Caveman 2 Cosmos

First: It's not a .rar file it's a 7z file and second: I've downloaded it dozens of times same problem

Which version are you downloading? Other people have downloaded without problems which suggests a problem at your end. Although it is always possible that something has gone wrong at the storage end. There was a problem with v24 but v25 should be fine. (v26 is due out in a week or less).

Edit I a downloading now to check that out but it will take 3+ hours.
 
(v26 is due out in a week or less).

Someone else is going to have to put stuff into the FPK's then, because i just found out all the stuff i had is destroyed, because my main harddrive went out, kaput!!:mad: (Unless nobody else knows how to, then i can do it, but it will take me awhile, because this OLD XP aint what it made for anymore:rolleyes: I will have to run it from the current SVN is all.

Then i lost my re-covery disk, so i have to sent to Dell for it, thats take a weeks or so, then i have to take it to the main computer place which is over 50 miles away, then it takes 3-4 MORE days to do a complete diagnostic check on the software and hardware, to be stretched out to the max just to see if all will work later.

So if anyones interested let me know,

(for DH (i lost all the stuff i had on the Statesman/Lawyer/Plague and everything else i was working on also, and the Heroes stuff sorry.)
 
On a mostly offtopic note, I was surfing the web today and ran across this gem, freeorion. It seems to only recently have picked up steam, and has now about as much project activity as we do. It is alpha and doesn't play very well yet, but it has some very good ideas we could use for the Galactic Era.
 
@Primem0ver
I read somewhere that in your genetic era mod you add posibility to build submerged colony (underwater city).
How you managed the problem with displaying underwter graphic? Does underwater cty really looks like it is underwater?

If I understanding this question correctly, the quick answer that it wasn't an issue because the Genetic Era Mod is for Warlords. There ARE no underwater graphics in Warlords. Underwater graphics aren't necessary.

Warlords did not use the blue earth water graphics so there was no surface water motion (except possibly right along the shoreline/beach). In Warlords, everything in water looks underwater (except possibly right on the beach which I suspect was impossible because sea colony requirements. Regardless, I simply never tried so I didn't notice...)
 
Someone else is going to have to put stuff into the FPK's then, because i just found out all the stuff i had is destroyed, because my main harddrive went out, kaput!!:mad: (Unless nobody else knows how to, then i can do it, but it will take me awhile, because this OLD XP aint what it made for anymore:rolleyes: I will have to run it from the current SVN is all.

Then i lost my re-covery disk, so i have to sent to Dell for it, thats take a weeks or so, then i have to take it to the main computer place which is over 50 miles away, then it takes 3-4 MORE days to do a complete diagnostic check on the software and hardware, to be stretched out to the max just to see if all will work later.

So if anyones interested let me know,

(for DH (i lost all the stuff i had on the Statesman/Lawyer/Plague and everything else i was working on also, and the Heroes stuff sorry.)

I have a look and see if I can do the FPKs a bit later this morning. Now that I have things working again - I forgot to copy my new FPK across to the new install I did:rolleyes: so I need to update mine on the SVN also.

As I said elsewhere I have half a volcano fix, but have not tested it. I also have a prototype slaves fix (all the graphics are the same at the moment). I'll put them in post v26. There is also the problem with mission definitions that I am waiting for AIAndy to get back an look at. When I can get that working we should have diplomacy with barbarians then I can do the Indigenous people and AI diplomacy also (dang still needs AI).

I think my main tasks for v27 though should be python, extra specialists in the city screen and improve the pedia.

Edit @SO - I think I have a copy of your stuff on my machine.
 
I suspect it may be an issue on your end, because it just dl/ed fine for me.

Actually this is NOT his issue. It is the web host. The stupid server at the site on which strategyonly hosts the download page drops any downloads it deems "too slow" which is complete crap. Someone REALLY needs to put whatever company is hosting that server out of business. (Unless they host civfanatics LOL).
 
Actually this is NOT his issue. It is the web host. The stupid server at the site on which strategyonly hosts the download page drops any downloads it deems "too slow" which is complete crap. Someone REALLY needs to put whatever company is hosting that server out of business. (Unless they host civfanatics LOL).

Talk to DH about it, he's going to be the one actually releasing V26, as SO's hard drive crashed.
 
Actually this is NOT his issue. It is the web host. The stupid server at the site on which strategyonly hosts the download page drops any downloads it deems "too slow" which is complete crap. Someone REALLY needs to put whatever company is hosting that server out of business. (Unless they host civfanatics LOL).

Well I will see that too since I am in the middle of nowhere (nation's capital) and we always get stuff last.

Talk to DH about it, he's going to be the one actually releasing V26, as SO's hard drive crashed.

I was just going to make sure all the FPKs are up to date and correct. The only host I have access to is Atomic Gamer and all we get are complaints when we use that one.
 
Here is a question for the entire current developing team:

Have you ever done a "turn time analysis* of your mod? I did one for the Genetic Era Mod which is how I found out that the AI_Explore() algorithm used in Warlords was completely ridiculous. It analyzed EVERY plot on the board to find a better place to explore instead of basing it on areas of the map in which less exploration had been done. It took a SERIOUS amount of debugging but I replaced it with an algorithm was EXPONENTIALLY Quicker.

If the SDK developer here understands big O... the original algorithm was between O(n log n) and O(n^2). My algorithm was roughly equal to O(log n) or at the very most O(n). If this method is still a hangup in BtS I can put it into your mod. But I suspect that it is not the issue. That problem only occurs later in the game (at least in Vanilla/Warlords) when the AI is looking for new places to explore because a good part of the map is already explored. I've also thought of a new way to make the algorithm more simple.

I am really not looking forward to the end game since turn times are already taking 3-8 seconds and I am still in the ancient era with 1 city, 9 players, and maybe 5 units each. My computer is not a quad core but it is a core duo... so its not a dinosaur (yet).
 
The developing team should REALLY consider doing patches! Keep track of your updated files and put them in a folder that ONLY contains the modified files/folders in the same folder structure. We did this for the Genetic Era Mod. Zip them so that they can overwrite the existing files when unzipped. You still have your big file for new players and BIG updates and for people who are more than one update behind. But you also have small updates for those who keep up!

It's a bit more work for you but it saves people a HUGE download time when the changes are minor. I mean... it can literally mean a few kb versus a GIG!

You could even have a separate post for "patches."
 
There has been fantastic reduction in turn time and such with c2c. The problem is that as the efficiency goes up so does the content.

Up until recently patches for c2c have not worked because we often delete or move stuff. You can't do that in a patch.
 
Oh... one question. What does the third abbreviation refer to (next to the Leader's names)? Example: Exc
 
There has been fantastic reduction in turn time and such with c2c. The problem is that as the efficiency goes up so does the content.

Up until recently patches for c2c have not worked because we often delete or move stuff. You can't do that in a patch.

Ok. Makes sense. I am trying out the game now from pre-historic. I will let you know if that makes a difference in the ancient era.
 
The very first thing that Koshling did when he joined the team was to write a new and more advanced profiler, so yes, that is how turn times have been greatly reduced in the past year.
 
Which is soooo AMAZING!! :eek::eek::eek: :bowdown:

LOL

Well research doesn't take forever starting in pre-historic. But growth still does. Which makes sense in the early game... but I hope it doesn't stay that way.
 
What keeps a tribe from settling when it is settleable? Even on recommended spaces? (There are no opponent units there either). None of the conditions in the civilopedia apply. It isn't near any other cities, not another culture, and not impassible...
 
What keeps a tribe from settling when it is settleable? Even on recommended spaces? (There are no opponent units there either). None of the conditions in the civilopedia apply. It isn't near any other cities, not another culture, and not impassible...

I think there may be a few terrain restrictions that disappear as you get techs. I have had the same problem.
 
The developing team should REALLY consider doing patches! Keep track of your updated files and put them in a folder that ONLY contains the modified files/folders in the same folder structure. We did this for the Genetic Era Mod. Zip them so that they can overwrite the existing files when unzipped. You still have your big file for new players and BIG updates and for people who are more than one update behind. But you also have small updates for those who keep up!

It's a bit more work for you but it saves people a HUGE download time when the changes are minor. I mean... it can literally mean a few kb versus a GIG!

You could even have a separate post for "patches."
That's what being tied to the SVN can do for you. Though it tends to be a bit buggy, it would allow you to keep up on the latest fixes as well.

Oh... one question. What does the third abbreviation refer to (next to the Leader's names)? Example: Exc
Those are third traits - mostly negative in nature. They are under further development now so are subject to a lot of adjustment from SgtSlick still.

LOL

Well research doesn't take forever starting in pre-historic. But growth still does. Which makes sense in the early game... but I hope it doesn't stay that way.
It does get much better. Make sure to hunt! That's the early balance point that will speed growth a great deal if you're successful at it.



Also, IDEA for those who are complaining about turn times: Try setting up the game as a multiplayer game in the lan lobby while establishing yourself up as the only human player. Allow the game to run with simultaneous turns... that'll speed things up a LOT and offer some interesting strategies unavailable on normal single-player mode.
 
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