Caveman 2 Cosmos

2 questions guys:

1) If you play hotseat without basicaly involving AI, would you still get MAFs once in a while? Or MAFs have nothing to do with it?
2) If you play revolution mod on, and city breaks away from your civilization in hot hotseat, the new civilization will be AI controlled, right? And it would be impossible, to gain a human control over it during the hot seat game? :)
 
Is there a stack limit on # of subdued animals on 1 tile?

I dropped an explorer onto a fair sized island he has subdued 4 eagles and a wallaroo. But the cheetah (last animal subdued) can not join him on the same tile. I get the Red circle of "NoNo can't go there".

BUG Options stack limit is 0.

JosEPh
 
@All modders - I have not had a CTD due to graphics problems since v20+static leader heads. :goodjob:

Is there a stack limit on # of subdued animals on 1 tile?

I dropped an explorer onto a fair sized island he has subdued 4 eagles and a wallaroo. But the cheetah (last animal subdued) can not join him on the same tile. I get the Red circle of "NoNo can't go there".

BUG Options stack limit is 0.

JosEPh

There is no separate stack limit for animals. Your problem usually means that the cheetah is revealing some territory. Can you post a save so I can look at it. I have not had this problem - except with a dolphin. I am thinking it may have something to do with building a building that should increase visibility range. None of them do so maybe they give it to units but I have not seen that either.
 
@All modders - I have not had a CTD due to graphics problems since v20+static leader heads. :goodjob:

Now that is good news;), thx. I will start doing other stuff then to reduce more graphics, (IF i can find what i want that is), no promises):p
 
@All modders - I have not had a CTD due to graphics problems since v20+static leader heads. :goodjob:



There is no separate stack limit for animals. Your problem usually means that the cheetah is revealing some territory. Can you post a save so I can look at it. I have not had this problem - except with a dolphin. I am thinking it may have something to do with building a building that should increase visibility range. None of them do so maybe they give it to units but I have not seen that either.

This is the closest save I have. The cheetah gets killed by a Jaguar when you click EoT. Since it can't join the Explorer and SA Pack it's toast.

I actually ended up with 7 SAs before I camped out on the horse resource.

JosEPh
 
Hi guys i played this mod along time ago but stopped using it because the AI wouldnt build many planes nor nukes. and also didnt like that you could be lots of diff cultures.
does the AI build planes and nukes now?
 
Hi guys i played this mod along time ago but stopped using it because the AI wouldnt build many planes nor nukes. and also didnt like that you could be lots of diff cultures.
does the AI build planes and nukes now?

Afforess made a fix to that issue, which has been merged in, though that was post-v20 release, so it is in if you are using the latest SVN version. I cannot comment on how effective the fix was in gameplay terms. If you are not using the SVN (i.e. - you're using release v20) then the AI is still remiss in that regard. I'll probably release a patch DLL sometime in the next week or two however, which v20 users can just replace their release version with and continue (not for this issue specifically, but just as a roll-up of various fixes since v20)
 
hmm. I don't like having less civs to pick from. I never really had many slow problems with the barbs turned off and with show others moves turned off. The Animals spawn way to much and bog the map esp with having to wait to long to get tribes going, so I don't even play with them on.

I play hotseat now until all the oos problems are resolved.

I find the AI can be pretty ******** at times lol. Is there an upgrade for the AI?

Great mod overall though. I hope there isn't too much graphic reduction though or lack of civs. Is there a way to add more in on my own? And where would I make entries if I added Canada?

Also I find the city defenses kind of ridiculous at times. I took a stack of 200 units and marched on a city with 4 units defending and because of the gatehouse i lost over half of the men in 2 turns. Im playing on v19 though at this time until my game is done.
 
hmm. I don't like having less civs to pick from. I never really had many slow problems with the barbs turned off and with show others moves turned off. The Animals spawn way to much and bog the map esp with having to wait to long to get tribes going, so I don't even play with them on.

I play hotseat now until all the oos problems are resolved.

I find the AI can be pretty ******** at times lol. Is there an upgrade for the AI?

Great mod overall though. I hope there isn't too much graphic reduction though or lack of civs. Is there a way to add more in on my own? And where would I make entries if I added Canada?

Also I find the city defenses kind of ridiculous at times. I took a stack of 200 units and marched on a city with 4 units defending and because of the gatehouse i lost over half of the men in 2 turns. Im playing on v19 though at this time until my game is done.

City defenses are fixed (toned down) in v20. AI improvements are an ongoing matter. Hydro would be the best person to comment on the civs, but with the new culture system they really are not much more than names to be honest (though individual leaders still have traits so they matter)
 
City defenses are fixed (toned down) in v20. AI improvements are an ongoing matter. Hydro would be the best person to comment on the civs, but with the new culture system they really are not much more than names to be honest (though individual leaders still have traits so they matter)

ok thanks. I actually preferred having civ specific cultures over being able to get any culture. Kind of takes a way the purpose of playing a specific civ.
 
Hi guys i played this mod along time ago but stopped using it because the AI wouldnt build many planes nor nukes. and also didnt like that you could be lots of diff cultures.
does the AI build planes and nukes now?

Yes I was defeated in my last games from too many airplanes and nukes. So yes the AI builds them (maybe too well).

ok thanks. I actually preferred having civ specific cultures over being able to get any culture. Kind of takes a way the purpose of playing a specific civ.

Playable civs are more for what home region you want to start from. Where you take it from there is up to you and some luck. But like Koshling said, leader traits still matter (for now).
 
Playable civs are more for what home region you want to start from. Where you take it from there is up to you and some luck. But like Koshling said, leader traits still matter (for now).

If that were only true. When I play random location as the Egyptians I almost always end up at one pole or the other making it very difficult to get the Egyptian culture and many of the African ones.
 
thanks for replys. yes im using v20 from the main download .
Im roughly 100 - 150 turns in on world map, in america people are expanding nice. but for some reason in europe only country what has more then 1 city is russia, yet there is plenty of room for expansion its a hugh world map.
Also is there a way to turn off that culture thing as i prefer to use the civilization i pick to play with. i picked america yet it is offering me to go sioux. do i still get to stay as america if i accept sioux?
 
Just come back to C2C after a break playing other things, just want to congratulate you on v20 - I think the last version I played was v17 and there are so many new things in v20 - especially love all the new animals and cultures. (Edit to add that I am also thrilled to see that there are now a gazillion resources instead of "goods", I understand that the goods system was a workaround of sorts and a good one at that, but it's better to have stuff as resources for trade etc. so well done on getting that ironed out)

Just a quick question - some of my subdued animals I cannot move over certain terrain types - I wondered whether this is intentional because most of them are not affected. The ones I have noticed are: Camel, Panda, Cheetah, and Aurochs. I have had to delete several subdued camels because I cannot move them through the forest to get them home (even if I chop it down it grows back and it's just too much effort, even for a camel) - they are one I am usually particularly excited to catch! Yet I can take penguins captured in the arctic wastes across all terrain types, so I wasn't sure whether it was intended.

Anyway, great work yet again. Please keep the culture thing as it is (either by world wonder as in v20 or local buildings as per previous versions, either is good) - I'd be happy just to pick a colour for my civ (ie. the name of my civ whether "America" or "Greece" is irrelevant) and build the cultures that my resources and terrain allow. I think it's one of the things that makes this mod different and great, if people don't like it then maybe it's not the mod for them.
 
Just come back to C2C after a break playing other things, just want to congratulate you on v20 - I think the last version I played was v17 and there are so many new things in v20 - especially love all the new animals and cultures.

Just a quick question - some of my subdued animals I cannot move over certain terrain types - I wondered whether this is intentional because most of them are not affected. The ones I have noticed are: Camel, Panda, Cheetah, and Aurochs. I have had to delete several subdued camels because I cannot move them through the forest to get them home - they are one I am usually particularly excited to catch! Yet I can take penguins captured in the arctic wastes across all terrain types, so I wasn't sure whether it was intended.

Anyway, great work yet again. Please keep the culture thing as it is (either by world wonder as in v20 or local buildings as per previous versions, either is good) - I'd be happy just to pick a colour for my civ (ie. the name of my civ whether "America" or "Greece" is irrelevant) and build the cultures that my resources and terrain allow. I think it's one of the things that makes this mod different and great, if people don't like it then maybe it's not the mod for them.

The culture isn't the main thing about this mod that makes it stand alone, so I would have to disagree. There are so many things about this mod that is great. It reminds me of a private civ 3 multi mod I made way back with almost everything from this site. I really do love this C2C multi mod and could only imagine how much work it is. It took me months to make a 2 gig civ3 mod and this is even more complex because you have to know programming somewhat so I haven't even attempted modding civ4. So Kudos to the creators of this one.

I would like the ability to turn off having multiple cultures or have some limited culture option so that a person could play by set civ parameters while still being able to enjoy the rest of the mod, so that everyone can play it as they please. I have been playing civ since the first civ came out and perhaps it makes me kind of traditionalist in that manner. To me and some others it does matter what civ they play or what cities they make.And I like to see more civs not less. And this makes me hesitant to try v20. And it kind of bothers me to see the Aztecs instead of African civs riding up on giraffes even though it kind of funny. In any case Ill be sticking to version 19 until more civs are back in or until I have the time to figure out how to add them myself.

Anyways great work. I hope you guys can find a way to resolve yourself to a final solution by 2013 lol. I would like to benefit from some of the improvements of an update without having to undergo a complete revamp or cuts of civs etc.

Bring back the archer barrages too :) And I think remove the terrain reveal restrictions on the animals unless your barbarian.
 
Just a quick question - some of my subdued animals I cannot move over certain terrain types - I wondered whether this is intentional because most of them are not affected. The ones I have noticed are: Camel, Panda, Cheetah, and Aurochs. I have had to delete several subdued camels because I cannot move them through the forest to get them home (even if I chop it down it grows back and it's just too much effort, even for a camel) - they are one I am usually particularly excited to catch! Yet I can take penguins captured in the arctic wastes across all terrain types, so I wasn't sure whether it was intended.

All subdued animals should be able to pass all terrain. (Oops haven't looked at Joseph's save yet that shows this activity also.) It is a matter of them not being able to reveal the map which is the usual problem.

And it kind of bothers me to see the Aztecs instead of African civs riding up on giraffes even though it kind of funny.

We now have the technology to limit animals by east-west areas so it may be possible to work towards a more "natural" placing of animals and nations on the world.
 
All subdued animals should be able to pass all terrain. (Oops haven't looked at Joseph's save yet that shows this activity also.) It is a matter of them not being able to reveal the map which is the usual problem.



We now have the technology to limit animals by east-west areas so it may be possible to work towards a more "natural" placing of animals and nations on the world.

ok that makes more sense :) So will there be animal resources that are specific to them as well? Such as a giraffe etc.
 
This is the closest save I have. The cheetah gets killed by a Jaguar when you click EoT. Since it can't join the Explorer and SA Pack it's toast.

I actually ended up with 7 SAs before I camped out on the horse resource.

JosEPh

I had a look at this. The problem is that the preferred for the cheetah would take it across a hill which would reveal some map. If you walked the it via a different path then it could get to safety. So it is not a bug but a feature:p.
 
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