Caveman 2 Cosmos (ideas/discussions thread)

why does a lone bear, take out 20 animals at one time, doesn't seem possible?? but it does that, please fix??

bear takes out all my animals in the next turn . .
 

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why does a lone bear, take out 20 animals at one time, doesn't seem possible?? but it does that, please fix??

bear takes out all my animals in the next turn . .
Would have to give all subdued animals 1 strength (making them capable of defending themselves), to achieve that. In strength matters we could get that number closer to 0.1 strength by having them at solo group size and weak combat quality.
 
Would have to give all subdued animals 1 strength (making them capable of defending themselves), to achieve that. In strength matters we could get that number closer to 0.1 strength by having them at solo group size and weak combat quality.
can u guys discuss this and also TB , he is the deciding factor
 
10 years or so? :sarcasm:

SVN isn't required, but recommended.
You can play on full release moddb.

if i understand correctly, i can download the latest version of the mod without svn ?
I am using moddb version 41.1.3949. In that version a civilization discover christianity in the prehistoric era. Is that possible?
Divine prophets option is not enabled.
 
We released a v41.2 some months ago.
Christianity should not under normal circumstances get founded in prehistoric era.

Latest SVN version is newer than the v41.2 release, we update SVN almost weekly
 
I discover some minutes ago that the option choose religion is enabled.
Because svn cause some speed problems in my pc some time ago i dont preferred. It will be appreciated if we have the modded files without svn requirement.
Its so good mod with a lot of detail and depth.
 
can u guys discuss this and also TB , he is the deciding factor
I've long wanted to give all units some degree of strength and would like that but it's not as easy as it sounds because the AI judges how it has to escort these things based on the fact that they have 0 strength so some rewriting of the AI would be necessary. I've also considered changing the capture system so that it would only capture one unit at a time, but again there are unexpected consequences to that which would take a deeper reprogramming than it seems it would.
 
why does a lone bear, take out 20 animals at one time, doesn't seem possible?? but it does that, please fix??

I thought the explanation was that these are rescued puppies from when you killed the mother animal. Of course a bear will eat them all, these puppies need to be guarded (and imho should stay at 0 strength).

There is an option to 'transport' these directly to the nearest city, maybe consider this option? I am playing with this option now because it is tedious to guard all the captured puppies until they are in a city.
 
I thought the explanation was that these are rescued puppies from when you killed the mother animal. Of course a bear will eat them all, these puppies need to be guarded (and imho should stay at 0 strength).

There is an option to 'transport' these directly to the nearest city, maybe consider this option? I am playing with this option now because it is tedious to guard all the captured puppies until they are in a city.
I always play with "Teleport hunting rewards", otherwise it's a level of micromanagement that I DEFINTELY don't want to deal with.
It's good for a Playthrough that acts as a Role-Play, of course, but it's horrible in the actual game, where you have enough stuff already (including turn wait time itself).
I'd go even further and implement some sort of "Automate subdued animals to find cities they can Build something in".
And if that was fully automatic (that is, teleporting there in the first place, starting with closest city) - it would be fantastic.
But I doubt the latter will happen in any foreseeable future (though not impossible altogether, since it's not too unlike what Automated Workers do).
 
This Is a turn based 4X strategy game, lest you all forget. Every decision has consequences. The more decisions you eliminate from the process by automation the further you depart from the "turn based strategy". And the closer you push this game to a real time game.

Turn waits are not horrible any more. Turn waits are time for re-evaluation of the previous set of decisions. And forecasting the next set of decisions that are upcoming.
 
I don't say it's far to say the micromanaging with subdue animals is that depth in decision making. It takes a lot of clicks planned out many turns, and may result in lengthy baton passes. The real cost in terms of strategy is to make enough units to protect the animals. Actually executing the decision to "protect animal" is micromanagement I recently been organizing Animal Parades throughout my empire to just check what can be done with the stacks. I could have been more efficient, but there are criminal that basically means more clicks over more turns to do a very mundane thing.

Regardless, no Civ 4 Mod is at risk of being Real Time.

why does a lone bear, take out 20 animals at one time, doesn't seem possible?? but it does that, please fix??

bear takes out all my animals in the next turn . .

You got about 30 humans bringing back 32 unwilling animals, and a bear attacks. Maybe 20 flee chance at 0 Strength would be the more immersive option.

One feature I think subdued animals could use is a delayed city to city teleport option. "Appears in Tekadda in 7 turns"
 
One feature I think subdued animals could use is a delayed city to city teleport option. "Appears in Tekadda in 7 turns"
DH and I have always wanted to be able to get animals and even other things like missionaries into a better escort automated system and SOME work has been done in that direction but isn't developed enough yet.
 
This just an idea but it would be nice for land/water units in the later game to have access to a promotion that gives them some defense against air units. I lose a lot of units due to the fact if the enemy has oil they have a lot of fighters guarding their areas.
 
This just an idea but it would be nice for land/water units in the later game to have access to a promotion that gives them some defense against air units. I lose a lot of units due to the fact if the enemy has oil they have a lot of fighters guarding their areas.
Well... this would be interception but I get what you're saying, to reduce the damage a bit when they GET hit. Will try to work that sort of ability in considering we're now putting more thought and focus on air units and their dynamics than ever before.
 
There is no interception promotion either. At least according to world builder or promotion options.
 
There is no interception promotion either. At least according to world builder or promotion options.
We have a current situation where the interception rules are very crude really and need improvement to enable such promotions to be designed with some care with balance considerations. Good to remind that there aren't currently such promos though. The old vanilla BtS system doesn't work well with that but what we'll have soon will.
 
Started a new game recently and I went with super easy settings which included 'no barbarians' and 'animals stay out'.
On turn 120, I am getting zero animal spawns. Went into World Builder, not a single animal spawn as I can see.
Does 'no barbarians' include animals now?
I didn't think ahead and deleted the save, so I can't upload it if anyone would want to look at it. :twitch: But I could try to recreate it using the same settings.
 
Does 'no barbarians' include animals now?
It's not supposed to. Last I tried a game I was able to walk my settler a LONG ways before animals started showing up. Not 120 turns but it WAS a lot.
 
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