Caveman 2 Cosmos (ideas/discussions thread)

This is exactly how i thought it works at the moment. MovementCosts should be calculated per group and not per unit. The group can either evaluate all it's children to get the weakest member or return a cached value.

1. I hope you're not saying that when any unit in the group has finished its movement, all the other units' remaining movement should be taken away.

2. Of course I'm i(D)LLiterate:mischief:, but I'm surprised that the AI uses grouped movement at all. Surely that's a convenience for human players, who can't move 999 individual units in a heartbeat like the computer can. How does it [the AI] benefit from using it [stacked movement]?
 
1. I hope you're not saying that when any unit in the group has finished its movement, all the other units' remaining movement should be taken away.

2. Of course I'm i(D)LLiterate:mischief:, but I'm surprised that the AI uses grouped movement at all. Surely that's a convenience for human players, who can't move 999 individual units in a heartbeat like the computer can. How does it [the AI] benefit from using it [stacked movement]?

1. No, they should not be taken away that was never part of the discussion. The discussion was about the internals of the movement cost calculation. Internally every unit is in a group even if it is a single unit.

2. Why should the AI not use it? If it groups workers with units to defend them that is Ok for me.
 
Usually the AI considers all the units in a group to be operating under the same intentions so it wouldn't want to split them up to reform later just because some are faster than others. Particularly with army stacks where many faster units may well be under the protection of slower ones.
 
This was something I posted in the Bugs thread, but I thought it needed more attention.


When updating from the SVN, I would recommend you tell people to follow these steps.

1. Down load the latest SVN as normal.

2. If you have a previous version, i.e. "Caveman2CosmosPrev" delete it. (see below)

3. Rename "Caveman2Cosmos" to "Caveman2CosmosPrev".

4. Create a new folder "Caveman2Cosmos" .

5. Export SVN download to "Caveman2Cosmos" .

Simples:

I actually keep two versions:

"Caveman2CosmosPrev"
"Caveman2CosmosPrev2"

and delete and rename as necessary.

So in step 2:

Delete "Caveman2CosmosPrev2"..

Rename "Caveman2CosmosPrev" to "Caveman2CosmosPrev2".

Can save a lot of pain when you do something wrong. You can back track. 2 versions.
 
This was something I posted in the Bugs thread, but I thought it needed more attention.

Why do you export the local svn working copy to the mods directory?
It's much easier to play directly from a local svn working copy in the mods directory.
Updating it is really simple and if you want do go back to another revision you can revert to that revision.
 
Why do you export the local svn working copy to the mods directory?
It's much easier to play directly from a local svn working copy in the mods directory.
Updating it is really simple and if you want do go back to another revision you can revert to that revision.

Just a habit I picked up years and years ago. :crazyeye:

I would download something from the SVN, export it to another folder and then delete the SVN copy. The reason being the SVN version would take up a lot more space on the hard drive.

For instance the C2C SVN version is 11.9 GB. The exported version is 2.08 GB.

Of course, because C2C is being updated on a daily basis, I do not delete the SVN version. But old habits die hard. :)
 
Just a habit I picked up years and years ago. :crazyeye:

I would download something from the SVN, export it to another folder and then delete the SVN copy. The reason being the SVN version would take up a lot more space on the hard drive.

For instance the C2C SVN version is 11.9 GB. The exported version is 2.08 GB.

Of course, because C2C is being updated on a daily basis, I do not delete the SVN version. But old habits die hard. :)

To reduce the SVN size do a clean up from time to time with all boxes ticked. Makes loading logs or changing to an older version taking longer but most people don't need that.
 
To reduce the SVN size do a clean up from time to time with all boxes ticked. Makes loading logs or changing to an older version taking longer but most people don't need that.

Thanks. :goodjob:

Reduced the size from 12 GB to 4 GB.
 
Mountains are impassable until mountaineering. The natural wonders, Mt. Fuji, Mt. Sinai, Sugarloaf Mountain are also impassable. But Mt. Everest, the worlds tallest mountain is NOT impassable? This should be changed.
 
Mountains are impassable until mountaineering. The natural wonders, Mt. Fuji, Mt. Sinai, Sugarloaf Mountain are also impassable. But Mt. Everest, the worlds tallest mountain is NOT impassable? This should be changed.

In Assets\Modules\Natural_Wonders\NaturalWonder_CIV4FeatureInfos.xml, <bImpassable>0</bImpassable> should be changed to <bImpassable>1</bImpassable> in FEATURE_PLATY_EVEREST. Probably also for FEATURE_PLATY_KILIMANJARO.
 
Was not sure if this was a bug or not. Or something to be added to the todo list, because new items have been added (even a year or so ago :rolleyes:). So I decided to post here.

When in the city screen and deciding what to build next, there are a few buttons and filters to select.

If you select the button - "Show only buildings that provide military advantage."

It displays a few but not all. In my current game (Classical Age) in one city it displayed for instance: 'Military School' and 'Parade Grounds'.

How ever it did not display other buids that the city could produce - 'Barracks, Meeting Hall, Mercenary Camps and many many more'. So some work needs to be done on this part of the game.

If anyone is working on this - I am willing to post missing buildings, when I find them.
 
Was not sure if this was a bug or not. Or something to be added to the todo list, because new items have been added (even a year or so ago :rolleyes:). So I decided to post here.

When in the city screen and deciding what to build next, there are a few buttons and filters to select.

If you select the button - "Show only buildings that provide military advantage."

It displays a few but not all. In my current game (Classical Age) in one city it displayed for instance: 'Military School' and 'Parade Grounds'.

How ever it did not display other buids that the city could produce - 'Barracks, Meeting Hall, Mercenary Camps and many many more'. So some work needs to be done on this part of the game.

If anyone is working on this - I am willing to post missing buildings, when I find them.
I think you know XML if I'm not mistaken right? The trick to refining the filters I've managed to figure out but it requires I know what TAGS are not being used properly in those filters. So if you can identify any ignored TAGS I'd be ever so grateful and we can clean those issues up pretty quickly.
 
I think you know XML if I'm not mistaken right? The trick to refining the filters I've managed to figure out but it requires I know what TAGS are not being used properly in those filters. So if you can identify any ignored TAGS I'd be ever so grateful and we can clean those issues up pretty quickly.

Well - basic reading and editing -yes.

Before posting, I did a quick look at Civ4BuildingInfos.xml, at Barracks and Parade Ground. So many entries, so could not spot easly, a differance.

Maybe looking in the wrong file or not knowing what to look for: i.e. <tag name/> or value 0 or 1, or null or text name. etc.

Tell me the correct file or files and the Tag names to look for and settings and I will do it.

Will be a slow process though, because I am fairly new to this mod and can only spot the missing buildings while playing and then looking at XLM. But hey, part of the fun. :)
 
It's the tags on the objects themselves that the filters look for to define if a building should be included on a filter or not.

So you'd look for what tag makes a Barracks give xp. That's the tag that's being overlooked. Those are what need to be identified. It can often be easily spotted by knowing what the display states in-game - look for that number somewhere in the xml of the barracks. The tag the number is expressed within is probably the problem tag.
 
In Assets\Modules\Natural_Wonders\NaturalWonder_CIV4FeatureInfos.xml, <bImpassable>0</bImpassable> should be changed to <bImpassable>1</bImpassable> in FEATURE_PLATY_EVEREST. Probably also for FEATURE_PLATY_KILIMANJARO.

I have done this, but can someone put it in the SVN? Also Uluru, Ayers rock, is not impassable, should it be?
 
I have done this, but can someone put it in the SVN? Also Uluru, Ayers rock, is not impassable, should it be?

I don't think it should be... it's not THAT big.

I'd not mind updating with your file(s).
 
There are 2 files for consideration for inclusion. Natural Wonders with the change to Everest and Kilimanjaro, and Domain adviser txt for pages in that file for Animals, Culture and other things people might need for quick reference. See post #9854 page 493 for the CustomDomAdv txt file.
 

Attachments

I think I have a solution to the save compatibility problem.

Note: this is only if you are using the 35 civ .dll and have less than 35 civs. If you are still using the 50 civ .dll you do not need to do it.

It is time consuming when you upgrade, but if you want to continue a game in say the modern era plus - it may be worth it. Certainly quicker than starting from scratch.

1. Before updating to the 35 civ .dll load a game and the current save. You can then exit the game. The game engine will create a worldbuilder file. You may also want to note down the number of turns completed. So you can change the number of turns in WB.

2. Update C2C and change the .dll to 35 civs. If it not yet the default.

3. Copy the worldbuider file to Private maps. The latest save date is the one to use. Same time as when you loaded the original save.

4. Delete the cache and reload C2C.

5. When loaded, select Custom Scenario - and select the worldbuilder file.

6. You are starting a new game, but select the same civ you were playing and then press Launch. Your previous selections should still be there.

The computer will now regenerate the map - this will take a long time, longer the further you are into the game. Go and get a coffee.

When loaded you can continue playing the game. BUT there are a number of differances:

A. The turn number is reset to 0, not a problem if not playing with a turn limit. Though you can reduce the number of turns in world builder before loading.
B. No research is selected. But all those you researched are still there.
C. All city build queues only show the current build.
D. Initially a lot of units (not all) will be active. You have to give them new orders.
E. After the first turn some more units will become active again not all. Not sure why this is maybe connected to the commands you gave them.
F. Open borders will be cancelled. Dont know why - may be a setting I missed.

You may be able to alter some of these points in World Bulder - but I do not know how.

Unless I missed something the game should now be playable as before.
 
It's the tags on the objects themselves that the filters look for to define if a building should be included on a filter or not.

So you'd look for what tag makes a Barracks give xp. That's the tag that's being overlooked. Those are what need to be identified. It can often be easily spotted by knowing what the display states in-game - look for that number somewhere in the xml of the barracks. The tag the number is expressed within is probably the problem tag.

Looking at the XML just shows me that <iExperiece> has a value. Not that it is being picked up by the filter mechanism. I did look at one building that was displayed and one that was not with no luck.

Also I noticed that in the CvBuidingsFilters.cpp file the Militaty filter had a comment // not finished.

I guess checking in game is the only way to go for now. (will be a slow process).

Before you ask - no I am not a C++ programmer. Can only read some code (not all) to see what is happening.
 
How come the Carnival goes Obsolete with Advanced Flight?? Even today, our next town and even the State Capitals of each state still have so called Carnivals:confused:(pic 1)
pic2) Cant build a Carny Dancing Bear otherwise also
 
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