Caveman 2 Cosmos (ideas/discussions thread)

Buying things is bit overpowered since we have a lot of gold in the game.
Now we have funny situation taht i can buy wonder that normaly will take me 100 turns to build it

Slevery civic is good at this point because you can buy things but you pay with your population so you want do this only in emergency cases

New buying buildings/units system
- take variable from population cost (name it popCost)
- take gold cost variable (name it goldCost)
- divide (goldCost/popCost) = costPerPop

if ((city population - busy population) > popCost){
buy entire building/unit
make some city population busy in next turn (popCost)
}
else{
buy only part of building (costPerPop * (city population - bussy population))
}

Used population to buy something will be busy in next turn so you will unable to use them again:

usablePop = city population - busy population

It will be more realistic because you cant buy things when you dont have access to enought workforce (gold is not all). This will reduce buying exploit strategy (used by me ;) )
 
Request:

1. Please have the 'pedia entries for the specific cultures, contain references (pictures/links) to the unique units and/or buildings.

That way you can get a quick idea on how high a priority of building the newely available culture is by seeing if the units/buildings are either far away on the tech tree or obsolete.


2. A toned down varient of Assimilation which just lets you keep whatever unique culture you capture without giving you access to all under the parent/core culture.
 
For 1 it is, more or less, already in there. The culture wonder produces the culture resource. Follow the link to the culture resource's page to see what units and buildings it allows. Not exactly as convenient, but that is because the wonder itself provides nothing but the resource not any units or buildings.

It's the same as how the rope weaver building only shows the rope resource, not the units the rope resource lets you build - you have to go to the rope resource page to see those.
 
For the first time I loaded up a Version 26 C2C game and experienced a graphics glitch, ill include a screen shot, any advice?


Also i have some suggestions (not sure if they have been implemented)

Great Scientist/Doctor = Galen

Unique building for Rome = Asclepion, +2 Health, +2 Happiness. Expires after the classical era.

Could you also add Irish and Welsh Civilizations?
 

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Just a idea for a late game concept for special forces/ partasian units. IEDs. Idea being you plant them in your own terratory on improvemnets. If a enemy army enters the tile you detonate it causing the unit damage. Downside is you lose the improvemnet.
 
For the first time I loaded up a Version 26 C2C game and experienced a graphics glitch, ill include a screen shot, any advice?

See the bugs subforum, Black tiles thread (I can't link, as the forums (or my connection to the forums) seems flaky at the moment).
 
Buying things is bit overpowered since we have a lot of gold in the game.
Now we have funny situation taht i can buy wonder that normaly will take me 100 turns to build it

Slevery civic is good at this point because you can buy things but you pay with your population so you want do this only in emergency cases

New buying buildings/units system
- take variable from population cost (name it popCost)
- take gold cost variable (name it goldCost)
- divide (goldCost/popCost) = costPerPop

if ((city population - busy population) > popCost){
buy entire building/unit
make some city population busy in next turn (popCost)
}
else{
buy only part of building (costPerPop * (city population - bussy population))
}

Used population to buy something will be busy in next turn so you will unable to use them again:

usablePop = city population - busy population

It will be more realistic because you cant buy things when you dont have access to enought workforce (gold is not all). This will reduce buying exploit strategy (used by me ;) )

I suggested something like this a long time ago, and the response was essentially "unless you can make this yourself, it's probably not going to happen". So, especially given all of the other unit changes coming down the pipeline, I suspect that this won't happen either anytime soon. Sorry about that.

I don't suppose you could simplify the solution, there are alot of posts to read through

There isn't really a surefire solution. Here is what I'd try first.

  • Reinstall Civ (not just C2C). Make sure you delete it's entire install folder manually before reinstalling,
  • Check your graphics drivers, not in windows, but on the manufacturers website, for updates.
  • Try checking to make sure that your .NET framework is up to date.
 
For the first time I loaded up a Version 26 C2C game and experienced a graphics glitch, ill include a screen shot, any advice?


Also i have some suggestions (not sure if they have been implemented)

Great Scientist/Doctor = Galen

Unique building for Rome = Asclepion, +2 Health, +2 Happiness. Expires after the classical era.

Could you also add Irish and Welsh Civilizations?

Look at my last post in the Black Tiles thread.
 
Just a idea for a late game concept for special forces/ partasian units. IEDs. Idea being you plant them in your own terratory on improvemnets. If a enemy army enters the tile you detonate it causing the unit damage. Downside is you lose the improvemnet.

There is a mine warfare mod by Orion Veteran which I was going to merge when it was written in Python. It has now been converted to dll so I can't merge it. As it says it has mines, land and sea.
 
There is a mine warfare mod by Orion Veteran which I was going to merge when it was written in Python. It has now been converted to dll so I can't merge it. As it says it has mines, land and sea.

I have (well used to) mine and trench and anti-tank mines i used to have in my old PC, that would take away XP and stuff if you landed on them, infact i used to even build a landmine field. But now i cant remember which MOD i made that did that?? It was all done i believe by XML
 
I have (well used to) mine and trench and anti-tank mines i used to have in my old PC, that would take away XP and stuff if you landed on them, infact i used to even build a landmine field. But now i cant remember which MOD i made that did that?? It was all done i believe by XML

OV has all the AI for the non-human players so they can use it too. ;) I only got as far as starting to do the terrain changes needed to convert the Python version.:(
 
OV has all the AI for the non-human players so they can use it too. ;) I only got as far as starting to do the terrain changes needed to convert the Python version.:(

Could one of the C++ modders and or C++ trainee's look in the dll (if the source code is available? Or is the python a bit too much also??
 
The only problem I as having with the python was converting the "mine this plot" mission which is similar to "sentry" but instead of waking up when a unit gets near by it explodes when a (enemy) unit enters the plot. IE the mission. I have not looked at it since we got the mission/outcome system.
 
The only problem I as having with the python was converting the "mine this plot" mission which is similar to "sentry" but instead of waking up when a unit gets near by it explodes when a (enemy) unit enters the plot. IE the mission. I have not looked at it since we got the mission/outcome system.

In my mod's they were only like resources, planted in certain areas by a worker i believe, i am still looking for that stuff, but no success.
 
In OV's they are units which gets over the problem with the terrain stuff.

@modders,
1) OV has published a "bridge" mod. It is SDK so can someone look at it to see if it can be merged. It would have to replace tunnels I expect.

2) The "Natural Wonders" mod has some new tags and SDK code which will need to be merged if we are going to include it in C2C.
 
In OV's they are units which gets over the problem with the terrain stuff.

@modders,
1) OV has published a "bridge" mod. It is SDK so can someone look at it to see if it can be merged. It would have to replace tunnels I expect.

2) The "Natural Wonders" mod has some new tags and SDK code which will need to be merged if we are going to include it in C2C.
With the MULTI_FEATURE_MOD it might be better to have mines as features (if we have any graphics for mines, that is).
 
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