Caveman 2 Cosmos (ideas/discussions thread)

another q: the icon in the upper left of the screen is used to go to the next tech that is avail, but now that "we" changed some of the relig stuff around and u cant choose all the relig's it keeps going back to the 1st tech there, which is of course Druid and u have to scroll through each, as before u could chose that relig just to get rid of that choose that way u could see where u left off in the tech area, and not go BACK each time to the Preh era, i hope i explained this ok .. .
 

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another q: the icon in the upper left of the screen is used to go to the next tech that is avail, but now that "we" changed some of the relig stuff around and u cant choose all the relig's it keeps going back to the 1st tech there, which is of course Druid and u have to scroll through each, as before u could chose that relig just to get rid of that choose that way u could see where u left off in the tech area, and not go BACK each time to the Preh era, i hope i explained this ok .. .
@Thunderbrd or @Toffer90 could adjust this, so already researched religions would be disabled from showing when researched with that option in tech screen.
 
another question?? do these "ways" mean it's for only that city or for the whole civ or city that builds these/them??
I think you are experiencing all of the 'ways' promos being added thanks to a bug that existed briefly between my last 2 commits. I'm still working on trying to figure out why they won't go away with a recalc like they are supposed to now but moving forward I have the assignment of them working properly I believe. Hopefully later I will post a new dll that will let you recalc to remove them from units that shouldn't have gotten them but there may be a gamestate problem with the way the promos were assigned that won't allow me to remove them properly now.
another q: the icon in the upper left of the screen is used to go to the next tech that is avail, but now that "we" changed some of the relig stuff around and u cant choose all the relig's it keeps going back to the 1st tech there, which is of course Druid and u have to scroll through each, as before u could chose that relig just to get rid of that choose that way u could see where u left off in the tech area, and not go BACK each time to the Preh era, i hope i explained this ok .. .
The programming on that button in the top left is a python side bit of code that needs to be updated to not consider techs that have a Global Limit and have already been researched. I THINK those functions are exposed to python. I'll check later to be sure.
 
I think you are experiencing all of the 'ways' promos being added thanks to a bug that existed briefly between my last 2 commits. I'm still working on trying to figure out why they won't go away with a recalc like they are supposed to now but moving forward I have the assignment of them working properly I believe. Hopefully later I will post a new dll that will let you recalc to remove them from units that shouldn't have gotten them but there may be a gamestate problem with the way the promos were assigned that won't allow me to remove them properly now.

The programming on that button in the top left is a python side bit of code that needs to be updated to not consider techs that have a Global Limit and have already been researched. I THINK those functions are exposed to python. I'll check later to be sure.
Hey Thunderbird.... you ought to set up a PayPal or GoFundMe for this Mod somewhere!
 
Hey Thunderbird.... you ought to set up a PayPal or GoFundMe for this Mod somewhere!
I agree but there's a prohibition against taking any financial support for modding on this site. Would also complicate the team structure a lot. Mind you, I'm not entirely sure individuals on the team can't setup a patreon account but you wouldn't be able to do it with a specific quid-pro-quo arrangement. It would have to just be a way to thank the developer basically and I'm still not sure that CivFanatics would be too happy about it but maybe it could work.

EDIT: I DO have a gofundme going for my poor injured pooch right now... he needs a very expensive operation on his injured knee. He tore his ACL and it doesn't heal and he's on a time limit before his body reacts by fortifying the knee with scar tissue and painful arthritis permanently. If anybody wants to help my cute little dog, I'm sure he'd be mighty thankful!

https://www.gofundme.com/tweak-tore-his-acl
 
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EDIT: I DO have a gofundme going for my poor injured pooch right now... he needs a very expensive operation on his injured knee. He tore his ACL and it doesn't heal and he's on a time limit before his body reacts by fortifying the knee with scar tissue and painful arthritis permanently. If anybody wants to help my cute little dog, I'm sure he'd be mighty thankful!

https://www.gofundme.com/tweak-tore-his-acl
ahahaha yes i seen that, that ur wife put it on fb,, nice!!!
 
ahahaha yes i seen that, that ur wife put it on fb,, nice!!!
The poor little guy... watching him bounce around on 3 legs and knowing I probably can't make enough $ to get him the surgery before it's too late to save him from a life of pain in his knee is really saddening.
 
The bonus thing is an XML issue mostly, there is such a variation of bonuses meant for the tropics that we should have less of each one on the map, so tropical bonuses should have a reduction in their appearance numbers in XML.

Rivers are somewhat complex in the world mapscript, I'll look into it. You will get more rivers if you choose tropical climate in game settings.
The final landform of the map plays a huge role as the rainfall map is based on a wind map, temperature map and elevation map, the temperature and wind map are based on the elevation map.
There are many factors to consider, but I'll try to tweak it some to find a better result.
I have checked 2 maps with 50% resource setting and now the distribution looks really good :thanx:! Rivers with +4 setting might be a little bit more common now, but even with "tropical" there could be even more, but ok, I am a river junkie :), for most people that should be fine. Thank you for this great map script!
 
The poor little guy... watching him bounce around on 3 legs and knowing I probably can't make enough $ to get him the surgery before it's too late to save him from a life of pain in his knee is really saddening.
I and Downloading current SVN for use in the New Year! Thanks to everyone for this Mod!!!
 
I and Downloading current SVN for use in the New Year! Thanks to everyone for this Mod!!!
The Civics are also undergoing some streamlining and tweaking. More to come. :)
 
I am equally shocked and excited about all the work the C2C team has done in the last years!
Left C2C 36/37 for faster game turns (couldn't let go of massive maps resulting in more Netflix watching than playing). I had to go through the stages of post Stellaris 1.9 grieving to find may way back. ;)
Downloading latest SVN build now.
Thank you!
 
Welcome back! You will notice a lot of changes have happened in your stead.

I recommend you try one of the three scenarios with space content, a compromise while there are no multimaps.
 
@KaTiON_PT ,
All animal camps now require the existence of the Hunter's Camp building.
Will Hunter's Camp stay viable long enough in the game to meet this requirement now? Doesn't go Obsolete to early?
 
@JosEPh_II Yes, the Hunter's Camp gets obsoleted at Species Uplifting (X=111) while the various animal camps are obsoleted at Sedentary Lifestyle (X=19), Globalization (X=77), or Ecological Engineering (X=94).
 
@Toffer90 is it possible to make help entries on buildings/units always show on top of tooltip? Or at least be displayed in different color like yellow?

@KaTiON_PT nice to see certain building types categorized.
 
@Toffer90 is it possible to make help entries on buildings/units always show on top of tooltip? Or at least be displayed in different color like yellow?
What do you mean by help entries exactly? The help texts? I don't think you'd want any loose text fields displayed in tooltips...
 
What do you mean by help entries exactly? The help texts? I don't think you'd want any loose text fields displayed in tooltips...
Help texts.

I know, that they are on space units buildable on Earth (I added them), on tamed animals/breeding pairs (were added by DH or someone else in 2015), Pyramids/Sphinx wonder and some Casino wonders (Tooltips for those were added by me).
For buildings if you give two wonders in same city, then you get third one. As for Casino wonder you shouldn't place one of them in same city where you want two casinos to get third one.
As for space units its information, that they shouldn't be built, if you aren't playing on space map.
Tamed animals - can place buildings and some of them can place its animal resource.
 
Help texts.

I know, that they are on space units buildable on Earth (I added them), on tamed animals/breeding pairs (were added by DH or someone else in 2015), Pyramids/Sphinx wonder and some Casino wonders (Tooltips for those were added by me).
For buildings if you give two wonders in same city, then you get third one. As for Casino wonder you shouldn't place one of them in same city where you want two casinos to get third one.
As for space units its information, that they shouldn't be built, if you aren't playing on space map.
Tamed animals - can place buildings and some of them can place its animal resource.
I see, you're wanting to use help text specifically as the loose direct notes that are almost impossible to automatically format in any decent fashion in the tags themselves. Makes sense to have that shown. I THINK that's done on the DLL side so I'll have to look at that when I can. Remind me this weekend if I've forgotten by then.
 
I see, you're wanting to use help text specifically as the loose direct notes that are almost impossible to automatically format in any decent fashion in the tags themselves. Makes sense to have that shown. I THINK that's done on the DLL side so I'll have to look at that when I can. Remind me this weekend if I've forgotten by then.
I mean they are already displayed, I wanted them to be more exposed.
For example help text is indistinguishable from other text at first glance.
 
I mean they are already displayed, I wanted them to be more exposed.
For example help text is indistinguishable from other text at first glance.
So you're just saying it should be moved to the top and recolored a bit?
 
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