As good as that is, it would be nice to also reduce the size of the save files.
As good as that is, it would be nice to also reduce the size of the save files.
Do not know if this should be posted here in the ideas/discussion thread or in the plain Caveman 2 Cosmos thread.
I see that it takes 2 settled slaves now to support 1 slave specialist. Should that be the other way around? 1 settled slave to support 2 slave specialists?
How about a promotion, needing Combat 5, to allow a combat unit to get no negative results from a goody hut? Later in the game, all the huts left are guarded by a barbarian unit, and scouts cannot attack, it has to be a combat unit and they frequently get hostile results.
There is currently a bug such that naval units with the no negative results tag set is ignored.
It would be neater if the scout could create a dummy unit that can't move, or fight for that matter, that would lure the barbarian off the goody hut in an attempt to attack the dummy, giving the scout an opportunity to visit the goody hut.How about a promotion, needing Combat 5, to allow a combat unit to get no negative results from a goody hut? Later in the game, all the huts left are guarded by a barbarian unit, and scouts cannot attack, it has to be a combat unit and they frequently get hostile results.
It would be neater if the scout could create a dummy unit that can't move, or fight for that matter, that would lure the barbarian off the goody hut in an attempt to attack the dummy, giving the scout an opportunity to visit the goody hut.
Intentional. One is an upgrade of the other. As you are raiding it's downgraded each time, much like razing towns in vanilla.I have noticed multiple improvements on the same space. A Pasture, Nomadic herd and a Scavenging came are all in the same space. I can pillage each of them in turn. Is this intentional or a bug?
Noted. Will have to get to that at some point. It is annoying, yes. But equally so trying to find and fix it up to give that confirmation popup. And fairly random as far as projects go so try to remind once we're in a freeze (on the bugs page). That might help.Again a request to make a script confirmation on the gift key, asking are you sure you want to gift this unit. I have hit this key by mistake many times and have to reload to get my unit back.
Thats strange, as they do if you give them subdued animals.even giving the guard an easy victory of a captive, they still do not move off the hut.
Thats strange, as they do if you give them subdued animals.
My tactic has been to send subdued birds out with every scout to lure the barbarian guard off the goody hut; and it always work.
I just spend a few hours looking for a bug but in the end it was no bug because it is by design.
One AI city just built ~800 Units in a few turns and that made those turns a bit slower. It is caused by all the buildings giving production or +% to production and +325% to Military Unit Production also seems alot?