Caveman 2 Cosmos

As intended, we originally gave you one at the start but then it would not have anything to do. ;) The first to get the gathering tech actually gets two free gatherers, everyone else only gets one.

Nice! But then I suggest changing the corresponding Civilopedia entry and the tech description to reflect that change.

Also, if I may ask here, how did you guys solve that problem with unlimited resources breaking the city screen? I've seen topics mentioning that the Good system won't be necessary anymore (which is very, VERY good to hear), but I couldn't find the adopted solution anywhere in these foruns!
 
I think the Three Gorges Dam is overpowered as well. Providing 250 hammers in the modern era? Building it had the effect of turning one of my lower production cities into my highest production city. I'd suggest reducing it to 100 hammers or so (maybe even lower), and restoring the previous benefit of providing electricity to all cities on the continent.

This and the Fusion Power Plant have already been fixed on the SVN.
 
Nice! But then I suggest changing the corresponding Civilopedia entry and the tech description to reflect that change.

Also, if I may ask here, how did you guys solve that problem with unlimited resources breaking the city screen? I've seen topics mentioning that the Good system won't be necessary anymore (which is very, VERY good to hear), but I couldn't find the adopted solution anywhere in these foruns!

1) That bit is generated automatically and doesn't know about the python bit that adds the extra gatherer. I will see what I can do.

2) It is done in the dll. It turns out that Afforess (and others) had the solution except for the problem with the icons under the city and in the resource box in the city. AIAndy and Koshling are the ones who can answer tour question.
 
1) That bit is generated automatically and doesn't know about the python bit that adds the extra gatherer. I will see what I can do.

2) It is done in the dll. It turns out that Afforess (and others) had the solution except for the problem with the icons under the city and in the resource box in the city. AIAndy and Koshling are the ones who can answer tour question.

Wow, hope they see this question and, who knows, start a new thread at the Civ4 Creation & Customization detailing how to do it. Sure it is one the most groundbreaking workarounds related to Civ4 ever discovered.
 
Hello everybody..

Fantastic job !! This mod is awesom. I'm beginning to play with it it and has lot of features.

One only question,

For me, when I enter sevopedia (F12), and press INDEX, nothing happens.
I´ve loaded RoM 2.9 and it works..

Is there some issue with C2C v18 with this feature or is only my installation?

Thanks and, again, goodjob!
 
Hello everybody..


One only question,

For me, when I enter sevopedia (F12), and press INDEX, nothing happens.
I´ve loaded RoM 2.9 and it works..

Is there some issue with C2C v18 with this feature or is only my installation?

Hi, this is my 1st post on this forum.

I have the same problem with INDEX. I think we have to wait for v19 :)
 
Thanks for the answer.

Another question would be,

How do I know what use a Good has?
When I llok for it in the Sevopoedia, nothing is said where it is needed for something.

The only way is playing and learning by heart what building or unit needs it. Is there other way to know?
 
I have the same problem with INDEX. I think we have to wait for v19 :)
Actually, I'm on the latest SVN and have this INDEX problem too. (it shows a blank Sevopedia screen) I gave it time (thought it might be taking time to load all the topics) but I could hover over the buttons at the bottom and they changed colors (implying that the Sevopedia wasn't loading anything)
 
Actually, I'm on the latest SVN and have this INDEX problem too. (it shows a blank Sevopedia screen) I gave it time (thought it might be taking time to load all the topics) but I could hover over the buttons at the bottom and they changed colors (implying that the Sevopedia wasn't loading anything)

You're right, I left it 3 hours to load and nothing loaded...:(
 
Thanks for the answer.

Another question would be,

How do I know what use a Good has?
When I llok for it in the Sevopoedia, nothing is said where it is needed for something.

The only way is playing and learning by heart what building or unit needs it. Is there other way to know?


in the sevopedia go under buildings
there are lots of buildings called Good-carcass(for example) and each of them has its own description (requirements, techs, benefits and so on)
 
Thanks for the answer.

Another question would be,

How do I know what use a Good has?
When I llok for it in the Sevopoedia, nothing is said where it is needed for something.

The only way is playing and learning by heart what building or unit needs it. Is there other way to know?

Goods are being turned back into manufactured resources in v19. Which means they will appear in the pedia for units etc correctly. Manufactured goods don't appear on the map, that is the only difference from normal resources. Their conversion is a work in progress in v19 as their use and obsolescence in the trade system is worked out.
 
@little_cyclone: Only Defensive units are exempt from the max units on tile rule. Healers, scouts, explorers, siege engines, and so on.
 
Yea in around 1h I can start a new game with Version 19, at last if the downloadtime is displayed correct.
Thanks to the Modteam for the hard work.
 
I'll try your trick although I am pretty sure I already have the BtS icon set to "Run as Admin". I also load the saved games from BtS - never thought to try loading them after loading the MOD first....
I'll also try upgrading to v.19 and see if that helps. Thanks again for your suggestion.


I used to have the black terrain issues. What worked for me was loading up regular BtS as administrator, then loading C2C or C2C savegame from there. Previously if I tried to load C2C or my save straight from the desktop there would be a good chance I'd incur black terrain.
 
Version 19 loaded my game perfectly, one civ was replaced by America whom I have not met yet.

Some changes are hurting my economy, had to drop the science slider from 85 to 60 and culture to 0 from 15. The culture was keeping the dissidents in check, let's see if they revolt now. I have a food shortage in my bigger cities, nothing a few buildings can't fix.

I have found no bugs with the goods, just jacked a few of my vassals for the goods I don't have.

And those filtering buttons for units and buildings make life so much easier.

Overall it's making my game harder which was already too easy at this point.

That DOW bug when setting colonies persists though. On closer inspection all my vassals DOW on me and each other and other civs. Non vassal states DOW me too. Only non vassal states maintain peace with one another but DOW on me. Could it be the perfect timing to break free and attack me... Or a bug?
 
You may have noticed that I posted a slightly frustrated comment on the download page. I'm sorry about that. The mod was kind of hard to download, but that is no reason for me to act like a dick.

Now, about the mod:

It's awesome.


Really, that sums it all up. I cannot even imagine how much work went into this project. Anyone who worked on this mod kicks so much ass that I can literally taste shoe polish while playing. And I mean that in a very caring way.

However; as boner inducing as this mod may be there are still some things that I noticed while playing, that I wanted to inform you of. This is not a criticism. I was not bothered at all by these things, and they did not in any way disturb my raging mod-boner. I just think that if these things haven't been reported to you, they should be, and if they already have been, then I apoligise for wasting your time.

1. The units flip back and forth between modded textures and models, and the models and textures that I assume the units were based on. The neanderthals sometimes look like clubmen, the heavy crossbowmen sometimes look like light crossbowmen, the humpback whales sometimes look like giant knights (which I'v got to admit freaked the out of me at first).
They all assume their correct forms (i.e. the modded forms) in combat and when they move around, but apart from that they use the wrong textures. I have not experienced this in any other mod (though I have to admit I haven't used that many) so I assume this can be remedied.

2. ...

Err... Errrrrrrr... ...

Okay, I can't quite remember what the second thing was. It was something though, but it seems to have escaped me. I will return when I can recall what it was.

...

Yeah, so a thousand thanks tp you, and to to all who participated in maikng this mod. I have been playing for about 20 hours straight and I absolutely loved every minute.



Oh, and I'm sorry if any of this didn't make any sense. I'm tired, Swedish and a little drunk.
 
1. The units flip back and forth between modded textures and models, and the models and textures that I assume the units were based on. The neanderthals sometimes look like clubmen, the heavy crossbowmen sometimes look like light crossbowmen, the humpback whales sometimes look like giant knights (which I'v got to admit freaked the out of me at first).
They all assume their correct forms (i.e. the modded forms) in combat and when they move around, but apart from that they use the wrong textures. I have not experienced this in any other mod (though I have to admit I haven't used that many) so I assume this can be remedied.

That should be fixed by activating "Unit Animation" in the Civ4 options.
 
@little_cyclone: Only Defensive units are exempt from the max units on tile rule. Healers, scouts, explorers, siege engines, and so on.

Ahh, that would explain it, they had an absolute metric $hit-ton of siege...
 
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