Caveman 2 Cosmos (ideas/discussions thread)

It's planned that they will be more expensive to maintain, though perhaps not more than many other units will be in their times. I see the problem in using them as open land recon and exploration due to how that competes with scouting units, but within the borders of other civs that's one of their primary roles and in many ways are the only ones that can sometimes. Defining the difference in the code would be an interesting trick.
 
I see the problem in using them as open land recon and exploration due to how that competes with scouting units, but within the borders of other civs that's one of their primary roles and in many ways are the only ones that can sometimes. Defining the difference in the code would be an interesting trick.
to tell u the truth, i hardly ever use scout except in the beginning of the game for animals, but now that there r hardly any animals ingame anymore after ancient, i see waaaay less use of them, because even the animals killed them off because they fought way higher str of them .. so i just use criminals for that purpose like bandit riders and assassins etc etc. . i think that's what i do, hard to say sometimes, i get "fog brain" now after the radiation treatments i had ..
 
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to tell u the truth, i hardly ever use scout except in the beginning of the game for animals, but now that there r hardly any animals ingame anymore after ancient, i see waaaay less use of them, because even the animals killed them off because they fought way higher str of them .. so i just use criminals for that purpose like bandit riders and assassins etc etc. . i think that's what i do, hard to say sometimes, i get "fog brain" now after the radiation treatments i had ..
Really they should be used as decoy units to distract the first attacks against a stack, that and to tempt stacks to attack away from where you want them to be, but yes, also to get visibility on regions - not necessarily ones unexplored but to maintain some improved knowledge on what's happening in a region, though spies CAN do that as well - they can also get caught just by being in enemy land.
 
Summary of latest changes:
Most of obsoletions were moved to later stage.
Buildings should now be always buildable when it comes to building requirements.
Also new cities at mid and later game now shouldn't suffer from replacements permanently blocking certain buildings.
 
Can you check great wonder Big Ben? I dont know why cant build it, have 6 towncloks built as it requiers.
Build another one. Either its bug or intentional feature, then display needs adjustment.
It seems like if it needs one building in city, and one anywhere in empire, then you need to build TWO buildings.
I think it was made in such way, that
Code:
          <PrereqAmountBuildings>
                <PrereqBuilding>
                    <BuildingType>BUILDING_TOWNCLOCK</BuildingType>
                    <iNumBuildingNeeded>1</iNumBuildingNeeded>
                </PrereqBuilding>
            </PrereqAmountBuildings>
            <PrereqInCityBuildings>
                <BuildingType>BUILDING_TOWNCLOCK</BuildingType>
            </PrereqInCityBuildings>
and

Code:
            <PrereqAmountBuildings>
                <PrereqBuilding>
                    <BuildingType>BUILDING_TOWNCLOCK</BuildingType>
                    <iNumBuildingNeeded>1</iNumBuildingNeeded>
                </PrereqBuilding>
            </PrereqAmountBuildings>
work differently.

Also it may be issue with scaling, where pedia/tooltip says "I need X" buildings, but actually game says "I need x+1" buildings
PrereqAmountBuilding scales with map size, unless <bForceNoPrereqScaling>1</bForceNoPrereqScaling> is used.

@Toffer90 can check potential discrepency, upload save.

This great wonder has unnecessary <FreeBuilding>BUILDING_TOWNCLOCK</FreeBuilding>, because you need to build it in your cities.
It could use some other building reward.
 
This great wonder has unnecessary <FreeBuilding>BUILDING_TOWNCLOCK</FreeBuilding>, because you need to build it in your cities.
It could use some other building reward.
I don't think it's an unnecessary stat for it, sure you have to build some town clocks to unlock it, but once it is built, fires-hurricanes, or city conquest, won't be able destroy the town clocks in your nation, and any new city built get the hammer significant start building.

The wonder is the punctuation to the assertion that this culture has an affinity for town clocks, that affinity can't appear without actually having them in a couple cities.
 
Can you check great wonder Big Ben? I dont know why cant build it, have 6 towncloks built as it requiers.
Mali has already built big ben.
upload_2021-7-13_22-3-15.png
 
Save request from community:
I need a save where a plot flip-flop between owned and neutral when ending turn over and over again.
I intend to get rid of this glitch, and it would be easier with a save where the glitch is readily available.
Do you still need that save file?

Also, I wonder why you (not you specifically) changed Harrier's maps to random resources (because I think they had all?), is it as a precaution if you add more resources later?
I'm mostly wondering because that's the map I'm playing but I disabled random resources and I want to know if there's something that I didn't see that might be missing (I only checked map bonuses)
 
Also, I wonder why you (not you specifically) changed Harrier's maps to random resources (because I think they had all?), is it as a precaution if you add more resources later?
I'm mostly wondering because that's the map I'm playing but I disabled random resources and I want to know if there's something that I didn't see that might be missing (I only checked map bonuses)
All non-spacemaps have random resources, because some maps had even 10 kinds of resources missing.
 
Sure, I have 2 such saves already, but it wouldn't hurt to have three, haven't had time to look into the issue yet.
It is on the reef between Sweden and Germany, built a beacon there and had to continue building every other turn and had seen your message about that phenomenon when I searched for something so I saved an autosave just in case (it also happened a bit later in the Alps on the same save)
 

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having a brain fart again, inform me again what is the best way to get from having 10 turns for buildings to alot lower one, thx. . .
Build :hammers: buildings, if you run out of these, check if any buildings may let building other buildings, also build resource producers.
Build improvements that maximize production
If you have specialists in city, try picking ones, that increase production most.
 
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