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#181 |
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TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,377
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Watching and waiting.....
![]() JosEPh
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"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
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#182 | ||||
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,380
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@strategyonly
Quote:
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----- Berry Bushes (Req Gathering) Cost: 5 Obsolete: Agriculture Req Terrain: Grassland or Plains Special Abilities
----- Carrion (Req Scavenging) Cost: 5 Obsolete: Cooking Special Abilities
----- Termite Mound (Req Tool Making) Cost: 5 Obsolete: Cooking Req Terrain: Forest or Jungle Special Abilities
----- Boneworker's Hut (Req Bone Working) Cost: 15 Obsolete: Guilds Req Resource: Ivory OR Bison OR Deer Special Abilities
----- Tattoo Hut (Req Tattoos) Cost: 20 Obsolete: Modern Health Care Special Abilities
----- Poison Crafter's Hut (Req Poison Crafting) Cost: 40 Obsolete: Alchemy Special Abilities
----- Spear Fishermen's Hut (Req Spear Fishing) Cost: 25 Obsolete: Sailing Req Terrain: River Special Abilities
----- Canoe Builder's Hut (Req Boat Building) Cost: 25 Obsolete: Railroad Req Terrain: River Req Building: River Port, Lumber Camp Special Abilities
----- Stargazer's Hut (Req Stargazing) Cost: 25 Obsolete: Astronomy Special Abilities
----- Agave Plantation (Req Fermentation) Cost: 25 Obsolete: None Req Terrain: Desert Req Building: Brewery Special Abilities
----- I think that's a good amount for me to work on now. I can add more stuff later once I have finished making these. Let me know if you have any ideas on these either to add to or tweak. EDIT: So these mods are coming along nicely so far. However I have some additional good news, I was able to dissolve the "Education" mod but moving buildings into the Science, Health, Entertainment and Military mods. My goal is to have a mod for each type of game factor so its easier for me to plop new stuff into an existing mod without having to create a brand new one. But not combining too much so there is only one mega mod which would be hard to sort through. Last edited by Hydromancerx; Nov 18, 2010 at 02:25 AM. |
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#183 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,380
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@strategyonly
Here is a newer version of my mods. Make sure you deleted the old Hydro folder before you put it in your mod. Because I dissolved the "Education" mod. It has 10 new buildings. Most of which are prehistoric related. I plan to do more soon but I wanted to get it to you before I start making errors again. *Attachment Removed* If you need me to adjust or tweak things just let me know. Also check you PM for my response to the new version you sent me. A bunch of the tech requirements are messed up. I will be also posting some new building ideas soon. If you have prehistoric related requests let me know. There are still some techs that give nothing so I am trying to think of what could fill them in. EDIT: Bah I found a small error with the "Tattoo Hut" and "Canoe Builder's Hut". It will be fixed next version since I do not feel like re-uploading just for that. Grrr. Also you moved my folder up the mod list. I was trying to fix your Palisades. You see the Palisades have the same defense as normal walls (30%). This seems a bit high don't you think?EDIT2: An Updated Tech Chart. Last edited by Hydromancerx; Dec 28, 2010 at 02:39 AM. |
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#184 |
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Warlord
Join Date: Oct 2005
Posts: 267
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You need static LH's. It's taking up to two minutes to get a LH to respond in a new turn.
When you do an update, please have to way to update without having to download the entire file... |
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#185 | |
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Caveman2Cosmos Modder
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I was thinking about making ALL the LH's a separate d/l, because of the older machine (looking at Dancing H ) he said he had to go down a map size, and that's not what i want either.
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#186 |
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Prince
Join Date: Jul 2009
Posts: 450
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Very nice mod, playing it now.
Couple things i noticed you might want to take a look at: - After capturing (and razing) some rival civ cities in very early game i received worker units (way before i could build them) - Those workers could "place resources" (only ivory and deer - but you can see on screenshot what happened ) i already had - not sure if this is intended mechanic
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Some may question your right to destroy ten billion people. But those who understand realise that you have no right to let them live Last edited by Talin2009; Apr 08, 2013 at 11:52 AM. |
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#187 | |
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Caveman2Cosmos Modder
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Quote:
@Hydromancerx, Dancing H I really like the new tech tree and is working ok, but i still think "we" need a better "choking point", in the pic below i just entered the Ancient age, and all these techs from PreH are still not been founded
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE Last edited by strategyonly; Nov 20, 2010 at 03:07 PM. |
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#188 | |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,380
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Time for some more brainstorming ...
----- Tidepools (Req Scavenging) Cost: 5 Obsolete: Boat Fishing Req Terrain: Coastal City Special Abilities
----- Nut Cracking Stone (Req Tool Making) Cost: 10 Obsolete: Agriculture Req Terrain: Forest OR Jungle Special Abilities
----- Small Game Snare Traps (Req Trapping) Cost: 20 Obsolete: Livestock Domestication Special Abilities
----- Wild Herbs (Req Herbalism) Cost: 5 Obsolete: Agriculture Special Abilities
----- Music Hut (Req Prehistoric Music and Shelter Building) Cost: 30 Obsolete: Music Special Abilities
----- Dance Hut (Req Prehistoric Dance and Shelter Building) [Redo] Cost: 30 Obsolete: Drama Special Abilities
----- Chief's Hut (Req Chiefdom and Shelter Building) Cost: 90 Obsolete: Heraldry Req Civic: Chiefdom Special Abilities
----- Mammoth Trainer (Req Megafauna Domestication) [Wonder] Cost: 200 Obsolete: Cloning Req Resource: Ivory Req Terrain: Tundra Special Abilities
----- Megatherium Trainer (Req Megafauna Domestication) [Wonder] Cost: 200 Obsolete: Cloning Req Resource: Potatoes Req Terrain: Forest Special Abilities
----- Date Palm Plantation (Req Calendar) Cost: 50 Obsolete: Globalization Req Terrain: Oasis Special Abilities
----- Well that's all for now I will post more later. Quote:
- Have "Seafaring" require "Stargazing" AND "Naval Warfare" - Have "Shamanism" require "Petroglyph" AND "Personal Adornment" - Have "Masonry" require "Mining" AND "Sedentary Lifestyle" AND "Megalith Construction" - Have "Horseback Riding" require "Livestock Domestication" AND "Tanning" Also I noticed a Bugs that should help ... - "Stone Building" should require "Shelter Building" AND "Microliths". - "Boat Fishing" should require "Boat Building" AND "Spear Fishing" - "Wood Working" should require "Carving" AND "Axe Making" - "Hunting" should require "Trapping" AND "Cooking" AND "Cooperation" Not linking up Cooking to Hunting is the major problem. Like I said before things should work. Even before we moved a few things around I did make sure that techs were moving forward and building up on pat techs. Sure I am not perfect but those errors were key to checking off whole lineages. Last edited by Hydromancerx; Nov 20, 2010 at 06:19 PM. |
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#189 |
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Prince
Join Date: Dec 2005
Posts: 318
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I'm encountering an issue where my science progress/great person progress bars start flickering on and off, and when I try to save, the game crashes. I'd been playing this particular game for a good five hours with no problems, and was well into the medieval period (playing on snail speed).
I reloaded from autosave and tried a few more times, with the same results. Not sure what's causing it, as other than that, it's running very smoothly. |
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#190 |
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Warlord
Join Date: Mar 2004
Posts: 248
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Re: the "Mammoth" buildings. Maybe not obsolete them so late? After all they do go extinct....
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#191 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,624
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Quote:
If you were using the abandon city mod then that is Zappara's/mine to fix. Afforess hates it
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Dyslexia luRs Member of the C2C modding team. |
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#192 | |
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Warlord
Join Date: Oct 2005
Posts: 267
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My computer is brand new, Windows 7, with 8 gigs of RAM.
Quote:
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#193 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,380
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Well if they are domesticating them, then they would not go extinct because your breeding them.
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#194 |
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Caveman2Cosmos Modder
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Well it must be the map size or your Anti_Aliasing/Anisotropic Filtering then: I recommend only standard maps and below, no more than 15 civs, and set everything for High Performance or higher rather than quality and Anti-A/A-filtering to 2X, rather than anything higher. Let me know how it goes then ok.
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#195 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,624
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Except that the stuff they ate was also dieing out due to warming as the ice age ended. Their diet was more restricted than that of elephants and they did not eat grass either.
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Dyslexia luRs Member of the C2C modding team. |
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#196 | |
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Prince
Join Date: Jul 2009
Posts: 450
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Quote:
p.s. main issue was animal resource placement though. i figured you could also place pig, cow etc. as well
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Some may question your right to destroy ten billion people. But those who understand realise that you have no right to let them live Last edited by Talin2009; Nov 20, 2010 at 05:14 PM. |
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#197 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,380
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@strategyonly
Here are some tech icon buttons I made. I tried to only do the ones that were repeat icons. I also have no idea what to do for a "Barter" icon. See attachment. *Attachments Removed* Last edited by Hydromancerx; Nov 21, 2010 at 01:11 AM. |
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#199 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,380
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I used the more square one. Since its easier to make into an icon. Anyways here you go. (See attachment).
*Attachments Removed* Last edited by Hydromancerx; Nov 21, 2010 at 01:10 AM. |
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#200 | |
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Caveman2Cosmos Modder
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Quote:
![]() btw i got them all, so you can go ahead and delete the files attached, thx.
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE Last edited by strategyonly; Nov 21, 2010 at 12:09 AM. |
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