Caveman 2 Cosmos

Would it be possible to have the following tags on the unit file and have them exposed to python.
  • For the Immigration mod
    • Minimum population in a city required to build the unit. Similar to that for buildings.
  • For Subdue Animals (So I can move stuff out of the code) all optional
    • name of potential subdued unit eg UNIT_SUBDUED_ALBATROSS
    • hammers from kill (default 0)
    • food from kill (default 0)
    • gold from butcher (default 0)
    • resource to be possibly placed instead of subdue.

Sure, just a matter of finding the time. Not that it'll take too much - just lots if things to do. If we do add the subdue tags then I think we should just move the entire mechanic into the DLL - once all those tags are present the is very little logic left to implement (whether in python or the DLL) so we might as well go the whole way, and eliminate the performance overhead of calling python for it at all.
 
Hi everybody,

I found this mod amazing. So many things to do.

But I find extremely difficult to build the shipwright because too many prerequisites.

And also so difficult to build this damn weaver shop of something like that.

Also i do not find a way to have some good leather.

In the end all this prerequisites give you a lot of disadvantages against others.

So can someone help me a bit.

Thanks for this awesome mod.
 
@blackCat

You could always go the cloth path and find something with fibers to make your rope and sails, such as cotton, wool, silk or hemp. Sometimes you will have bad luck but for the most part you should be able to have some resource that allows for rope or sails.

At worse you could go around in wooden canoes since those don't take a resource.
 
I don't really c2c mod. everything have different names. and it seems like it is too easy (on level 3) with all the buildings that provide resources. the most ridicilous thing is that my unit rides on a deer. what's up with that?
 
I don't really c2c mod. everything have different names. and it seems like it is too easy (on level 3) with all the buildings that provide resources. the most ridicilous thing is that my unit rides on a deer. what's up with that?

You can turn off the Alternate Timeline units in the MLF if you don't like them.
 
Is there a way to see a screenshot of the current tech tree? Last I remember playing techs in the much later eras (like Galactical) rarely gave anything, which I inferred meant that balancing the later era in terms of techs was still being developed :p .
 
what is mlf

If you go into Assets\Modules, you will see a file in there with the letters MLF. That file allows you to turn on or off certain modules, using a boolean tag 0=off, 1=on. There is one in there for the Alternate Timeline content. If you set it to 0, the game will not load that content.

Alternatively, you can go into the module directories and look for MLF files there to shut down only certain components of the module. So if you want to load Megafauna but not Lara Croft, you can do that.
 
@blackCat

You could always go the cloth path and find something with fibers to make your rope and sails, such as cotton, wool, silk or hemp. Sometimes you will have bad luck but for the most part you should be able to have some resource that allows for rope or sails.

At worse you could go around in wooden canoes since those don't take a resource.

:goodjob:

ok it's working, i've got some cotton near a city so i build the cotton plantation and so and so to the shipwright.
Thanks for that.

But how can i do good leather or good wool ? with cow, bison or sheep ???
 
Even the Tannery? :shake:




Then what DO you build? Just about every building has either -:gold:, :yuck:, :mad: or -:espionage:.

And the negative -:gold: for research buildings is to help balance things out. All public/civic buildings such as utites, fire, police, education, etc were given -:gold:. The original plan was to give more than just -1:gold: but so far it has worked out ok. Maybe in the future I will increase it for some more valuable buildings. That includes research ones.

There are bldgs that don't have those ugly penalties attached and I build them.

Yes I do build some that have the penalties But Only when I can Afford it. I hold off on Libraries and Univ. until I have a +gold /turn that will support their being built. I build Forge and Tannery when I have enough Healthy faces to offset the :yuck: they carry. It's a trade off. And I find that to keep a balance I have to be really selective and an Efficient Micromanager to add deficit bldgs (as I call them now) to get a boost in research, culture or espionage. Even the Bazaar chain is not built until I can offset the WW and :mad: faces.

Plus I'm at War! I Have to have a +gold per turn to keep pace with Upgrading and building New units (maintenance costs added that you all Love so much :p ). Plus the added Cost of a new city whether Captured or Built.

Do you all just play with 2 or 3 cities the whole game? :crazyeye: Cause the way you talk that's the impression I'm getting.

On the subject of War and Sustained War, WW is now manageable again! Hallelujah! :goodjob:

My research % has been as low as 20%. I do not lead in that category anymore on Noble with C2C v18. The highest I can sustain(on an irregular basis) after Prehistoric Era is about 60%, with 10% Culture, and 10% Esp.. Most of the time I'm at 45 - 55%.

If you all are "swimming" in Gold then you are Not fighting sustained wars (constantly building new units to replace those lost in fighting) nor supporting captured Cities.

So I find you claims about "swimming" in gold "hard to swallow" too.

JosEPh :)
 
:goodjob:

ok it's working, i've got some cotton near a city so i build the cotton plantation and so and so to the shipwright.
Thanks for that.

But how can i do good leather or good wool ? with cow, bison or sheep ???

Cow (6 choices)
1. Cow Farm -> Tannery -> Good (Leather)
2. Oxen Farm -> Tannery -> Good (Leather)
3. Auroch Hunter's Camp -> Hunter's Camp -> Tannery -> Good (Leather)
4. Yak Farm -> Sheering Barn -> Good (Wool)
5. Herd - Cow -> Hunter's Camp -> Tannery -> Good (Leather)
6. Herd - Buffalo -> Hunter's Camp -> Tannery -> Good (Leather)

Bison (2 choices)
1. Bison Hunter's Camp -> Hunter's Camp -> Tannery -> Good (Leather)
2. Herd - Bison -> Hunter's Camp -> Tannery -> Good (Leather)

Sheep (3 Choices)
1. Sheep Farm -> Sheering Barn -> Good (Wool)
2. Goat Farm -> Sheering Barn -> Good (Wool)
3. Muflon Hunter's Camp -> Hunter's Camp -> Tannery -> Good (Leather)

Is there a way to see a screenshot of the current tech tree? Last I remember playing techs in the much later eras (like Galactical) rarely gave anything, which I inferred meant that balancing the later era in terms of techs was still being developed :p .
*points to my signature*
 
There are bldgs that don't have those ugly penalties attached and I build them.

Yes I do build some that have the penalties But Only when I can Afford it. I hold off on Libraries and Univ. until I have a +gold /turn that will support their being built. I build Forge and Tannery when I have enough Healthy faces to offset the :yuck: they carry. It's a trade off. And I find that to keep a balance I have to be really selective and an Efficient Micromanager to add deficit bldgs (as I call them now) to get a boost in research, culture or espionage. Even the Bazaar chain is not built until I can offset the WW and :mad: faces.

Plus I'm at War! I Have to have a +gold per turn to keep pace with Upgrading and building New units (maintenance costs added that you all Love so much :p ). Plus the added Cost of a new city whether Captured or Built.

Do you all just play with 2 or 3 cities the whole game? :crazyeye: Cause the way you talk that's the impression I'm getting.

On the subject of War and Sustained War, WW is now manageable again! Hallelujah! :goodjob:

My research % has been as low as 20%. I do not lead in that category anymore on Noble with C2C v18. The highest I can sustain(on an irregular basis) after Prehistoric Era is about 60%, with 10% Culture, and 10% Esp.. Most of the time I'm at 45 - 55%.

If you all are "swimming" in Gold then you are Not fighting sustained wars (constantly building new units to replace those lost in fighting) nor supporting captured Cities.

So I find you claims about "swimming" in gold "hard to swallow" too.

JosEPh :)

Correct. I try to stay out of wars except for strategic needs such as specific resources, or when I can muster a decisive tactical advantage and get it over with quickly. Perhaps you need to try more diplomacy and less violence ;). Generally I find that promoting up a small force in small skirmishes, on animals, and using stealth units (to promote great commanders) allows me to build a relatively small, but highly capable force which is easily enou to stave off aggression. I often eliminate my nearest neighbor in the ancient era, but then rarely get involved in a serious war until renaissance or industrial in most games. With that style gold is simply not an issue, I have about 30k in the bank in my current game at mid medieval, earign a surplus of around 500 per turn (on current assets).
 
I start as minors (which means you are at war with everyone) and I never declare peace with anyone and always have more than enough gold coming in to keep my research at 100% and maintain a strong military. It's actually a bit silly at how easy it currently is.
 
Just downloaded (via your link) and installed the mod, made some choices (Asoka, 5 civs in all, nothing else changed), and launched. Got a runtime error that closed things.

I've not had this occur with any other BtS mod, and I've got several I play fairly regularly: WinXP, 32 bit, no problems. Even Realism Invictus runs smoothly. Any idea what might have caused this?
 
Interesting, I was swimming in gold until I switched from Patrician to Senate. My income dropped from 270 to 10 gpt. So I can appreciate JosEPh_II's predicament.

Playing Monarch, Revs, start as minors, Snail, gigantic C2C_Terra. Pericles. Got a VERY lucky start with Egyptian and Zulu culture in my first 3 cities.

I have 18 cities and lots of specialists, and I am currently in a Golden Age. I also have most religions and am building the Great Prophet buildings. (play with GP and choose religion). My military is the largest.

A few things I do to economise my military is:

1. Have a smaller faster elite army. Lots of buffs, and the GP play allows for The Kong Miao in the militatry city. Sweet!
2. Avoid attacks at less than 90%. Preservation of force reduces the need to replenish the army, and allows the veterans to live and get better. I use manuever and get the surround odds, or wait for the General to come up.
3. Semi-rush to paved roads. Speed within the empire allows my defensive force to be smaller and get from border to border quicker. My defensive force is heavy with mounted units, as I am guaranteed the full movement on paved roads. With the Kong Miao and Riding School, mounted units are moving 4 along paved roads.

But as always, YMMV.
 
Just downloaded (via your link) and installed the mod, made some choices (Asoka, 5 civs in all, nothing else changed), and launched. Got a runtime error that closed things.

I've not had this occur with any other BtS mod, and I've got several I play fairly regularly: WinXP, 32 bit, no problems. Even Realism Invictus runs smoothly. Any idea what might have caused this?

This mod requires modular XML loading be off. In your CivilizationIV.ini
Code:
; Modular XML Loading
ModularLoading   = 0
 
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