Caveman 2 Cosmos

I appear to have the infinite turn bug on 22.1, tried the latest patch and the game went a little further and hit the bug again....shame as v21 appear to be working fine for me
 
I appear to have the infinite turn bug on 22.1, tried the latest patch and the game went a little further and hit the bug again....shame as v21 appear to be working fine for me

Do you have a stack limit per tile set?
 
when you have the stack loop press bug icon while waiting for end of turn continues, set other (higher) stack number or 0 and it should go on. Turn back after that turn and see if it happens again. At least thats how I dealt with it in earlier versions.
 
Huh......so......maybe AI is trying to move a unit into a city that already has too many units in it?.....wonder why it didn't happen in 21....but I see how it could.....now to tear myself away from a little flash game (Utopian Mining) to see if it actually works!

A bit harsh DH I think, certainly C2C is a big and perhaps....unfocused mod, but then it also caters for those of us who like MORE in their games....which I do and you guys seem to make the best effort of making a playable and bug free mod!
 
:mischief:I think post #3 here nicely sums up the current state of our beta (SVN):mischief:

What the "HECK" I just wrote the idiot that wrote that also.

EDIT: I also just wrote to the Admin's about that bad Etiquette.
 
Turns out that indeed it was the limited units.....which is annoying as I liked that option to curtail stacks of doom...oh well, it didn't happen in 21 so maybe it wont happen in 23?
 
It was all meant as a joke especially as he is building a mod that will make C2C look simplistic.

Then if its based off of C2C it should have been in the C2C modmod area's, no offense to you, but thats just bad taste:(, especially for new people that are just finding CFC and looking at stuff like that.:sad: It completely disrespects, the Base personal, ie: Zappara, Afforess, and all the others that spent good time in making this Terrific mod, in my opinion.
 
Turns out that indeed it was the limited units.....which is annoying as I liked that option to curtail stacks of doom...oh well, it didn't happen in 21 so maybe it wont happen in 23?

It did happen in v21. The AI is crippled by stack limits generally - it can't mount attacks without stacks of doom because it's attack strategy is entirely based around them.
 
Odd....I never seemed to experience it in v21. So is it something that may be looked at in the future? Although I imagine that some hefty re-writing of the AI code would have to be done to change said strategy?
 
Odd....I never seemed to experience it in v21. So is it something that may be looked at in the future? Although I imagine that some hefty re-writing of the AI code would have to be done to change said strategy?

It happens occassionally in all versions back to when it was introduced (in AND?), its just uncommon is all, which is why you won't see it every game. It would rquire a complete rewrite of a number of aspects of th AI to handle it properly, so TBH I don't se it making it onto the agenda in the foreseabl future.
 
Hi!

Ask Ori in this thread C2C-Events.

If you could make more (modular?) events that would be fantastic!


Edit: Oh! DH was faster^^
 
I have just committed my new Epic Gamespeed setup. Currently no gameplay factors, except for inflationdelay, have been changed, the only thing is that now the Turn Length (in years or months) scaling will look more like the Snail and Eternity gamespeeds.

The new setup has 3032 turns and ends in the year 2100 AD, same as every other gamespeed. Feedback, both on the date progression and on what modifiers need adjustment, is most appreciated. Please post it on the C2C Balance Thread.
 
The new setup has 3032 turns and ends in the year 2100 AD, same as every other gamespeed.

That isn't realistic... I'm pretty sure we won't have "artificial stars" by 2100. :crazyeye:
 
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