Caveman 2 Cosmos (ideas/discussions thread)

With the MULTI_FEATURE_MOD it might be better to have mines as features (if we have any graphics for mines, that is).

Wouldn't the easier/better way to go about that be to make them 'invisible' (this is a whole 'nother issue on that matter) Improvements and open up the ability to have multiple overlapping, even possibly promoting, improvements on a given plot?
 
With the MULTI_FEATURE_MOD it might be better to have mines as features (if we have any graphics for mines, that is).

Mines move, can features? The reason that mines move is because Civ IV does not understand any transport except water transport. So the mines need to move to the intended plot and then activate themselves. It also allows you to have special resource and building requirements for building mines. They don't get XP but they do upgrade.
 
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.

I'd LOVE this but I wouldn't want to replace tunnels with it as they should differ on a number of accounts. However, I'd be very pleased to put both of those issues on my list (which I am compiling right now ironically enough ;) )
 
I'd LOVE this but I wouldn't want to replace tunnels with it as they should differ on a number of accounts. However, I'd be very pleased to put both of those issues on my list (which I am compiling right now ironically enough ;) )

They would only "replace" tunnels where appropriate. They can be built before tunnels and can only go over one plot of coast between two land plots. Very useful for joining the ends of a bay? Of course it may cause some problems if you join two continents together this way.
 
They would only "replace" tunnels where appropriate. They can be built before tunnels and can only go over one plot of coast between two land plots. Very useful for joining the ends of a bay? Of course it may cause some problems if you join two continents together this way.

Yeh. Things that join areas (aka landmasses) are highly problematic. The code would either have to go through and retag everything with new area ids (and objects), or some AI work would be needed to let the AI know that the areas are pathable between by land units (in quite a lot of places actually and rather subtly, so I don't recommend the second option)
 
speaking of bridges, IMO bridges over rivers should be a worker improvement and not appear and disappear then appear again, just because one civ has the tech and another does not. The Brooklyn Bridge, London Bridge, The Golden Gate Bridge, do not disappear behind me if the army following me does not have the right tech.
Just like roads, bridges over rivers are there for everyone to use. and just like roads, they can be pillaged and (better yet) air bombed. U.S. bombed every bridge in Europe during WW2.
 
speaking of bridges, IMO bridges over rivers should be a worker improvement and not appear and disappear then appear again, just because one civ has the tech and another does not. The Brooklyn Bridge, London Bridge, The Golden Gate Bridge, do not disappear behind me if the army following me does not have the right tech.
Just like roads, bridges over rivers are there for everyone to use. and just like roads, they can be pillaged and (better yet) air bombed. U.S. bombed every bridge in Europe during WW2.
Another great reason to install the rivers in center of tile mod (but there's still a lot of interesting considerations as to how we should go about that there.)
 
I m playing a game in late-prehistoric/Ancient era (before archery).
Every civ build ONLY Atl-Atl : the only units with 4 in power and we have no units or promotion anti-archery units (except dogs, but it's an animal unit...).
Maybe put cover promotion a little earlier (when you can build Atl-Atl)
 
I m playing a game in late-prehistoric/Ancient era (before archery).
Every civ build ONLY Atl-Atl : the only units with 4 in power and we have no units or promotion anti-archery units (except dogs, but it's an animal unit...).
Maybe put cover promotion a little earlier (when you can build Atl-Atl)

Or make the Atl-Atl Strength 3? I think I suggested that a while ago and it was ignored, might be time to revisit it.
 
Or make Stone Axe/mace have a a +25% vs archery?

JosEPh
 
Or make Stone Axe/mace have a a +25% vs archery?

JosEPh

:hmm: I dont know about this one, it would take along time for a land unit to catch up to an archer that is at least a football field away without getting killed first??

I believe TB has the Archer Bombardment working again (good), but now WE need something like that for siege weapons to take out ships in water or give them a better percentage when doing so?? I believe they are set on 1 tile when it should be 2 tiles for water units being hit.
 
We used to have a shield promo/event upgrade that aided against archers. What happened to that?

Seige weapons/canons/artillery also once upon a time could bombard from shore to naval units on coastal tiles. And vice versa too. What happened to it?

JosEPh
 
We used to have a shield promo/event upgrade that aided against archers. What happened to that?

Seige weapons/canons/artillery also once upon a time could bombard from shore to naval units on coastal tiles. And vice versa too. What happened to it?

JosEPh

Good point. Greek phalanxs were historically developed to allow overlapped shields to defend against bombardment by arrows I believe.
 
We used to have a shield promo/event upgrade that aided against archers. What happened to that?

happened in my last game;)

Seige weapons/canons/artillery also once upon a time could bombard from shore to naval units on coastal tiles. And vice versa too. What happened to it?

JosEPh

I think this needs "Naval Bombardment" turned on in BUG. It is a 2-way thing iirc.
 
I don't remember seeing it in the BUG Options screens. Guess I need to look harder?

JosEPh
 
I don't remember seeing it in the BUG Options screens. Guess I need to look harder?

JosEPh

You are right the "Naval Bombardment" option has gone:confused:

@StrategyOnly, you wanted the "Great Statesman" (also called "Diplomacy" but not OV's "Diplomat" mod) mod merged into C2C. It conflicts with my "Extended Diplomacy" mod so I will merge what I can from "Great Statesman" into "Extra Diplomacy". I have the basics merged but I am not getting the buttons for some reason. Next I will be working on the missions. The problem I a having there is that the text says "improve relations" and "cause peace" but the code says earthquake and tsunami.:scan:
 
You are right the "Naval Bombardment" option has gone:confused:

@StrategyOnly, you wanted the "Great Statesman" (also called "Diplomacy" but not OV's "Diplomat" mod) mod merged into C2C. It conflicts with my "Extended Diplomacy" mod so I will merge what I can from "Great Statesman" into "Extra Diplomacy". I have the basics merged but I am not getting the buttons for some reason. Next I will be working on the missions. The problem I a having there is that the text says "improve relations" and "cause peace" but the code says earthquake and tsunami.:scan:

This statesman sounds more like a Mage to me:lol::p:D:crazyeye:
 
Good point. Greek phalanxs were historically developed to allow overlapped shields to defend against bombardment by arrows I believe.

Which is why a tag for increasing defense against this type of attack is near on my 'list'. I'm thinking shields here. And other forms of armor of course...

Once I do that, I'll address these:

but now WE need something like that for siege weapons to take out ships in water or give them a better percentage when doing so?? I believe they are set on 1 tile when it should be 2 tiles for water units being hit.
Seige weapons/canons/artillery also once upon a time could bombard from shore to naval units on coastal tiles. And vice versa too. What happened to it?

The adaptation for bombard for siege to hit units in the water would take the same coding knowledge I need to sort out the tunnel issue so that's easy enough sorted out soon.

An adaptation to Archery Bombard would be very easily achieved for Naval Bombard so I'll put both of these tasks on my 'list' as well.
 
Back
Top Bottom