Caveman 2 Cosmos

In case you guys care - this thread got moved from the completed mods folder - you might want to add a new thread over there to let new or more casual C2C players know that a new version is out.
 
Koshling the thread in AND about the resource limit is here. i don't know if it is any help in finding the problem, but as I said it appears to be that te fix applied to using the GameFont.tga was not also applied to the GameFont_75.tga file.
 
Broke my wrist today and this update is EXACTLY the pick me up I needed. You guys rock!

Man, you dont know how GOOD that feels, after a drooling 20 days of adding stuff:crazyeye:, and very important stuff at that, so from ALL of us at "C2C Team" we welcome your praise and hope for many more, and again thx for writing.:goodjob:
 
DancingHoskuld: I am having a problem with trackers in version 16. Whenever I build one, I get an error stating 'the event handler has experienced an error...' and then a list of numbers and letters. Sounds like a Python problem to me. Game runs fine though after that.
 
. . . I hate this place. It seems that whenever I visit Civfanatics and pick up a mod, the latest version comes out mere hours after downloading the previous version. I've lost track of how often this has happened to me . . .
 
Hello,

Got v16, really liking it, and am in the Classical age of my first game. I noticed a couple things playing so far:

In the customizing section of the BUG mod (the ladybug button), there is a broken option under "Alerts". In column 2, under Diplomacy, there is a missing "MoreCiv4lerts_WarTrade". I guess this is where you turn on an alert for if another civ will declare war for a price. I think that this has been there for a while (I remember it in v15).

Also, Culture (Persian) seems really, really expensive for where it shows up: 2000 hammers, which is the price for a Renaissance culture. I think it should be 250 hammers.

A third, minor thing: The hammer costs for the regional cultures (like European) aren't showing up in the Sevopedia. The costs are apparently there, because it's taking more than one turn to build them, but they're not showing up.
 
Also, Culture (Persian) seems really, really expensive for where it shows up: 2000 hammers, which is the price for a Renaissance culture. I think it should be 250 hammers.

Oops your right. It has the Renaissance cost instead of the Ancient cost. It will fix. Thanks for reporting! :goodjob:

A third, minor thing: The hammer costs for the regional cultures (like European) aren't showing up in the Sevopedia. The costs are apparently there, because it's taking more than one turn to build them, but they're not showing up.

That's because you cannot make those. You can only get them for free from "Native Culture" which cost 5 hammers base (may vary with difficulty).
 
Oops your right. It has the Renaissance cost instead of the Ancient cost. It will fix. Thanks for reporting! :goodjob:
No problem.

That's because you cannot make those. You can only get them for free from "Native Culture" which cost 5 hammers base (may vary with difficulty).
OK, I understand. Those are the "Goods" cultures, not the "Native Cultures". My mistake.
 
DancingHoskuld: I am having a problem with trackers in version 16. Whenever I build one, I get an error stating 'the event handler has experienced an error...' and then a list of numbers and letters. Sounds like a Python problem to me. Game runs fine though after that.

If you have logging on please post the PythonErr.log from the game that gets the error. it should have the same messages in it and I will be able to track down the problem. I am not having any trouble, but the I may have done some more work on them since the latest version was released.

Mammoth herd provides ivory, not mammoth.

Hydromancerx wants me to change the Ivory resource to elephants and make Ivory a good. As I haven't yet, I haven't got round to changing the resource provided by that building either.
 
Hydromancerx wants me to change the Ivory resource to elephants and make Ivory a good. As I haven't yet, I haven't got round to changing the resource provided by that building either.

That's was before we knew there was a limit to the resources. Please do not do that. Just leave things the way they are. So Mammoths can give mammoths or whatever. As long as no new resources are used up. We need to save the last resource space for the red alien fungi.

I can just make an ivory building that requires Mammoths, Elephants or Walrus and then have it give a free Good (Ivory).
 
That's was before we knew there was a limit to the resources. Please do not do that. Just leave things the way they are. So Mammoths can give mammoths or whatever. As long as no new resources are used up. We need to save the last resource space for the red alien fungi.

I can just make an ivory building that requires Mammoths, Elephants or Walrus and then have it give a free Good (Ivory).

The walrus camp is already giving ivory.

Edit: @Koshling the spawn function does not seem to be working for sea critters.
 
Maybe it's just coincidence and due to another reason, but I noticed that the AI turn time grew heavily after one of them upgraded most of his triremes to caraveles, about 100 visible ships so far.

Very cool mod btw :).
 
DancingHoskuld: Here's the python error log.View attachment 299695

Unfortunately it needs to be the PythonErr.log not the PythonErr2.log.

Koshling

I have only been trying it for one of the sea critters so far - the Giant Squid.

Code:
<Civ4SpawnInfos xmlns="x-schema:Neanderthal_CIV4UnitSchema.xml">
	<SpawnInfos>
		<SpawnInfo>
			<Type>SPAWN_GIANT_SQUID_BASE</Type>
			<UnitType>UNIT_GIANT_SQUID</UnitType>
			<iTurns>15</iTurns>
			<iMaxLocalDensity>5</iMaxLocalDensity>
			<iStartDate>-50000</iStartDate>
			<iEndDate>-50000</iEndDate>
			<bTreatAsBarbarian>1</bTreatAsBarbarian>
			<rateOverrideDefineName>100</rateOverrideDefineName>
			<BonusTypes>
				<BonusType>BONUS_WHALE</BonusType>
			</BonusTypes>
		</SpawnInfo>
	</SpawnInfos>
</Civ4SpawnInfos>
 
Unfortunately it needs to be the PythonErr.log not the PythonErr2.log.

Koshling

I have only been trying it for one of the sea critters so far - the Giant Squid.

Code:
<Civ4SpawnInfos xmlns="x-schema:Neanderthal_CIV4UnitSchema.xml">
	<SpawnInfos>
		<SpawnInfo>
			<Type>SPAWN_GIANT_SQUID_BASE</Type>
			<UnitType>UNIT_GIANT_SQUID</UnitType>
			<iTurns>15</iTurns>
			<iMaxLocalDensity>5</iMaxLocalDensity>
			<iStartDate>-50000</iStartDate>
			<iEndDate>-50000</iEndDate>
			<bTreatAsBarbarian>1</bTreatAsBarbarian>
			<rateOverrideDefineName>100</rateOverrideDefineName>
			<BonusTypes>
				<BonusType>BONUS_WHALE</BonusType>
			</BonusTypes>
		</SpawnInfo>
	</SpawnInfos>
</Civ4SpawnInfos>

You have it set to spawn between 50000BC and 50000BC (so not at all). Make the iEndDate 50000 (without the minus sign), which will mean 50000BC -> 50000AD (should be enough).

Edit - also the 'rateOverrideDefineName' should ideally be the name of a global define. If you set it to an absolute value like that it just mans it can't be overridden, but since there's no harm in allowing overrides you might as well set it to (say) 'GIANT_SQUID_SPAWN_OVERRIDE' or something so that a player CAN define an override in their global defines XML if they wish to (though I admit its unlikely they would want to, but you might want to use the same override on many spawns (ANIMAL_SPAWN_OVERRIDE say) - just gives more flexibility at runtime to modify all the spawn rates at once)
 
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