Caveman 2 Cosmos (ideas/discussions thread)

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- When you discover Andeanism mid-Ancient era, you can't build missionaries until much later (early Classical era) since they require Monasteries, which are unlocked by Meditation. You have the same issue to a lesser extent with Shinto, Judaism and a few others; earlier religions (Druidism, Tengriism...) are not affected since they work differently.

It's not really a bug or even a balance issue, but it's a bit confusing, it feels like a trap to research then convert to Andeanism...

Monotheism, late ancient, allows the civic State Church and you can build missionaries without monasteries.
 
I am using dynamic xp and the slowest game speed, as well as the option of slower times for everything. And after 800 game turns, that unit has 900+ xp now. it is getting attacked by 4 to 6 animals at a time, none of which kill him or really die themselves. Sometimes one of the attacking animals will die, but soon is replace by another.

Sounds like Unlimited XP really needs a cap. And animal retreat needs toned down. Especially on the slower game speeds.

The modders say the Mod is being balanced for Snail speed. But all my playing indicates it has more balance on Normal thru Marathon (with Epic the best) speed than Snail and slower.

JosEPh
 
The problem is that Dynamic XP is giving exp for things it should not. Unless a unit is killed combat units (except siege) should not get exp from a combat.
 
Sounds like Unlimited XP really needs a cap. And animal retreat needs toned down. Especially on the slower game speeds.

The modders say the Mod is being balanced for Snail speed. But all my playing indicates it has more balance on Normal thru Marathon (with Epic the best) speed than Snail and slower.

JosEPh

Well... it's an exploit. But how much does it really serve to exploit? And sounds pretty easily solved by the intended improvements in animal AI (so that they wouldn't all be bloodthirsty like this.)

Also... it seems odd that the unit who's opponent has withdrawn from is getting xp. I'll have to look but I THINK this may be an issue with Dynamic XP. Only the withdrawing unit should gain xp and it should also be nowhere near a full point. Either that or it's that the point is divided between the two based on the difficulty of the withdrawal. I dunno... I'll have to review the code again on that. It's not the easiest section to work with and get right all the time.

What's the breakdown of xp awards by battle looking like in these cases charles?
 
Right now, if the attacker withdraws, the defender gets xp, about 0.2 to 0.35. If the defender withdraws, still only the defender gets xp. The attacker only gets xp for a kill. I think we may have to go back to the cap of xp from animals again and make the unlimited xp just for barbarians. I get between 1 and 2 xp every turn because my unit is getting attacked by 5 or 6 animals at once, everyone surviving, the attackers constantly withdrawing. Now if animal attackers would be able to get xp just for surviving, and promotions, I am NOT going to leave my unit out there long, to eventually face an animal with +400% against me. That would stop that exploit.

In Rhys, there are 3 different "barbarians". There is barbarians, native and independent. The independent is represented here by the minor Civs, but perhaps a Native minor civ that can never grow into a regular civ?
 
In Rhys, there are 3 different "barbarians". There is barbarians, native and independent. The independent is represented here by the minor Civs, but perhaps a Native minor civ that can never grow into a regular civ?

I can never figure out how the minor civ stuff works??
 
if the attacker withdraws, the defender gets xp
That's the problem... the attacker is the unit that should be getting the xp. I'll look into that.
 
My spiked club man has 33.65 xp. He is attacked by a duck, a cobra, a viper, and an oxpecker. Everyone survives, the attackers all withdrawing. Next turn my unit has 35.21, a gain 1.56 for surviving those 4 attacks, or an average of 0.39 per attack. the next turn he has 36.35, a gain of 1.12 but killed the cobra. Repeat this for 400 to 600 turns, see what kind of OP unit you get.
 
Well right... that's why it was supposed to be the attacker... I must've just incorrectly directed the xp towards the defender when an attacker withdraws.
 
Well right... that's why it was supposed to be the attacker... I must've just incorrectly directed the xp towards the defender when an attacker withdraws.

The defender should get xp for surviving, but the attacker should also. A unit should get xp for successfully doing an archer bombard or a siege unit bombard as well. And for surviving a bombard.
 
TB added an option that makes more XPs needed for level-up. This may help to alleviate the "too-well promoted and overpowered units" problem.


@SO
Shouldn't CIV4EraInfos.xml be modified to hear added Medieval-era musics in game?
 
TB added an option that makes more XPs needed for level-up. This may help to alleviate the "too-well promoted and overpowered units" problem.


@SO
Shouldn't CIV4EraInfos.xml be modified to hear added Medieval-era musics in game?

:lol:I knew i forgot something, DUH :blush::hammer2:
 
The defender should get xp for surviving, but the attacker should also. A unit should get xp for successfully doing an archer bombard or a siege unit bombard as well. And for surviving a bombard.

You've already, in play, shown a convincing reason not to have the defender gain any xp when a unit withdraws from it.

Archer bombard should be disabled.

XP has been assigned to Ranged Assault but I'm not sure if it has been for City Bombard.
 
Great Diplomat mod in now incorporated into AND
Does any modder has plan to merge this mod code from AND?

I remember that DH worked at this some time ago.
 
Ok

I noticed also a new zRoutes modcomp in version two. It allows to restrict unit movement's to particularly route types only. We can use it for railroad artillery. What tho you think about that?

Zroutes 2 is in last thread page in modcomps section.
 
Ok

I noticed also a new zRoutes modcomp in version two. It allows to restrict unit movement's to particularly route types only. We can use it for railroad artillery. What tho you think about that?

Zroutes 2 is in last thread page in modcomps section.

Also currently balloons get a movement bonus from roads and they really shouldn't.;)
 
The ability is called bFlatMovement to ignore roads and terrain modifiers. The reason it was removed as a stock ability of bFliesToMove was because when you group units with those units that have a bFlatMovement it makes it difficult for the group to determine a reasonable path.

But you're right... it SHOULD be a part of bFliesToMove imo and if that makes it tough to group units with the ability with those without and have a reasonable path it's probably easily worked around by players... it's the AI I'm concerned with. If I could understand pathing a bit better it MIGHT be possible to get the group to consider pathing as if it was considering it for the units in the group that DON'T have bFlatMovement but I'm not up to that at the moment.
 
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