Caveman 2 Cosmos

I just want to say how much I am enjoying v17, and to thank everyone involved for putting so much work into this mod. The new terrain is gorgeous - and I no longer have trouble seeing tile improvements and goody huts which was an issue for me in the last couple of releases. I also really like the new animals and workers, and the new gunpowder and siege units are impressive, although the route my game has taken I've not yet had a chance to see them in action (and hot air balloons ftw!)

I did at one point realise that my espionage points per turm had slipped into the negative - my fault for not paying attention to changes in some of the attributes for buildings from the last version! Oh and I love the giant squid, and I actually managed to subdue some crocodiles for the first time.

Just commenting on v17 as released, I don't use the SVN for updates because I have an urge to start a new game for every slightest change so I stick to the latest version released on here in order to at least make it to the Industrial Era before the next version comes up... :D

Edit to add: I forgot to say, a massive thank you to putting civic city number limits as a start-up (on/off) option for new games - I started my latest game without the limits and ran into massive problems with finances and the revolt meter in some of my newest cities early on in the game - and I adored every second of the troubles I faced as I overexpanded my small empire - thank you for making that optional, because for me it opened up a lot of early game difficulties that I really enjoy dealing with - and I'm very happy with that option, thank you :)
 
@Epona222

If you use maximum compatibility for saved games you can both update your game and play the same game you have been running.

Anywho glad you like v17. A lot of work was put into it.

Oh I know I can use maximum compatibility saves - the problem is in my head, not in the game - I suffer from the gamers' complaint "restart syndrome" and rarely get to finish any game as a result, trust me the last thing I need is daily updates :D :D
 
Oh I know I can use maximum compatibility saves - the problem is in my head, not in the game - I suffer from the gamers' complaint "restart syndrome" and rarely get to finish any game as a result, trust me the last thing I need is daily updates :D :D

WOW i thought i was he only one that did this, nice to hear FANTASTIC comments and praise for this mod, the "TEAM" really appreciates people like you, to finally hear that what they have put into this is making others happy, and thats the main point, as i always say, like in the opening pop-up of C2C "Just Have Fun.":goodjob:
 
WOW i thought i was he only one that did this, nice to hear FANTASTIC comments and praise for this mod, the "TEAM" really appreciates people like you, to finally hear that what they have put into this is making others happy, and thats the main point, as i always say, like in the opening pop-up of C2C "Just Have Fun.":goodjob:

I finally got my husband to play C2C hotseat with me after raving about it (v.15, we've had a game going on for weeks and he won't agree to me making changes or adding updates mid-game so I'm running v15 for our MP game and v17 for my single player) and he absolutely loves it too. My 2 favourite games in the world are older games with active modding going on - CIV 4 and Morrowind - and tbh I came back to CIV 4 after being really hyped for CIV 5 and left disappointed (if I'm allowed to say that) - finding C2C was the perfect antidote!
 
I came back to CIV 4 after being really hyped for CIV 5 and left disappointed (if I'm allowed to say that) - finding C2C was the perfect antidote!

I don't think we would all be modding C2C for Civ4 if we were not disappointed with Civ5. I had high hopes for modding that, but oh well Civ4 is still an awesome game to mod for.

Glad you can play the mod with your husband. How is multilayer BTW? I have never tried playing a Civ4 mod via multilayer. Is it as good as single player?
 
I don't think we would all be modding C2C for Civ4 if we were not disappointed with Civ5. I had high hopes for modding that, but oh well Civ4 is still an awesome game to mod for.

Glad you can play the mod with your husband. How is multilayer BTW? I have never tried playing a Civ4 mod via multilayer. Is it as good as single player?

My wife and I play MP all the time! We both absolutely love this mod. We were also very hopeful for Civ5, but you guys made up for that by leaps and bounds!!!

Thank you!
 
Hot seat MP works well. Unfortunately with Direct IP MP games it starts going OOS randomly, and sometimes not so randomly, once one has gotten to or close to the Industrial Era.
This has put a halt on our games currently but with new improvements on the print of the game and fixes to random crashes most of those OOS's should hopefully be solved on their own.

But, yes, it's as good and better in MP. Players are so much better at taking advantage of game features and exploiting another players weaknesses.

Cheers.
 
Hot seat MP works well. Unfortunately with Direct IP MP games it starts going OOS randomly, and sometimes not so randomly, once one has gotten to or close to the Industrial Era.
This has put a halt on our games currently but with new improvements on the print of the game and fixes to random crashes most of those OOS's should hopefully be solved on their own.

But, yes, it's as good and better in MP. Players are so much better at taking advantage of game features and exploiting another players weaknesses.

Cheers.
If you post the OOS logs and/or Synch logs of the different players I can have a look at the reason. The context of what you have been doing at the time it happens can also help and a save game if it is reproducible.
 
That would be sweet but would need a new game. The newest one we have is on v15 I think. We'd start a new one if we want to try it again. I'll let you know what happens.

Cheers
 
Starting a new Religious Victory style v.17 game after finishing a Domination victory a few days ago. :) Again, great job to all involved, phenomenal work as always!

I did have some quick questions tho and, as I am only able to check the C2C threads about once every 3-4 days, at which point there are several pages of new stuff, I thought this would be the best way to see if anyone had some quick answers :)

Also, let me preface by saying I don't use the SVN updates, I just play straight C2C v.17 full download.

Firstly, I recall in some recent versions of C2C that when I went into the City Screen, all the buildings were in alphabetical order. Needless to say, this made them exponentially easier to locate with any new city or later on in the game when I had literally dozens to choose from and only 2 rows to view, even while using "Hide Unconstructible Buildings". This no longer seems to be the case. Now the buildings seem to be haphazardly arranged. I was curious if this were by design (and if so, is it possible to get the alphabetical order back? :P ), or is there a BUG/RoM/AND/C2C option I missed somewhere while resetting all my options with the new version? :)

Next, I'm a horrible micromanager of city plots and workers :) I really should use slavery more often ;p But, and I'm thinking this def'ly might be a Civ4 option somewhere I'm overlooking, previously when utilzing worker(s) I could hold down shift and give them multiple orders, speeding up what would otherwise be a very long and tedious process. For example, 1)Build Road 2) Build Farm 3)Go to designated plot 4)Build Road 5)Build Farm. etc etc etc, and they would execute all the commands in order and I wouldn't have to fiddle with them for awhile. However, now I can only give them consecutive orders for the plot they are currently on, ie 1)Build Road 2) Build Farm. If I try to issue them additional orders to go to another plot after completing their current assignment at their current plot (via holding down shift), they delete any orders they were working on/queued, and proceed directly to that plot without finishing what they were doing/crossing go/collecting 200 gold. Any ideas/suggestions as to what this short term memory worker issue is about? :P

Lastly, while I wasn't sure about the "Embassy" system when it first started, I am warming up to the idea they way it has formed. Theres just a slight issue in that I can't get it to work :( Not being a modder I don't know specifically why, tho I think I have an idea... For example, lets say I start the game as the "Celts", on the premise of wanting to procure one of the European Embassies. One of the first buildings eligible to build is "Native Culture (European)". Now, fast forward several hundred turns and I get the know-how and wherewithal to construct the German Embassy, which requires Pig and Forest in the city square, but also requires "Culture (European)". Not "Native Culture (European)" as I have... A typo in a tag somewhere perhaps? :)

At any rate, great work, you should all be proud of the effort you've put in :)
 
Firstly, I recall in some recent versions of C2C that when I went into the City Screen, all the buildings were in alphabetical order. Needless to say, this made them exponentially easier to locate with any new city or later on in the game when I had literally dozens to choose from and only 2 rows to view, even while using "Hide Unconstructible Buildings". This no longer seems to be the case. Now the buildings seem to be haphazardly arranged. I was curious if this were by design (and if so, is it possible to get the alphabetical order back? :P ), or is there a BUG/RoM/AND/C2C option I missed somewhere while resetting all my options with the new version? :)

They are in approximate cost to build order. They can be put in alphabetic order by
editing A_New_Dawn_GlobalDefines.xml in Assets/XML and changing
Code:
	<Define>
		<DefineName>CITY_SORT_BUILDINGS_ALPHA</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>

to
Code:
	<Define>
		<DefineName>CITY_SORT_BUILDINGS_ALPHA</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>

When we figure out how to put options in game it will be moved there.
 
They are in approximate cost to build order. They can be put in alphabetic order by
editing A_New_Dawn_GlobalDefines.xml in Assets/XML. When we figure out how to put options in game it will be moved there.

Excellent, that did the trick, thanks :) And it was a save-compatible edit in the event someone goes searching for this later on down the line. One down, two to go ;p
 
Excellent, that did the trick, thanks :) And it was a save-compatible edit in the event someone goes searching for this later on down the line. One down, two to go ;p

Almost anything is save compatible in C2C so long as you use max compatibility saves
 
Almost anything is save compatible in C2C so long as you use max compatibility saves

Except those darn killer rabbits, once their there, and then gone, Runtime error:sad:
(I took them out of my the game)
 
I did to and it worked fine with max compat save.;)

I was thinking of making them an antihero unit - except that does not work with the spawn system.

I know, i know, but i was in the middle of going back and forth like i always do, and just said heck with it and started a new game, LOL.

btw i thought the attached screenie was taken care of?
 
I know, i know, but i was in the middle of going back and forth like i always do, and just said heck with it and started a new game, LOL.

btw i thought the attached screenie was taken care of?

I am waiting for the update to finish and then I will make sure I have deleted the old stuff I should have deleted earlier. Also, I did do some graphics moving yesterday, so the broken button for the cobra may have occurred then but I thought I had tested that thouroughly.
 
I am waiting for the update to finish and then I will make sure I have deleted the old stuff I should have deleted earlier. Also, I did do some graphics moving yesterday, so the broken button for the cobra may have occurred then but I thought I had tested that thoroughly.

I'll look again, but also, aren't the Mermaids off by default?

EDIT: ok i looked and still found this:

EDIT EDIT: found this also:
 
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