Caveman 2 Cosmos (ideas/discussions thread)

Added a tooltip for commerce percent buttons, right click the buttons for it to show.
  • Adjusted how the modifier keys change the commerce slider increments.
  • Added a pedia concept shortcut sub-category for the commerce distribution control buttons.'
    • Pedia shows the same as the tooltip though.
View attachment 531175
@strategyonly: try right clicking the commerce percent buttons.
Edit: Oh now it occured to me that it might have been best to use right click to adjust to max/min and drop the tooltip.... Damn, what do you think SO?
actually really really really hate using keyboard, would rather have 99% thru the mouse,, but thx..
 
actually really really really hate using keyboard, would rather have 99% thru the mouse,, but thx..
Ok, what if I make it so that a right mouse click makes it go to 100 and 0?
Would that be better for you?
Left mouse click as they are now, right mouse click for max/min.

Then you get what you want through the mouse without having 4 buttons taking up precious space on your screen.
 
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then what if u go past the amount better to use then u have to start ALL over again with the darn clicking . .
Huh? You mean that you might accidentally hit the right mouse button when you intend to just increment by 5?
You may accidentally hit the wrong button if there are 4 buttons too though, so I don't see this being that different, now it's at least two different mouse buttons for the two different action instead of 2 milimeter of being off with the mouse cursor.
 
Huh? You mean that you might accidentally hit the right mouse button when you intend to just increment by 5?
You may accidentally hit the wrong button if there are 4 buttons too though, so I don't see this being that different, now it's at least two different mouse buttons for the two different action instead of 2 milimeter of being off with the mouse cursor.
sorry mis-read what u wrote, right click on mouse and stuff is ok, thx. . .

but u do realize, that once use right click on any of them they ALL go back to 0 and u have to adjust ALL of them, , again ALL OF THEM. .
 
sorry mis-read what u wrote, right click on mouse and stuff is ok, thx. . .

but u do realize, that once use right click on any of them they ALL go back to 0 and u have to adjust ALL of them, , again ALL OF THEM. .
That is how it's always been though, since we first got the two extra buttons.
If you maximized science then gold/espionage/culture wold all minimize. As they can only add up to a total of 100% among themselves.
 
If you maximized gold then science/espionage/culture wold all minimize. As they can only add up to a total of 100% among themselves.
well it is waaay better, than it was at least thx for trying... , we (U) r getting there with the stuff i want, so thx. . . .SO


btw whom ever did the NEW flam/crime/ etc etc etc /btns WOW , waay better , thx . ..SO
 
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@ any dll modders

Please remove this code as it does absolutly nothing:
Spoiler CvGameTextMgr.cpp :

Code:
    //Calvitix : Test to transfert the Hover text into Python (Goal : to enlarge the width of the hover display)
    //Toffer: Python ask for the string from the dll, but before the dll gives the string to python as a return, it gives the string to a specific python function; then it returns the string to the python code that asked for it.
    //Whatever the specific python function can do with the string, can be done in the python code that originally asked for the string.
    //There is only one place in all the python code that asks the dll for the plot help text, so there is no need for a specific python function to keep track of when this occur..
    bool bAlternativeHelp = GC.getDefineBOOL("ENABLE_ALTERNATIVE_HELP_HOVERS2");
    if (bAlternativeHelp)
    {
        if (pMouseOverPlot != NULL)
        {
            CyArgsList argsList;
            argsList.add(strHelp.getCString());
            long lResult=0;
            PYTHON_CALL_FUNCTION(__FUNCTION__, PYScreensModule, "updatePlotHelp", argsList.makeFunctionArgs());
            /*PYTHON_CALL_FUNCTION4(__FUNCTION__, "CvScreensInterface", "showHoverHelpText", argsList.makeFunctionArgs(), &lResult);*/
        }
        /*strHelp.clear();*/
    }
I can remove the XML define ENABLE_ALTERNATIVE_HELP_HOVERS2
And the python function by the name updatePlotHelp
 
Some observations from my current game (I am recalling most of this from memory, so feel free to point out if you see something wrong or something is innacurate):
I feel like there are not enough buildings that give a flat output of espionage points.

I also feel that maybe slavery went from being an overpowered mechanic to a quite underpowered mechanic, some of the debuffs that slave specialist have are quite severe (such as the -:culture: and -:gp:), and while I understand that certain traits (such as Grim, +2:gold: per settle slave), civics (such as caste system or capitalist labour- +1:gold: per specialist) and wonders can still make slaves an excellent asset to have and slavery can be a good strategy early on. However, I feel like that is way too short-lived, because you start getting penalised for having the slavery worldview as soon as you research some Medieval tech, let alone once you can build factories and steel mills.
I am not so sure about this point, because certain players can surely feel that slavery is still an overpowered mechanic.
Maybe I'm wrong because I still remember back into v35/v36 when slaves gave a +10:food:/:commerce:/:hammers: bonus each (instead of just +8) and the only penalisation for having the slavery worldview was an unhappiness debuff with certain civics (such as a "marxism" in the society category giving a +5:mad: debuff) or religions (zoroastrianism), so, as soon as you had a happiness surplus you used to be able to own hundreds of slave specialists until the very end of the game. Needless to say, back then, this was EXTREMELY overpowered.
So, maybe I am wrong.

Overall, I like the wasted food mechanic, but I have noticed that it can impact the development hugely because development depends heavily in how fast population do grow, and now, the date not only is innacurate, it makes no sense, in my game the most advanced AI around me entered Ancient Era at around the year 900AD.
Cities are smaller than ever, and while this can also be caused by the slavery "nerfing" (having food settled slaves is not as tempting as it used to be) this is not just me, AI's cities are also smaller. The development is SO slow that I am starting to consider just spamming food merchant units, which is basically turning :hammers: into stored :food:.
Other side effect of the food mechanic is that :health: is no longer relevant or at least not as relevant as it used to, you can settle near marshes and flood plains as recklessly as you want while having net :health:, you can chop down all the forests around you while having net :health:, Great Doctors are quite useless now and sometimes I even let the disease property run out of control in purpuse so I can save up some :gold: for later.
Yet another side effect of the food mechanic is that now hunting is even more important in early game (I like this, I am not complaining, just pointing it out) because hunting isn't adjusted by the wasted food mechanic, hunting can get you tons of stored :food:
 
Is there a way to add buildings to the production list of all cities at once in the new interface i have 30 cities now and when i researched the university i wanted all of them to build that first and had to visit them one at a time.
i used to be able to select multiple cities in the domesic advisor(F1) and alter what they where building there
 
Is there a way to add buildings to the production list of all cities at once in the new interface i have 30 cities now and when i researched the university i wanted all of them to build that first and had to visit them one at a time.
i used to be able to select multiple cities in the domesic advisor(F1) and alter what they where building there
Have you tried holding down the alt key when clicking one of the city bars?
 
Is there a way to add buildings to the production list of all cities at once in the new interface i have 30 cities now and when i researched the university i wanted all of them to build that first and had to visit them one at a time.
i used to be able to select multiple cities in the domesic advisor(F1) and alter what they where building there
Select each of the cities you want to change by shift-clicking each city bar. Then you can use the standard ways of adding buildings (or units etc.) to the queue of all selected cities. In this case click (brain just went blank) alt or cntl to add the University to the head of all queues. This is the standard BtS way, by the way :D ie you can do this in vanilla or any mod (in theory).
 
My plan is to replace the word "Era" with a small icon that change with the era, so one unique icon per era.

I've got a few icons for you Toffer. The archive contains the DDS files.
 

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I also feel that maybe slavery went from being an overpowered mechanic to a quite underpowered mechanic, some of the debuffs that slave specialist have are quite severe (such as the -:culture: and -:gp:), and while I understand that certain traits (such as Grim, +2:gold: per settle slave), civics (such as caste system or capitalist labour- +1:gold: per specialist) and wonders can still make slaves an excellent asset to have and slavery can be a good strategy early on. However, I feel like that is way too short-lived, because you start getting penalised for having the slavery worldview as soon as you research some Medieval tech, let alone once you can build factories and steel mills.
I am not so sure about this point, because certain players can surely feel that slavery is still an overpowered mechanic.
Maybe I'm wrong because I still remember back into v35/v36 when slaves gave a +10:food:/:commerce:/:hammers: bonus each (instead of just +8) and the only penalisation for having the slavery worldview was an unhappiness debuff with certain civics (such as a "marxism" in the society category giving a +5:mad: debuff) or religions (zoroastrianism), so, as soon as you had a happiness surplus you used to be able to own hundreds of slave specialists until the very end of the game. Needless to say, back then, this was EXTREMELY overpowered.
So, maybe I am wrong.
Interesting discussion. I'm not sure what you're actually arguing for. I still think it's very strong but introduces challenges. The goal is to make it equal, though different, to playing without it.

Overall, I like the wasted food mechanic, but I have noticed that it can impact the development hugely because development depends heavily in how fast population do grow, and now, the date not only is innacurate, it makes no sense, in my game the most advanced AI around me entered Ancient Era at around the year 900AD.
Cities are smaller than ever, and while this can also be caused by the slavery "nerfing" (having food settled slaves is not as tempting as it used to be) this is not just me, AI's cities are also smaller. The development is SO slow that I am starting to consider just spamming food merchant units, which is basically turning :hammers: into stored :food:.
Other side effect of the food mechanic is that :health: is no longer relevant or at least not as relevant as it used to, you can settle near marshes and flood plains as recklessly as you want while having net :health:, you can chop down all the forests around you while having net :health:, Great Doctors are quite useless now and sometimes I even let the disease property run out of control in purpuse so I can save up some :gold: for later.
Yet another side effect of the food mechanic is that now hunting is even more important in early game (I like this, I am not complaining, just pointing it out) because hunting isn't adjusted by the wasted food mechanic, hunting can get you tons of stored :food:
Food waste has always been present - food was just so easily accumulated you weren't even noticing it. Yes, it operates a little differently than it used to in its formula. But the main difference here is that the more pop you have, the more food each pop eats. Yes, this cuts down on city sizes a lot. We are also aware that the properties may be a little too easily managed at this point (though you will notice that difficulty has a big role in whether they are actually easily managed or not.) And yes, food accumulation does matter much more, which was exactly what we wanted.

As for development, civic changes have also had a major impact on development speeds and the calendar hasn't yet been updated to that quite as accurately as it could be - civics are still under development though so it should wait until that's settled. You may also find that the path you take in the tech tree regarding civic access is much more important than it once was. I'm not sure how much the AI knows that yet but it should be pretty adaptive if its working as I understand it's supposed to.
 
Anq wrote:
10877 (Branch only)
Branch: Easier way to do Religion and Corporation sorting by TGA index.
10878
[reverted] Merge revision 10877 from branches/newXMLLoadUtility: Easier way to do Religion and Corporation sorting by TGA index.
10879
[reverted] (Also a simpler function to sort civilization and leader infos alphabetically in the XML Loader class.)
10880
Revert change from last revision back to 10878. Sorry.
10881
  • Revert to 10872. Sorry again.

I bet you are learning now by leaps and bounds. More power to you. ;)



 
In BUG the Option Terrain Damage, since moving over to PPIO for me, is On by Default. Would like to know why it was set to this.

Also why does Classical Lifestyle give a Free Tech to the 1st player to reach it? The AI on all the Handicaps above Monarch will always get the free Tech. It's my opinion that none of the Lifestyle Techs should give Free Tech for getting there 1st.

Also when did accepting another Civ's Religion at their request throw you into Anarchy (3 turns for Emperor Handicap)? Especially if you had no Religion any way.
 
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Would like to know why it was set to this.
Goes back to Hydro I think. I dont' like the option myself and have to turn it off every time I reset, that and dynamic xp gotta go.
It's my opinion that none of the Lifestyle Techs should give Free Tech for getting there 1st.
All of them do. It's to setup the choice to race for the era breakthrough and all the changes that come with it which could well make progress slower afterwards VS consciously not trying to beat others there and letting someone else get the free tech instead. A strategic quandry with each era opening. You may be also accessing higher amounts of education benefit being possible, but at the same time you're also making each population require an additional education source to balance things out so you could plummet in education because you hit a new era.
Also when did accepting another Civ's Religion at their request throw you into Anarchy (3 turns for Emperor Handicap)? Especially if you had no Religion any way.
Changing religion, whether at the request of another civ or not, has always led to anarchy time... maybe not as long as it can now cost - was once only 1 round to switch religions always. Now it CAN be that short or less depending on the traits and buildings modifying the length of time in more numerous ways. But at the heart of the question, "When did agreeing to a religion change during diplomacy cause anarchy?" The answer is Vanilla CivIV and since. The Spiritual trait negated all anarchy in Vanilla BtS.
 
Select each of the cities you want to change by shift-clicking each city bar. Then you can use the standard ways of adding buildings (or units etc.) to the queue of all selected cities. In this case click (brain just went blank) alt or cntl to add the University to the head of all queues. This is the standard BtS way, by the way :D ie you can do this in vanilla or any mod (in theory).
a recent change to the interface has deactivated this in my games the F1 list of cities now covers the entire screen and i cant see the option to change the buildings in a city anymore.
The interface that was recently added as default is a lot faster at other places expecialy when adding multiple buildings to a city where they stay in place unless you build a religious building.
 
Have been playing a deity difficulty game with as goal a war with WW1/WW2 tech so i am not attacking the 2 strongest AI's till then.
Gold is a lot harder to manage with the recent civic changes my income is stil low enough that i cant buy all techs the AI's offer(the first thing i spend gold on). The strongest AI are also still ahead in tech at the moment(i recently researched banking)
The breeding pairs donkey/horse are probably to powerful they are really cheap to build and can add carnivals to cities making the tamed horse/donkey not worth building unless you need their greater speed(tamed animals can get the fast march status, breeding pairs cant).
 
a recent change to the interface has deactivated this in my games the F1 list of cities now covers the entire screen and i cant see the option to change the buildings in a city anymore.
The interface that was recently added as default is a lot faster at other places expecialy when adding multiple buildings to a city where they stay in place unless you build a religious building.
On the main map shift select the cities not in F1
 
Changing religion, whether at the request of another civ or not, has always led to anarchy time... maybe not as long as it can now cost - was once only 1 round to switch religions always. Now it CAN be that short or less depending on the traits and buildings modifying the length of time in more numerous ways. But at the heart of the question, "When did agreeing to a religion change during diplomacy cause anarchy?" The answer is Vanilla CivIV and since.
Well I do not think that accepting a neighbors Religion as your own, When you don't have Any religion at all, should have Any Anarchy time associated with it. Especially when that religion is creeping into your empire And the AI Wants you to accept it. And you agree to do so. Just flies in the face of reason to me. Would like to see a change here.

The anarchy time for Handicap And for GS seems to need adjustments imo. Normal GS coupled with Emperor Handicap and getting hit with 3 turns of Anarchy, just feels out of place for the Level and Speed.

As a side note to this, switching Civics Is a much more weighed situation for the Player when considering changing the Civics offered. Don't think it really matters to the AI though. Just an observation.
 
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