Caveman 2 Cosmos

So... I'm still having problems with the new LHC files, which adds leaders like Atatürk and Kim Jong-Il. These leaders and others are now selectable and playable (to an extent).

However, the leaderheads are not shown, nor are any text or info in the leader box. For instance, if I were to play as Reagan, the leader box which pops up at the game-start will be totally empty.
Not only that, but if I choose to play one of these leaders, or select more than two or three of them for a game, I get a CTD every time without exception.

After about a dozen crashes, now I'm not able to load C2C savegames or even start a new one. If you find some solution or stopgap, please e-mail me at:
pandrzejczyk91@gmail.com
Oh, and thanks for making this mod, Strat, Hydro et. al.
 
So... I'm still having problems with the new LHC files, which adds leaders like Atatürk and Kim Jong-Il. These leaders and others are now selectable and playable (to an extent).

However, the leaderheads are not shown, nor are any text or info in the leader box. For instance, if I were to play as Reagan, the leader box which pops up at the game-start will be totally empty.
Not only that, but if I choose to play one of these leaders, or select more than two or three of them for a game, I get a CTD every time without exception.

After about a dozen crashes, now I'm not able to load C2C savegames or even start a new one. If you find some solution or stopgap, please e-mail me at:
pandrzejczyk91@gmail.com
Oh, and thanks for making this mod, Strat, Hydro et. al.


Thats more than likely my mistake, i didnt look at them before i put them up for downloading, my bad.:blush:
 
Guys, please how can I know what version of C2C is on my computer? There is no version number anywhere... some small readme.txt in the mod directory would be a cool idea.
I was without Civ for some months and I am not sure if I have to download the new version.
 
Guys, please how can I know what version of C2C is on my computer? There is no version number anywhere... some small readme.txt in the mod directory would be a cool idea.
I was without Civ for some months and I am not sure if I have to download the new version.

The version of the DLL you have is in the flag text if you hover over the flag.
 
V20 - DLL from SVN release 7 Feb.

The small and large crocodiles in my game are so docile and tame. They have yet to initiate an attack on any unit, even gatherers. The koalas are more aggressive. Me thinks the Koala unit represents the dreaded Australian drop bear?

Actually, I don't think the crocodiles are moving! Are these crocodiles real or stuffed? The save game shows a large croc next to a stone thrower, and a unprotected gatherer on another tile. Patiently, the beast waits......waits......waits.....

A bit later in the same game, I've come adjacent to 10 crocodiles, 4 in the largest stack, all stationary. These things ain't real.
 
V20 - DLL from SVN release 7 Feb.

The small and large crocodiles in my game are so docile and tame. They have yet to initiate an attack on any unit, even gatherers. The koalas are more aggressive. Me thinks the Koala unit represents the dreaded Australian drop bear?

Actually, I don't think the crocodiles are moving! Are these crocodiles real or stuffed? The save game shows a large croc next to a stone thrower, and a unprotected gatherer on another tile. Patiently, the beast waits......waits......waits.....

A bit later in the same game, I've come adjacent to 10 crocodiles, 4 in the largest stack, all stationary. These things ain't real.

You are not supposed to mention the dreaded Australian drop bear!

With the crocs there are some problems with were they are allowed to move to. they do attack if you are on terrain they can move into. the other problem is that they can spawn on terrain they can't move into. I need to think of a new tag to handle where they can move which is along rivers, and then sort out their restrictions again.
 
Well, it's actually my bad. I only got my vanilla Civ4 working again after I stopped directing the game to load C2C on start-up. Whatever the cause is, I'm going to have to unload the Extra_LH_C2C.fpk file. Just out curiosity, is there some place I can go to download the same leaders?
 
I a problem have discovered. On the Earth map, Aluminum resources haven't been replaced with bauxite ore, thus I can see it at the beginning of the game:
 
There is something seriously wrong here. I've spent literally hours sifting through XML scripts and schemas without enjoying even a single minute of game-play. And don't misunderstand me; I do appreciate what you guys do. I just wish I could enjoy it. Well, there's always real life, right? ;)
 
There is something seriously wrong here. I've spent literally hours sifting through XML scripts and schemas without enjoying even a single minute of game-play. And don't misunderstand me; I do appreciate what you guys do. I just wish I could enjoy it. Well, there's always real life, right? ;)

Are you using v20 or the SVN, and what is your problem exactly.
 
Im getting some hang on my game. The patch let me go a few more turns from the save i submitted earlier. Now it hangs on the computers turn and just never revolves over to Japan after America ends the turn. Its not a CTD now just a never-ending loop waiting for the computer to finish.

Also please add Canada or tell me which files I need to edit to add Canada myself. If Australia a former penal colony can be in so should Canada lol :P I don't mind the still leader heads I guess but doesn't seem to make much difference at all in how long the turns take. So I don't know why that change was needed. But with those kind of still leader heads you could easily add more countries I suppose.

Still can not load the guided missiles in the boats (ones that suppose to carry missiles) no matter what I try and still have troubles with the A-10s. And since the SVN i have had some issues with the range or even when in range in re basing my Strat bombers and other various units. Also now having issues with how many nukes I could launch at once as well even in MAD.

Have you guys ever considered some of the Alpha Centuri techs for the future? Instead of some of the tech names like punk--- and so forth which seem to be a lack of a better term.

I don't think you guys need to add terrain for galactic I would rather just be the same with the units changing and such instead.

Also there could be more weapons tech to slow down the advancement of some guns and esp to preserve some of the ww1 era going on to ww2 to modern. Mabye stuff like better gun barrels and various types improved ballistics and a bunch of stuff like that for in between techs. Could also find a in between partisan so that I dont have commando machine guns appear as partisans while I still have only muskets. Sometimes the bandits I think I too far evolved ahead of everything else. I met one bandit that defeated my entire stack army of riflemen. It was like he was invincible.

Anyways that is some of my input.
 
civ 4 is a good game still but a bit out dated so i was wondering are u ever planing of doing a civ 5 version of the mod:confused:
 
Civ IV outdated????? Heresy!! And unless you make it yourself, I doubt it, most of us Civ IV people dislike Civ V (considering how drastically different the focus is)
Not to be disrespectful of course.
Welcome to the forums though, please do stick around!
 
And most doubt it ever will, unfortunately. I guess Firaxis got tired of being out-done by the CFC modders :D
 
Im getting some hang on my game. The patch let me go a few more turns from the save i submitted earlier. Now it hangs on the computers turn and just never revolves over to Japan after America ends the turn. Its not a CTD now just a never-ending loop waiting for the computer to finish. Have you guys ever considered some of the Alpha Centuri techs for the future? Instead of some of the tech names like punk--- and so forth which seem to be a lack of a better term.
If you provide a save game that hangs when loaded and end-turned I'll se what I can find out. If you're using the DLL from the opatch thread as opposed to the latest SVN this might already have been fixed though (exactlu that symptom was fixed a couple days ago in the SVN)

Have you guys ever considered some of the Alpha Centuri techs for the future? Instead of some of the tech names like punk--- and so forth which seem to be a lack of a better term.

The *punk techs are (as far as I know) part of the alternate timeline stuff, and don't have any units of buildings (or non-*punk techs) dependent on them if you have alternate timelines turned off.

It's a bit annoying that they appear in the tech the/science advisor IMO (when alternate timelines are turned off). That can probably be solved by adding a tag to the tech XML to make its presence dependent on a global define (and then settign tnhat global define in the modular loaded alt timeline XML). If enough people complain about it I'll see what I can do about getting that done.
 
The *punk techs are (as far as I know) part of the alternate timeline stuff, and don't have any units of buildings (or non-*punk techs) dependent on them if you have alternate timelines turned off.

It's a bit annoying that they appear in the tech the/science advisor IMO (when alternate timelines are turned off). That can probably be solved by adding a tag to the tech XML to make its presence dependent on a global define (and then settign tnhat global define in the modular loaded alt timeline XML). If enough people complain about it I'll see what I can do about getting that done.

If we get an option/global define for Alt-Timelines it would b easy to add it to the XML so they disappear everywhere except in the pedia which is built before the options are set.
 
If we get an option/global define for Alt-Timelines it would b easy to add it to the XML so they disappear everywhere except in the pedia which is built before the options are set.

I think some mammoth units and some mammoth buildings still need to be moved from the core to the alternate timeline folder.
 
civ 4 is a good game still but a bit out dated so i was wondering are u ever planing of doing a civ 5 version of the mod:confused:

I have played all this civs but 5. Civ 5 got rid of stacked units and want to sell us downloadables which to me really gets away from the Civ I know over the years. If they change it in Civ 6 one day Ill play it. But if they stick to this one unit per hex and some of the other stuff I hate about civ 5 then ill only play civ 4. Civ 4 is still alive and well.
 
If you provide a save game that hangs when loaded and end-turned I'll se what I can find out. If you're using the DLL from the opatch thread as opposed to the latest SVN this might already have been fixed though (exactlu that symptom was fixed a couple days ago in the SVN)



The *punk techs are (as far as I know) part of the alternate timeline stuff, and don't have any units of buildings (or non-*punk techs) dependent on them if you have alternate timelines turned off.

It's a bit annoying that they appear in the tech the/science advisor IMO (when alternate timelines are turned off). That can probably be solved by adding a tag to the tech XML to make its presence dependent on a global define (and then settign tnhat global define in the modular loaded alt timeline XML). If enough people complain about it I'll see what I can do about getting that done.

ok ill update the svn first and try it.
 
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