spearmen probably shouldn't be on horseback. It's counter-intuitive.

4.
Resources as in tobacco, lemons, etc. Especially those that yield happy faces. There are so much that it doesn't fit into the allotted space on the city window. I have similar problems, but to a lesser extent, with the specialists in huge(30+) cities.

Suggestions:
1.
Trained dogs are availible extremely early in the tech tree. It's the first unit and, for a long while, the only unit that does collateral damage making them good for taking cities despite the -50% and the fact that they can't capture them.
There's no "counter unit" so they retain an allround usefullness and when a significantly stronger unit (light swordsman) does on comes around, they can upgrade to wardogs. The fact you'r e no longer using scouts/explorers yourself is a big clue ;-)
Remove the Collateral Damage, +25 vs Archers, +20 vs Hills and reduce their strength to 3 (,5 &7 for the upgrades). They'll still kick animal butt.

2.
It's very silly to see a medieval catapults able to hit stuff on the other side of the Channel or the Gibraltar straight. Range 1 is enough until you get to the industrial era, then 2, then more with rocketry.

3.
River ports become obsolete with the railroad tech. I'm just saying that's nonsense. The amount of traffic on navigable rivers has only increased with history.

4.
Just an idea. If you go to the trouble of having glassware, steel and ammunition as "produced" resources, enriched uranium should be one too. It's obvious today that building nukes hasn't become as easy as we thought it would be in the 60ies. Uranium enrichment has become a key strategic technology.

5.
Just an idea for a building. You'd be independent of (enriched) uranium imports after building it.

6.
Just an idea, I never got why it's possible to increase production from salt water but not from lakes.

I'm realising now that you may not know how to change parts of individual units or techs or buildings. Sorry if I misunderstood that earlier, even though I knew you threw the mod together from different components, I assumed you could only do that by understanding how they worked, at least in theory.

I can figure out almost anything by myself given enough time. I miss my Civ DOS days where friends awed as they saw my bombers "paradrop" riflemen (and tanks, but let's not nit-pick ;-). I don't have the time to learn everything about how C4 works, but given a fairly specific task and told where to look, I can probably do it.
 
I still have no interface. I'm running XP with the normal civ4 and bts addon, not the complete and it is in english. I checked the regisrty and it seems ok, this sucks so hard. I'll keep trying, there has to be something I'm doing wrong.

It should be in the C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Next War Advanced v001, right next to AfterWorld and Road to War etc??
 
It should be in the C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Next War Advanced v001, right next to AfterWorld and Road to War etc??
I'm having the exact problem that waitfornever is having. I tried the Cvpath.py swap (both files), and my path is exactly like the one quoted above. I checked my registry and reinstalled NWA twice and still no interface. I tried pretty much everything mentioned in this thread with no luck. So, with my very limited programming experience, I opened the Cvpath.py file. The file seems to be pointing somewhere else, rather than at the mod directory (I think), but I don't know how to fix it. This girl is no Python coder...
I didn't have any problems with the previous version of NWA, but this one is a no go. I wanna play, darn it... :cry:
 
I really don't understand this: I just extracted the whole folder into my mods folder of BtS, ignoring the comment of strategyonly that it had to be installed into

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Next War Advanced v001

It works absolutely fine. I didn't change any ini files or something like that.

I unzipped the whole folder into:

d:\games\Civilization 4\Beyond the Sword\Mods\Next War Advanced v001
totally avoiding the c: drive.

Did you (Lemon Merchant & waitfornever) ever try to install the mod into your native Civ4 folder of Beyond the Sword? Everytime I had a problem with missing interfaces it was almost always my fault because I installed a given mod into the wrong folder. If your Civ4 isn't installed into C: then why should this mod be?
 
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