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Caveman 2 Cosmos (ideas/discussions thread)

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

  1. Azraile

    Azraile Chieftain

    Joined:
    Jul 15, 2011
    Messages:
    32
    Update I get the same problem with the Fall further mod, tried to do the same thing with it as I did this one and I get the same results.... Fall from heaven works though.... so it's somethign that FF and C2C has that FfH don't that is messing up on my end x.x

    edit

    ok I got Fall further to load a game (no menu just blind clicking) but the menu screen was still there in game untill I ended the turn......there was this massive brown 3d artifact in the middle of the screen, selecting a unit got rid of it but there was no UI, and when the unit moved the game crashed with no error message.
     
  2. Azraile

    Azraile Chieftain

    Joined:
    Jul 15, 2011
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    I think I got this working O.O

    anyone know how to devert more memory to Civ with windows XP..... and increasing virtual memory x.x

    Haven't had to do that for a long ass time, and while Civ 5 runs on this computer it and some Civ 4 mods get slllooooowwwwww
     
  3. Koshling

    Koshling Vorlon

    Joined:
    Apr 11, 2011
    Messages:
    9,254
    Only thing that occurs to me is have you patched BTS to 3.19?
     
  4. Azraile

    Azraile Chieftain

    Joined:
    Jul 15, 2011
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    Ok menu works now with CC driver update..... however now when the game starts I still get the C++ runtime error
     
  5. Azraile

    Azraile Chieftain

    Joined:
    Jul 15, 2011
    Messages:
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    HALA****INGLUAHAHELLHA!!!!!!

    lol

    I think I got it now.... Just don't make the map sizes that arn't even included in Civ4 lol....

    didn't noticed the mod includes a whole exstra two map sizes bigger than Civ 4

    lol I am just so use to slidding the slidder all the way over to the right x.x
     
  6. Azraile

    Azraile Chieftain

    Joined:
    Jul 15, 2011
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    FATAL ERROR - Memory allocation failure - exiting program. Reason: bad allocation

    x.x

    lol tring to turn some settings down and use a even smaller map
     
  7. Koshling

    Koshling Vorlon

    Joined:
    Apr 11, 2011
    Messages:
    9,254
    If you're memory limited take out the dynamic leader heads. Hopefully someone can advise on how to do that because it's not something I've ever had cause to.
     
  8. Hydromancerx

    Hydromancerx C2C Modder

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    16,281
    Location:
    California, USA
    @Azraile

    You should use Custom Game. A lot more features to tweak than the old vanilla way.
     
  9. Dancing Hoskuld

    Dancing Hoskuld Chieftain

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    I have XP and I have to use use the 3GB switch to get this game to work on Huge map sizes. If you have 3GB I suggest you use the switch. Otherwise don't play on bigger than Large size maps.
     
  10. Azraile

    Azraile Chieftain

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    that quite leteraly broke my computer

     
  11. strategyonly

    strategyonly C2C Supreme Commander

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    Azraile

    Since this has nothing to do with ideas/suggestions, could you PLEASE use the other thread only for stuff like this, and PLS again dont double post there, then here, thx. Errors and savegames need to be in the regular C2C thread, see signature

    Caveman2Cosmos
    HERE

    btw Welcome to CFC.
     
  12. Azraile

    Azraile Chieftain

    Joined:
    Jul 15, 2011
    Messages:
    32
    sorry just tring very hard to get it to work.... I will diffently try and help

    If nothing to try and fill in empty techs with sugestions

    Note problem was I edited a BOOT.ini file I didn't have x.x lol It's all good now and I think the mod will work with the 3gb edit
     
  13. Hydromancerx

    Hydromancerx C2C Modder

    Joined:
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    Messages:
    16,281
    Location:
    California, USA
    So I found some code from RoM v2.92 for the Armored Car ....

    CIV4UnitInfos
    Spoiler :
    Code:
    		<UnitInfo>
    			<Class>UNITCLASS_ARMORED_CAR</Class>
    			<Type>UNIT_ARMORED_CAR</Type>
    			<UniqueNames/>
    			<Special>NONE</Special>
    			<Capture>NONE</Capture>
    			<Combat>UNITCOMBAT_WHEELED</Combat>
    			<Domain>DOMAIN_LAND</Domain>
    			<DefaultUnitAI>UNITAI_EXPLORE</DefaultUnitAI>
    			<Invisible>NONE</Invisible>
    			<SeeInvisible>NONE</SeeInvisible>
    			<Description>TXT_KEY_UNIT_ARMORED_CAR</Description>
    			<Civilopedia>TXT_KEY_UNIT_ARMORED_CAR_PEDIA</Civilopedia>
    			<Strategy>TXT_KEY_UNIT_ARMORED_CAR_STRATEGY</Strategy>
    			<Advisor>ADVISOR_GROWTH</Advisor>
    			<bAnimal>0</bAnimal>
    			<bFood>0</bFood>
    			<bNoBadGoodies>0</bNoBadGoodies>
    			<bOnlyDefensive>0</bOnlyDefensive>
    			<bNoCapture>0</bNoCapture>
    			<bQuickCombat>0</bQuickCombat>
    			<bRivalTerritory>0</bRivalTerritory>
    			<bMilitaryHappiness>0</bMilitaryHappiness>
    			<bMilitarySupport>1</bMilitarySupport>
    			<bMilitaryProduction>1</bMilitaryProduction>
    			<bPillage>0</bPillage>
    			<bSpy>0</bSpy>
    			<bSabotage>0</bSabotage>
    			<bDestroy>0</bDestroy>
    			<bStealPlans>0</bStealPlans>
    			<bInvestigate>0</bInvestigate>
    			<bCounterSpy>0</bCounterSpy>
    			<bFound>0</bFound>
    			<bGoldenAge>0</bGoldenAge>
    			<bInvisible>0</bInvisible>
    			<bFirstStrikeImmune>0</bFirstStrikeImmune>
    			<bNoDefensiveBonus>0</bNoDefensiveBonus>
    			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
    			<bCanMoveImpassable>0</bCanMoveImpassable>
    			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
    			<bFlatMovementCost>0</bFlatMovementCost>
    			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
    			<bNukeImmune>0</bNukeImmune>
    			<bPrereqBonuses>0</bPrereqBonuses>
    			<bPrereqReligion>0</bPrereqReligion>
    			<bMechanized>0</bMechanized>
    			<bSuicide>0</bSuicide>
    			<bHiddenNationality>0</bHiddenNationality>
    			<bAlwaysHostile>0</bAlwaysHostile>
    			<UnitClassUpgrades>
    				<UnitClassUpgrade>
    					<UnitClassUpgradeType>UNITCLASS_BTR80</UnitClassUpgradeType>
    					<bUnitClassUpgrade>1</bUnitClassUpgrade>
    				</UnitClassUpgrade>
    				<UnitClassUpgrade>
    					<UnitClassUpgradeType>UNITCLASS_HUMVEE</UnitClassUpgradeType>
    					<bUnitClassUpgrade>1</bUnitClassUpgrade>
    				</UnitClassUpgrade>
    			</UnitClassUpgrades>
    			<UnitClassTargets/>
    			<UnitCombatTargets/>
    			<UnitClassDefenders/>
    			<UnitCombatDefenders/>
    			<FlankingStrikes>
    				<FlankingStrike>
    					<FlankingStrikeUnitClass>UNITCLASS_CATAPULT</FlankingStrikeUnitClass>
    					<iFlankingStrength>100</iFlankingStrength>
    				</FlankingStrike>
    				<FlankingStrike>
    					<FlankingStrikeUnitClass>UNITCLASS_TREBUCHET</FlankingStrikeUnitClass>
    					<iFlankingStrength>100</iFlankingStrength>
    				</FlankingStrike>
    				<FlankingStrike>
    					<FlankingStrikeUnitClass>UNITCLASS_BOMBARD</FlankingStrikeUnitClass>
    					<iFlankingStrength>100</iFlankingStrength>
    				</FlankingStrike>
    				<FlankingStrike>
    					<FlankingStrikeUnitClass>UNITCLASS_CANNON</FlankingStrikeUnitClass>
    					<iFlankingStrength>100</iFlankingStrength>
    				</FlankingStrike>
    				<FlankingStrike>
    					<FlankingStrikeUnitClass>UNITCLASS_LIGHT_ARTILLERY</FlankingStrikeUnitClass>
    					<iFlankingStrength>100</iFlankingStrength>
    				</FlankingStrike>
    				<FlankingStrike>
    					<FlankingStrikeUnitClass>UNITCLASS_ARTILLERY</FlankingStrikeUnitClass>
    					<iFlankingStrength>100</iFlankingStrength>
    				</FlankingStrike>
    			</FlankingStrikes>
    			<UnitAIs>
    				<UnitAI>
    					<UnitAIType>UNITAI_EXPLORE</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    				<UnitAI>
    					<UnitAIType>UNITAI_ATTACK</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    				<UnitAI>
    					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    				<UnitAI>
    					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    				<UnitAI>
    					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    			</UnitAIs>
    			<NotUnitAIs/>
    			<Builds/>
    			<ReligionSpreads/>
    			<CorporationSpreads/>
    			<GreatPeoples/>
    			<Buildings/>
    			<ForceBuildings/>
    			<HolyCity>NONE</HolyCity>
    			<ReligionType>NONE</ReligionType>
    			<StateReligion>NONE</StateReligion>
    			<PrereqReligion>NONE</PrereqReligion>
    			<PrereqCorporation>NONE</PrereqCorporation>
    			<PrereqBuilding>NONE</PrereqBuilding>
    			<PrereqTech>TECH_ARMORED_VEHICLES</PrereqTech>
    			<TechTypes/>
    			<BonusType>BONUS_DIESEL</BonusType>
    			<PrereqBonuses>
    				<BonusType>BONUS_VULCANIZED_RUBBER</BonusType>
    				<BonusType>BONUS_SYNTHETIC_RUBBER</BonusType>
    			</PrereqBonuses>
    			<ProductionTraits/>
    			<Flavors/>
    			<iAIWeight>0</iAIWeight>
    			<iCost>300</iCost>
    			<iHurryCostModifier>0</iHurryCostModifier>
    			<iAdvancedStartCost>100</iAdvancedStartCost>
    			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
    			<iMinAreaSize>-1</iMinAreaSize>
    			<iMoves>2</iMoves>
    			<bNoRevealMap>0</bNoRevealMap>
    			<iAirRange>0</iAirRange>
    			<iAirUnitCap>0</iAirUnitCap>
    			<iDropRange>0</iDropRange>
    			<iNukeRange>-1</iNukeRange>
    			<iWorkRate>0</iWorkRate>
    			<iBaseDiscover>0</iBaseDiscover>
    			<iDiscoverMultiplier>0</iDiscoverMultiplier>
    			<iBaseHurry>0</iBaseHurry>
    			<iHurryMultiplier>0</iHurryMultiplier>
    			<iBaseTrade>0</iBaseTrade>
    			<iTradeMultiplier>0</iTradeMultiplier>
    			<iGreatWorkCulture>0</iGreatWorkCulture>
    			<iEspionagePoints>0</iEspionagePoints>
    			<TerrainImpassables/>
    			<FeatureImpassables/>
    			<TerrainPassableTechs/>
    			<FeaturePassableTechs/>
    			<iCombat>36</iCombat>
    			<iCombatLimit>100</iCombatLimit>
    			<iAirCombat>0</iAirCombat>
    			<iAirCombatLimit>0</iAirCombatLimit>
    			<iXPValueAttack>6</iXPValueAttack>
    			<iXPValueDefense>3</iXPValueDefense>
    			<iFirstStrikes>0</iFirstStrikes>
    			<iChanceFirstStrikes>0</iChanceFirstStrikes>
    			<iInterceptionProbability>0</iInterceptionProbability>
    			<iEvasionProbability>0</iEvasionProbability>
    			<iWithdrawalProb>10</iWithdrawalProb>
    			<iCollateralDamage>0</iCollateralDamage>
    			<iCollateralDamageLimit>100</iCollateralDamageLimit>
    			<iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>
    			<iCityAttack>0</iCityAttack>
    			<iCityDefense>0</iCityDefense>
    			<iAnimalCombat>0</iAnimalCombat>
    			<iHillsAttack>0</iHillsAttack>
    			<iHillsDefense>0</iHillsDefense>
    			<TerrainNatives/>
    			<FeatureNatives/>
    			<TerrainAttacks/>
    			<TerrainDefenses/>
    			<FeatureAttacks>
    				<FeatureAttack>
    					<FeatureType>FEATURE_FOREST</FeatureType>
    					<iFeatureAttack>-50</iFeatureAttack>
    				</FeatureAttack>
    				<FeatureAttack>
    					<FeatureType>FEATURE_JUNGLE</FeatureType>
    					<iFeatureAttack>-75</iFeatureAttack>
    				</FeatureAttack>
    			</FeatureAttacks>
    			<FeatureDefenses/>
    			<UnitClassAttackMods>
    				<UnitClassAttackMod>
    					<UnitClassType>UNITCLASS_MACHINE_GUN</UnitClassType>
    					<iUnitClassMod>25</iUnitClassMod>
    				</UnitClassAttackMod>
    			</UnitClassAttackMods>
    			<UnitClassDefenseMods/>
    			<UnitCombatMods>
    				<UnitCombatMod>
    					<UnitCombatType>UNITCOMBAT_TRACKED</UnitCombatType>
    					<iUnitCombatMod>-25</iUnitCombatMod>
    				</UnitCombatMod>
    			</UnitCombatMods>
    			<UnitCombatCollateralImmunes/>
    			<DomainMods/>
    			<BonusProductionModifiers/>
    			<iBombRate>0</iBombRate>
    			<iBombardRate>0</iBombardRate>
    			<SpecialCargo>NONE</SpecialCargo>
    			<DomainCargo>NONE</DomainCargo>
    			<iCargo>0</iCargo>
    			<iConscription>0</iConscription>
    			<iCultureGarrison>12</iCultureGarrison>
    			<iExtraCost>1</iExtraCost>
    			<iAsset>5</iAsset>
    			<iPower>105</iPower>
    			<UnitMeshGroups>
    				<iGroupSize>2</iGroupSize>
    				<fMaxSpeed>1.75</fMaxSpeed>
    				<fPadTime>1</fPadTime>
    				<iMeleeWaveSize>2</iMeleeWaveSize>
    				<iRangedWaveSize>0</iRangedWaveSize>
    				<UnitMeshGroup>
    					<iRequired>2</iRequired>
    					<EarlyArtDefineTag>ART_DEF_UNIT_ARMORED_CAR</EarlyArtDefineTag>
    				</UnitMeshGroup>
    			</UnitMeshGroups>
    			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
    			<HotKey/>
    			<bAltDown>0</bAltDown>
    			<bShiftDown>0</bShiftDown>
    			<bCtrlDown>0</bCtrlDown>
    			<iHotKeyPriority>0</iHotKeyPriority>
    			<FreePromotions/>
    			<LeaderPromotion>NONE</LeaderPromotion>
    			<iLeaderExperience>0</iLeaderExperience>
    		</UnitInfo>
    


    CIV4UnitClassInfos
    Spoiler :
    Code:
    		<UnitClassInfo>
    			<Type>UNITCLASS_ARMORED_CAR</Type>
    			<Description>TXT_KEY_UNIT_ARMORED_CAR</Description>
    			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
    			<iMaxTeamInstances>-1</iMaxTeamInstances>
    			<iMaxPlayerInstances>-1</iMaxPlayerInstances>
    			<iInstanceCostModifier>0</iInstanceCostModifier>
    			<DefaultUnit>UNIT_ARMORED_CAR</DefaultUnit>
    		</UnitClassInfo>
    


    CIV4ArtDefines_Unit
    Spoiler :
    Code:
    		<UnitArtInfo>
    			<Type>ART_DEF_UNIT_ARMORED_CAR</Type>
    			<Button>Art/Interface/Buttons/MWUnits/RollsRoyce.dds</Button>
    			<fScale>0.40</fScale>
    			<fInterfaceScale>1.2</fInterfaceScale>
    			<bActAsLand>0</bActAsLand>
    			<bActAsAir>0</bActAsAir>
    			<NIF>Art/Units/RollsRoyce/RollsRoyce.nif</NIF>
    			<KFM>Art/Units/RollsRoyce/RollsRoyce.kfm</KFM>
    			<SHADERNIF>Art/Units/RollsRoyce/RollsRoyce.nif</SHADERNIF>
    			<ShadowDef>
    				<ShadowNIF>Art/Units/01_UnitShadows/TankShadow.nif</ShadowNIF>
    				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    				<fShadowScale>1.0</fShadowScale>
    			</ShadowDef>
    			<iDamageStates>4</iDamageStates>
    			<TrailDefinition>
    				<Texture>Art/Shared/tanktread.dds</Texture>
    				<fWidth>1.0</fWidth>
    				<fLength>180.0</fLength>
    				<fTaper>0.0</fTaper>
    				<fFadeStartTime>0.2</fFadeStartTime>
    				<fFadeFalloff>0.35</fFadeFalloff>
    			</TrailDefinition>
    			<fBattleDistance>0.5</fBattleDistance>
    			<fRangedDeathTime>0.12</fRangedDeathTime>
    			<bActAsRanged>1</bActAsRanged>
    			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
    			<AudioRunSounds>
    				<AudioRunTypeLoop>LOOPSTEP_TANK</AudioRunTypeLoop>
    				<AudioRunTypeEnd>ENDSTEP_TANK</AudioRunTypeEnd>
    			</AudioRunSounds>
    			<SelectionSound>AS3D_UN_TANK_FORT</SelectionSound>
    			<ActionSound>AS3D_UN_TANK_FORT</ActionSound>
    		</UnitArtInfo>
    


    I can't find the mesh files so if someone remembers where to download this unit. That would be great (See Picture below)

    EDIT:

    Other RoM Stuff I would like to bring back include ...

    - Transport Helicopter
    - Mercenary
    - UN Diplomat
    - UN Fighting Vehicle
    - UN Motorized Fighting Vehicle
    - UN Peacekeeper
    - UN Transport Airplane
    - UN Transport Helicopter
    - Other Unique Units for the Embassies such as Yumi Archer, Eagle Warrior, Dragoon, etc.
     
  14. strategyonly

    strategyonly C2C Supreme Commander

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    UPDATE Version 14 is out as of 3:15 am, a brand new way to play the game.
     
  15. Talin2009

    Talin2009 Chieftain

    Joined:
    Jul 12, 2009
    Messages:
    604
    v13 note: Praetorian (Rome UU) are very nice now with built in promotions, but i think Loyal is a mistake (it's spy promotion), was supposed to be loyalty?
     
  16. KrumStrashni

    KrumStrashni Chieftain

    Joined:
    Jan 27, 2011
    Messages:
    115
    We have to see how it would turn out in a real game, is all this already incorporated in v. 14?
     
  17. Talin2009

    Talin2009 Chieftain

    Joined:
    Jul 12, 2009
    Messages:
    604
    Btw, SO, could you please throw in couple notes what's in v14? most important things?
     
  18. geh4th

    geh4th Chieftain

    Joined:
    Jan 4, 2010
    Messages:
    53
    And here I was writing a post to request pretty much the same thing....

    I'd like to make a request that the C2C development team insert a "Changes from v13 to v14" section into the second post of the main C2C forum. The one that's there now shows numerous changes made over several versions; as a player it's much more helpful to see what's new in THIS version.

    A new "changes" paragraph could then be added version-by-version.
     
  19. Hydromancerx

    Hydromancerx C2C Modder

    Joined:
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    Location:
    California, USA
    The WWI/WWII tech changes should be. The units however are not.
     
  20. strategyonly

    strategyonly C2C Supreme Commander

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    Dang i knew i forgot about asking them team about something, thx.

    OK C2C team
    you heard the advise, can you make bullets of what was changed and ONLY send it in a PM to me, no need to take up more space otherwise. thx.

    @Koshling: I have noticed from this latest version i am getting alot of Black Terrain from starting from the shortcuts of C2C, but if i start from the normal BtS shortcut then do the Advanced load a game, everything seems ok, anyone have an idea what going on here?
     

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