Caveman 2 Cosmos (ideas/discussions thread)

One thing that I think that should be changed is how AI regards the dead-end religion techs after they've been researched. Currently you can research the tech and then trade it for $$$ or other techs at the same value as the other techs. I find it unreasonable and a bit unbalanced as you can get quite a bit of value from trading the now useless tech away. Could it be possible to change the AI's appreciation of the religion techs for trading purposes?
 
Key part and word of that Wikipedia:
"During proprietary rule, the Bahamas became a haven for pirates, including the infamous Blackbeard."

If you read about Blackbeard it starts off by telling you:
"Edward Teach (c. 1680 – 22 November 1718), better known as Blackbeard, was a notorious English pirate who operated around the West Indies and the eastern coast of the American colonies."

Cheers

Well thats what i get for not reading, i guess thats why back in school i got 4 F's in Geography, and passed:p
 
One thing that I think that should be changed is how AI regards the dead-end religion techs after they've been researched. Currently you can research the tech and then trade it for $$$ or other techs at the same value as the other techs. I find it unreasonable and a bit unbalanced as you can get quite a bit of value from trading the now useless tech away. Could it be possible to change the AI's appreciation of the religion techs for trading purposes?

This is being discussed and Koshling is asking for savegames that illustrate it. So he can hopefully fix it.

JosEPh
 
Speaking of Pirates would this flag look better or leave the new one i found in there?

I made you better pirate icons based on the one on the right. You current button has weird white spots that look bad on a flag. Here are the files I gave you before. Note this way WAY back when you first put in the Arsonist unit (4/9/2011).
 
I made you better pirate icons based on the one on the right. You current button has weird white spots that look bad on a flag. Here are the files I gave you before. Note this way WAY back when you first put in the Arsonist unit (4/9/2011).

Thx will take a re-look?? (Edit thx alot better, but the "white spots" are just part of the "torn" map it sits on, JFYI.)

btw on the Promotion Banditry, see attached.
 
A picture/screen shot will show what you mean and give us modders something to work with. ;) There are a lot of buildings and maybe it is not a problem on our rig because we are used to what is there. A screen shot showing the problem and a list of offending buttons would be even more help. Without it who knows what to change.

I gave this a second look see, albiet I'm only 5% through the game, and it's only the Healers Hut that appears to me this way. My eyes tend to pass over it presuming it's not available because of its natural coloring. It hasn't been a big deal to my game as I randomly started with Russia/Peter and haven't ever been in an unhealthy state. It's usually a case of: Maybe I should build a Healer -> Why can't I build one? Oh, no Hut? -> Oh it sorta looks like I can't build the hut yet.

Related Question: On all the Let's Play C2C videos I've seen there is the random event regarding experimenting on a plant (with the Health for Pop choice). I've got a level 4 city, just got Tibalism and haven't encountered that. Did it get removed and compensated with the Childbirth Hut (which I noted was new) and other buildings? If so then I approve, because there's a huge difference if you get that event before or after your grow (the pop loss is a huge huge cost).
 
My apologizes up front if this suggestion/question belongs in another thread. I'll move it there if told to do so.

In some of these threads I read about the Housing levels issue and people unknowingly/needlessly replacing various housing Huts (e.g. Bone Huts with Grass Huts). So I was diligent about avoiding that situation. However, after I stopped playing last night it occurred to me that I might've done it anyway... Presuming Animal Hide Tents is another Level 1 Housing structure.

If possible I'd suggest modifying the descriptor text, particularly the hover blurb, adding "Housing Lvl 1". That way people replacing a 1 Hammer 2 Commerce building with another might occur less.

Optionally, let me be a little more radical. Why not just simplify (I know: Heresy!) and just have one building called 'Huts' (and in the pedia mention all the different types).
Huts: 1 Hmr & 1 Com; Descriptor: '<yada, yada> Housing Level 1'; Preq: Any 1 of <list>; +1 Com with any 1 of <shorter list>; +1 Com with Stone.

That would get you up to the best level 1 house (1 Hmr & 3 Com) if you had multiple materials to build the huts out of. This also has the advantage of KISS.
 
Related Question: On all the Let's Play C2C videos I've seen there is the random event regarding experimenting on a plant (with the Health for Pop choice). I've got a level 4 city, just got Tribalism and haven't encountered that. Did it get removed and compensated with the Childbirth Hut (which I noted was new) and other buildings? If so then I approve, because there's a huge difference if you get that event before or after your grow (the pop loss is a huge huge cost).

Random events are JUST that, random, sometimes you might not even get 2 in a complete game up to medieval Era, sometimes you might get 10, like it says "random." Sometimes i dont even get any:sad: by then.
 
Random events are JUST that, random, sometimes you might not even get 2 in a complete game up to medieval Era, sometimes you might get 10, like it says "random." Sometimes i dont even get any:sad: by then.

I have also gotten that event EVERY game of C2C i've played. It's weight really should be reduced.
 
Related Question: On all the Let's Play C2C videos I've seen there is the random event regarding experimenting on a plant (with the Health for Pop choice). I've got a level 4 city, just got Tibalism and haven't encountered that. Did it get removed and compensated with the Childbirth Hut (which I noted was new) and other buildings? If so then I approve, because there's a huge difference if you get that event before or after your grow (the pop loss is a huge huge cost).

If I remember correctly, it requires an unhealthy city to fire. If you don't have an unhealthy city you wont get it.

My apologizes up front if this suggestion/question belongs in another thread. I'll move it there if told to do so.

In some of these threads I read about the Housing levels issue and people unknowingly/needlessly replacing various housing Huts (e.g. Bone Huts with Grass Huts). So I was diligent about avoiding that situation. However, after I stopped playing last night it occurred to me that I might've done it anyway... Presuming Animal Hide Tents is another Level 1 Housing structure.

If possible I'd suggest modifying the descriptor text, particularly the hover blurb, adding "Housing Lvl 1". That way people replacing a 1 Hammer 2 Commerce building with another might occur less.

Optionally, let me be a little more radical. Why not just simplify (I know: Heresy!) and just have one building called 'Huts' (and in the pedia mention all the different types).
Huts: 1 Hmr & 1 Com; Descriptor: '<yada, yada> Housing Level 1'; Preq: Any 1 of <list>; +1 Com with any 1 of <shorter list>; +1 Com with Stone.

That would get you up to the best level 1 house (1 Hmr & 3 Com) if you had multiple materials to build the huts out of. This also has the advantage of KISS.

I am sure that you can't replace a higher building with a lesser one. You may queue them but when it gets to the lesser building it sees that you already have the higher one and skips it.

I have also gotten that event EVERY game of C2C i've played. It's weight really should be reduced.

Stop building cities in unhealthy spots and you wont get the event.:mischief:
 
In some of these threads I read about the Housing levels issue and people unknowingly/needlessly replacing various housing Huts (e.g. Bone Huts with Grass Huts). So I was diligent about avoiding that situation. However, after I stopped playing last night it occurred to me that I might've done it anyway... Presuming Animal Hide Tents is another Level 1 Housing structure.

If possible I'd suggest modifying the descriptor text, particularly the hover blurb, adding "Housing Lvl 1". That way people replacing a 1 Hammer 2 Commerce building with another might occur less.

If you look in the Civpedia under Building Upgrades you can see what building upgrades to what building.
 
How about a random event or even better a quest to get your leader an additional trait?

Make the Vassalage of civ's renewable, like peace treaty or trades. if they ask you to let them become your vassal, it is only for a set time and either one of you can end it after that time is over. If capitualtion, then you have to option to renew it or release them after the peace treaty. Like Germany and Japan after WW2, they were released after a time, but Poland and Hungary were not.

Was that idea to make all free promotions giving by buildings changed so that any unit that moves through the city gets that free promotion? If not, what do I need to change to get that in my game?

How do I make a module of my own little tweeks and changes so I don't have to go into xml and change a dozen different things for every version? These are just changes I have made for my own, that I feel I would like.
 
Was that idea to make all free promotions giving by buildings changed so that any unit that moves through the city gets that free promotion? If not, what do I need to change to get that in my game?

Not sure who is doing it at the moment.

How do I make a module of my own little tweeks and changes so I don't have to go into xml and change a dozen different things for every version? These are just changes I have made for my own, that I feel I would like.

1) Create a folder in the Assets/Modules folder. Eg Assets/Modules/Charlesb96

2) Add that folder to the MLF file in the Modules folder. Make sure it is the last one.

3) Put just your changes in the new folder by:-

3.1) copy the files you change into that folder. Remove any entries you are not changing.

If you are not setting values to zero or their default values then remove excess tags from those files you are changing. IE only keep the identifying ones at the start of the object and the tags you are changing.

If you are setting values to zero or default values then you need every tag and the force overwrite tag the last is set to 1.

3.2) copy all the needed schema files into that folder. Rename them so the prefix is the same as the folder eg C2C_CIV4UnitSchema.xml becomes Charlesb96_CIV4UnitSchema.xml

3.3) change the name of the schema file in all for the other XML files.

You can combine all files of the same type eg BuildingInfos files into one file
 
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