Caveman 2 Cosmos

Hi everyone!

Would it be possible to have, amongst the first posts of this thread (or in another full thread, now that you more-than-deservedly have your own forum), a small description of the main features of this mod (like the property system) and other main game rules? The mod is developing really fast and it's getting difficult to keep up with all the changes and new features you are implementing.

Thanks!
 
Is there a way to eliminate the wonder limit? I am in the ancient area, and I am restricted to 4 wonders. I love building lots of wonders and do not want to continue playing if I am forced to be restricted to 4.
 
Is there a way to eliminate the wonder limit? I am in the ancient area, and I am restricted to 4 wonders. I love building lots of wonders and do not want to continue playing if I am forced to be restricted to 4.

when you setup your game, you do custom game, not play now. When you do this all the modmod's such as wonder limit are listed with on/off function. This way you choose how you want to play. Not only map/civs etc but everything else too.


On another note, something is seriously wrong with the AI on GEM map why won't they expand!! :confused: I restarted my last game coz i was 12 cities as ragnar spread in taking all of germany's land and russia while 90% stayed on 1 city and some had max 3.
I restarded, spread out the civs more, gifted all prehistoric techs at the start and played from there. I've played about 400 turns and they still won't expand.. The worst part is I manually went in and gifted all the civs with only 1 city 2 settlers as well as gifting them a bunch of tech since they were falling way behind. Still they just put the settlers inside the city and went back to building research like retards.. :cry:
 
When starting a new game you can set the Option Unlimited Wonders. That removes your limit on wonders in a city.

There's an XML file you can modify too, to make it happen in your current game. In Caveman2Cosmos/Assets/XML edit GlobalDefines.xml, look for MAX_WORLD, MAX_TEAM, MAX_NATIONAL wonder options and increase them to increase your limit.
Keep in mind that the numbers set are for the highest Cultural Level in a city, lower Cultural levels decrease this number so if you have max 4 now you need to double the numbers to get to 8, which will give you a max of 14 (16 for National) once you've reached Legendary Culture.

Cheers
 
when you setup your game, you do custom game, not play now. When you do this all the modmod's such as wonder limit are listed with on/off function. This way you choose how you want to play. Not only map/civs etc but everything else too.

I think this should be in the first post too strategyonly since it seems to be a common mistake.
 
On another note, something is seriously wrong with the AI on GEM map why won't they expand!! :confused:

...

The worst part is I manually went in and gifted all the civs with only 1 city 2 settlers as well as gifting them a bunch of tech since they were falling way behind. Still they just put the settlers inside the city and went back to building research like retards.. :cry:

I agree with this, there seems to be a problem with AI expansion. In my game I am an Island with 3 AIs, I have six cities, they have 2,2 and 1. One of them is far ahead in tech, about to get Sedentry Lifestyle but still just sits there building research instead of expanding.
 
Hzoa5.jpg


When will the world be old enough to judge how well I'm doing with mastery yet? :sad:

Spoiler :
iZseC.jpg


:mischief:
 
when you setup your game, you do custom game, not play now. When you do this all the modmod's such as wonder limit are listed with on/off function. This way you choose how you want to play. Not only map/civs etc but everything else too.


On another note, something is seriously wrong with the AI on GEM map why won't they expand!! :confused: I restarted my last game coz i was 12 cities as ragnar spread in taking all of germany's land and russia while 90% stayed on 1 city and some had max 3.
I restarded, spread out the civs more, gifted all prehistoric techs at the start and played from there. I've played about 400 turns and they still won't expand.. The worst part is I manually went in and gifted all the civs with only 1 city 2 settlers as well as gifting them a bunch of tech since they were falling way behind. Still they just put the settlers inside the city and went back to building research like retards.. :cry:

If you post a save game with an AI settler sitting in a city not being used I can easily analyse what that settler thinks is doing (or why its not settling)...
 
If you post a save game with an AI settler sitting in a city not being used I can easily analyse what that settler thinks is doing (or why its not settling)...

ok here is latest autosave after i gifted them some settlers and they have moved the settlers back home.

Also here is my last game as ragnar where i gave up coz AI never expanded enough, played quite a few turns from memory (500+) and most AI were still on 1 city (immortal difficulty)
 
When starting a new game you can set the Option Unlimited Wonders. That removes your limit on wonders in a city.

There's an XML file you can modify too, to make it happen in your current game. In Caveman2Cosmos/Assets/XML edit GlobalDefines.xml, look for MAX_WORLD, MAX_TEAM, MAX_NATIONAL wonder options and increase them to increase your limit.
Keep in mind that the numbers set are for the highest Cultural Level in a city, lower Cultural levels decrease this number so if you have max 4 now you need to double the numbers to get to 8, which will give you a max of 14 (16 for National) once you've reached Legendary Culture.

Cheers
Actually those numbers don't do anything any more. The wonder limit is set in the culture level XML and increases with each culture level that your city reaches.
You can change it in Assets/XML/GameInfo/CIV4CultureLevelInfo.xml
 
Actually those numbers don't do anything any more. The wonder limit is set in the culture level XML and increases with each culture level that your city reaches.
You can change it in Assets/XML/GameInfo/CIV4CultureLevelInfo.xml

Hah, keep changing the game and how it works on me, will ya... *laugh*
No, but seriously, good to know. Can the GlobalDefines entries be removed then? I suppose it won't do much but even a few less bytes the game needs to load will help towards not reaching 3Gb and MAF, right?

Cheers
 
Actually those numbers don't do anything any more. The wonder limit is set in the culture level XML and increases with each culture level that your city reaches.
You can change it in Assets/XML/GameInfo/CIV4CultureLevelInfo.xml

Which makes it almost impossible to test new wonders without the unlimited wonder option on.:mischief:
 
I will post this in a bug thread if someone confirms it as a bug, I may have done something wrong during playthrough.

There is a problem (I think) with using subdued animals to construct buildings like 'Myth of the Bird' or 'Myth of the Lion' or 'Animal mascot'. The building are built all right, but the animals used to construct them still trigger upkeep costs. The animals do not exist on the map, since they were in my city and they were used to construct a building. Viewing financial advisor, the second line on the right (away supply) showed that I have 40 units outside cultural borders and must therefore pay 32 upkeep each turn (It didn't happen at once, the upkeep costs were getting higher as I played but I cannot post a save to show it).

'butcher animal' option works fine, no problem with upkeep, I am not sure what causes additional upkeep, possibly option 'add to cultural heritage', I used that a lot (or something like that, when you convert the animal into 1 science and 1 culture) or maybe it is a problem with capturing workers and/or deleting your units (the option with a skull, giving you a small amount of gold if the unit is deleted within your territory).

I am not big into modding and I don't know how to correct that issue, is it possible I just need to reinstall? (reunpack?)

btw I totally love your mod and look forward to your next updates :) great job with overhauling civilizations and expanding the tech tree :)

please don't judge my english or my intellect too harshly :)
 
Sounds like it may be an interesting find...
Post bugs in bugs thread bugs-subforum of the C2C-forum
(if you post bugs that turn out not to be bugs it doesn't matter^^).
Welcome to C2C! :)
 
I will post this in a bug thread if someone confirms it as a bug, I may have done something wrong during playthrough.

There is a problem (I think) with using subdued animals to construct buildings like 'Myth of the Bird' or 'Myth of the Lion' or 'Animal mascot'. The building are built all right, but the animals used to construct them still trigger upkeep costs. The animals do not exist on the map, since they were in my city and they were used to construct a building. Viewing financial advisor, the second line on the right (away supply) showed that I have 40 units outside cultural borders and must therefore pay 32 upkeep each turn (It didn't happen at once, the upkeep costs were getting higher as I played but I cannot post a save to show it).

'butcher animal' option works fine, no problem with upkeep, I am not sure what causes additional upkeep, possibly option 'add to cultural heritage', I used that a lot (or something like that, when you convert the animal into 1 science and 1 culture) or maybe it is a problem with capturing workers and/or deleting your units (the option with a skull, giving you a small amount of gold if the unit is deleted within your territory).

I am not big into modding and I don't know how to correct that issue, is it possible I just need to reinstall? (reunpack?)

btw I totally love your mod and look forward to your next updates :) great job with overhauling civilizations and expanding the tech tree :)

please don't judge my english or my intellect too harshly :)

I've had a quick look at this and cannot see anything wrong with the code, or reproduce a problem when using 'add to your cultural heritage' or when using subdued animals to build things. Please experiment some more and see if you can pin down when it happens. I recommend you set your autosave to every turn so that next time it does happen you'll have a save to reproduce it from and can post that together with instructions to generate the issue for analysis.
 
Hello. I was playing version 21 until now. I found that archery bombardment (enabled through the BUG screen) wasn't working properly (i coundn't bombard anything with archers). Also bombardment units, like Frigates and cannons like the Mortar (called motar in game btw, and austrlian instead of australian :P) didn't do any damage at all when bombarding. Was all this intended or they were bugs? If they are bugs, were they corrected for version 22.1? Thank you.

In any case, i'm downloading the 22.1 version. If the bombardment problems persist, I'll inform you.
 
Hello. I was playing version 21 until now. I found that archery bombardment (enabled through the BUG screen) wasn't working properly (i coundn't bombard anything with archers). Also bombardment units, like Frigates and cannons like the Mortar (called motar in game btw, and austrlian instead of australian :P) didn't do any damage at all when bombarding. Was all this intended or they were bugs? If they are bugs, were they corrected for version 22.1? Thank you.

In any case, i'm downloading the 22.1 version. If the bombardment problems persist, I'll inform you.

As far as I know archer bombard has never worked, at least in as long as I've worked on the mod. One of the older hands may wish to add a comment though on that aspect...

In regard of doing no damage - what are you bombarding? Bombardment (in all RoM derivatives I believe) never damages the head unit, it ONLY does collateral damage to the rest of the stack, so if you bombard a single unit it has no effect...
 
As far as I know archer bombard has never worked, at least in as long as I've worked on the mod. One of the older hands may wish to add a comment though on that aspect...

In regard of doing no damage - what are you bombarding? Bombardment (in all RoM derivatives I believe) never damages the head unit, it ONLY does collateral damage to the rest of the stack, so if you bombard a single unit it has no effect...

Ok, sorry, I didn't know about that rule. I was thinking in a Civ3 bombardment :P. Thank you.
 
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