Caveman 2 Cosmos

It should. I have a Quad 2.4ghz processor, 4gb ram, 1gb video card. I'm on 32bit windows, but does that really make a difference?

Why is this mod so much more intensive than other mods? I've played almost all of the major mods with zero problems. Rise of Mankind, Legends of Revolution, etc.

Well actually this mod is twice as big as RoM and the others, well dont even compare to size.

I recommend you only start with 13 or less civs (without Rev) and only about 7-8 civs (with Rev), on a standard map or smaller.
 
Well actually this mod is twice as big as RoM and the others, well dont even compare to size.

I recommend you only start with 13 or less civs (without Rev) and only about 7-8 civs (with Rev), on a standard map or smaller.

I keep getting the runtime error (I am patched to 3.19)

I just tried doing a small map with 8 civs, same exact thing. Although, I had Rev on....because I don't know how to turn it off. If you tell me how, i'll try it. Worst part is, I don't even care so much about the gameplay stuff. I just want the units and eras. The Prehistoric times thing sounds awesome.
 
Just downloaded this mod last night. Amazing work with the prehistoric era and all the new buildings, however I hope you adjust the tech costs.

Because of having more time to build an empire before arriving standard ancient era stuff, technology is arriving too quickly. Playing as Elizabeth now on Monarch, I'm around 1000BC, and already have 6 20+ size cities each with specialised economies, and researching tech from the Renaissance to Industrial eras. The economy slider for science is at 0 (100% culture, espionage is taking care of itself) and techs are still taking only 1 to 3 turns to research
 
I keep getting the runtime error (I am patched to 3.19)
The Prehistoric times thing sounds awesome.

And getting better and better. Runtime usually mean you need the 3GB switch.



Just downloaded this mod last night. Amazing work with the prehistoric era and all the new buildings, however I hope you adjust the tech costs.

Because of having more time to build an empire before arriving standard ancient era stuff, technology is arriving too quickly. Playing as Elizabeth now on Monarch, I'm around 1000BC, and already have 6 20+ size cities each with specialized economies, and researching tech from the Renaissance to Industrial eras. The economy slider for science is at 0 (100% culture, espionage is taking care of itself) and techs are still taking only 1 to 3 turns to research

Which speed are you playing on? Plus in the new one coming out the starting year is changed from -10000 to -6000 because of the months requirements later in game. Right now alot of people are playing on Snail, but i HATE how long it takes, so i just made a newer speed in-between Marathon and Snail that might be more useful, plus a ton of techs changes and new buildings and commerce changes.

I am going to have a newer update by Christmas time out. And thx for trying is out.
 
It's on normal speed. I usually play on normal on a first run through of a mod, but I'll give marathon or snail a go the next time I start.
 
It's on normal speed. I usually play on normal on a first run through of a mod, but I'll give marathon or snail a go the next time I start.

Also i suggest dont play over 13 civs.
 
I think it was 9. I have plenty of RAM so I should (I hope) be ok if the basis is Rise of Mankind. Having said that, whenever I play RoM I end up with a few dozen civs from a start with just 7 :lol:
 
I think it was 9. I have plenty of RAM so I should (I hope) be ok if the basis is Rise of Mankind. Having said that, whenever I play RoM I end up with a few dozen civs from a start with just 7 :lol:

OK i get what your saying, i get those about every 10 games or so also, for some reason, but then the next game i play is ALOT different, the way it should be, i have no idea, but i have seen this happen in ALOT of other mods also. sorry.
 
Not sure there's anything to be sorry for :confused: This game, the other civs haven't divided like a typical RoM game, Washington had a civil war but the rest have stable empires going, which I'm tempted to stomp on :)
 
Feedback so far
I'm enjoying the mod and no CTDs or problems so far. I'm on turn 654 at Mararthon speed, ROM_Terra, Monarch, Gigantic, Prehistoric start. Thus far I've encountered 21 AI civs, but only one has left (minor) status.

My PC is Vista 64 w/ 8G mem, with a 512M video card. Memory usage in Task Manager is 1.5G, and I recall seeing 3.3G once a few months ago. This is a great mod, but you really must have 8G memory and a 64bit OS to play on super-sized settings. But why would you play Civ-BTS-RoM-AND-C2C on anything BUT super-sized settings?

Stargazer hut and Astrology
I added a +1 to the Stargazer's Hut for Astrology, just to give Astrology some meaning. Code below is added to Science_CIV4BuildingInfos.xml for the Stargazer building:
Code:
<TechCommerceChanges>
[INDENT]<TechCommerceChange>
<PrereqTech>TECH_ASTROLOGY</PrereqTech>
[INDENT]<TechCommerce>
[INDENT]<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>[/INDENT]</TechCommerce>[/INDENT]</TechCommerceChange>[/INDENT]</TechCommerceChanges>

Can the AI strategy tuned anywhere in the XML files?
As has been mentioned, the AI builds too many units in the early turns. I've kept an Excel spreadsheet of the AI builds for the first 300 turns, and I can use this to tune the AI behaviour, if I can find where (or if) this is possible in the XML. By turn 300 I am so far ahead of the AI on Monarch level that it's all over. I think if the AI can be coerced to build more of the early buildings they could keep up. I also noticed that no AI has built a Recon unit by turn 300. Recon units are more important in this mod, due to the value of Subdued Animals.

So I can alter XML like a pro, but I'm not too keen to wade into Python or C++. Any advice appreciated!

Cheers

- WtW
 
Feedback so far
I'm enjoying the mod and no CTDs or problems so far. I'm on turn 654 at Mararthon speed, ROM_Terra, Monarch, Gigantic, Prehistoric start. Thus far I've encountered 21 AI civs, but only one has left (minor) status.

My PC is Vista 64 w/ 8G mem, with a 512M video card. Memory usage in Task Manager is 1.5G, and I recall seeing 3.3G once a few months ago. This is a great mod, but you really must have 8G memory and a 64bit OS to play on super-sized settings. But why would you play Civ-BTS-RoM-AND-C2C on anything BUT super-sized settings?

Stargazer hut and Astrology
I added a +1 to the Stargazer's Hut for Astrology, just to give Astrology some meaning. Code below is added to Science_CIV4BuildingInfos.xml for the Stargazer building:
Spoiler :

<TechCommerceChanges>
<TechCommerceChange>
<PrereqTech>TECH_ASTROLOGY</PrereqTech>
<TechCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</TechCommerce>
</TechCommerceChange>
</TechCommerceChanges>


Can the AI strategy tuned anywhere in the XML files?
As has been mentioned, the AI builds too many units in the early turns. I've kept an Excel spreadsheet of the AI builds for the first 300 turns, and I can use this to tune the AI behaviour, if I can find where (or if) this is possible in the XML. By turn 300 I am so far ahead of the AI on Monarch level that it's all over. I think if the AI can be coerced to build more of the early buildings they could keep up. I also noticed that no AI has built a Recon unit by turn 300. Recon units are more important in this mod, due to the value of Subdued Animals.

So I can alter XML like a pro, but I'm not too keen to wade into Python or C++. Any advice appreciated!

Cheers

- WtW


The AI is SDK/dll controled by what Afforess has made, and currently there is NO one available to do anything else to it.:sad:
 
The Cave Dwelling can be deleted and re-built to get additional Golden Ages in the Prehistoric era.

IMHO I would not bother fixing this. It is such as blantant cheat that any solo player that does it should just go into WB and give themselves jet fighters or some modern unit.
 
The Cave Dwelling can be deleted and re-built to get additional Golden Ages in the Prehistoric era.

IMHO I would not bother fixing this. It is such as blantant cheat that any solo player that does it should just go into WB and give themselves jet fighters or some modern unit.

It has been fixed because at lower levels you can get tribes from goody huts and each city can build the building.

Also the "Microlith Workshop" gives a golden age each time it is built. My golden age ended up at well over 200 turns on snail! I had reinstalled Civ IV et al and forgotten to change the difficulty level off chief while testing some stuff.
 
Feedback so far
I'm enjoying the mod and no CTDs or problems so far. I'm on turn 654 at Mararthon speed, ROM_Terra, Monarch, Gigantic, Prehistoric start. Thus far I've encountered 21 AI civs, but only one has left (minor) status.

My PC is Vista 64 w/ 8G mem, with a 512M video card. Memory usage in Task Manager is 1.5G, and I recall seeing 3.3G once a few months ago. This is a great mod, but you really must have 8G memory and a 64bit OS to play on super-sized settings. But why would you play Civ-BTS-RoM-AND-C2C on anything BUT super-sized settings?

Stargazer hut and Astrology
I added a +1 to the Stargazer's Hut for Astrology, just to give Astrology some meaning. Code below is added to Science_CIV4BuildingInfos.xml for the Stargazer building:
Code:
<TechCommerceChanges>
[INDENT]<TechCommerceChange>
<PrereqTech>TECH_ASTROLOGY</PrereqTech>
[INDENT]<TechCommerce>
[INDENT]<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>[/INDENT]</TechCommerce>[/INDENT]</TechCommerceChange>[/INDENT]</TechCommerceChanges>

Can the AI strategy tuned anywhere in the XML files?
As has been mentioned, the AI builds too many units in the early turns. I've kept an Excel spreadsheet of the AI builds for the first 300 turns, and I can use this to tune the AI behaviour, if I can find where (or if) this is possible in the XML. By turn 300 I am so far ahead of the AI on Monarch level that it's all over. I think if the AI can be coerced to build more of the early buildings they could keep up. I also noticed that no AI has built a Recon unit by turn 300. Recon units are more important in this mod, due to the value of Subdued Animals.

So I can alter XML like a pro, but I'm not too keen to wade into Python or C++. Any advice appreciated!

Cheers

- WtW

In my latest update I added the Astrology School. I do think the Star Gazer's Hut needs more science at that point since there are tons of other science related buildings by then.
 
What's the difference between this and the one that's in the RoM section? Old fogies like me get confused sometimes...
 
Apologies if this has already been addressed in a recent update, however I appear to have an odd issue where the era keeps flashing and some fo the interface does not appear. At the beginning of the game it's fine, however the further I go in the more turns that it happens, goung from every 4 or so turns to every other turn.

Not game breaking, but definately irritating.
 
What's the difference between this and the one that's in the RoM section? Old fogies like me get confused sometimes...

If you look at my Signature it kinda leaves a hint there, ok:mischief: "we" do most of the talking in the Preh thread and ideas and changes.

Apologies if this has already been addressed in a recent update, however I appear to have an odd issue where the era keeps flashing and some of the interface does not appear. At the beginning of the game it's fine, however the further I go in the more turns that it happens, going from every 4 or so turns to every other turn.
Not game breaking, but definitely irritating.

This is caused by the starting year, "we" believe you just need to change it from -10000 to -6000 on a regular map, otherwise you can change it in GlobalDefines in the same area as the Art/Building/Civilization . . . etc folders

Spoiler :
Code:
	<Define>
		<DefineName>START_YEAR</DefineName>
		<iDefineIntVal>-6000</iDefineIntVal>
	</Define>


EDIT: btw there will be a NEW update coming this week, more than likely on the 22nd or 23rd.
 
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