Caveman 2 Cosmos (ideas/discussions thread)

Hey guys great mod, but i can't seem to enable archer bombard at all? I can select it in the bug screen in game, but it doesn't seem to actually give me the option anymore for my archers.

You got to bring that up in the Feedback for AND. But dont tell them its from this mod, thx.
 
Currently it should be completely disabled to place resources on existing ones. There is no special effects, you just can't place the resource. But I thought now that the unit which places the resources is so much more rare it can't be used much to scout hidden resources.

Resource placing should be more harder now, I'm not even sure if I reduced it too much. The great farmer is limited to one unit per player, it is quite expensive and the build consumes the unit.

Interesting idea, that players could get great farmers from researching farming techs.

It might be super expensive in the classical and medieval eras, but by the industrial era it's only about twice as expensive as a regular military unit. Even limited to 1 at a time, after 100 turns you could have pigs and potatoes at every city. I was just thinking not letting the player build Great Farmers until the transhuman era and giving them a set amount as the game progresses would prevent spam, and also level the playing field a bit so smaller civs would get the same help as larger civs.
 
Wow, I can't believe I didn't notice that before. I figured out it has something to do with how I made the icon by altering the base image, some sort of 'ghost' layer was left behind that Gimp didn't show. It only showed up on these because of the transparency. Here are the fixed versions:
 

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Great! Did you guys do anything to nerf/tweak the assassin line with this release?

Play the new version 8 then you tell me, hows that.


@C2C personnel:

I have found out that its the DLL that is causing the turn times to be soooo loooong.

I deleted about 80% of the modules and the turn times are still the same, so it can be only one thing, something telling the AI how to handle itself.:mad:
 
Ok just played a first game of v8, only got to mid-ancient era and I noticed the following.
  1. Paths now provide a movement boost as well as connect resources to city. I don't like the movement boost.:mad:
  2. Bison and Ivory are not being provided by scavenger camp. We discussed Bison and agreed it should but we did not discuss ivory. I will look into why bison is not being provided. What should I do about Ivory? If the scavenger camp is not going to provide ivory then it is better to build a seed camp on the spot instead.:(
  3. The icon for the subdued camel looks like a wolf at least on my machine does it on yours?
  4. The Chief's Hut is giving the correct hover over but the SA buildings Gov Pets etc aren't. I will have to fix that.
  5. I am not sure we have prime timber working right. I can't remember what Hydro said he wanted as bonuses with tech and I know I did not add it in.
  6. Shaman buildings can be built right away but Druid ones can't. Yet something else I need to look at.

I like only having a limited number of missionaries so I will be making all unlimited and then putting in a game option to limit them. can't do it the other way around, I tried.;)

Edit: I don't understand why the ancients could see deer but not see horses.
 
@C2C personnel:

I have found out that its the DLL that is causing the turn times to be soooo loooong.

I deleted about 80% of the modules and the turn times are still the same, so it can be only one thing, something telling the AI how to handle itself.:mad:

Ok then who has changed the DLL recently or should I say who has changed it since this has started? If you have an old DLL from past versions then we can compare what was added to slow things down right?

Ok just played a first game of v8, only got to mid-ancient era and I noticed the following.
  1. Paths now provide a movement boost as well as connect resources to city. I don't like the movement boost.:mad:
  2. Bison and Ivory are not being provided by scavenger camp. We discussed Bison and agreed it should but we did not discuss ivory. I will look into why bison is not being provided. What should I do about Ivory? If the scavenger camp is not going to provide ivory then it is better to build a seed camp on the spot instead.:(
  3. The icon for the subdued camel looks like a wolf at least on my machine does it on yours?
  4. The Chief's Hut is giving the correct hover over but the SA buildings Gov Pets etc aren't. I will have to fix that.
  5. I am not sure we have prime timber working right. I can't remember what Hydro said he wanted as bonuses with tech and I know I did not add it in.
  6. Shaman buildings can be built right away but Druid ones can't. Yet something else I need to look at.

I like only having a limited number of missionaries so I will be making all unlimited and then putting in a game option to limit them. can't do it the other way around, I tried.;)

Edit: I don't understand why the ancients could see deer but not see horses.

1. I agree that paths should only be for connecting up resources and NOT for improved movement.
2. Bison, Deer and Ivory should be available at the scavengers camp. But Ivory should not be "enabled" until "Bone Working" tech.
3. I have not seen it so I don't know.
4. Wait what? Is there a problem with the Chief's Hut?
5. I did not say any opinion on Prime Timber. It seems to work right if you have wood camp or lumber mill for enabling it for city vicinity buildings. I thought its benefit was like just some extra production or something.
6. Yeah I agree. Also its rather confusing that there is both Shamanism buildings and a shaman hut which is not related to the religion at all.
7. Yeah i like limited missionaries as well. However I think there is one religion that can only be spread via missionaries.
8. I think the horses are hidden because they are such a strategic resource. For instance it would be nice if iron was revealed earlier for the Hematite pit since its made from iron. However in doing so I think would break the game balance if you knew where iron was that early in the game. Same goes for horses.
 
Ok just played a first game of v8, only got to mid-ancient era and I noticed the following.
  1. Paths now provide a movement boost as well as connect resources to city. I don't like the movement boost.:mad:
  2. Bison and Ivory are not being provided by scavenger camp. We discussed Bison and agreed it should but we did not discuss ivory. I will look into why bison is not being provided. What should I do about Ivory? If the scavenger camp is not going to provide ivory then it is better to build a seed camp on the spot instead.:(
  3. The icon for the subdued camel looks like a wolf at least on my machine does it on yours?
  4. The Chief's Hut is giving the correct hover over but the SA buildings Gov Pets etc aren't. I will have to fix that.
  5. I am not sure we have prime timber working right. I can't remember what Hydro said he wanted as bonuses with tech and I know I did not add it in.
  6. Shaman buildings can be built right away but Druid ones can't. Yet something else I need to look at.

I like only having a limited number of missionaries so I will be making all unlimited and then putting in a game option to limit them. can't do it the other way around, I tried.;)

Edit: I don't understand why the ancients could see deer but not see horses.

Go ahead and change things the way YOU think they should be, but as far as Hydro's stuff i will leave that to him for discussion. The rest send to me, and i will take a look at my mess-ups ok, thx.


Ok then who has changed the DLL recently or should I say who has changed it since this has started? If you have an old DLL from past versions then we can compare what was added to slow things down right?

The looong turn times have been there since around Afforess starting messing with the AI way back in 1.73, he makes them have waaay to many decisions to make and it takes a ton of turn times for them to think what to do next, it usually happens from late Ancient Era to late Medieval Era, the worst.


If you look at what Vincent put out about memory test, AND 1.75 uses 3 times more memory than RoM 2.92.
 
Minor upgrade not save game good. Fixes
  • Bison and Ivory not provided by the scavenger camp
  • Druid buildings can be built as soon as you get the religion. Just like the Shaman ones can.
  • In subdue animals - governor's pets and menagerie give reduced revolutions just like they should have. Scouts can upgrade to Hunters if you have a hunting lodge.
 
@strategyonly

So i was looking through stuff and i found some bugs ...

1. The "Camel Rider" is named "Elephant Rider" for some reason.
2. Are you going to add the other Camel Units in the future or only the Camel Rider?
3. Yep the Subdued Camel looks like a Wolf. I can confirm this weird error.
4. Bandit's Hideout should require Cave Dwelling (I will fix this since its in my mod).

I also must say this mod even though I know we want to add a lot more really is quite epic already. I mean just counting the non-RoM and non-AND stuff we really added a lot so far. Great job everyone! I still can't believe that a civ4 mod could still be worked on after Civ5 came out and be really awesome! So thanks again everyone who has contributed to this mod.
 
@strategyonly

So i was looking through stuff and i found some bugs ...

1. The "Camel Rider" is named "Elephant Rider" for some reason.
2. Are you going to add the other Camel Units in the future or only the Camel Rider?
3. Yep the Subdued Camel looks like a Wolf. I can confirm this weird error.
4. Bandit's Hideout should require Cave Dwelling (I will fix this since its in my mod).

I also must say this mod even though I know we want to add a lot more really is quite epic already. I mean just counting the non-RoM and non-AND stuff we really added a lot so far. Great job everyone! I still can't believe that a civ4 mod could still be worked on after Civ5 came out and be really awesome! So thanks again everyone who has contributed to this mod.

1. I dont see how, look at the last three entries of this in the text folder: Prehistoric_CIV4GameText.
2. I just threw that in to pls you for now, but i will get to them, but i need an update on what you want ok, cause the old one doesn't still apply.
3. I haven't seen any so i can't confirm, yet.
4. ok

I agree, i wish they had the same flags as Civ4, i think the flag or what ever the heck they call them now is just plain stupid and RIDICULOUS. And the formation of more than three is also RIDICULOUS. With the higher quality of graphics i cant believe they have NON-static stuff in it either in the interface, looks cartoonish, also RIDICULOUS. Then changing of the format, RIDICULOUS. But i am glad they got rid of the stupid Gamefont.tga junk.
They need to take ALL the new Civ 5 personnel and FIRE THEM and replace them back with the old CIV 4 Team, YEAH>

Only thing i wish "we" had in Civ4 is the newer engine/core that drives the Civ5 system.

If anyone has any changes they want just do what DH just did in his above post and put them here, and i will take a look at them, thx all, i really appreciate your help/contributions.


@DH< were is that movement cost stuff you mentioned about the paths??
 
@DH< were is that movement cost stuff you mentioned about the paths??

I did not put that up because I thought you had deliberately changed them. I will add them with the next set of upgrades. So far:-
  • lemon farm is giving lemons with calendar not orchards
  • Horses are not being revealed with Equine Domestication. Still on Horseback riding.
  • Minor improvement fix with sedentary lifestyle (still testing this one)
  • Route fix.
  • Infinite missionaries for all religions.
 
I did not put that up because I thought you had deliberately changed them. I will add them with the next set of upgrades. So far:-
  • lemon farm is giving lemons with calendar not orchards
  • Horses are not being revealed with Equine Domestication. Still on Horseback riding.
  • Minor improvement fix with sedentary lifestyle (still testing this one)
  • Route fix.
  • Infinite missionaries for all religions.

Yeah, like i said, if "you" dont like it change it, if its for the better, and usually your ideas are alot better than mine.:blush:;)
 
2. I just threw that in to pls you for now, but i will get to them, but i need an update on what you want ok, cause the old one doesn't still apply.

Ok i will try here goes ...

Camel Rider
http://forums.civfanatics.com/downloads.php?do=file&id=14828

Cost: 60
Req Tech: Camel Riding
Req Building: Camel Farm
Req Resource: Incense
Unit Type: Mounted
Strength: 7
Movement: 2

Special Abilities
  • Immune to First Chance Strikes
  • Doesn't Receive Defensive Bonuses
  • Can Withdraw from Combat (15% Chance)
  • -20% City Attack
  • -50% Jungle Attack
  • -25% Forest Attack
  • +50% Desert Attack
  • Double Movement in Desert
  • No Terrain Damage from Desert
  • Upgrades to Camel Knight

-----

Camel Archer
http://forums.civfanatics.com/downloads.php?do=file&id=15632
OR
http://forums.civfanatics.com/downloads.php?do=file&id=15628

Cost: 60
Req Tech: Mounted Archery AND Camel Riding
Req Building: Camel Farm
Req Resource: Incense
Unit Type: Mounted
Strength: 7
Movement: 2

Special Abilities
  • 1-2 First Strikes Strikes
  • Immune to First Chance Strikes
  • Doesn't Receive Defensive Bonuses
  • Can Withdraw from Combat (20% Chance)
  • -50% Jungle Attack
  • -25% Forest Attack
  • +50% Desert Attack
  • Can Perform Ranged Attacks
  • Accuracy 60
  • Double Movement in Desert
  • No Terrain Damage from Desert
  • Upgrades to Camel Gunner

-----

Mamaluke (Arabian Unique Unit)
And then change the "Camel Archer" UU's name for the Arabian civilization to "Mamaluke" so we can tell what unit is what.

This makes them sort of like the Light Calvary and Horse Archer except not as good for some stats but better in other stats like the desert related ones. I hope there are models for both. I know at least the Camel Archer has a unit. he Camel Rider would have like a spear or sword I think.

In short same exact unit as before except its replacing the new Camel Archer unit that all civs can get instead of the horse unit it currently replaces.

-----

Camel Knight
http://forums.civfanatics.com/downloads.php?do=file&id=14868
Cost: 80
Req Tech: Armored Calvary AND Camel Riding
Req Building: Camel Farm AND Iron
Req Resource: Incense
Unit Type: Mounted
Strength: 10
Movement: 2

Special Abilities
  • Immune to First Chance Strikes
  • Doesn't Receive Defensive Bonuses
  • -50% Jungle Attack
  • -25% Forest Attack
  • +50% Desert Attack
  • Double Movement in Desert
  • No Terrain Damage from Desert
  • Upgrades to Camel Gunner

-----

Camel Gunner
http://forums.civfanatics.com/downloads.php?do=file&id=14832

Cost: 260
Req Tech: Steam Power AND Riffling AND Calvary Tactics AND Stirrup AND Camel Riding
Req Building: Camel Farm
Req Resource: Incense
Unit Type: Mounted
Strength: 26
Movement: 2

Special Abilities
  • Doesn't Receive Defensive Bonuses
  • Can Withdraw from Combat (30% Chance)
  • -50% Jungle Attack
  • -25% Forest Attack
  • +50% Desert Attack
  • Double Movement in Desert
  • No Terrain Damage from Desert
  • Upgrades to Gunship
 
What I am trying to do is get rid of a number of small bugs/problems. This is update 2, it is not save game safe. It is in addition to my update 1 but replaces some files in it also so you need to apply update 1 then update 2.

Fixes
  • Horses now reveled at Equestrian Domestication
  • Lemons now usable at Orchards
  • Minor "improvement" modification. A replacement for Wood Gatherer at Sedentary Lifestyle so that workers are not consumed when they build it.
  • Generalstaff's Super Spy fix - Scotland Yard gives espionage units XP
  • Unlimited missionaries for all religions
  • Fix The Great Mosque of Djenne so it reduces the costs of the "new" religion cathedral buildings also.
  • Routes fix. Paths don't give movement bonus and now they should display in the correct order for your workers.

I am expecting there to be one more of these. It will fix
  • Mines not removing forest/jungle - unless there are howls of protest
  • Subdue Animals "Naval Mascot" is giving the wrong promotion
  • barbarian animal units (dogs) can be captured as slaves

"We" should probably review all the terrain improvements and bonuses. There have been many changes and I think some are not quite as "we" wanted them.

Edit: Just looking at the war dog becoming a slave problem. The test is on bAnimal which only works for wild animals. The war dog's combat type is melee while the guard dog combat type is gun. SO are there any other animal units that should not be taken as slave and should they be captured instead? Should I add that part to a special part of Subdued Animals?

Edit2:Clarifications. ;)

1. Awhile ago I suggested some changes to the terrain improvements, mostly to do with making it so that workers would not have the stone age improvements for ever. No one commented on the ideas so I just changed the one that was bugging me. Now gatherers can build the "wood gatherer" and be consumed by it. At Sedentary Lifestyle "wood gatherer" is upgraded to "lumberjack" which can be built by the worker without consuming them. Both improvements provide +1 hammer in forest and the prime timber resource.

2. War dogs becoming slaves problem. This is in the capture slaves component. I have changed it so that wild and subdued animals are not considered since that is done in the Subdue Animals mod. the two other animal units I know of are "War Dogs" and "Guard Dogs" I have stopped them being captured as slaves but need to know if they should be captured as something else or not.

One thing that has bugged me about the capture slaves mod is that there is no chance of capturing slaves while attacking a city but only if you raze the city. This is annoying when there are 10 defenders;). Should it be modified to give a slim (5-10%) chance of capturing a defending unit as a slave or is this just wrong?

Edit3: BTW some of the SA buildings are useless if War Dog and Guard Dog are nit animals.
 
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