Caveman 2 Cosmos (ideas/discussions thread)

@Koshling

You done great job for the Civ community :) Thank you.

Do you plan anytime soon other improvements in AI and turn times?

I am not working on C2C currently Nimek (haven't been for about 9 months), so no, I have no further plans in that regard.
 
Pics 2 and 3 appear to be from somewhat earlier in the game. Was there a wonder in the city at that time? If not, that is why it is not showing up...

If you turn on the "all other buildings" value, 128, what I think you will get is some big empty plazas and fewer buildings showing up in the city. The reason for this is that most buildings in C2C do not have any model to put on the map, but the city building layout code doesn't skip the no-model buildings so it picks buildings to show and then shows them - which means it shows nothing but the underlying city texture in most cases, leaving an empty space in the city. It also sees that there are a ton of actual buildings in the city so it adds fewer of the generic buildings from the city set which leaves the city with fewer buildings showing overall (with 128 off most of the buildings you see are generic filler buildings from the city set it is using).

I can see 2 ways to avoid this.
1) Define models for a lot more of the buildings.
2) Modify the layout code to not pick buildings that don't have models defined for them, if it can avoid it. Probably also counting the buildings that have models instead of all the buildings in the city when determining what percentage of the city should be real buildings vs. generic buildings.

That is assuming my vague idea of how the city layout works is correct...

But i thought they were already designed that way??


<LSystem>LSYSTEM_1x1</LSystem>
<bAnimated>0</bAnimated>
<fScale>0</fScale>
<fInterfaceScale>0</fInterfaceScale>

<NIF>Art/empty.nif</NIF>

normal is like this:


<LSystem>LSYSTEM_3x2</LSystem>
<bAnimated>0</bAnimated>
<fScale>1.2</fScale>
<fInterfaceScale>0.9</fInterfaceScale>


We could try to change the code to filter all buildings with <fScale>0</fScale> or Art/empty.nif as NIF.
This should get rid of those emty spaces.
 
We could try to change the code to filter all buildings with <fScale>0</fScale> or Art/empty.nif as NIF.
This should get rid of those emty spaces.

If you're on the case on this one I'm going to back out of the investigation I was beginning to launch here on SO's request. I have no idea what all of this is for except that it has something to do with what buildings show up in the city, a subject upon which I could REALLY care less about (no offense SO) so I've NO familiarity with LSystem matters at all. I probably could do as Koshling suggested but I'd be doing so with some blindness as to what we're really involving ourselves with here so I wouldn't know how to check my own work.
 
If you're on the case on this one I'm going to back out of the investigation I was beginning to launch here on SO's request. I have no idea what all of this is for except that it has something to do with what buildings show up in the city, a subject upon which I could REALLY care less about (no offense SO) so I've NO familiarity with LSystem matters at all. I probably could do as Koshling suggested but I'd be doing so with some blindness as to what we're really involving ourselves with here so I wouldn't know how to check my own work.

One hour ago i did not know anything about this stuff but it really simple.
If you are still interested look at CvCity::getVisibleBuildings



@strategyonly

Filtering all buildings with <fScale>0</fScale> or Art/empty.nif as NIF seems to work but i have to sleep now i update the dll in the morning.
 
@strategyonly

Filtering all buildings with <fScale>0</fScale> or Art/empty.nif as NIF seems to work but i have to sleep now i update the dll in the morning.

OK i didnt see this before i PM'ed you, sorry.:blush:
 
About disabling modules, i tried disabling just the alt_timelines module, and i get a crash on startup. Something related to Art_info missing or something.
 
What is this all about??

<!-- Set to non-0 value to enable dynamic activation of unit graphics

entities (reduced memory usage and growth) -->
<DefineName>ENABLE_DYNAMIC_UNIT_ENTITIES</DefineName>
<iDefineIntVal>0</iDefineIntVal>
 
I know the culture bonuses are intended for random maps as well as pre-made. But looking through the list I think a few need changing as shown below.


Goth: Rubies. - ? Amber or gold.

Herero: Bison. - Cow. (They are traditionally herdsmen.)

Holy Roman: Incense. - ? Iron.

Mapuche: Wheat. - Corn.

Manchurian: Corn - Barley or Wheat.

Papuan: Potato. - Coconut. (They export them.)

Polish: Bison. - Horse. (Cossacks.)

Taiwanese: Papaya. - Tea. (There is a tea culture.)

Could you tell me which file I need to edit so I can make these changes.
 
Quick question, does building a clean electricity source building (fusion) remove dirty buildings like oil or coal?
 
I know the culture bonuses are intended for random maps as well as pre-made. But looking through the list I think a few need changing as shown below.


Goth: Rubies. - ? Amber or gold.

Herero: Bison. - Cow. (They are traditionally herdsmen.)

Holy Roman: Incense. - ? Iron.

Mapuche: Wheat. - Corn.

Manchurian: Corn - Barley or Wheat.

Papuan: Potato. - Coconut. (They export them.)

Polish: Bison. - Horse. (Cossacks.)

Taiwanese: Papaya. - Tea. (There is a tea culture.)

Could you tell me which file I need to edit so I can make these changes.

Many of these are already taken by other cultures. So they were given others. From what I remember.

Goth = Mushrooms - Because it was what was left and could be linked to Berzerker mushrooms I guess.

Herero = Bison - Because cow as taken so having water buffalo was close.

Holy Roman = Incense - For the whole ceremonial holy stuff. One of the rare cultures that use that resource in Europe.

Mapuche = Wheat - They are the rare South American civs that uses Wheat.

Manchurian = Corn - Also one of the Rare Asian cultures that grows corn.

Papuan = Potato. - For the Sweet Potatos they grow.

Polish = Bison. - For the only location of the European Bison (Wisent) in Europe.

Taiwanes = Papaya - Tea was already taken and they grow Papaya.
 
Why has the TURN TIMES now at a minimum of 10 times longer now:mad: than it used to be in Ancient Era, then into Classical????

In ancient era, you should be able to count, 1 one-thousand, 2 one-thousand, 3 one-thousand, 4 one-thousand, up to 5 and then it should be the next turn, no matter what. I am counting as much as 20-30 one-thousand:mad:

Was not like that before???

And this is withOUT Size matters and what ever else TB added, just think if i had those ALSO as options ON????:aargh:
 
Koshling and I agreed that there are no significant time differences since he left. But we also identified a major issue to be resolved in the naval ai coding that's causing some serious slowdowns (far more than all of the combat mod combined). Alberts and I are both aware of it so we'll both be looking into it at some point (maybe this would be a good shared branch project eh Al? lol) It's in a complex pain in the arse part of the code so isn't terribly inviting to work on.
 
Koshling and I agreed that there are no significant time differences since he left. But we also identified a major issue to be resolved in the naval ai coding that's causing some serious slowdowns (far more than all of the combat mod combined). Alberts and I are both aware of it so we'll both be looking into it at some point (maybe this would be a good shared branch project eh Al? lol) It's in a complex pain in the arse part of the code so isn't terribly inviting to work on.

Talking about working together, how about all projects going on STOP(with adding new stuff, except maybe the Nomad stuff), and lets work on the AI, more balancing, and error solutions??
 
@DH

5 to 10 seconds in medieval on gem or sem map?
 
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