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Caveman 2 Cosmos (ideas/discussions thread)

Discussion in 'Civ4 - Caveman 2 Cosmos' started by strategyonly, Sep 3, 2010.

  1. raxo2222

    raxo2222 Time Traveller

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    This shouldn't happen, upload save
     
  2. strategyonly

    strategyonly C2C Supreme Commander

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    ok
     

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  3. raxo2222

    raxo2222 Time Traveller

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    Upload user settings too.

    Update to latest SVN by the way.
     
    Last edited: Apr 10, 2021
  4. strategyonly

    strategyonly C2C Supreme Commander

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    ok, and yes current SVN
     

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  5. Toffer90

    Toffer90 C2C Modder

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    Do we want to change the range bombard plot markers like so?
    Untitled-1.jpg

    Colour coded so green means units can be damaged, yellow means improvement can be destroyed or city defense can be reduced.
    Grey markers slightly less opaque and removed from plots that are not fully revealed.
    Green always override yellow if both are valid.
     
    Last edited: Apr 14, 2021
    Snofru1, cobbaut, Blazenclaw and 3 others like this.
  6. raxo2222

    raxo2222 Time Traveller

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    Looks good.
     
  7. Thunderbrd

    Thunderbrd C2C War Dog

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    Hell yeah. Good idea there Toffer! ;)
     
  8. strategyonly

    strategyonly C2C Supreme Commander

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  9. sunrisereader

    sunrisereader Warlord

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    Played a game a week ago till around the Rifeling tech at nightmare with size matters. During the last war all damage was done and losses of units were done by city defenses. The damage from defenses was high enough that keeping the troops in the transports and taking the invasion penalty and moving the ships away was better than landing them next to the city and attacking from there.
    Gold was limited till I started building courthouses and the university that reduces upkeep I think the amount of gold gained is balanced now but you can stack maintenance reduction to a point you get 5000 gold each turn.
    My capital has 119% reduction of maintenance costs with the palace other cities around 80%
    These include:
    Courthouse 25%
    Local Courthouse 10% (from the supreme court wonder)
    Modern Warehouse 10%
    Shinto temple 10%
    Shinto Catedral 15%
    Bailiff 10%
    Tax Office 25%
     
  10. MacCoise

    MacCoise Prince

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    In Rise of Mankind there is a mechanism to limit how far you can explore which extended by certain techs . Just wondering if there are any plans to implement such a feature ?

    It would mean your first scout discovering the whole world
     
    cobbaut likes this.
  11. MacCoise

    MacCoise Prince

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    Sorry, it would mean your scout wouldn't discover the whole world!
     
  12. kalendar

    kalendar Chieftain

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    When a version without the svn service required will be available?
     
  13. cobbaut

    cobbaut Chieftain

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    There is a tiny CIV IV mod that does exactly this. It is called movementlimit I think, but it heavily slows down vanilla Beyond the Sword. I would really like this option. I used to play with it and set it very strict (move only three or four tiles away from first city before the first tech is discovered).

    Was maybe this mod... https://forums.civfanatics.com/resources/movement-limit.22229/
     
    Last edited: Apr 25, 2021
  14. Blazenclaw

    Blazenclaw eccentric eclectic

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    This sounds like an interesting mechanism. How exactly is it implemented?
     
  15. raxo2222

    raxo2222 Time Traveller

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    10 years or so? :sarcasm:

    SVN isn't required, but recommended.
    You can play on full release moddb.
     
  16. strategyonly

    strategyonly C2C Supreme Commander

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    if it makes turn times longer, then not no, but hell NO. . .
     
    sunrisereader likes this.
  17. Toffer90

    Toffer90 C2C Modder

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    Agreed, this kind of concept should be possible to implement without noticeably increasing turn times. Though it might be interesting to see how they did it in that mod in any case.
     
    Blazenclaw and cobbaut like this.
  18. irishhombre

    irishhombre Prince

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    Just a suggestion but I think thief should obsolete out after matchlock or so. My rival/next door country (He is in the Atomic Age at least) lost the ability to make thugs due to losing a lot of territory and now is proceeding to spam the **** of out thief units because they are so cheap. They are all proceeding to go to one city and it is literally turning into a war.
     
  19. Thunderbrd

    Thunderbrd C2C War Dog

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    DH wanted to do something like this a while back. If anyone wants to, I'd prefer it be an option myself. I have a concept of a solution for this that doesn't set up any hard limits and I'd have a hard time handling the feeling of such a hard limit being applied.

    I concur with Toffer though that simply giving a limit to how far away from your territory a recon unit can go (should it only be limited to recon?) probably wouldn't extend turn times in any kind of perceptible manner. Unless it was done in a really careless manner perhaps.

    So not only lost the ability to make thugs, but a ton of other units between as well! I had originally placed a force obsolete point on all these units but then removed them after it was explained I wouldn't need them because the dll would force obsolete anything that's two stages back in the upgrade chain from something you can make now according to techs... or some such.

    I think I was also told it works a touch differently on limited units - are you playing with limited or unlimited national units?

    Either way, some work appears to need to be done to setup a force obsolete point on nearly any and all unit types if this sort of thing is happening.
     
  20. irishhombre

    irishhombre Prince

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    Unlimited. I did a force obsolete myself, I know how to edit XML fortunately. I am tired of having 30 plus thieves in one city every turn.
     

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