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#1361 |
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King
Join Date: Mar 2004
Location: Spain GMT+1
Posts: 748
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After today update, all my units in the savegame have 0 movement points free. That is 0/5, 0/1, etc... and all can move 1 tile. I change the turn and the same. I dont know if this is intended, and the savegame arent compatible at this point, but...
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#1362 | |
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Deity
Join Date: Mar 2008
Location: America
Posts: 6,153
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Quote:
Also, This is NOT a bugs thread, as SO pointed out on the previous page. EDIT: See below, Koshling fixed it. Last edited by ls612; Jan 30, 2012 at 01:53 PM. |
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#1363 |
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Caveman2Cosmos Modder
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Added Static LH:
Logan - Iroquois Dido - Carthage Atotozli - Aztecs Smoke Jaguar - Maya
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE Last edited by strategyonly; Jan 30, 2012 at 01:55 PM. |
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#1364 |
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Vorlon
Join Date: Apr 2011
Posts: 6,972
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Just pushed to SVN:
Edit - also:
Last edited by Koshling; Jan 30, 2012 at 04:55 PM. |
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#1365 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,609
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Updates
- Fixed spelling error for Steampunk tech. - Added steampunk1880's Steampunk mod. |
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#1366 |
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Caveman2Cosmos Modder
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Added TXT and Pedia for:
Clockpunk Steampunk Dieselpunk Retro Space (Couldn't find pedia??) Cyberpunk Biopunk also found misspelling in pedia for steampunk, fixed.
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#1367 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,609
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Updates
Added Building based on steampunk1880's ideas. They include ... - Traction Engine Workshop - Panopticon Prison - Mad Scientist's Castle - Coal Fired Dynamo - Wood Fired Dynamo - Peat Fired Dynamo Note: These are experimental and may be changed in the future. |
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#1368 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,609
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Updates
- Added a Steampunk resource. - Applied Steampunk resource to related buildings. |
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#1369 |
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Hedonist
Join Date: Dec 2005
Location: Hamburg, Germany
Posts: 1,399
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Just one simple question, may already be answered but I am a bit too lazy to search: in my newest version the choosing between normal and compatiple save is not there anymore, is this intended as every save is now a compatiple one?
Also one thing about the steampunk and biopunk techs: they have pink icons, however the wood generator and tractor etc icons are ok..
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We humans, in future, will create this universe where we are now living. (Zappara, founder of Rise of Mankind, forefather of Caveman 2 Cosmos) if code is law, creativity is its legislative authority and transparency its judiciary. (myself) Economic Left/Right: -9.62
Social Libertarian/Authoritarian: -8.31 |
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#1370 |
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Vorlon
Join Date: Apr 2011
Posts: 6,972
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Just pushed to SVN:
Edit - also:
Last edited by Koshling; Jan 31, 2012 at 12:27 PM. |
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#1371 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,875
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Updates
- Fixed (removed) terrain restrictions on subdue animals - Added three new resources - Almond, Mango and Papaya
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Dyslexia luRs Member of the C2C modding team. |
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#1372 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,609
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SO has not updated his FPK yet, which is why the new "punk" techs are not updated yet with the new icons/buttons.
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#1373 |
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Vorlon
Join Date: Apr 2011
Posts: 6,972
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#1374 |
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Special Ability: Decimate
Join Date: Jul 2006
Location: in ur empire, takin ur cities
Posts: 1,925
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Not that I'm aware of.
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Thanks to the Civ IV modding community for still being active and allowing me to continue my obsession with Civ in new ways despite being disappointed with Civ V. |
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#1375 |
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Deity
Join Date: Jun 2011
Posts: 3,134
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Update
Added font symbols for properties (need better icons for the existing two properties, so feel free to add them if you got some). Property symbols are added to the TGAs after the corporation symbols (one free row) in the same order as they appear in the XML. Property display in game now uses short forms with the symbols (first step towards a proper city screen display of properties). |
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#1376 |
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Vorlon
Join Date: Apr 2011
Posts: 6,972
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Just pushed to SVN:
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#1377 | |||||
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Caveman2Cosmos Modder
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Quote:
Quote:
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#1378 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,609
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For those freaking out by the steampunk stuff you can disable it this way ...
Go to Caveman2Cosmos/Assets/Modules/Alt_Timelines/MLF_CIV4ModularLoadingControls.xml and change Steampunk from 1 to 0. Code:
<Module> <Directory>Steampunk</Directory> <bLoad>0</bLoad> </Module> Hopefully in the future we can set up a custom game option that disables all content in the Alt_Timelines folder. |
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#1379 |
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Vorlon
Join Date: Apr 2011
Posts: 6,972
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Just pusghed to SVN (for Flinx's latest crash):
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#1380 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,609
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Update
- Added Steampunk Culture Wonder. - Fixed spelling error for Tlaloc's Altar. Last edited by Hydromancerx; Jan 31, 2012 at 07:12 PM. |
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