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Old Feb 18, 2011, 06:09 PM   #1381
nichopoleve
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I was thinking of making the trained dog into a animal unit instead of melee just to get some fun out of the dog kennels, but I cant find the file for the trained dogs.
Do you know where it is?
Will it be easy to change it from a melee unit to animal?
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Old Feb 18, 2011, 06:19 PM   #1382
dommain
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slaves can consume more food as you get bonuses to food production.
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Old Feb 18, 2011, 10:13 PM   #1383
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Quote:
Originally Posted by nichopoleve View Post
Thanks for the answer
While I was looking into the files here I noticed dog kennels give +2 experience points to animal units.

When I look in civopedia the only animal unit you can make is the "hell's mouth dog" and that is if you also have voodoo religion.

Is this actually meant to be mounted units?
If not, is there alot of work to change this?

( I tried changing the string: <UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType> into:
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
in the "Subdue_Animals_CIV4BuildingInfos.xml" file
but this only make the text say it gives +2 experience ponts to melee units while not actually giving it )
Oh i thought they were. Yeah the canine units should be under "Animal" category I think. Though i seem to recall that there was a "Canine" category back in RoM at some point.
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Old Feb 19, 2011, 05:44 AM   #1384
Enur
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Hi, thanks for a great mod. I am not gonna read through all the replies, so sorry if already mentioned, but, when I attempt to place a barbarian crossbowman on the map the game crashes. I can add crossbowmen to myself without a problem, but barbarians make it crash
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Old Feb 19, 2011, 05:51 AM   #1385
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Quote:
Originally Posted by Enur View Post
Hi, thanks for a great mod. I am not gonna read through all the replies, so sorry if already mentioned, but, when I attempt to place a barbarian crossbowman on the map the game crashes. I can add crossbowmen to myself without a problem, but barbarians make it crash
Try this out and then let me know if it helps? It is NOT savegame compatible.

http://forums.civfanatics.com/showpo...postcount=1364
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Old Feb 19, 2011, 06:06 AM   #1386
nichopoleve
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what file contains the new units? (all units)
what file contains wonders?

Specially looking for trireme, trained animal (dog unit), longboat.
Want to make the more advanced boats require shipbuilding building to be able to build

Nwm: I figured it out

Last edited by nichopoleve; Feb 19, 2011 at 07:11 AM.
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Old Feb 20, 2011, 05:20 AM   #1387
Enur
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Quote:
Originally Posted by strategyonly View Post
Try this out and then let me know if it helps? It is NOT savegame compatible.

http://forums.civfanatics.com/showpo...postcount=1364
the game still crashes when I try and place a barbarian crossbowman
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Old Feb 20, 2011, 06:56 AM   #1388
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Quote:
Originally Posted by Enur View Post
the game still crashes when I try and place a barbarian crossbowman
Actually i found six barbarian units that were messed up, Good catch
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Last edited by strategyonly; Feb 20, 2011 at 07:01 AM.
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Old Feb 20, 2011, 06:59 AM   #1389
nichopoleve
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Noticed you added "dark ages" (opposite of golden age)
Does this work?
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Old Feb 20, 2011, 07:02 AM   #1390
strategyonly
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Quote:
Originally Posted by nichopoleve View Post
Noticed you added "dark ages" (opposite of golden age)
Does this work?
It should not be an option, where did you see it?
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Old Feb 20, 2011, 07:11 AM   #1391
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CIV4GameOptionInfos.xml
in the assets/xml/gameinfo folder

changed almost all of the
<bVisible>0</bVisible>
into
<bVisible>1</bVisible>

now I can choose everything in the game
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Old Feb 20, 2011, 09:45 AM   #1392
Enur
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Quote:
Originally Posted by strategyonly View Post
Actually i found six barbarian units that were messed up, Good catch
Cool, Any chance of you uploading them seperatly so my game doens't crash suddenly?
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Old Feb 20, 2011, 10:48 AM   #1393
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Spoiler:
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_MAMMOTH_TRAINER</BuildingClass>
<Type>BUILDING_MAMMOTH_TRAINER</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_MAMMOTH_TRAINER</Description>
<Civilopedia>TXT_KEY_BUILDING_MAMMOTH_TRAINER_PEDI A</Civilopedia>
<Strategy>TXT_KEY_BUILDING_MAMMOTH_TRAINER_STRATEG Y</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_MAMMOTH_TRAINER</ArtDefineTag>
<ObsoleteTech>TECH_CLONING</ObsoleteTech>
<PrereqTech>TECH_MEGAFAUNA_DOMESTICATION</PrereqTech>
<TechTypes/>
<Bonus>BONUS_IVORY</Bonus>
<PrereqAndTerrain>
<PrereqTerrain>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bPrereqTerrain>1</bPrereqTerrain>
</PrereqTerrain>
</PrereqAndTerrain>
<ProductionTraits>
</ProductionTraits>
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<bWater>0</bWater>
<bRiver>0</bRiver>
<iAIWeight>0</iAIWeight>
<iCost>200</iCost>
<iConquestProb>0</iConquestProb>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iHealth>-1</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>1</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iAsset>4</iAsset>
<iPower>2</iPower>
<fVisibilityPriority>0.0</fVisibilityPriority>
<YieldChanges>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</YieldChanges>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChanges>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>
<TechHappinessChanges>
<TechHappinessChange>
<PrereqTech>TECH_BIOLOGY</PrereqTech>
<iHappiness>1</iHappiness>
</TechHappinessChange>
</TechHappinessChanges>
<TechYieldModifiers>
<TechYieldModifier>
<PrereqTech>TECH_ELEPHANT_RIDING</PrereqTech>
<TechYield>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYield>
</TechYieldModifier>
<TechYieldModifier>
<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
<TechYield>
<iYield>0</iYield>
<iYield>5</iYield>
<iYield>0</iYield>
</TechYield>
</TechYieldModifier>
</TechYieldModifiers>
<TechCommerceChanges>
<TechCommerceChange>
<PrereqTech>TECH_MOTION_PICTURES</PrereqTech>
<TechCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
<TechCommerceChange>
<PrereqTech>TECH_TOURISM</PrereqTech>
<TechCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
</TechCommerceChanges>
<ConstructSound>AS2D_BUILD_GRANARY</ConstructSound>
<PrereqBuildingClasses/>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_ELEPHANT_HERD</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<iFlavor>7</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>5</iFlavor>
</Flavor>
</Flavors>

I made the mammoth trainer require elephant herd in the city and only tundra in city vicinity.
After I continued my game it took 40 sec between turns.
Can this be because of the change or something else?
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Old Feb 20, 2011, 01:39 PM   #1394
strategyonly
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Quote:
Originally Posted by Enur View Post
Cool, Any chance of you uploading them separately so my game doens't crash suddenly?
OK here is the NEW VD_Barbarian_CIV4UnitArtStyleTypeInfos the way it should look:

Spoiler:
Code:
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Civilization Infos -->
<Civ4UnitArtStyleTypeInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">
	<UnitArtStyleTypeInfos>
<!--________________________________________________________________________________________________________________________________________________-->
<!--                                                                                                                                                -->
<!-- VD mod BEGIN Barbarian ArtStyle                                                                                                                -->
<!--________________________________________________________________________________________________________________________________________________-->

		<UnitArtStyleTypeInfo>
			<Type>UNIT_ARTSTYLE_BARBARIAN</Type>
			<StyleUnits>
				<StyleUnit>
					<UnitType>UNIT_WARRIOR</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_WARRIOR_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>	
				
				<StyleUnit>
					<UnitType>UNIT_SPEARMAN</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SPEARMAN_LEADER_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SPEARMAN_LEADER_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SPEARMAN_LEADER_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SPEARMAN_BURYAT_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>	
				
				<StyleUnit>
					<UnitType>UNIT_ARCHER</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_ARCHER_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_ARCHER_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_ARCHER_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>

				<StyleUnit>
					<UnitType>UNIT_SWORDSMAN</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SWORDSMAN_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>

				<StyleUnit>
					<UnitType>UNIT_AXEMAN</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_AXEMAN_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_AXEMAN_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>

				<StyleUnit>
					<UnitType>UNIT_KNIGHT</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_KNIGHT_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_KNIGHT_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_KNIGHT_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>
				<StyleUnit>
					<UnitType>UNIT_AT_INFANTRY</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_AT_INFANTRY_BARBARIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_AT_INFANTRY_BARBARIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_AT_INFANTRY_BARBARIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>		
				
				<StyleUnit>
					<UnitType>UNIT_MARINE</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_AK47_PUNK</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_AK47_PUNK</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_AK47_PUNK</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>		
				
				<StyleUnit>
					<UnitType>UNIT_ARTILLERY</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_ARTILLERY_ALTERNATE</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_ARTILLERY_ALTERNATE</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_ARTILLERY_ALTERNATE</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>												
				
				<StyleUnit>
					<UnitType>UNIT_FRIGATE</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_PIRATE_BRIGANTINE</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_PIRATE_BRIGANTINE</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_PIRATE_BRIGANTINE</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>						

			</StyleUnits>
		</UnitArtStyleTypeInfo>

<!--________________________________________________________________________________________________________________________________________________-->
<!--                                                                                                                                                -->
<!-- VD mod END Barbarian ArtStyle                                                                                                                  -->
<!--________________________________________________________________________________________________________________________________________________-->
	</UnitArtStyleTypeInfos>
</Civ4UnitArtStyleTypeInfos>


Quote:
Originally Posted by nichopoleve View Post
Spoiler:
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_MAMMOTH_TRAINER</BuildingClass>
<Type>BUILDING_MAMMOTH_TRAINER</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_MAMMOTH_TRAINER</Description>
<Civilopedia>TXT_KEY_BUILDING_MAMMOTH_TRAINER_PEDI A</Civilopedia>
<Strategy>TXT_KEY_BUILDING_MAMMOTH_TRAINER_STRATEG Y</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_MAMMOTH_TRAINER</ArtDefineTag>
<ObsoleteTech>TECH_CLONING</ObsoleteTech>
<PrereqTech>TECH_MEGAFAUNA_DOMESTICATION</PrereqTech>
<TechTypes/>
<Bonus>BONUS_IVORY</Bonus>
<PrereqAndTerrain>
<PrereqTerrain>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bPrereqTerrain>1</bPrereqTerrain>
</PrereqTerrain>
</PrereqAndTerrain>
<ProductionTraits>
</ProductionTraits>
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<bWater>0</bWater>
<bRiver>0</bRiver>
<iAIWeight>0</iAIWeight>
<iCost>200</iCost>
<iConquestProb>0</iConquestProb>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iHealth>-1</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>1</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iAsset>4</iAsset>
<iPower>2</iPower>
<fVisibilityPriority>0.0</fVisibilityPriority>
<YieldChanges>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</YieldChanges>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChanges>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>
<TechHappinessChanges>
<TechHappinessChange>
<PrereqTech>TECH_BIOLOGY</PrereqTech>
<iHappiness>1</iHappiness>
</TechHappinessChange>
</TechHappinessChanges>
<TechYieldModifiers>
<TechYieldModifier>
<PrereqTech>TECH_ELEPHANT_RIDING</PrereqTech>
<TechYield>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYield>
</TechYieldModifier>
<TechYieldModifier>
<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
<TechYield>
<iYield>0</iYield>
<iYield>5</iYield>
<iYield>0</iYield>
</TechYield>
</TechYieldModifier>
</TechYieldModifiers>
<TechCommerceChanges>
<TechCommerceChange>
<PrereqTech>TECH_MOTION_PICTURES</PrereqTech>
<TechCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
<TechCommerceChange>
<PrereqTech>TECH_TOURISM</PrereqTech>
<TechCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
</TechCommerceChanges>
<ConstructSound>AS2D_BUILD_GRANARY</ConstructSound>
<PrereqBuildingClasses/>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_ELEPHANT_HERD</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<iFlavor>7</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>5</iFlavor>
</Flavor>
</Flavors>

I made the mammoth trainer require elephant herd in the city and only tundra in city vicinity.
After I continued my game it took 40 sec between turns.
Can this be because of the change or something else?
Dont quite understand what your trying to say here, is the chance adding turn times or subtracting turn times?


Quote:
Originally Posted by nichopoleve View Post
Noticed you added "dark ages" (opposite of golden age)
Does this work?
No, i dont believe so, thats why Afforess has it set that way, so no one can play with it. You'd have to ask in the AND forum Feedback area.
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Old Feb 20, 2011, 02:21 PM   #1395
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Downloading.
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My Civ4 Mods.

I'm totally quoting this out of context and putting it in my signature. - Choxorn
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Old Feb 20, 2011, 04:11 PM   #1396
Hydromancerx
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Join Date: Feb 2008
Location: California, USA
Posts: 14,862
Quote:
Originally Posted by nichopoleve View Post
Spoiler:
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_MAMMOTH_TRAINER</BuildingClass>
<Type>BUILDING_MAMMOTH_TRAINER</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_MAMMOTH_TRAINER</Description>
<Civilopedia>TXT_KEY_BUILDING_MAMMOTH_TRAINER_PEDI A</Civilopedia>
<Strategy>TXT_KEY_BUILDING_MAMMOTH_TRAINER_STRATEG Y</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_MAMMOTH_TRAINER</ArtDefineTag>
<ObsoleteTech>TECH_CLONING</ObsoleteTech>
<PrereqTech>TECH_MEGAFAUNA_DOMESTICATION</PrereqTech>
<TechTypes/>
<Bonus>BONUS_IVORY</Bonus>
<PrereqAndTerrain>
<PrereqTerrain>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bPrereqTerrain>1</bPrereqTerrain>
</PrereqTerrain>
</PrereqAndTerrain>
<ProductionTraits>
</ProductionTraits>
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<bWater>0</bWater>
<bRiver>0</bRiver>
<iAIWeight>0</iAIWeight>
<iCost>200</iCost>
<iConquestProb>0</iConquestProb>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iHealth>-1</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>1</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iAsset>4</iAsset>
<iPower>2</iPower>
<fVisibilityPriority>0.0</fVisibilityPriority>
<YieldChanges>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</YieldChanges>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChanges>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>
<TechHappinessChanges>
<TechHappinessChange>
<PrereqTech>TECH_BIOLOGY</PrereqTech>
<iHappiness>1</iHappiness>
</TechHappinessChange>
</TechHappinessChanges>
<TechYieldModifiers>
<TechYieldModifier>
<PrereqTech>TECH_ELEPHANT_RIDING</PrereqTech>
<TechYield>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</TechYield>
</TechYieldModifier>
<TechYieldModifier>
<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
<TechYield>
<iYield>0</iYield>
<iYield>5</iYield>
<iYield>0</iYield>
</TechYield>
</TechYieldModifier>
</TechYieldModifiers>
<TechCommerceChanges>
<TechCommerceChange>
<PrereqTech>TECH_MOTION_PICTURES</PrereqTech>
<TechCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
<TechCommerceChange>
<PrereqTech>TECH_TOURISM</PrereqTech>
<TechCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
</TechCommerceChanges>
<ConstructSound>AS2D_BUILD_GRANARY</ConstructSound>
<PrereqBuildingClasses/>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_ELEPHANT_HERD</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<iFlavor>7</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>5</iFlavor>
</Flavor>
</Flavors>

I made the mammoth trainer require elephant herd in the city and only tundra in city vicinity.
After I continued my game it took 40 sec between turns.
Can this be because of the change or something else?
Just so you know i am not changing it to this since having an "elephant" herd makes so sense when your training "mammoths". Mammoths are suppose to be super rare which is why i made it both tundra + elephants in city vicinity.
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Old Feb 20, 2011, 04:11 PM   #1397
cakedaemon
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Join Date: Mar 2010
Posts: 18
I think I may have either found a bug with Civ4, or with the mod.

There is a battle going on in the centre of the screen, notice the swordsman running off in the bottom right.

I knew my men was athletic, but that's just insane .
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Old Feb 20, 2011, 06:17 PM   #1398
dommain
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Join Date: Feb 2010
Posts: 136
I have a worker and a gather switching a lemon bonus back and forth between a orchard and a plantations, I could not recreate this a second time.
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Old Feb 20, 2011, 09:11 PM   #1399
Dancing Hoskuld
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Join Date: Jul 2004
Location: Canberra, Australia
Posts: 15,773
Quote:
Originally Posted by dommain View Post
I have a worker and a gather switching a lemon bonus back and forth between a orchard and a plantations, I could not recreate this a second time.
That has been fixed, in the next release. When I moved it (lemons) to orchard I forgot to remove it from plantation.
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Old Feb 21, 2011, 12:59 PM   #1400
Enur
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Join Date: Feb 2011
Posts: 16
I think I have found another bug. I all of the sudden got a crash to desktop, which could not be attributed to barbarians. I figured it might be because of a building, so I systematically removed the cities that were about to produce and after an hour of loading the mod after each crash I found something. when I deleted a german city about to build a dance hall the crashes stopped, however, I wanted to be sure about this so I tried to recreate the incident. this time I placed a spy near by, deleted the city, and got a crash. long story short I finally found the what might be the problem

the polynesian empire under salamasina had 4 units nearby, an axeman, a trained dog, a hunter and a hunter with a general attatched. I'm pretty sure it's the hunter with general attatched that's causing the problem. The general attatched is Dancing Hoskuld
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