Caveman 2 Cosmos (ideas/discussions thread)

Who should I suggest this idea pm wise, if at all? Btw, I bow deeply to you, wise one.

Cheers!
-Liq

Probably me. Which means it is on my to do list. I have a couple of higher priority things at the moment and I am away from my modding computer for at least two more weeks.
 
3 kayaks merged to one is pretty much doomed even against anything still, but 3 canoes merged to 1 can survive most except great white sharks and orcas.
Strength-wise, yes. But Kayaks do have withdrawal abilities like most recon units right? And Canoes are more of a transport Combatant, while War Canoes are more Combatant? So While merged Canoes may be able to manage smaller animals and defeat them and merged kayaks can be killed by a wider range of things, canoes are doomed when the animals out-strength them while kayaks still have a chance of survival there too if they can withdraw.
 
Speaking of Filters, after the last few SVN Updates the Unit, Building, and Wonders filters at bottom of screen in City screen lose their setting of only showing buildable items. The 1st button for each category gets de activated almost every turn. Not always but something is triggering this turn Off vs staying On.

Anyone else seen this?

JosEPh
 
Is it possible to somehow save the revolt info tables? Tables made for the Domestic Advisor can be saved from game to game... but somehow the tables made for the revolt watch are not persistent.

Nor can the info from the revolt watch be included in domestic advisor tables... so any way to keep the revolt tables... or do I have to remake them everytime I restart the game?
 
They do, but I think it's too little as my kayaks rarely escapes anything above 1 str (with back down 1-3 promotions).

Big sea animals (doplhin, whale, shark, hammerhead and orca) have very high pusuit values. At some point it might also be worth adjusting the withdrawal of sea animals (or give a good pursuit ability to some promotions), they escape far too ofen currently and it's really annoying to chase them when you can't enter ocean.
 
Big sea animals (doplhin, whale, shark, hammerhead and orca) have very high pusuit values. At some point it might also be worth adjusting the withdrawal of sea animals (or give a good pursuit ability to some promotions), they escape far too ofen currently and it's really annoying to chase them when you can't enter ocean.
Agreed. I would like to do a full unit review with a focus on withdrawal and pursuit when my civic modmod get a bit more refined. Perhaps you could start this effort in your hunting modmod in the meanwhile.
 
Probably me. Which means it is on my to do list. I have a couple of higher priority things at the moment and I am away from my modding computer for at least two more weeks.

Take your time mate, and thank you.

Were there plans for adding the nifty settler icon on early stage units? Also, what about a nice worker icon like a hammer or pick? The icons that exist in the current SVN make finding units to build much easier, I really like them.

Speaking of Filters, after the last few SVN Updates the Unit, Building, and Wonders filters at bottom of screen in City screen lose their setting of only showing buildable items. The 1st button for each category gets de activated almost every turn. Not always but something is triggering this turn Off vs staying On.

Anyone else seen this?

JosEPh

Actually now that you mention it, I've had to cycle the wonder toggle a few times to see wonders I knew I could build still,, was not aware this was a new issue, but it wasn't problematical to fix.

Cheers!
-Liq
 
,snip>



Actually now that you mention it, I've had to cycle the wonder toggle a few times to see wonders I knew I could build still,, was not aware this was a new issue, but it wasn't problematical to fix.

Cheers!
-Liq

I found my problem, last SVNupdate I did I forgot to save my user settings file and replaced it with the default "empty" one. Had to go Thru BUG and Reset all my settings and then save and then resave to lock them back in. :p Details, they'll get you every time. ;)

JosEPh :)
 
I found my problem, last SVNupdate I did I forgot to save my user settings file and replaced it with the default "empty" one. Had to go Thru BUG and Reset all my settings and then save and then resave to lock them back in. :p Details, they'll get you every time. ;)

JosEPh :)

Nice one Joe, I cant tell you how many times I did that, I finally just keep a copy on my Desktop, lol . . . SO

Also what does it take to get the Manganese mined??

Oh yeah I was gone or missed when you'll added the TD with the scientific area , what is that and what does it do??
 
Nice one Joe, I cant tell you how many times I did that, I finally just keep a copy on my Desktop, lol . . . SO

I should've known something was wrong because Storms were popping up all over. :p :blush:

And I did have a save in my BtS Mods folder for C2C I keep in My Docs for reference and to save past versions in.

What is your take on some of these latest discussions over Options List and the like SO?

JosEPh :)
 
Big sea animals (doplhin, whale, shark, hammerhead and orca) have very high pusuit values. At some point it might also be worth adjusting the withdrawal of sea animals (or give a good pursuit ability to some promotions), they escape far too ofen currently and it's really annoying to chase them when you can't enter ocean.

Agreed. I would like to do a full unit review with a focus on withdrawal and pursuit when my civic modmod get a bit more refined. Perhaps you could start this effort in your hunting modmod in the meanwhile.

They're high because all they have to do is dive. Some equipment was planned to address this - fishing stuff basically.
 
They do, but I think it's too little as my kayaks rarely escapes anything above 1 str (with back down 1-3 promotions).

Maybe they need some early withdrawal or something... I don't know that they were ever really made equivalent to land scouts.
 
what about Doctor and Statesman and Celebrity? Are they working, or they are just Placeholder?
I asked because they are under the layer of properties/resources and not able to add more because of UI. Even if they were placeholder it would be nice to have them in proper place (near other specialists).
 
What has happened to Graphic paging.
I wanted to change it from 8,15 to 7,13 - to see if it reduced graphic failures on my PC. But that option seems to have been removed. WHY? and for what reason. :confused::eek:
 
Stone circles and whatnot (e.g. Mesoamerican temples) do not show up as worker actions, even though tech and civlopedia lists them. Removed or missing?


Cheers!
-Liq
 
What has happened to Graphic paging.
I wanted to change it from 8,15 to 7,13 - to see if it reduced graphic failures on my PC. But that option seems to have been removed. WHY? and for what reason. :confused::eek:

Doesn't graphic paging adjust itself?

But once you reach the memory limit with graphic paging enabled you have to use viewports.
 
At what point did Sparth's idea to fill in the empty audio quotes with a synthesised voice turn into replacing all the existing quotes and when did I miss that this had happened?

Just the other day, I commented in response to StrategyOnly about one of the audio quotes I had made, yet apparently Sparth left it up to the SVN to let me know that I had wasted my time.
 
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