Discussion in 'Civ4 - Caveman 2 Cosmos' started by strategyonly, Sep 3, 2010.
It should be.
It's my Birthday today, today i officially become an old geezer!!!, lol
Happy Birthday Supreme Commander!
I have figured out how to get Captives to the next stage ie Prisoners of War and it can also be used to get the UN troops back in the game. There is just one major sticking point, how to get it "user friendly". I am looking for ideas
In the cases above the unit needs to remember who it belonged to so that Captives can be traded back as part of diplomacy and in the case of the UN troops it is who is fitting the bill.
This can be done with a promotion "Previous Owner is Player n". Having it as Player 1 to 40 is easy but what would be better is if they actually said "Previous Owner - Norway" or what ever nation it came from. How do I do this? I expect that is would be sort of like the way Dynamic Nation Names are done but I am not sure.
Spoiler Some other stuff on this but not for comment yet :
Captives would also need a way to keep their level and exp but not any promotions.
UN troops are paid for by the Previous Owner who also would also gets to define (via a promotion) the Peace Keeping roll they have.
Passive or defensive only.
They become the first defenders in any stack they are in.
Any attack on them increases the anger of the owning nation to the attacking nation.
If they successfully defend then the friendliness of the defended nation to the owner increases.
If they are killed war weariness for the owner increases.
If they are killed in combat the anger of the owning nation to other increases.
War weariness increases for the owner for each combat the unit is involved in.
Do people use the Perfect Mongoose Map- itr's great but there's an annoying tendnecy to place a tile or two of desetr between forest and tundra/taiga,
So you end uo with Camels on the edge of the arctic areas...is this intentional? Is it esaily modded out? (i doubt it!)
They should be latitude restricted, unless you are using my mod, that removes all latitude/longitude limits, which is intended for space maps and custom climate maps.
I modded it out when I rewrote "Perfect Mongoose" into what is now called "World".
Might not be easy to mod out of PM without making substantial changes to the script like what I did when making World.
Given that there are three deserts on Earth that can be classed as deserts and are next to tundra on the scale of map used in Civ IV, I would think we would prefer to keep them. All three are rain shadow deserts, ie the winds that would normally bring rain there don't due to mountains and other geographic features.
The one known for its camels is of course the Gobi Desert. The others are in Chile and Antarctica.
In the "World" script I changed it so that areas that are cold and dry get the barren terrain, To me the desert/dunes/salt-flats terrains represent "Hot Deserts", or what some would call "True Deserts".
So Instead of finding Desert close to the tundra like in "PM", you'll find Barren close to the tundra in "World"
"Polar deserts are the regions of the Earth that fall under an Ice cap climate. Despite rainfall totals low enough to normally classify as a desert, Polar deserts are distinguished from true deserts by low annual temperatures and evapotranspiration." - Wiki
Tundra-permafrost and ice terrains can all represent different grades of polar deserts the way I see it. Some Tundras may have rainfall, while others don't, all the plots of one terrain type is not nessesarrily representing the same type of terrain and climate.
Then camels need to be placed in barren terrains also.
Would be a simple XML tweak that I won't concern myself with.
When I make a new game one thing I do is to make sure there is at least 1 CIV of each of the 7 base cultures (European, African, etc.) When you pick Rome, you are not really picking Roman Empire, but 'European'. Rome is a wonder you build. So I was thinking if maybe we could simplify the selection a bit and get rid of countries on put all leaders into the seven culture groups? And maybe add another Neanderthal leader or too so Wrub doesn't feel too lonely?
That is a long term goal for the mod.
While there are manufactured resources, that aren't used by anything or just by recycling buildings, there is no producer of Skis resource.
Replicators and mechs resources are placed too early in tech tree - should be Nanotech era.
Also Plasma Generators is referencing relatively unknown mod of other game.
Don't post in SVN thread. Delete mod and cache and redownload it.
Folder name must be Caveman2Cosmos
That means you did not update but only added. Some files get removed when experimental components are merged into core. You may have updated your SVN version but just copied it across your game/play version. This is not a good idea. You should synchronize, roughly remove all folders except your UserSettings folder and copy the others from your SVN version. You could get away with just removing and recopying the Assets folder.
While playing my latest game I figured out how to fix the National Smelter/Breeder problem and the old problem of how to give access to some metals before metal working like really happened. Eg gold for special jewellery with stone age techs.
The National Smelter/Breeder buildings were the solution to the problem of having a resource in your national borders but outside of all of your city work areas.
Smelters. These should only exist for those things that are turned into ingots. Things that turn ingots into wares eg while Electrium is a naturally occurring alloy of gold and silver it probably should not be treated as a separate ore. It should be a by product of smelting gold or silver or it should only be a ware produced from gold and silver ingots.
An autobuild building "xxx Near" is given to the city if it has the resource in its work area. This gives a "xxx in Work Area" to all cities.
xxx Smelter can only be built in cities with "xxx Near".
xxx Far Smelter can only be built if have access to xxx and not "xxx in Work Area".
(Ren) xxx Smelter replaces xxx Smelter, requires xxx ore and Harbour or Caravan Post. Would be nice if we could have this so that it also replaces ones in other cities and that you could have 1 per "xxx mine".
(Ind) xxx Smelter replaces both and requires xxx ore and Commercial Port or Railway Station.
These need to be reviewed. National Secondary Smelters should not exist at all. Should they exist, ie do ingots ever get made or is the real process one of combining the primary ingots into the wares?
A similar set of auto buildings can be used here.
I feel that you should not be able to place a herd in a city where you already have the animal resource in the work area.
Seems like some improvements if implemented.
I am about half way through coding it for my next game. It probably wont work for an existing game but wont break the game either.
Separate names with a comma.