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Old May 23, 2012, 04:44 PM   #5161
Hydromancerx
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Quote:
Originally Posted by ls612 View Post
I don't know if anyone has seen this yet, but C2C was mentioned specifically in today's modding news, regarding the new Multi-Maps mod. The_J had some kind words to say about us there.
Cool!

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The Caveman2Cosmos team is also already working on integrating that mod component, and we all know that these guys are ambitious and always busy .
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Old May 24, 2012, 05:53 PM   #5162
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This mod is most impressive. I've gotten through the prehistoric era without a glitch. But I'm not a able to get the extra leaderhead pack to work. All the leaders show up but when I start the game the terrain is black. If I take out the extra pack and put the base pack back in the game is back to normal. Is there something else I need to do?
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Old May 24, 2012, 06:08 PM   #5163
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Originally Posted by UncivilizedGuy View Post
This mod is most impressive. I've gotten through the prehistoric era without a glitch. But I'm not a able to get the extra leaderhead pack to work. All the leaders show up but when I start the game the terrain is black. If I take out the extra pack and put the base pack back in the game is back to normal. Is there something else I need to do?
That means that your rig's graphics are not beefy enough to handle the Extra LHs, so you get the Black Terrain of death. What are your comp's specs?

BTW, welcome to CFC and thanks for trying C2C!
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Old May 25, 2012, 02:27 AM   #5164
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I posted this on a two forums hope thats alright. Namely TeamLiquid (starcraft 2 website I goto alot) and a private gaming forum in flarebase.

Spoiler:
I'd like to share with all you fellow strategy game lovers [ ♥ ] a fantastic mod for civ4 that has been developing for years and is really coming to life in a BIG way.

Caveman 2 Cosmos v23 for Civilization 4 Beyond The Sword.



Features





NEW Wild Animals & NEW Terrain




526+ Technologies




New Religions and Religion Mechanics



DOWNLOAD HERE
http://forums.civfanatics.com/downlo...=file&id=15324
AND LET THE ADVENTURE BEGIN!
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Old May 25, 2012, 03:18 AM   #5165
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Quote:
Originally Posted by Sgtslick View Post
I posted this on a two forums hope thats alright. Namely TeamLiquid (starcraft 2 website I goto alot) and a private gaming forum in flarebase.

Spoiler:
I'd like to share with all you fellow strategy game lovers [ ♥ ] a fantastic mod for civ4 that has been developing for years and is really coming to life in a BIG way.

Caveman 2 Cosmos v23 for Civilization 4 Beyond The Sword.



Features





NEW Wild Animals & NEW Terrain




526+ Technologies




New Religions and Religion Mechanics



DOWNLOAD HERE
http://forums.civfanatics.com/downlo...=file&id=15324
AND LET THE ADVENTURE BEGIN!
The more PR that can be done the better, so have at it, send it to anyone or any gaming magazine or what ever you want, and from "us" thx.
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Old May 25, 2012, 04:32 AM   #5166
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Well I do advertize on Gaming Steve since I was a long time member of that place during the time of pre-Spore. Some of them do play the mod, but they are hard pressed to play it now that that Civ5 is out and they are addicted to other newer games (Minecraft, Skyrim, Diablo 3, etc). Its a nice little community though.
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Old May 25, 2012, 04:38 AM   #5167
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Originally Posted by Hydromancerx View Post
Well I do advertize on Gaming Steve since I was a long time member of that place during the time of pre-Spore. Some of them do play the mod, but they are hard pressed to play it now that that Civ5 is out and they are addicted to other newer games (Minecraft, Skyrim, Diablo 3, etc). Its a nice little community though.
I hear ya, BUT Civ5, come on now,
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Old May 25, 2012, 06:01 AM   #5168
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Well their complains have been ...

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Not to mention, not everyone likes a billion and a one different units and options and what-have-you. Its a mistake to equate "amount of content" with depth.
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I've been playing A New Dawn and I've been re-addicted to Civ4. Was up to like 1 am on a school night last night because I kept wanting to keep going. Anyway, I think AND has just the right amount of content. It's not too slow, not too fast, and there is a good amount of depth and thought. However, I'm not sure C2C would hit that balance like AND does, instead opting for an overflow of content.
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So I wanted to try the mod, but whenever I load the mod it sends me back to the desktop and nothing happens... Huh
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Dynamic Culture would probably infuriate me if it switched me to some crappy civ. If I want to be Rome, I want to be Rome dammit, complete with their Legions (or Praetorians if you haven't fixed that yet), not the Zulu. Tongue Which makes me wonder what kind of conditions you've scripted for each civ.
Quote:
I'll probably give it a try later or something. I've been feeling like civ again.

Edit at 3:18 am Tongue, To be honest man, it's way too much. It's a nice idea, caveman to cosmos, but it's a bad implementation. I had 13 food coming off a single wheat resource, with a bit of tech invested in farming techniques. Rome was up to city size 9 fairly quickly. I got lucky that my first hut gave me an extra tribe to have two starting cities instead of just one, but still(that hut itself popped with a variant of settlers). Too many buildings and such. I spent most of my time rushing to build buildings, rarely any units. I don't feel like balance is really present, or that the level of progression/yields is very good either.

In short, it just feels like a bunch of haphazardly thrown together stuff that consists of "what else can we add?" rather than "what should we add?" that hasn't really been thought out. Pretty much all of the mod gives me a feeling like when a developer just badly tacks a feature onto a game for no real apparent reason. You probably have a lot of good features, and I can see the potential, but there feels like there's a major lack of polish.
Quote:
Just face it, Hydro. Your mod blows.
And that's more or less their take on my mod. Too much stuff, too unpolished and because I made it, it must suck. Yep that's their trolling nature.
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Old May 25, 2012, 08:35 AM   #5169
ComradeKc
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so when is version 24 coming out!
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Old May 25, 2012, 08:58 AM   #5170
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Originally Posted by Hydromancerx View Post
> However, I'm not sure C2C would hit that balance like AND does, instead opting for an overflow of content.

> In short, it just feels like a bunch of haphazardly thrown together stuff that consists of "what else can we add?" rather than "what should we add?" that hasn't really been thought out. Pretty much all of the mod gives me a feeling like when a developer just badly tacks a feature onto a game for no real apparent reason. You probably have a lot of good features, and I can see the potential, but there feels like there's a major lack of polish.

Too much stuff, too unpolished
C2C is a great mod in my opinion and I like it very much, thanks to all developers for their wonderful work.

However I can't help but feel there is grain of truth in such sentences. My impression from these forums(and from SVN commits) is that team consider addition of content more important task than balancing or work on AI, while I personally think that latter tasks is more important for exciting gameplay. Than again, maybe my impression is wrong.

Last edited by azcore; May 25, 2012 at 09:22 AM.
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Old May 25, 2012, 09:19 AM   #5171
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C2C is a great mod in my opinion and I like it very much, thanks to all developers for their wonderful work.

However I can't help but feel there is grain of truth in such sentences. My impression from these forums(and from SVN commits) are that team consider addition of content more important task than balancing or work on AI, while I personally think that latter tasks is more important for exciting gameplay. Than again, maybe my impression is wrong.
It varies by team member, but the overall control is left to individuals, so its a permissive system. There is definately scope for a mod-mod that is more cautious, but the problem is that it's very hard to then keep them anything like in sync.
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Old May 25, 2012, 09:36 AM   #5172
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[QUOTE=Sgtslick;11522520]I posted this on a two forums hope thats alright. Namely TeamLiquid (starcraft 2 website I goto alot) and a private gaming forum in flarebase.
[QuOTE]

Any art i make to c2c anyonw is free to use for any PR purpose.
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Old May 25, 2012, 12:16 PM   #5173
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Hm... Well, Hydro, ignore them, they obviously do not like the style of the mod so they are free to not play it, just like we, the people that like it can chose to play it and help make it better rather then hate it because you made it :P
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Old May 25, 2012, 03:41 PM   #5174
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I hear ya, BUT Civ5, come on now,
I know I'll take so much flak for this, but I might break down and buy CiV this weekend. That 75% off is kinda hard to pass up.
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Old May 25, 2012, 04:08 PM   #5175
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I know I'll take so much flak for this, but I might break down and buy CiV this weekend. That 75% off is kinda hard to pass up.
I should have passed it up, I bought it at full price when it came out. I don't recommend it. I tried hard to like it in any way.
C2C has 1000x the care and thought than Civ 5.
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Old May 25, 2012, 05:11 PM   #5176
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Hm, some animals look weird in last update. Like knights on horses and oversized even.
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Old May 25, 2012, 05:16 PM   #5177
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Hm, some animals look weird in last update. Like knights on horses and oversized even.
That is because they are crocodiles. If you play at the lowest settings you get the figure that was used as the basis for the unit not the unit itself. This is normal for the underlying graphics part of the exe and there is nothing we can do about it.
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Old May 26, 2012, 09:41 AM   #5178
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some observations..

Hello!

First of all, thanks for all the hard work you guys have done for this mod -- I really enjoy it, currently it is my favourite form of civ4. Considering the amount of stuff inside it I feel it's very well balanced and I like the new game mechanics also (hunting rules!). Some observations/opinions I have after completing 1½ games on imm.
-enemy mounted units using my roads is VERY annoying. I wish there could be an option to turn this off. Especially with some mounted units with 3 movement points, I have to constantly nitpickingly monitor the mounted units or else my workers are toast. This is not my favourite way of playing CIV.
-hero units and great general units can get very powerful. GG units armed with heroic and berserk promotions and hero units that are powerful and can attack three times per turn are really really strong. Maybe even too strong? I'm not sure..
-sulphur seems to be really rare considering that without it you can't build early gunpowder units (I played on normal sized pangaea maps with low sea level and there seemed to be maybe 2 or 3 sulphur in the whole map)

Hmm. I Think I had more observation but can't remember right now.. well, I'll be back I guess!
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Old May 26, 2012, 12:56 PM   #5179
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Hello!

First of all, thanks for all the hard work you guys have done for this mod -- I really enjoy it, currently it is my favourite form of civ4. Considering the amount of stuff inside it I feel it's very well balanced and I like the new game mechanics also (hunting rules!). Some observations/opinions I have after completing 1½ games on imm.
-enemy mounted units using my roads is VERY annoying. I wish there could be an option to turn this off. Especially with some mounted units with 3 movement points, I have to constantly nitpickingly monitor the mounted units or else my workers are toast. This is not my favourite way of playing CIV.
-hero units and great general units can get very powerful. GG units armed with heroic and berserk promotions and hero units that are powerful and can attack three times per turn are really really strong. Maybe even too strong? I'm not sure..
-sulphur seems to be really rare considering that without it you can't build early gunpowder units (I played on normal sized pangaea maps with low sea level and there
seemed to be maybe 2 or 3 sulphur in the whole map)

Hmm. I Think I had more observation but can't remember right now.. well, I'll be back I guess!




this is something i agree with after semi auommatic weapins i think there should be some other say synthetic way to acquire the components to make ammunition since i think after the 1880s or 1890s other propellants were dominant not relying on sulphur to creat the explosive mixture of the powder
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Old May 26, 2012, 02:11 PM   #5180
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-sulphur seems to be really rare considering that without it you can't build early gunpowder units (I played on normal sized pangaea maps with low sea level and there seemed to be maybe 2 or 3 sulphur in the whole map)
I am working on the resources now. Some of the newer ones are displacing the old ones. Having said that I am getting 2-3 sulphur per nation on huge maps before I change the values.
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