Caveman 2 Cosmos (ideas/discussions thread)

Zone of control promotion for GG is still blocking movement of my own units. And it blocks where the General starts the turn, if he moves the zoc is still around the tile where he started, not the tile where he ends up.
 
Zone of control promotion for GG is still blocking movement of my own units. And it blocks where the General starts the turn, if he moves the zoc is still around the tile where he started, not the tile where he ends up.

This should be in the bug report thread... I'll post it there for ya. (This is how we can track our bugs.)
 
AMBER.

Amber is usually found washed up on coastlines, particularly in the Baltic Sea area's.
So a question, can Amber be placed on a Coastal tile and collected by a workboat?

If the answer is NO, then I think it should be changed. This would free up land tiles for other resources - important on standard or smaller map sizes.
 
It was discussed to have captives teleported back to the nearest city like subdued animals are now. Was that idea abandoned? I really do not like having to delete dozens of captives that my Thieves, Rogues and Ambushers get, just because these units are not visible to animals but the captive is and so gets killed anyway.

Can there be a switch to make invisible unit visible voluntarily? Sometimes I would like animals to attack my Ambusher to give him xp.
 
It was discussed to have captives teleported back to the nearest city like subdued animals are now. Was that idea abandoned? I really do not like having to delete dozens of captives that my Thieves, Rogues and Ambushers get, just because these units are not visible to animals but the captive is and so gets killed anyway.

I was debating whether or not those sort of units should be able to take captives since it defeats their purpose of stealth. The problem is in identifying them. Hidden nationality may not be a fine enough level to suppress the capture at.
 
With the tags TB set up, you could give all units that you don't want to take slaves a -300% modifier or so, that they NEVER get any Captives. BUT we developed a line specially for criminals since they seem perfect to strike weak units and take prisoners. We could also go up to CC level and give this modifier to all criminals. It could be done in like 1-2h at most if you really want that.... just doesn't seem realistic IMO.
 
It does not seem realistic that before modern times a hidden unit could take a captive and not then be seen. Especially as the captive would want to be rescued. Outside national borders OK but inside No.
 
It does not seem realistic that before modern times a hidden unit could take a captive and not then be seen. Especially as the captive would want to be rescued. Outside national borders OK but inside No.

Invisibility would be the trigger for that BUT... are you sure about this? Seems to me that even early roguish types would go out to collect slaves...

Perhaps if Criminals were given a -300% chance to capture, then a promotion that would make them NOT invisible BUT would add the 300% capture chance back and be a prereq for the criminal line capture promos? Only problem would be the AI for that promo - I suppose if I made the tag that would turn them visible equal in penalty to what +300 capture value would be it could work out. Or just under it anyhow. The AI would rarely choose it that way and only once the unit was extremely well developed.
 
in pythondbg.log i see this :

[MST] Technology: # 1 - SPECIAL_PROMOTION -
[MST] Technology: #214 - COLD_FUSION -
[MST] Technology: #290 - RELIGION -

but if i understand correctly only nomadic lifestyle and language dont have prereq ?

and this : 13:06:46 ERROR: Culturally Linked Starts ERROR: civilization Aka Empire (6) not defined:
 
I dropped something on my keyboard and now I cannot see the espionage slider that is supposed to be in the upper left corner. Does anyone have an idea as to what keys were accidentally pushed and how I can get it back?
 
If you make "being invisible" = "300% capture chance", would the ai even build non-invisible units?

It wouldn't translate both ways like that... it would just be a motivator not to LOSE invisibility with a promo.
 
What determines the chance of getting a civilian captive when you capture a city? I have captured pop 1 barbarian cities and get a civilian, but have also captured pop 3 barbarian cities and do not get any civilians.
 
What determines the chance of getting a civilian captive when you capture a city? I have captured pop 1 barbarian cities and get a civilian, but have also captured pop 3 barbarian cities and do not get any civilians.

Yes there is a bug. It is because you get asked the question/pop up "do you want to raze the city" and it uses a different set of code to both the captive and the abandon city code. I am not sure where that pop-up comes from, I think it is the dll, and that is where the code that is being executed comes from.

@Thunderbrd, if you get a chance to look at this we probably need to change a few things with that pop-up. The one in the Total War mod is good...
 
What needs to be done? (I'm thinking this is probably something that is still vanilla based)

The pop-up when you capture a city is a mod added in very early on. In vanilla you did not get the option to look at the city first. It asks if you want to examine the city, keep the city or raze it. In Total War you also get the option of giving it to another civ, pillaging it and a few other things.

If you are running Slavery or Human Sacrifice or Cannibalism you should be asked if you want to enslave the population. In fact we will want to be doing much more here eventually. I have some of it coded in my onRazeCity Python but it is not being called because the pop-up is doing the actions.

We currently have a number of Python events for this
- Abandon City mod
- Partisan mod
- Captives

They probably will need to be merged together into a coherent whole at some time. Especially when we want to have prisoners, refugees and do something with the specialists in such cities.
 
If the popup isn't doing the actions, OOS errors will likely ensue.

We might be able to work something out though that gives you some action points for python to tag to that you can work with and gives us some more options.

It always comes down to the AI complexities in these kinds of things... sigh. I'm drowning in AI problems!!! I think it's where our 'turn time issues' are.
 
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