Caveman 2 Cosmos

nevermind only 2 hours now
 
Guys, just updated my SVN, when recalculating assets game said "Narural_Gas instances have been removed", does that mean i have no naTural gas now on map? Thank you.
 
Just have to thank you guys for the awesome game! I am 500 turns in and only learning bronze working now! (Settler, Marathon?) One thing i have to complain about is how easily other civs kill off each other in the early game. I am playing the preset location scenario as Khmer, and within 100 turns 2 civs were dead in europe. I feel like civs should protect themselves more, one clubman shouldnt be able to take a city. But again only a minor issue, still an amazing game! I love all of the animals, I keep on thinking I have seen them all, but then new ones start appearing! AMAZING!
 
Just have to thank you guys for the awesome game! I am 500 turns in and only learning bronze working now! (Settler, Marathon?) One thing i have to complain about is how easily other civs kill off each other in the early game. I am playing the preset location scenario as Khmer, and within 100 turns 2 civs were dead in europe. I feel like civs should protect themselves more, one clubman shouldnt be able to take a city. But again only a minor issue, still an amazing game! I love all of the animals, I keep on thinking I have seen them all, but then new ones start appearing! AMAZING!

I've been thinking about adding a unit at the start which has no movement and +300% City Defense or something, in order that you don't get eliminated too soon.
 
I've been thinking about adding a unit at the start which has no movement and +300% City Defense or something, in order that you don't get eliminated too soon.

Me too. However I was not sure about the amount In Realism Inviticus there are immobile Gun Turret type units. I will post more details about them in your unit topic.
 
Hello, I wish to help mod c2c. I haven't done any mods for civ yet but am willing to learn about it. If you want me to do anything or need help with anything just ask me.:)
 
Hello, I wish to help mod c2c. I haven't done any mods for civ yet but am willing to learn about it. If you want me to do anything or need help with anything just ask me.:)

Well the real question is, do you know HOW to do any XML modding at a bare minimum? Do you know C++, or Python?:confused:
 
Hello, I wish to help mod c2c. I haven't done any mods for civ yet but am willing to learn about it. If you want me to do anything or need help with anything just ask me.:)

The way it works here is you find something that you think needs fixing and provide a fix. See here especially the bit about helping out.
 
I have an idea, one I hope others will support:
Implement long range non-nuclear cruise missiles, a new unit, which should be easily creatable simply through xml editing, with or without a new model, which would function similarly to a guided missile, but with far longer range, around maybe 30, somewhat increased strength (larger warhead), and with a slightly lowered evasion rate, such that it can work with similar disadvantages as the ICBMs in comparison to TacNukes.
 
Me too. However I was not sure about the amount In Realism Inviticus there are immobile Gun Turret type units. I will post more details about them in your unit topic.

Huh, that would be a great solution to a problem. The defensive "tower" buildings should be replaced with units. Thus, they could be stacked, and more than one could be placed in a city. In addition, in late game, there should be settler type units that spawn cities not only with extra population, but with a defensive unit autoplaced in the city.

I can't remember what mod it was exactly (maybe Rise of Empires?), but they implemented strengths into non-combatant units. Of course, they were pathetic in fighting, but the bands of settlers could no longer be slaughtered by ducks, or koalas. It would make sense that civilians have some amount of self defense, with an occasional NRA guy here and there in our populace, but they could not match up to trained soldiers. Unit strength needs to be even more heavily scaled, and non-combatants given low strengths.
 
Triple Post :p

One last suggestion for today: buildable subdued animals. Say, you have a pig resource near a city, and you build the pasture, then the farm in the city. It should then allow you to build the subdued animal, and send them to other cities. This can serve as "breeding."
 
Triple Post :p

One last suggestion for today: buildable subdued animals. Say, you have a pig resource near a city, and you build the pasture, then the farm in the city. It should then allow you to build the subdued animal, and send them to other cities. This can serve as "breeding."

You can sort of do this with the "Great Farmer". The Great Farmer can "plant" new resources of Animals and Crops (including pigs).
 
Hello,

I have been a reader of this forum and thread for some time, but never actually posted anything. On the other hand, I consider myself quite experienced civilization player (started with the very frst part of the game many many years ago) and a big fan of this mod. Great job indeed. I can't even imagine the effort devoted by the team to develop such wonderful and complicated product. Thanks a lot, you provided a lot of good fun to me. I appreciate it.

I have just one comment to the v23. In my game (currently ~ 5000 BC) I have been already able to collect ~15.000 of gold having the science set at 100% all the time (and, currently, positive amount of ~70 of gold per turn going into my treasury). This makes me think that the balance of this aspect is a bit out of control. At the early stages of the game there are numerous buildings available for construction, which provide extra gold on top of what comes from commerce split between gold and science. I think this feature should be removed from some of those buildings, so it becomes more difficult to keep the constant growth of the treasury at no expense. I would appreciate more challenge and be forced to manouver the science slider (decrease the research pace) to keep the economy balanced.

I'm not sure how it will develop in the later stages of the game. I still hope that what I have accumulated so far will be slowly consumed over the time later on, if I want to develop some costly areas of my empire, have strong army etc. However, if this will continue the same way throughout the entire game, then my conclusion will be as described in the paragraph above and suggestion - that you work on tweaking it in the next versions (which I will definitely continue enjoying :) ).

Regards
 
Hello,

I have been a reader of this forum and thread for some time, but never actually posted anything. On the other hand, I consider myself quite experienced civilization player (started with the very frst part of the game many many years ago) and a big fan of this mod. Great job indeed. I can't even imagine the effort devoted by the team to develop such wonderful and complicated product. Thanks a lot, you provided a lot of good fun to me. I appreciate it.

I have just one comment to the v23. In my game (currently ~ 5000 BC) I have been already able to collect ~15.000 of gold having the science set at 100% all the time (and, currently, positive amount of ~70 of gold per turn going into my treasury). This makes me think that the balance of this aspect is a bit out of control. At the early stages of the game there are numerous buildings available for construction, which provide extra gold on top of what comes from commerce split between gold and science. I think this feature should be removed from some of those buildings, so it becomes more difficult to keep the constant growth of the treasury at no expense. I would appreciate more challenge and be forced to manouver the science slider (decrease the research pace) to keep the economy balanced.

I'm not sure how it will develop in the later stages of the game. I still hope that what I have accumulated so far will be slowly consumed over the time later on, if I want to develop some costly areas of my empire, have strong army etc. However, if this will continue the same way throughout the entire game, then my conclusion will be as described in the paragraph above and suggestion - that you work on tweaking it in the next versions (which I will definitely continue enjoying :) ).

Regards

See this thread (and several others actually): http://forums.civfanatics.com/showthread.php?t=462127

What difficulty level are you on? What game speed? REV on or off?
 
Since May 13th on Moddb

Version 23 (r2548)
Rank: 1,124 of 16,909 (top 6.6 Percent!)
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Hello everyone,

It's my first post. C2C is the best mod I have ever played. If I may, I want to present few suggestions. I start from Science.

The Science Mechanism
Science Progress is equal to the total of Scientific Points from all cities. Means more cities = more money = more scientific points. It cause the difficulty to balance gameplay at design stage of technology tree. Only need to build a few more or few less cities (than default number of cities assigned to technology tree) and is created abnormally short or abnormally long time of Science Progress. In my oppinion it should be change.

New Science Mechanism
My proposal is to change present mechanism to new, where Scientific Progress is equal to average number of points from all cities. All Science Points divided by number of cities. It allows to balance gameplay independently of time of game and number of cities.
In real world Japan has 10 times less people than China but Japan is more technologically advanced. Population has no impact on technological advancement!
A new mechanism forces players to make a decision. Found a new city will cause temporary decrease of Scientific Progress (until player don't build main science buildings). But new city is equal to more population, more production and more money. So choice is yours.

In my oppinion that way will be better than the present method. Of course, if is it possibilities to aplied it. In any case, I think it is worth to discuss.

At the end, please forgive me if I wrote something wrong, but English is not my primary language.
 
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