Caveman 2 Cosmos (ideas/discussions thread)

TBH food is probably not the best immediate priority strategically ;). The waste mechanic almost ensures that. I'd like to change the way that works some down the road.
Technically the best earliest resource is Research, which leads to much better "starter" Civics, which leads to sizeable increases in both Food and Production.
 
Still can't find where when one of my units gets attacked and I don't have them on screen the screen moves to the animated battle....

Also...seems like units jump instead of travel across tiles.

Be great if this had Assimilation like History In The Making...great aspect of that mod.

How do I get to be able to use Horses for combat...I have horses, I built a camp on it, I built a trail to it. I supposedly need a Horse Trainer but I don't see that under Units and I don't see any sort of horse trainer under building either.
 
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Still can't find where when one of my units gets attacked and I don't have them on screen the screen moves to the animated battle....

Also...seems like units jump instead of travel across tiles.

Be great if this had Assimilation like History In The Making...great aspect of that mod.

How do I get to be able to use Horses for combat...I have horses, I built a camp on it, I built a trail to it. I supposedly need a Horse Trainer but I don't see that under Units and I don't see any sort of horse trainer under building either.
Lol, C2C is super complex, super complicated, AND super confusing about its building lineups more often than not.
Just keep playing, and eventually something somewhere should pop up to solve something you want to get solved.
OR NOT, lol.
 
Lol, C2C is super complex, super complicated, AND super confusing about its building lineups more often than not.
Just keep playing, and eventually something somewhere should pop up to solve something you want to get solved.
OR NOT, lol.
Is a 'Animal Trainer - Horse' a military unit or a building? One of the requirements for horses is 'Farm - Animal Horse'...I have horses, I have built a Nomadic Herd on top of the Horses. I have a Trail going to the horses. Do they need to be in the City Radius or something???
 
Is a 'Animal Trainer - Horse' a military unit or a building? One of the requirements for horses is 'Farm - Animal Horse'...I have horses, I have built a Nomadic Herd on top of the Horses. I have a Trail going to the horses. Do they need to be in the City Radius or something???
It's a building, I'm sure you can look it up on CiviloPedia.
Like I said, it's getting way too overcomplicated at times - just keep playing, and it will eventually pop up on its own.
Trying to keep track of all these self-cross-referencing requirements... is a headache, lol.
 
Is a 'Animal Trainer - Horse' a military unit or a building? One of the requirements for horses is 'Farm - Animal Horse'...I have horses, I have built a Nomadic Herd on top of the Horses. I have a Trail going to the horses. Do they need to be in the City Radius or something???
Riding units will be available later, almost in sedentary era. Use pedia(plus indexing) and technology tree for such questions. There answers for most of them. But better just play. Something you will have, something doesn't. But you will never have anything in one city, nor even in one game. Just doesn't bother yourself with such things and play.
 
Riding units will be available later, almost in sedentary era. Use pedia(plus indexing) and technology tree for such questions. There answers for most of them. But better just play. Something you will have, something doesn't. But you will never have anything in one city, nor even in one game. Just doesn't bother yourself with such things and play.
It's a circular reference in the Civlopedia. Plus it just state 'maybe' needed.

Do the horses resource need to be in a cities fat cross?
 
It's a circular reference in the Civlopedia. Plus it just state 'maybe' needed.

Do the horses resource need to be in a cities fat cross?
Just going from memory now so might be wrong.
It should be the horse farm that’s the issue for you. It requires a source of horse either local (a building in the city producing the resource, like the herd for example) or within the cities cultural border (what you refer to as the fat cross, but is not exactly the same here) if you mouse over the horses you should see if they’re. If you don’t fulfil any of those there’s an OR to the national horse breeder national wonder also, that one only requires the resource horse (including imported).

If I remember correctly this should be readable if tou look at ghe horse farm in the pedoa.
My best friend when plating c2c is right clicking buildings in the city build screen, that is a direct link to open them in the pedia.
 
It's a circular reference in the Civlopedia. Plus it just state 'maybe' needed.

Do the horses resource need to be in a cities fat cross?
There should also be buildings that allow for horses to be sourced in a city. Obviously what improvement you have on the horses matter and that they are routed to you. As for if they MUST be in the fat cross... I'm not actually sure. It's at least I think that you could build a building that gives access if its outside of that. There's been a lot of working on this so I'm not sure where it all is at right now.
 
A few thoughts on units...

You start with throwing units at the beginning of the game, and they largely end with grenadiers. Yet, during this whole window, there is no unit with bonuses against throwing units. If your opponent has a lot of atlatists, skirmishers, or javalineers, you just use your highest strength units. It just seems rather lame how this units have no weaknesses and no notable strengths.

Dogs and law units, good God. Something has to be done to make these units less spamable. They just turn conquest of cities into a grind fest. Blitz is a rare promotion, and it's not super useful without the movement points. Perhaps blitz should have more distribution, because even without these units, the AI still spams low cost units. Might still need to do something about the dogs and law units though.
 
A few thoughts on units...

You start with throwing units at the beginning of the game, and they largely end with grenadiers. Yet, during this whole window, there is no unit with bonuses against throwing units. If your opponent has a lot of atlatists, skirmishers, or javalineers, you just use your highest strength units. It just seems rather lame how this units have no weaknesses and no notable strengths.

Dogs and law units, good God. Something has to be done to make these units less spamable. They just turn conquest of cities into a grind fest. Blitz is a rare promotion, and it's not super useful without the movement points. Perhaps blitz should have more distribution, because even without these units, the AI still spams low cost units. Might still need to do something about the dogs and law units though.
That gap has been noted and will be repaired once I get the unit review finished and installed.

The notable strength of a throwing unit is to use them as hit and run attackers primarily. They aren't as GOOD at it as light horse, but they are also better at city invasion and defense (at first defense then gradiating over to attack). For a time, they are better than sword melee at attacking cities. And for a time they are there before archers and there's a period where they are way better against archery than any other. The role will take more definition after the review as well. There's also a light collateral feature to them. And there will be some terrain specialism with them. The notable weaknesses are against swords and against any strong pursuit units.

Throwing is odd and hard to put a role finger on because it's roles gradually shift and change over upgrades as they expand and retract into being the best for other roles before and after other units that stay more constant stand their ground maintaining supremacy in one area the whole time. But often when throwing is the strongest for a role, it's either before the better units eventually to take that role even show up, and then they adapt to fill other things. Yes, right now there is a really awful spot in the medieval where they don't really even exist for a bit. Kinda like the battle ship modern era blank out in rl.

The dog and law units spamming is our big set of problems in the AI that has taken years of our best to try to sort out and has exhausted all. I know HOW we need to fix that if I can get agreement from the other programmers but they want to go another way with how to setup unit AI. That said, we may have some agreements if I can ever find time away from scrambling to ensure survival on a monetary basis. Looking forward to that if it ever happens. When I was at my peak here, I worked half a day every day in a call center and it sucked but left a lot of time to learn how to dev and to dev. Since then it's been a gradual slide into full then 24/7 work. Now, if that pays off in time, I could suddenly be very busy but capable of scaling and pulling back into the freedom to dev again. Till then we'll see if the parachute holds til I hit the ground at way too fast.
 
Please remove, or really, and i mean really nerf the virus event. Because he literally obliterating the cities for now. For now, i just closing game and loading from earlier save, because there make no sense to play, when half of city pops just dissapier, like thanos just was here.
 
Please remove, or really, and i mean really nerf the virus event. Because he literally obliterating the cities for now. For now, i just closing game and loading from earlier save, because there make no sense to play, when half of city pops just dissapier, like thanos just was here.
So B. Gates is in the game now! UGH!
 
On 'Without Warning', Hunters should be able to 'assassinate' animals in cities. If it doesn't work, there are probably some other reasons I haven't considered. In cities SHOULD include forts.
I have been running without that setting turned on. I will turn it on the next game and see how it goes... or, I might set up a condition in the world-builder and try it there to see if it works or not. Thanks for the info.
 
Quick question:

My current game is freezing when I try to merge some military units (obsidian axemen, group of 9). As a result, I have to force-close the game due to the freeze-lock.

Some game info --> Started in prehistoric, currently Classical era, marathon, lots of units in the game, running barbarians (raging, civs), neanderthals, and started with 7 civs (including my own) and huge (yes, huge), map (curious how far I might go with it, not expecting to finish). Turn is 1449. Runs on a Linux.

I can activate and move all of the other units, but once I try to merge these axemen (identical capabilities, all from same city), the game freezes.

I have been monitoring the RAM used and, well, it sits at about 1.1 GB when the perma-freeze hits. No indication of a memory failure, just the perma-freeze. So far, have not had a memory failure at all on this run.

Never happened to me before on this mod.

I am not sure if this is a bug or if I hit some sort of limit I am not aware of, so asking here. If I need to move this to bugs, please let me know. For now, I am puzzled and unsure what is going on. Any ideas?

Any help would be appreciated.


Edit: I forgot to mention. The action that is causing the freeze-lock is an attempt to merge the axemen into larger units (reducing 9 units into 3 larger units). I did make certain I split the group (they were traveling as one stack) before attempting the merge. So, the merge button is the trigger to what is happening, or at least the final action to whatever leads up to the freeze-lock.
 
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What about SPLITTING an axeman? I have a weird suspicion that it's due to them being obsolete, which SOMEHOW causes the game to "not know how to create a NEW unit".
Which then should be the same case for both merging AND splitting, since both actions CREATE additional units. But if this IS so... it's a really weird bug, lol.
 
Iirc the max number of Units the Mod can hold is ~8600, no matter the size of the map.
Start deleting older less usefull mil units or workers and see if it clears the problem.
Story Tellers, Doctors, LE, also are included in that limit number.
 
What about SPLITTING an axeman? I have a weird suspicion that it's due to them being obsolete, which SOMEHOW causes the game to "not know how to create a NEW unit".
Which then should be the same case for both merging AND splitting, since both actions CREATE additional units. But if this IS so... it's a really weird bug, lol.
Well, it's a really weird... something. Turns out the solution to the problem was not only unharness all of the axemen from a group movement, but I also moved ALL of the units to one of three unoccupied squares. They FINALLY merged into groups of three. For the record, splitting the units was my next step, so still keeping that option in mind in case this happens again and this solution does not work in similar or same circumstances (thanks for the idea). :)

So, I guess in my game the obsidian axemen refuse to merge together unless they are in groups of 3 about 100 kilometers or so away instead of a group of 9 units? Guess leadership can't sort out so many obsidian axemen in one place without chaos. Maybe send a commander or general with them next time? :dunno:

Anyway, played several turns, completed a tech and a few skirmishes, all acting normal now. Weird bug or something else indeed, and cannot rule out the fact this is may be a Linux-related situation (i.e. unlikely to figure out what happened).

Iirc the max number of Units the Mod can hold is ~8600, no matter the size of the map.
Start deleting older less usefull mil units or workers and see if it clears the problem.
Story Tellers, Doctors, LE, also are included in that limit number.
Good advice and thanks for the estimated units info. I did not know that number. I will keep that in my notes. I am guessing that the unit count goes down when I merge units and the game at some point clears the deleted (for now at least) units out of the list? Or does something else happen?

Anyway, thanks for the ideas, info, and help. Onward in my quest! 🐎
 
Ah, no. You have to meet these conditions to be able to Merge units (meaning, it's NOT a bug when you simply fail to meet the REQUIRED conditions):
0. All the merging units have to be of the same Group Size (sounds trivial, but you can't see it without clicking or mouse-overing on each unit separately, so it MAY backfire at random).
1. All the merging units haven't moved this turn (heck, I myself keep forgetting about this one, lol).
2. All the merging units are at 100% health.
3. All the merging units are fully ungrouped.
4. All the merging units have to be of the same Quality (this gets annoying with heavily promoted units later on, but oh well).
5. For transports, all the merging units (most probably, not sure about this one) have to not be loaded with anything.
If ANY of these conditions are NOT met - well, DUH, you CAN'T MERGE.
Not a bug at all, just the way it is programmed to work to begin with.
 
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