Caveman 2 Cosmos

THIS I brought up earlier on the discord - the thief event should only release 1. It was blended into another result in the code at some point. Not going to point fingers at who made this choice nor be too loud about it since I'm trying to be a more humble elder, but I think it's too much too. I suppose a thieves DEN is REALLY a den right now. And yeah that can be very very VERY bad as far as a result.

Obviously, this is a very good reason to value using specifically recon units for unveiling goodies. No bad results.

As a mod goal, I WANT to make goodies possible to slowly respawn, numerous types of new ones for what you'd find later on different maps, the result of collapsed cities, things like that, and then also give us the ability to rate the results on a value scale AND then give recon units the ability to not just say NO BAD results entirely, but get promos and modifiers from things like traits and maybe even civic choices (player level stuff) that make it so they can upgrade or downgrade likely results when they uncover goodies, as well as give to some units ways to DOWNGRADE results - your own barbaric clubmen are probably going to spawn angry tribesmen for example. This might even open up some USE for a diplomat unit to begin with that REALLY specializes in this kind of thing.
I guess this is another big thing too. My goal starting is out opening those huts up and the first thing I have always sent out are brutes and stone throwers. Maybe build wanderers 1st I guess, then scouts.
 
I guess this is another big thing too. My goal starting is out opening those huts up and the first thing I have always sent out are brutes and stone throwers. Maybe build wanderers 1st I guess, then scouts.
Yeah I've started so many new games since I began playing that I have figured at this point I don't reveal with initial units - always going right for wanderers pretty fast and hoping I can keep them hidden enough to go collect those first huts as quickly as possible. USUALLY I can get there fast enough with wanderers because the other players have yet to find my region/lands - though it's a risk to leave them because it doesn't always work out. Interesting decisions come with risks.

Oh also, I'm hoping the code still allows it but used to be if you had your recon grouped with whatever takes out a barb that's guarding a goody, the recon would still be what's chosen to reveal the goodyhut. Might want to at some point ensure that's still true... I've also never been sure if the recon applies its no bad results even if there's no fight - so long as it's in the selection group that reveals the hut it applies. I think I'd like to make sure that's the case soon. Would be easy enough to ensure by asking the selection group that's moving if the no bad goodies ability is part of any unit in the stack.

I have to admit that the pull to get back to this project is really REALLY Drawing much harder now. What I've learned through no-coding coding principles on Go High Level is really making me find the programming here a lot easier to imagine the ability to work with.

I also advise the use of napkin.ai for mindmapping now... I mean that is some powerful free stuff! Will hopefully be able to explain so much more so much more clearly so much faster soon and revive a lot being able to explain it easier.
 
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Yeah I've started so many new games since I began playing that I have figured at this point I don't reveal with initial units - always going right for wanderers pretty fast and hoping I can keep them hidden enough to go collect those first huts as quickly as possible. USUALLY I can get there fast enough with wanderers because the other players have yet to find my region/lands - though it's a risk to leave them because it doesn't always work out. Interesting decisions come with risks.

Oh also, I'm hoping the code still allows it but used to be if you had your recon grouped with whatever takes out a barb that's guarding a goody, the recon would still be what's chosen to reveal the goodyhut. Might want to at some point ensure that's still true... I've also never been sure if the recon applies its no bad results even if there's no fight - so long as it's in the selection group that reveals the hut it applies. I think I'd like to make sure that's the case soon. Would be easy enough to ensure by asking the selection group that's moving if the no bad goodies ability is part of any unit in the stack.

I have to admit that the pull to get back to this project is really REALLY Drawing much harder now. What I've learned through no-coding coding principles on Go High Level is really making me find the programming here a lot easier to imagine the ability to work with.

I also advise the use of napkin.ai for mindmapping now... I mean that is some powerful free stuff! Will hopefully be able to explain so much more so much more clearly so much faster soon and revive a lot being able to explain it easier.
I started another game because I messed up the other one that finally worked out by having it set to snail speed. I went back to marathon and it is harder to manage animals, but I finally got another scout up to 4.5 strength, now 6.75 and it is doing wonderful. I have been playing with fight or flight with 44 and with things like they are right now it's mandatory. That and saving my game a lot is they only way I got that scout leveled up. I still had jaguars, bengal tigers, and haast eagles all around my city, but that scout very slowly took care of them.

This time I did not open any huts close to my city until I got wanderers. Not a single thief came out and 2 of them gave me techs. I did use the stone throwers on huts farther away and still got decent results this time. I imagine there still a bunch of huts to get because I had to quit exploring around turn 40 or so because of the animals. This game is going a LOT slower because I did not use any extra units. I have no idea what up with the AI yet because I have not found anyone.
 
Funny, but I *don't* tend to bump into all these bad huts often enough to even pay attention to it, lol. May be a (bad/good) PERSONAL LUCK thing, ya know.
 
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