Caveman 2 Cosmos

I'd like to include a new option and a tweak on the dll. This is something that breaks savegames so I've been waiting to go about it until now. I just wanted to check with the team to make sure this 'freeze' time is the best time to implement. Also, since I'll be messing with that end, are there any other game options you guys want me to put in place?

If it's an option make it eitehr a game option (doesn't break saves with the new saveformat code providied you set defaults appropriately), or a BUG option (which has no impact on saves)
 
What is that option and tweak that you want to add that you think breaks savegames?

Just a simple game option really. Some of us greatly wish to see no step back in XP on units that have been upgraded while others seem to think its a great thing. Since we can't have a unified concensus on this matter, its best to make it an option. Personally, I can't stand losing xp just because I'm promoting a unit but I can understand those who see a purpose to it. So I was going to implement a very simple option on the matter.

I did not realize the degree of mastery that Koshling's adaptations for ongoing compatibility had achieved to allow game options to be implemented without breaking save games so I've been waiting and waiting for a time to do this.

I also have to say that I'm not yet competent in making BUG options. I know that there's a tutorial on that here but I didn't think this should be something adjustable during a game (as that could be manipulated to give an unfair advantage over the AI) so thought it better as a game option.

Koshling, when you say as long as I set the defaults appropriately, what should I be keeping in mind there? I presume the default on the option should be 'off'? Is that all or is there more to consider?
 
Just a simple game option really. Some of us greatly wish to see no step back in XP on units that have been upgraded while others seem to think its a great thing. Since we can't have a unified concensus on this matter, its best to make it an option. Personally, I can't stand losing xp just because I'm promoting a unit but I can understand those who see a purpose to it. So I was going to implement a very simple option on the matter.

I did not realize the degree of mastery that Koshling's adaptations for ongoing compatibility had achieved to allow game options to be implemented without breaking save games so I've been waiting and waiting for a time to do this.

I also have to say that I'm not yet competent in making BUG options. I know that there's a tutorial on that here but I didn't think this should be something adjustable during a game (as that could be manipulated to give an unfair advantage over the AI) so thought it better as a game option.

I believe that what you want to add is already a GlobalDefine.
 
It is, but that means to change it I have to go back into the global defines over and over after every SVN update. And its not very friendly to make every player who wants to play like that require modding skills. It would be a simple thing to have an option on the matter that if on, the code ignores the statement in the dll that causes it to back up the xp on the unit when its upgraded.
 
It is, but that means to change it I have to go back into the global defines over and over after every SVN update. And its not very friendly to make every player who wants to play like that require modding skills. It would be a simple thing to have an option on the matter that if on, the code ignores the statement in the dll that causes it to back up the xp on the unit when its upgraded.

Just add the gameoption to the END, make sure that 'false' is the value you want as the default (if it's not, reverse yoru semantics) and it should all 'just work' and be save-game compatible. The save game already accepts missing values ion saves (it just assumes that they are the ones at the end of its list and that they all sghould be set false)
 
This may be a dumb question, but where are the tribal villages in worldbuilder? All I can find are the unexplored islands
 
This may be a dumb question, but where are the tribal villages in worldbuilder? All I can find are the unexplored islands

They have been removed. Or at least you can't get at them from worldbuilder. No idea why they were removed.

You can ge them back by editing the improvements xml file in Assets/XML/Terrain and for goody huts change the line
Code:
			<bGraphicalOnly>[B]1[/B]</bGraphicalOnly>
to
Code:
			<bGraphicalOnly>[B]0[/B]</bGraphicalOnly>

You will lose this the next time you update.
 
Thunderbrd yea this option would be realy great so its one thing less I have to edit each update :).
Now if also a Option get in that allow the UU Units from Culture to Unlimit instead of 15 then I probably won't need to change anything any more ;).
 
DH was saying something about wanting an option for limiting missionaries as well... I can see how it could be combined into one option: Unlimited National Units, something I, too would love to implement. It'd be an easy thing I think but would not impact global units. I'd just have to find where national unit limits are established, tracked, and actually limited in the dll then create an if/then switch based on that new option. I like it. That'd fix my irritation with limits on everything from rogue types to executives.

Anyone have any complaints with this idea? (aside from the obvious that national units are given limits to aid in game balance)
 
DH was saying something about wanting an option for limiting missionaries as well... I can see how it could be combined into one option: Unlimited National Units, something I, too would love to implement. It'd be an easy thing I think but would not impact global units. I'd just have to find where national unit limits are established, tracked, and actually limited in the dll then create an if/then switch based on that new option. I like it. That'd fix my irritation with limits on everything from rogue types to executives.

Anyone have any complaints with this idea? (aside from the obvious that national units are given limits to aid in game balance)

It is easy to limit unlimited units but not so easy to unlimit limited units. What you have to do is make the units unlimited and then add an option to limit them. that is just the way WoC works.
 
It is doable from the XML, you don't need to do it from the dll. If you do you will break the XML, just like they did when they changed the maximum wonders per city. It is still there in the XML but it can't be changed by the player to what they want.
 
I bought a brand new top of the line computer so that I can play this mod. I have played older versions, and I think they are the best mods ever produced for this game. I am looking forward to this mod, I hope it is easy to install :(

I found a unopened Coors Light beer in my garage. It has been baked in the Florida heat for two years. I am drinking it to celebrate this mod, and it is actually not too bad.
 
I bought a brand new top of the line computer so that I can play this mod. I have played older versions, and I think they are the best mods ever produced for this game. I am looking forward to this mod, I hope it is easy to install :(

I found a unopened Coors Light beer in my garage. It has been baked in the Florida heat for two years. I am drinking it to celebrate this mod, and it is actually not too bad.

V23 will be released in approximately one week - you may want to just experiment a little, and hold off starting a 'real' game until then.
 
V23 will be released in approximately one week - you may want to just experiment a little, and hold off starting a 'real' game until then.

will the old 22_1 saves work with the v23?
 
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