Caveman 2 Cosmos (ideas/discussions thread)

Then i tried out PPIO the UI changes especially the increased font size caused lots of issues with text overlapping or not beeing displayed. That was on 1920x1080 i don't plan in buying a new laptop soon.

Has that been fixed?
Looks like yes.
Now PPIO has font sizes of 13/15/17/19/21 though I changed it to 13/14/15/16/17 for myself.
BTS uses 12/14/16/22
 
Looks like yes.
Now PPIO has font sizes of 13/15/17/19/21 though I changed it to 13/14/15/16/17 for myself.
BTS uses 12/14/16/22
But didn't PPIO also have the text Bold and use another font that made the text require more space.
 
So you found a solution to the problem of not knowing which unit built the the AI city.
I remember seeing a problem like that when I first experimented with the idea, I also remember finding a solution to it.
He had me report that information to python.
I had a solution that worked even before I got TB to make the dll to report the unit in question to python.
It did however become a rock solid feature when TB made that change. It was then no longer a guess at what unit on the plot that was the founding settler when there were multiple settlers on the plot with the promotion (unlikely in this case to ever happen though, considering the nature of this promo. It was more pressing for the base culture promotion I used in MToS which pretty much any settler in the game would have, multiple promotions per settler even)
Then i tried out PPIO the UI changes especially the increased font size caused lots of issues with text overlapping or not being displayed. That was on 1920x1080 i don't plan in buying a new laptop soon.

Has that been fixed?
I have done a lot to reduce overlapping text since you tried PPIO (I believe it was some time ago), but there is probably more to be done. I use 1920x1080 but I test PPIO on all game resolutions trying to get it to look as good as it can for all resolutions with code that adjust the interface to the resolution used.
But didn't PPIO also have the text Bold and use another font that made the text require more space.
Only some text has been bolded, but I can unbold it in cases where people don't like it.
 
Full merge makes more sense, just change
Code:
<Define>
        <DefineName>COMMERCE_PERCENT_CHANGE_INCREMENTS</DefineName>
        <iDefineIntVal>4</iDefineIntVal>
    </Define>
to
Code:
<Define>
        <DefineName>COMMERCE_PERCENT_CHANGE_INCREMENTS</DefineName>
        <iDefineIntVal>5</iDefineIntVal>
    </Define>
That XML define is unused by PPIO python code, the code use a default of 5 no matter what you set that XML value to.

PPIO use a value of:
  • 5 as default.
  • 10 if alt is pressed
  • 20 if shift is pressed
  • 40 if shift+alt is pressed
  • 1 if ctrl is pressed.
  • 2 if ctrl+alt is pressed
  • 4 if ctrl+shift is pressed
  • 100 if ctrl+shift+alt is pressed
I think that's all the combinations.
There is too much difference between color border and leader name color.
Hmm, I only wanted it to brighten the color if the color is so dark that it's hard to read in the scoreboard.
Seems like something is off as that cultural border looks quite bright and it looks like the scoreboard one is darker.... I'll look into why that is.
 
I'd like to coincide my save-breaking change with Alberts' new dll if possible. I'll adapt to any change in the trunk.
My changes break save compatiblity and require a huge load of xml changes. The same goes for the BuildingClass and UnitClass removal.

Maybe we should do all these save breaking changes in a branch and merge everything into trunk at once.
 
There is too much difference between color border and leader name color.
That is in fact an XML issue my friend, I thought you fixed that at some point.... ^^

<PlayerColorInfo>
<Type>PLAYERCOLOR_ISRAEL</Type>
<ColorTypePrimary>COLOR_PLAYER_ISRAEL</ColorTypePrimary>
<ColorTypeSecondary>COLOR_PLAYER_WHITE</ColorTypeSecondary>
<TextColorType>COLOR_PLAYER_ISRAEL_TEXT</TextColorType>​
</PlayerColorInfo>

<ColorVal>
<Type>COLOR_PLAYER_ISRAEL</Type>
<fRed>0.25</fRed>
<fGreen>0.41</fGreen>
<fBlue>0.90</fBlue>
<fAlpha>1.00</fAlpha>​
</ColorVal>
<ColorVal>
<Type>COLOR_PLAYER_ISRAEL_TEXT</Type>
<fRed>0.71</fRed>
<fGreen>0.49</fGreen>
<fBlue>0.78</fBlue>
<fAlpha>1.00</fAlpha>​
</ColorVal>
The colors I used here is as close as the coloration tools allows me to get to the actual colors defined in those xml's
 
That is in fact an XML issue my friend, I thought you fixed that at some point.... ^^

<PlayerColorInfo>
<Type>PLAYERCOLOR_ISRAEL</Type>
<ColorTypePrimary>COLOR_PLAYER_ISRAEL</ColorTypePrimary>
<ColorTypeSecondary>COLOR_PLAYER_WHITE</ColorTypeSecondary>
<TextColorType>COLOR_PLAYER_ISRAEL_TEXT</TextColorType>​
</PlayerColorInfo>

<ColorVal>
<Type>COLOR_PLAYER_ISRAEL</Type>
<fRed>0.25</fRed>
<fGreen>0.41</fGreen>
<fBlue>0.90</fBlue>
<fAlpha>1.00</fAlpha>​
</ColorVal>
<ColorVal>
<Type>COLOR_PLAYER_ISRAEL_TEXT</Type>
<fRed>0.71</fRed>
<fGreen>0.49</fGreen>
<fBlue>0.78</fBlue>
<fAlpha>1.00</fAlpha>​
</ColorVal>
The colors I used here is as close as the coloration tools allows me to get to the actual colors defined in those xml's
I did, no idea how that one slipped though.

Edit: It was in module files....

That XML define is unused by PPIO python code, the code use a default of 5 no matter what you set that XML value to.

PPIO use a value of:
  • 5 as default.
  • 10 if alt is pressed
  • 20 if shift is pressed
  • 40 if shift+alt is pressed
  • 1 if ctrl is pressed.
  • 2 if ctrl+alt is pressed
  • 4 if ctrl+shift is pressed
  • 100 if ctrl+shift+alt is pressed
It was your define in GlobalDefinesAlt

Also there is unnecessary file emptty file in python (from PPIO) - RoMGameUtils.py.
 
Last edited:
It was your define in GlobalDefinesAlt
Right, all those GlobalDefinesAlt defines I added owerwrite an identical one in GlobalDefines. I just forgot to remove it from the alt file after moving away from using the define. During merge I will move all those in GlobalDefinesAlt that belong in GlobalDefines back to GlobalDefines. I don't think I'll change the GlobalDefinesAlt file in SVn at all during the merge I mean.
Also there is unnecessary file emptty file in python (from PPIO) - RoMGameUtils.py.
Right, I actually removed RoMGameUtils from the SVN some time ago... Forgot to remove the equivalent empty file from PPIO afterwards.
Thanks for mentioning it, though I will delete all the empty python files during merge.

They are just there to remind me which python files in the SVN that are no longer active in the PPIO environment.
 
Can you please remind me where this is supposed to go? It's probably already in place for me here but after updating my compiler, I have to wonder.
The location itself doesn't matter you only have to change the Makefilepaths to point at that location.
 
The location itself doesn't matter you only have to change the Makefilepaths to point at that location.
It looks like this was previously located in the xerces-c-3.1.1-x86-windows-vc-7.1 folder a while back, but isn't now...

My makefile paths file:
Code:
#### Civilization 4 SDK Makefile 1.0 ####
####  Copyright 2010 Danny Daemonic  ####
#########################################

#### Paths ####
TOOLKIT=C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003
COMPILER_TOOLKIT=$(TOOLKIT)
SUB_DLL_COMPILER_TOOLKIT=C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003
PSDK=C:\Program Files\Microsoft Platform SDK
CIVINSTALL=C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword
GLOBALBOOST=$(CIVINSTALL)\CvGameCoreDLL\Boost-1.32.0
GLOBALPYTHON=$(CIVINSTALL)\CvGameCoreDLL\Python24
TORTOISE="C:\Program files\TortoiseSVN"
## Uncomment to have newly compiled dlls copied to your mod's Assets directory
#YOURMOD=C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\
I'm not seeing any reference to it.

So again, where is this supposed to go? I'm very confused as to what this file actually is right now and I'm deeply concerned about my lack of recognition. Am I leaving it out and supposed to be using it somewhere?
 
It looks like this was previously located in the xerces-c-3.1.1-x86-windows-vc-7.1 folder a while back, but isn't now...

My makefile paths file:
Code:
#### Civilization 4 SDK Makefile 1.0 ####
####  Copyright 2010 Danny Daemonic  ####
#########################################

#### Paths ####
TOOLKIT=C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003
COMPILER_TOOLKIT=$(TOOLKIT)
SUB_DLL_COMPILER_TOOLKIT=C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003
PSDK=C:\Program Files\Microsoft Platform SDK
CIVINSTALL=C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword
GLOBALBOOST=$(CIVINSTALL)\CvGameCoreDLL\Boost-1.32.0
GLOBALPYTHON=$(CIVINSTALL)\CvGameCoreDLL\Python24
TORTOISE="C:\Program files\TortoiseSVN"
## Uncomment to have newly compiled dlls copied to your mod's Assets directory
#YOURMOD=C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\
I'm not seeing any reference to it.

So again, where is this supposed to go? I'm very confused as to what this file actually is right now and I'm deeply concerned about my lack of recognition. Am I leaving it out and supposed to be using it somewhere?
It's a 7zip archive extract it anywhere and change TOOLKIT to point to the directory where the extracted files are located.
 
It looks like this was previously located in the xerces-c-3.1.1-x86-windows-vc-7.1 folder a while back, but isn't now...

My makefile paths file:
Code:
#### Civilization 4 SDK Makefile 1.0 ####
####  Copyright 2010 Danny Daemonic  ####
#########################################

#### Paths ####
TOOLKIT=C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003
COMPILER_TOOLKIT=$(TOOLKIT)
SUB_DLL_COMPILER_TOOLKIT=C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003
PSDK=C:\Program Files\Microsoft Platform SDK
CIVINSTALL=C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword
GLOBALBOOST=$(CIVINSTALL)\CvGameCoreDLL\Boost-1.32.0
GLOBALPYTHON=$(CIVINSTALL)\CvGameCoreDLL\Python24
TORTOISE="C:\Program files\TortoiseSVN"
## Uncomment to have newly compiled dlls copied to your mod's Assets directory
#YOURMOD=C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\
I'm not seeing any reference to it.

So again, where is this supposed to go? I'm very confused as to what this file actually is right now and I'm deeply concerned about my lack of recognition. Am I leaving it out and supposed to be using it somewhere?
https://forums.civfanatics.com/thre...cussions-thread.377892/page-914#post-15499493
My uploaded zip contains the corresponding files only, extract to C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003\bin
 
It's a 7zip archive extract it anywhere and change TOOLKIT to point to the directory where the extracted files are located.
Ok, got it. Thanks guys!
 
10709
Now we are in V40 cycle.

@Thunderbrd you forgot to change this python file accordingly :p
I wouldn't say forgot so much as just haven't done it yet. You got it so thanks.. that's one less thing.

u got to wait for the first SVN change then, put the Vpre in there, that way there is a distinction of where the Official version is and then where the pre starts.. .

also if TB wants the other version deleted from the ModDb, i can do that, no biggy for me .. .
 
u got to wait for the first SVN change then, put the Vpre in there, that way there is a distinction of where the Official version is and then where the pre starts.. .
There were 5 SVN updates between those.
I checked file logs and there are usually few updates in SVN between release SVN and when file is changed to prelease of next version.
 
u got to wait for the first SVN change then, put the Vpre in there, that way there is a distinction of where the Official version is and then where the pre starts.. .
I was working on some other details regarding the change over and just hadn't gotten to it quite yet. I asked Anq to wait for me to add that commit before he jumped in and he didn't understand the request to hold off for a moment. Once he got in before I'd set that up, I lost any sense of urgency in getting it done but it was on the list to do today.
 
Here are some ideas:
I used to think that the "size matters game mode tended to benefit weak players as it potentially allows them to confront powerful AIs which are ahead in tech with regards to them, however, the empirical evidence of my own game experience has shown me quite the opposite in that regard: as unit merges can be a huge hammer cost for the weak AIs (and the human player at the high difficulty settings I frecuently play on) if they want to confront more powerful AIs, as a matter of fact, the "size matters" game option rewards powerful AIs that are ahead in tech as it can potentially prevent them from spending millions (millions!) of hammers in weaker merges of technologically-inferior units.
Playing size matters at high difficulty levels can put a strain in gameplay balance, and it can be quite nightmarish and even gamebreaking for such things as hunting early on the game.
A couple of game options that prevented Animal AIs from merging its units or that makes technologically advanced merges more costly would be welcome.

Here is another idea:
There are two deep learning project, called GPT-2 and RelGAN respectively, which can be applied to both images and text, that are mostly behind a paywall or a wall created by researches that fear its "evil" applications (such as spam or deepnude), however, there is a freeware version, and this version is actually pretty good, and people as done some quite amazing things with it for both text and images
i.e. https://thispersondoesnotexist.com/ (portraits of people that do not exist artificially generated by AI)
i.e. https://www.thiswaifudoesnotexist.net/ (girls drawn in an anime style and plot for anime/manga artificially generated by AI)
i.e. https://www.reddit.com/r/SubSimulatorGPT2/ (the same idea as https://www.reddit.com/r/SubredditSimulator/ but using the GPT-2 project freeware version, it seems to be much much better).
What do you think guys?
I think that this could be used to save modders several hours writing the flavour text in civilopedia, generating text that is both less time consuming to write and more engaging if given a sample large enough of other civilopedia texts.
 
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