Caveman 2 Cosmos

IDEA!!!
This may be A LOT of work, but perhaps a "Turn off Build Cultures" option in custom game? in case you feel like not having to have olives to build Praets :) If this is not feasible I'd understand.
 
I think Jwitti means that you can build the UU, UB, and heroes, but not needing the prereq culture in the city.
 
I was thinking along the lines of what nightcreature said, but maybe:
1: Each civ has a UB like (NoCulturesBulding) that only actually does something when you have the option on
2: that building allows the normal UU and UB

Maybe?
 
I was thinking along the lines of what nightcreature said, but maybe:
1: Each civ has a UB like (NoCulturesBulding) that only actually does something when you have the option on
2: that building allows the normal UU and UB

Maybe?

You cannot make a Unit require 1 building OR another building. In addition all UUs and Heroes are being converted to require a culture resource instead.

Thus the only way to make it work like you suggest would be some UB for each civ that produced the culture resource. However I already have enough to do. If someone else wants to take up the epic task of making a 2nd UB that produces the cultural resource and makes it an option than be my guest.

However there are more cultures than there are civs. And not all line up anymore. For instance there is no "Native American" culture, but many Native American tribes with their own separate cultures (ex. Navajo, Apache, Cree, Huron, Comanche, etc).

I also think its a waste of time if you do since we have been talking about phasing out all the civs and make new regional or even generic civs. Such as Red Empire, Blue Empire or Mesoamerican Empire, Eastern European Empire.
 
OK it was just a random idea, I can do without :)
 
A few questions:
Why does Israel have UB's?
Why does platinum make much less (about 1/2) commerce than diamonds?
Why do gems not get happiness from mine and all the other gem resources not get bonuses from buildings?
Why does the SoZ (Hellenic shrine) require 6 population while the others don't?
 
I am using version 19 and I'm having trouble getting the mod to work. When I start up the mod, I can't see the main menu, all I see is the the Caveman2Cosmos background. I have tried the CvAltRoot.py solution but it hasn't worked or maybe I'm not doing it correctly.

Rise of Mankind and other mods work just fine. My civ4 is installed in the D:/Program Files/Friaxis/Sid Meier's Civilization 4/Beyond the Sword. My Documents folder is C:/MyData/My Games/Beyond the Sword.

I've tried putting both paths in the CvAltRoot.py but it hasn't worked. Any ideas? Or can someone tell me exactly where to put the CvAltRoot.py file, I'm a bit confused where it goes?

My computer is a Dell Latitude E6400. It has 3GB RAM, Windows XP SP3, built-in graphics (but the game runs just fine on it), Core 2 Duo 3.0Ghz.

Thanks for the help and the great mod!
 
I am using version 19 and I'm having trouble getting the mod to work. When I start up the mod, I can't see the main menu, all I see is the the Caveman2Cosmos background. I have tried the CivAltRoot.py solution but it hasn't worked or maybe I'm not doing it correctly.

Rise of Mankind and other mods work just fine. My civ4 is installed in the D:/Program Files/Friaxis/Sid Meier's Civilization 4/Beyond the Sword. My Documents folder is C:/MyData/My Games/Beyond the Sword.

I've tried putting both paths in the CivAltRoot.py but it hasn't worked. Any ideas? Or can someone tell me exactly where to put the CivAltRoot.py is that is what is the problem?

My computer is a Dell Latitude E6400. It has 3GB RAM, Windows XP SP3, built-in graphics (but the game runs just fine on it), Core 2 Duo 3.0Ghz.

Thanks for the help and the great mod!

this may be a silly question, but are you playing in english?
first time I played this mod I couldn't read anything because I was playing in italian, but switching the language to english solved the problem
 
please add gient world map scenario in next version..~~

with many civ.

1: Welcome to CFC, I notice that you are asking for giant earth maps on every mod I like :) (Well, mostly)

2:I think that there already is one... I know that my computer can't handle a standard, so I don't remember where.....
 
this may be a silly question, but are you playing in english?
first time I played this mod I couldn't read anything because I was playing in italian, but switching the language to english solved the problem

It is set on English. Any other ideas?
 
Great mod as always.

One problem I'm having is that building interfaith seems to lockup the game. Sorry, I don't have a saved game demonstrating the issues.

I'm also not sure about the game speed balance, try as I might I'm still in the medieval era at best by 2000AD.

Lastly, would it be possible to add underwater cities? I'm sure this has been requested before, but is a feature I'd love to see.

Thanks to everyone who works on this, it is still the only version of CIV I play now.
 
Great mod as always.

One problem I'm having is that building interfaith seems to lockup the game. Sorry, I don't have a saved game demonstrating the issues.
It actually does not lock up but just takes a really, really long time to compute.
I fixed that on the SVN and also posted a DLL (I think the one Joseph links at the end of the patch thread).
 
Lastly, would it be possible to add underwater cities? I'm sure this has been requested before, but is a feature I'd love to see.

RoM had them but the AI did not understand them so they were removed. This means 'we' should be able to get them back in when someone writes the AI. There needs to be AI written for the other sea improvements also.
 
Hey, I just downloaded this mod. Looks great, but when I start a game, it says I'm running with "No Future Era", so of course when I start the game and look at the tech tree, no future era. I try again, look through all the options, but don't see a "No Future Era" option. So I start again, but I once more have no future era. Why?
 
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