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#1261 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,882
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Dyslexia luRs Member of the C2C modding team. |
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#1262 |
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Chieftain
Join Date: Jul 2007
Posts: 99
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Grrrrr.....there are times when there are simply too many options!!
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#1263 | |
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TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,509
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Quote:
I never use it so I always go in 1st turn and turn it off. JosEPh
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"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
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#1264 |
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Chieftain
Join Date: Jul 2007
Posts: 99
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True, no problem with that, but the last version of C2C I played didn't have it on by default, so it was unexpected, especially when there is an option for it in the custom game setup. It must be agreed that it is annoying when you have an option to turn something on/off in 2 diffferent places and they don't match. I had that when limited religions was first introduced, the custom game option didn't work unless you enabled it aswell in the BUG options screen (refering to an earlier version of RoM2)
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#1265 |
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Chieftain
Join Date: Jan 2011
Posts: 1
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Hey, very long time lurker here (I've actually been around on and off since C3C), just unlurking to say a few things about that mod.
First something about that "Infinite Turn Bug" some folks had problems with. I got this one too twice in my game, but was able to get my game running again. In both cases the freeze was caused by one civ being one turn away from researching a technology they already had. After I assinged them a new research, the game went on just fine. Could this be related to the tech diffusion option or maybe barbarian civs (if I'm not mistaken, both civs were upstart barbs)? For the folks, who are eager to continue their frozen games, here's a little rundown of what I did. Maybe it's of some help. First play to the turn just before the freeze and save. After that go into worldbuilder and save as scenario into the /Caveman2Cosmos/PrivateMaps folder. Load that scenario and see if it works, just to make sure it's not an art related problem. Then reload your faulty save and declare war on everyone. (Best to do this in worldbuilder just to be sure you got everyone.) Then end the turn. If it works and you can go past the freeze you might be lucky. Now reload the save and declare war again, but exclude a civ. If it still works, you can be sure it's not that civ which is causing the problem. Repeat that reloading and declaring war until you find that one civ. (This can be tedious, I know. Especially if you play with many civs. But it's the only way I found so far.) When you know who's causing your freeze, it's time to use the wonderful CivChanger. For it to work you will have to start your game in cheat mode. (Go to the /my documents/my games/beyond the sword folder and open up civilizationiv.ini. Search for "CheatCode = 0" and replace the 0 with "chipotle" without the quotation marks.) Load your savegame and then press "Ctrl+Shift+l". You'll get a nice little box with a dropdown menu. Select the bad civ from there and press "Ok". You are now in charge of them. (From here you will have to do a bit of your own detective work. With my games it was easy, seeing the civ in question was one turn away from discovering a new tech, but looking at the technology advisor it was evident they already knew that.) After you made your corrections, press "Ctrl+Shift+l" again and change back to your old civ. You should have advanced a turn already. Advance one turn more to see if it really worked. Then just save and play on, until the next freeze. ![]() Second thing are just a few nitpicks. The musketman is not showing in the civilopedia. Maybe something related to its nif. I got this bug myself while modding. Did't have time to check if it shows up correct in the actual game. The ingame flag for sumeria doesn't show. I copied the standard BtS FlagDECAL_Sumeria.dds into C2Cs /art/interface/teamcolor folder and it worked fine. I had this bug were it was not showing terrain textures (just black ground) on this computer which has 4gb RAM as well as a computer at work which has 16gb. I got this with other mods too. Seems to be related to big fpk files. Unpacking the C2C.fpk and erasing it made everything work fine. (Although the load time are now quite horrible! )And last but not least thing, I just want to thank strategyonly and team for making this mod. Since discovering ROM I wanted to integrate other mods with it to play one gigantic game from prehistory to the future, but I lacked motivation, time and talent. You now make my dream come true. Thank you so much for your hard work, it's very appreciated! |
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#1266 |
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Deity
Join Date: Jan 2010
Posts: 5,912
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hmm... so barbs starting new nations seem to be causing some trouble as they research techs they had as barbs already... very interesting. My wife had a similar problem on one of her games. Makes a lot of sense. Now I'll have to take a look at what can be done to keep the problem from happening in the dll. I've always wanted to use that debugging method you layed out there and knew I had all the keys to do so but I hadn't compiled all that info into one place (y'know, looking back through to figure it out again) so now that you have, I can use that more often. Thank YOU for your help on this project!
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#1267 |
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Chieftain
Join Date: Jan 2011
Posts: 28
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Perhaps you could do a workaround and make new civilizations emerging from barbarian cities would start without any techs and give them some techs as an event? Maybe all techs that are currently known to every civ (so if everyone would know bronze working new civ would get it, but if it was known only by 7 out of 8 civs in the world it would not be given to emerging civ), as a kind of the most basic common knowledge of the current timeframe.
Last edited by ClassicFrog; Feb 03, 2011 at 12:01 PM. |
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#1268 |
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Chieftain
Join Date: Jan 2011
Posts: 99
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Guys, when do you plan to release the next C2C version, and which features/bugfixes/improvements do you expect to include in the next version? I'm really looking forward to getting the next version before I start a game which will surely last a couple of weeks (or months, perhaps)?
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#1269 |
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Chieftain
Join Date: Jan 2011
Posts: 99
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(deleted)
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#1270 | |
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Caveman2Cosmos Modder
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To everyone, i need a unit that comes after an Assassin (str 5) but before a Sharpshooter (str 15), any ideas/suggestions (promotions, unitai, etc). I moved the Assassin to The Code of Laws, but that seems to far back (plus he is actually really easy to kill)?
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#1271 |
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Chieftain
Join Date: Jan 2011
Posts: 99
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#1272 |
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Warlord
Join Date: Jan 2011
Posts: 209
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Str 10 Highwayman, requires Engineering (for crossbow), +25% Jungle/Forest attack.
Or Str 8 Robber Baron, requires Armorsmithing & Horses (not considered a mounted unit though, with riding school a 3 move hidden nationality raider is just too scary), +50% city defense, can build a fort outside your territory. (it would be really nice if they could build a fort inside another empire's borders, but I don't think that's possible.) Ideally, the Robber Baron could set up in unclaimed parts of the map, build a fort, and attack anything that comes within a square of it, moving back into the fort before the turn ends. No idea if this is possible for the AI. Does Sharpshooter still require just gunpowder? Smoothbore muzzle loaders are not very accurate, and technically you don't get access to infantry firearms until Matchlock. It would make more sense to have Sharpshooter require Rifling, and bump up the strength to 26, and maybe add in an early gunpowder hidden nationality unit such as: Str 15 Swashbuckler, requires Matchlock, starts with amphibious. Change the Privateer to have cargo 1, (or if it can't get them already, allow them to have the Cargo promotions) and now you can raid distant islands' / colonies' land holdings too. |
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#1273 | |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,619
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Quote:
And like a said before make sure the Sharpshooter requires a "Saloon" in addition you could make an "Outlaw" unit that also requires the Saloon. This can be on a separate branch from the Sharpshooter but still be at around the same level, but give it unique stats. |
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#1274 | ||
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Caveman2Cosmos Modder
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Quote:
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I am liking the name Highwayman, cause that was started around the 16th century.
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#1275 | |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,619
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Quote:
Theif -> Rogue -> Assassin -> Highwayman -> Sharpshooter -> Sniper -> Modern Sniper -> High Tech Sniper I also like the Swashbuckler and/or Pirate. While we are on the Subject of new units could you make a "Ninja" UU unit for the Japanese civ that replaces the Assassin but is maybe like strength 7? |
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#1276 | |
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Deity
Join Date: Jan 2010
Posts: 5,912
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Quote:
Anyhow, just joining the brainstorm
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#1277 |
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Warlord
Join Date: Oct 2005
Posts: 268
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I hope all those units have limits. I've played games where I was getting hit by bandit riders from all sides stealing my workers. I eventually had to declare war on those civilizations (who were all a lot smaller than me) and destroy them because they wouldn't leave me alone.
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#1278 | |
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Warlord
Join Date: Feb 2010
Posts: 136
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#1279 | |
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Warlord
Join Date: Jan 2011
Posts: 209
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#1280 | |
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Divemaster
Join Date: Feb 2009
Location: Denmark
Posts: 2,539
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Quote:
__________________
"Believe nothing, no matter where you read it, or who said it, no matter if I have said it, unless it agrees with your own reason and your own common sense." Buddha |
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