Caveman 2 Cosmos

Hello, great mod etc, but i've got 2 problems - first where the hell is BarbarianCivs option? For me it's false by default but i dont have this option in game options when i start custom game, so my question is where i can change this? And the second thing is that using imigrant in multi causes OOS.

edit:
i went through many many many pages of this thread and i assume that barb civs are off by default cause they were problematic;) am I right?
 
Hello, great mod etc, but i've got 2 problems - first where the hell is BarbarianCivs option? For me it's false by default but i dont have this option in game options when i start custom game, so my question is where i can change this? And the second thing is that using immigrant in multi causes OOS.

edit:
i went through many many many pages of this thread and i assume that barb civs are off by default cause they were problematic;) am I right?

YES the Barbarian Civ causes all kinds of errors and also, i took OUT the immigrant modcomp(both out in next version), cause right now, "I" forgot that it needed to be changed to the BUG format, which DancingHoskuld has fixed(i have no copy), but i am still not putting it back in so fast because of the PythonCallBacks.

So in actuality both of your issues have been addressed, and if your looking for more ideas/suggestions/comments also go through the OTHER thread in my signature listed there, thx.

btw Welcome to CFC and thx for trying this GREAT mod.:)
 
Hey guys, I'm not sure if it's intentional but on Marathon game speed it appears your game would end after 1625 turns, which would make the final end year 1870 BCE

The game turn increments go down something like this from what I can tell;
10,000 BCE
8125 BCE
6375 BCE
4750 BCE
3375 BCE
2625 BCE
2250 BCE
2125 BCE
2031 BCE
1968 BCE
1931 BCE
1900 BCE
1880 BCE
1870 BCE

13 time increments of 125 turns each. This was from a version I downloaded in November 2010 though? Has it been changed since then? If not, I haven't playtested it much yet, but I do have an alternative I could offer?
Spoiler :
Code:
		<GameSpeedInfo>
			<Type>GAMESPEED_MARATHON</Type>
			<Description>TXT_KEY_GAMESPEED_MARATHON</Description>
			<Help>TXT_KEY_GAMESPEED_MARATHON_HELP</Help>
			<iGrowthPercent>350</iGrowthPercent>
			<iTrainPercent>200</iTrainPercent>
			<iConstructPercent>300</iConstructPercent>
			<iCreatePercent>350</iCreatePercent>
			<iResearchPercent>300</iResearchPercent>
			<iBuildPercent>250</iBuildPercent>
			<iImprovementPercent>400</iImprovementPercent>
			<iGreatPeoplePercent>300</iGreatPeoplePercent>
			<iCulturePercent>350</iCulturePercent>
			<iAnarchyPercent>200</iAnarchyPercent>
			<iBarbPercent>400</iBarbPercent>
			<iFeatureProductionPercent>300</iFeatureProductionPercent>
			<iUnitDiscoverPercent>300</iUnitDiscoverPercent>
			<iUnitHurryPercent>300</iUnitHurryPercent>
			<iUnitTradePercent>300</iUnitTradePercent>
			<iUnitGreatWorkPercent>300</iUnitGreatWorkPercent>
			<iGoldenAgePercent>200</iGoldenAgePercent>
			<iHurryPercent>33</iHurryPercent>
			<iHurryConscriptAngerPercent>300</iHurryConscriptAngerPercent>
			<iInflationPercent>10</iInflationPercent>
			<iInflationOffset>-270</iInflationOffset>
			<iVictoryDelayPercent>300</iVictoryDelayPercent>
			<GameTurnInfos>
				<GameTurnInfo>
					<iMonthIncrement>168</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>156</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>144</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>120</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>108</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>96</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>84</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>72</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>60</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>48</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>36</iMonthIncrement>
					<iTurnsPerIncrement>250</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>12</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>6</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>4</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>3</iMonthIncrement>
					<iTurnsPerIncrement>125</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>2</iMonthIncrement>
					<iTurnsPerIncrement>250</iTurnsPerIncrement>
				</GameTurnInfo>
			</GameTurnInfos>
		</GameSpeedInfo>
Using this version of Marathon the game lasts 2250 turns and the increments go something like this;
10000 BCE
8250 BCE
6625 BCE
5125 BCE
3875 BCE
2750 BCE
1750 BCE
875 BCE
125 BCE
500 CE
1000 CE
1375 CE
1750 CE
1875 CE
1937 CE
1978 CE
2010 CE
2030 CE
2050 CE
 
There is a bug regarding Immigrant unit. You are able to build Immigrant in a city of size 1 to reduce it to 0.What is more interesting You can build more reducing to -1 and after another try I was able to do -2 population in the city. Now, you cannot join immigrant unit to the city of 0 or negative population , plus your building abilities are limited. There should be some limitation for Immigrant unit 'city population size' wise.

Hello, great mod etc, but i've got 2 problems - first where the hell is BarbarianCivs option? For me it's false by default but i dont have this option in game options when i start custom game, so my question is where i can change this? And the second thing is that using imigrant in multi causes OOS.

edit:
i went through many many many pages of this thread and i assume that barb civs are off by default cause they were problematic;) am I right?

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.

To get the Immigration mod working. Edit the MasterModList.xml file in the Assets/Config folder. OK to use notepad or equivalent. The file should look like:-
Code:
<?xml version="1.0" encoding="ISO-8859-1" ?>
<!--
	MasterModList
	by Orion Veteran
-->
<mod id="MasterModList" 
	name="MasterModList"
	author="OrionVeteran"
	version="1.0"
	date="04/14/2010"
	url="">
	
<!--Orion's Mods start -->
	<!--gameutils -->
	<gameutils module="ImmigrationGameUtils" class="ImmigrationGameUtils"/>
	
	<!--events -->
	<events module="GreatPersonEvents"/>
	<events module="ImmigrationEvents"/>


</mod>

It is the gamesutils line that is new. Save the change and load your game.

To test that it is working check the following
  • Do all unit buttons behave themselves? Eg can you give the heal order to a unit?
  • Can you only build immigrants in cities with population 9 or more?
 
Antman,

The latest version (9-Feb 2011) timeline starts at 7000BC not 10,000BC anymore.

JosEPh
 
Antman,

The latest version (9-Feb 2011) timeline starts at 7000BC not 10,000BC anymore.

JosEPh

Oh, ok. If they haven't changed the CIV4GameSpeedInfo file then the game will still end before 0AD.
 
Oh, ok. If they haven't changed the CIV4GameSpeedInfo file then the game will still end before 0AD.

I tell you what, if you'd like to give a better outlook for the Gamespeed for the Year-Months, go ahead and give me a copy, but the starting year will stay at -7000, ok, if not thats ok also, i just need the year date to end before the year/months take effect is all.
 
I tell you what, if you'd like to give a better outlook for the Gamespeed for the Year-Months, go ahead and give me a copy, but the starting year will stay at -7000, ok, if not thats ok also, i just need the year date to end before the year/months take effect is all.
I don't understand what you mean when you say " i just need the year date to end before the year/months take effect is all?"

Also it'll need quite some play testing, but I presume you are gearing the game for very big maps and Marathon speed? If it's designed for any other speed it'll need someone to playtest it on other speeds too.
 
I don't understand what you mean when you say " i just need the year date to end before the year/months take effect is all?"

There is a view that when dates convert to years and months then the graphics fail or a CTD happens. This came about because many people were having a repeatable crash at a specific turn. That turn was the turn that dates changed from years to years and months at the speed they were playing. However not everyone was getting the crash. I did get it once or twice but mostly it was not repeatable, ie if I loaded the save I could play past that point.
 
There is a view that when dates convert to years and months then the graphics fail or a CTD happens. This came about because many people were having a repeatable crash at a specific turn. That turn was the turn that dates changed from years to years and months at the speed they were playing. However not everyone was getting the crash. I did get it once or twice but mostly it was not repeatable, ie if I loaded the save I could play past that point.

So for example if the turns where set to go from 2 years (24 months) to 1 year and 6 months (18 months)?

If that's the case, I have set my years to decline from 3 per turn, to 1 per turn, to 6 months per turn. None of my turns have years and months.
 
Can someone make it so we can sort buildings in the city screen after what stats they give?

Example. If i want to see the buildings that give most hammers first etc.

It is really frustrating to go through all the buildings around medieval era to look for what to build.

Maybe the queue works but I have never got it working.
 
Can someone make it so we can sort buildings in the city screen after what stats they give?

Example. If i want to see the buildings that give most hammers first etc.

It is really frustrating to go through all the buildings around medieval era to look for what to build.

Maybe the queue works but I have never got it working.

GREAT idea! But no idea how to implement... I'll take a look around when I catch a moment to see if it can be done.

As for the queue... what do you mean you don't have it working? That'd be lethal in this mod if you couldn't work the queue. You mean you cant go into the city screen, select something to build, then either hold down SHIFT as you select to set something to build AFTER the current build list or CONTROL to set it to build BEFORE the list?
 
I can't save a queue and then load it in another city.
It says hold shift (or some other, don't remember) and the # button. Maybe its because I do't have a US keybpard?
On my keyboard, # is on button 3.
 
Can someone make it so we can sort buildings in the city screen after what stats they give?

Example. If i want to see the buildings that give most hammers first etc.

It is really frustrating to go through all the buildings around medieval era to look for what to build.

Maybe the queue works but I have never got it working.
GREAT idea! But no idea how to implement... I'll take a look around when I catch a moment to see if it can be done.

As for the queue... what do you mean you don't have it working? That'd be lethal in this mod if you couldn't work the queue. You mean you cant go into the city screen, select something to build, then either hold down SHIFT as you select to set something to build AFTER the current build list or CONTROL to set it to build BEFORE the list?

@Thunderbrd Afforess changed the order to alphabetic perhaps he commented it. I did ask him if it was possible to have other ordering but did not get a response. For example I would like it from quickest to build to longest to build.

I can't save a queue and then load it in another city.
It says hold shift (or some other, don't remember) and the # button. Maybe its because I do't have a US keybpard?
On my keyboard, # is on button 3.

The # is a symbol for "any number" key. So if you want to use the zero key to hold a queue from the current city onen then press Ctrl-zero (Control key and zero key at the same time. Then go to the city you want the queue used in and just press the zero key.
 
@Thunderbrd Afforess changed the order to alphabetic perhaps he commented it. I did ask him if it was possible to have other ordering but did not get a response. For example I would like it from quickest to build to longest to build.



The # is a symbol for "any number" key. So if you want to use the zero key to hold a queue from the current city onen then press Ctrl-zero (Control key and zero key at the same time. Then go to the city you want the queue used in and just press the zero key.

Sounds like I may need to research the city screen a bit... a couple of preference buttons would be really nice to put in place considering how many buildings we have now.

And I can't believe I didn't know I could do that! That's awesome! Control+whatever hotkey you wanna set... fascinating. I often make use of Alt and Control + select to grab all cities or all cities on a continent and then control select when new production buildings come into play from a recent research but there's lots of times the aforementioned processes would work perfectly... does it keep the hotkey queue selections even after a round or two has passed? This would make a really nice tool for staging your initial city builds.
 
Sounds like I may need to research the city screen a bit... a couple of preference buttons would be really nice to put in place considering how many buildings we have now.

That is Python code isn't it. I am not sure you can do anything about the small icons which move you to the first unit or building or process/wonder. If you could it would mean that we could, for example, split the lists fir units into civilian, land, water and air.

And I can't believe I didn't know I could do that! That's awesome! Control+whatever hotkey you wanna set... fascinating. I often make use of Alt and Control + select to grab all cities or all cities on a continent and then control select when new production buildings come into play from a recent research but there's lots of times the aforementioned processes would work perfectly... does it keep the hotkey queue selections even after a round or two has passed? This would make a really nice tool for staging your initial city builds.

That is exactly what I use it for - across games even versions of a mod. ;) It is stored in your profile.
 
That is Python code isn't it. I am not sure you can do anything about the small icons which move you to the first unit or building or process/wonder. If you could it would mean that we could, for example, split the lists fir units into civilian, land, water and air.



That is exactly what I use it for - across games even versions of a mod. ;) It is stored in your profile.

I don't recall if it's python or not... may be. Yeah, units should be splittable too. Those buttons came from BUG I think... I don't think they were initially in the base BtS. (I could be wrong) but either way, it should be something we could manipulate - adding our own buttons that provide us with a variety of sorting methods.

I've been working on the Limited religions issue today... found some issues in the code but nothing seems to fix it... I think the RevDCM team may have solved the problem but from what I could see they still may have a couple issues and the way they solved the problem is many layered... not sure how it all fits together yet (and not sure I'm good enough to figure it out to be honest). You wouldn't know where they discussed this matter would you?
 
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’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’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’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’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’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.

 
This mod is good, but I like the ability for prophets to found a religion. I find it dumb that religious holy cities never spawn in capitals.
 
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