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Caveman 2 Cosmos (ideas/discussions thread)

hows it possiable not to have trade caravans are not randomaly created at headqoauters similar to the random units that show up from time to time.
 
hows it possiable not to have trade caravans are not randomaly created at headqoauters similar to the random units that show up from time to time.

To many negatives and no question mark means I don't understand:D. Or maybe it is just because the antibiotics I am on have not worked.

I did want special types of caravans to be produced every now and then, as well as more animals but it was split 50-50 on it being good or bad game play.
 
Industrial era - Street Cars.

I think they shoud contribute to Air pollution, +2 in Industrial. Then increased (doubled to +4 ) in the Modern era - to reflect the abundance of them.
 
Industrial era - Street Cars.

I think they shoud contribute to Air pollution, +2 in Industrial. Then increased (doubled to +4 ) in the Modern era - to reflect the abundance of them.

In America for the past 50+ years Street cars for the most part are electric. So I'm not sure where you get the pollution aspect from?

Unless you mean Buses vs Street Cars. Diesel Buses I can see as they have always been a problem with air pollution. I hate getting behind one in the city the exhaust is nauseating !

JosEPh
 
Yeah Street Cars are suppose to represent Trollies and Trams. Like Joe said they are primary just electric. Thus not the same as Automobiles (which have been mostly fossil fuel driven). Electric and other "Green" Vehicles however are represented in the mod too.

I can build them before researching Electricity, is this correct?
 
Of course you can. The early ones were steam and diesel powered. I think we may still have one or two non-electric ones here in Australia. So to answer your earlier question they should provide extra pollution until they are electrified.
 
The "Good Hunter" event gives hunting sight to Atlatlists, but those are city defense, not hunters. It should be given to the hunter line, Trackers, Hunters, Chasers and so on.

When you get to put captives into military production, how about dividing that into Land, Sea, and Air production. You have to chose which one.
Along the same line, when you want a Great Military instructor, they should also be Land, Sea or Air. Which one do you want to get the xp bonus?
 
The "Good Hunter" event gives hunting sight to Atlatlists, but those are city defense, not hunters. It should be given to the hunter line, Trackers, Hunters, Chasers and so on.

When you get to put captives into military production, how about dividing that into Land, Sea, and Air production. You have to chose which one.
Along the same line, when you want a Great Military instructor, they should also be Land, Sea or Air. Which one do you want to get the xp bonus?

I agree that the current Hunting event(s) is/are not quite right. It needs someone to fix them.

Unfortunately there is no tag on specialists to split the production into military at the moment. This will need to be done eventually.

The Great Military Instructor is buildable by Great Generals and some Heroes (and Gladiators for some reason). Naval instructors will be buildable by Great Admirals. Flight instructors by Great Aviators. Heroes do need to be adjusted to match this.
 
I didn't realize we had any military production modifier tags on specialists at all, whether specialized to type or not.

Good point on heroes.

I've also been considering making a Great Doctor a potential Great Military Person as well... now that healers earn xp for healing I could make them generate points towards Great Doctors. And we could add Master Medical Units to back this up.

I also encountered the Great Engineer as a potential source for Mechanical healing... so it could be made possible to turn Great Engineers into Master Mechanic Units (once we have the basic Mechanic units - a probable immediate development path coming right up here.) And again it could be made possible to thus make Great Engineers capable to be produced as GMPs if we do this - I could base the xp awards to 'Heals Mechanical' (and probably Heals Aircraft) Unit Combats just as I would make the Doctor stem from xp awards to 'Heals People and Heals Animals'.

What do you think of these new GMP concepts DH? It would be rare, of course, for GEs and GDs to be birthed by GMP points but they'd accumulate over time and it would be possible to have such an outcome eventually... again particularly if the player angles to produce one.
 
aspects abouyt having realtions with other tribes is also cheap. Who needs more reputation than a tener or a fiver. There's always room for a little action for the buckaneers or the brotherhood. How many spies ticks those guys off with trading a couple of steaks or a little cloth. Do we need to go back to the stone age to capture a couple of birds for shackles and dustballs. Wheres the mean of knowing thy neighbour or stealing a couple of horses. I will not forget the number of lepricons who own that obsidian and sell it up for auction. Some of these loons see through these forts and spit in the coffee while counting work orders that poop in there borders with a little flower of a days labour. Putting greens and fiends pass the opium please.:(
 
we already have specialists split up into production, food, culture. It should not be that hard to copy and paste and replace the production tag with military tags. Just need a graphic for the button.
 
I didn't realize we had any military production modifier tags on specialists at all, whether specialized to type or not.

We don't. It is just production so the Military Slave is currently the same as the Production slave. This means I should get rid of it or we should have tags for increase in military production the same as buildings do.

I've also been considering making a Great Doctor a potential Great Military Person as well... now that healers earn xp for healing I could make them generate points towards Great Doctors. And we could add Master Medical Units to back this up.

I also encountered the Great Engineer as a potential source for Mechanical healing... so it could be made possible to turn Great Engineers into Master Mechanic Units (once we have the basic Mechanic units - a probable immediate development path coming right up here.) And again it could be made possible to thus make Great Engineers capable to be produced as GMPs if we do this - I could base the xp awards to 'Heals Mechanical' (and probably Heals Aircraft) Unit Combats just as I would make the Doctor stem from xp awards to 'Heals People and Heals Animals'.

What do you think of these new GMP concepts DH? It would be rare, of course, for GEs and GDs to be birthed by GMP points but they'd accumulate over time and it would be possible to have such an outcome eventually... again particularly if the player angles to produce one.

I don't think this is a good idea. The Great General/Admiral/Aviator/Space Admiral are all based on combat. Healers and engineers don't do combat. A totally different pool for them may work. However if we are going that way I would want the buildings, specialists etc. to count to that pool when they are counting per turn rather than the general pool. I would prefer it for the GGs as well. Actually I think the GG generation may have a bug because we have the two places that may generate one as I have had a GG generated without either pool being full.
 
I don't think this is a good idea. The Great General/Admiral/Aviator/Space Admiral are all based on combat. Healers and engineers don't do combat. A totally different pool for them may work. However if we are going that way I would want the buildings, specialists etc. to count to that pool when they are counting per turn rather than the general pool. I would prefer it for the GGs as well. Actually I think the GG generation may have a bug because we have the two places that may generate one as I have had a GG generated without either pool being full.
GMP generation is not bugged as far as I've experienced it. The thing is that the amount of points needed for a generation to take place considers the SUM of all the Great Military Person points pools, and generates the one that has the most points in it's point pool; and then resets only that pool of points. Did that make sense? Anyway, as to great engineers and doctors to be created through combat, I'm inclined to agree with you DH.
 
aspects abouyt having realtions with other tribes is also cheap. Who needs more reputation than a tener or a fiver. There's always room for a little action for the buckaneers or the brotherhood. How many spies ticks those guys off with trading a couple of steaks or a little cloth. Do we need to go back to the stone age to capture a couple of birds for shackles and dustballs. Wheres the mean of knowing thy neighbour or stealing a couple of horses. I will not forget the number of lepricons who own that obsidian and sell it up for auction. Some of these loons see through these forts and spit in the coffee while counting work orders that poop in there borders with a little flower of a days labour. Putting greens and fiends pass the opium please.:(
Huh? :shifty:
we already have specialists split up into production, food, culture. It should not be that hard to copy and paste and replace the production tag with military tags. Just need a graphic for the button.
We don't. It is just production so the Military Slave is currently the same as the Production slave. This means I should get rid of it or we should have tags for increase in military production the same as buildings do.
True the tag wouldn't be terribly difficult. A bit moreso if it's for Land VS Air or by Combat Class.

What exactly would we need here?



I don't think this is a good idea. The Great General/Admiral/Aviator/Space Admiral are all based on combat. Healers and engineers don't do combat. A totally different pool for them may work. However if we are going that way I would want the buildings, specialists etc. to count to that pool when they are counting per turn rather than the general pool. I would prefer it for the GGs as well. Actually I think the GG generation may have a bug because we have the two places that may generate one as I have had a GG generated without either pool being full.

GMP generation is not bugged as far as I've experienced it. The thing is that the amount of points needed for a generation to take place considers the SUM of all the Great Military Person points pools, and generates the one that has the most points in it's point pool; and then resets only that pool of points. Did that make sense? Anyway, as to great engineers and doctors to be created through combat, I'm inclined to agree with you DH.
Correct about the non-bug Toffer. When GMP xp is awarded it awards it both to the progress pool and the specific type category pool. The overall progress pool and the category pool representing the type of GMP birthed will reset when a GMP is born. The rest of the category pools will not reset, allowing them to continue to earn weight without losing ground every time a GMP is birthed (otherwise some types may never have a chance at being someday born.) This way the types that don't see as much action will still end up eventually being the top weighted value at some point.

Sure, combat would play a role for the healer types but mostly it would be a matter of accumulating from the xp they will be gaining for doing what they do... healing units. But we can put that aside and it won't bother me. It could also be made an option perhaps. (Easily done since those GP are already in the game anyhow.)

But I would still like to work with the idea of having Engineers and Doctors upgradeable into Master lines for field use much like the hunter does now.

As a side note... What would it take to remove the glow from an Engineer? I'm going to be looking at Mechanical healing units soon. Like perhaps this weekend.
 
As a side note... What would it take to remove the glow from an Engineer? I'm going to be looking at Mechanical healing units soon. Like perhaps this weekend.

Try to remove ATTACHABLES from engineer nif and fx_nif (use NIfskope).
 
Okie... thanks Sparth!

Oh... btw... my heals as and heals combat classes recently added need some unitcombat button work if you're up to it.
 
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