Caveman 2 Cosmos

I have multiple research turned on but I can't figure out how to set research to discover more than one tech at a time. I have a ton of science beakers and am in the Galactic Era discovering 1 tech every turn. I am running version 27.
 
I have multiple research turned on but I can't figure out how to set research to discover more than one tech at a time. I have a ton of science beakers and am in the Galactic Era discovering 1 tech every turn. I am running version 27.

You have to have enough beakers to research 2 techs a turn for it to occur. This includes accumulated beakers...also, what speed, as on the most balanced speeds, you should not be researching that quickly
 
I have multiple research turned on but I can't figure out how to set research to discover more than one tech at a time. I have a ton of science beakers and am in the Galactic Era discovering 1 tech every turn. I am running version 27.
Multiple techs in one turn is only possible if you have selected a tech by the tech advisor which needs several techs as prereqs.
As long as you manually select techs you'll only get one per turn.
 
Multiple techs in one turn is only possible if you have selected a tech by the tech advisor which needs several techs as prereqs.
As long as you manually select techs you'll only get one per turn.

You can also Shift-click techs in the Tech Advisor for queueing them up.
 
In my poking around I have discovered something.

When someone has excessive MAFs there is a question that should be asked:

Have you ever installed the Star Trek mod?

This refers to the original one by deanej, not the new ST-II mod by cpt.tripps.2012.

This is important because the ST mod is actually a collection of mods, most of which are specific to scenarios. Because it actually comprises some 13 different mods in the mods folder and they share a bunch of resources the ST mod installs a set of 4 FPK files into the regular BtS Assets folder, not into the Assets folder of each mod. They total some 359MB in size.

These FPK files, being in the BtS Assets folder, are always loaded (or indexed or whatever it does with them) for BtS or any BtS mod, not just Star Trek. Not too surprisingly this uses up some memory.

So if the answer is yes, then moving the Star Trek FPK files out of the BtS Assets folder and down into Mods/Star Trek/Assets (and copied into any of the other ST mods that you want to play) may help with loading and running C2C. It will also probably slightly speed up loading C2C, any other mod other than ST, and even base BtS as well since these FPK files will no longer be used when loading those things.

There is also a slim chance that this could be involved in the "black tile" issue since duplicate art assets may be involved in that and the Star Trek FPK files and the C2C FPK files may have some duplicates. It is probably not very likely, but it is possible.
 
There is also a slim chance that this could be involved in the "black tile" issue since duplicate art assets may be involved in that and the Star Trek FPK files and the C2C FPK files may have some duplicates. It is probably not very likely, but it is possible.

This occurred to me a few weeks ago, but I was too lazy to check as I figured if that were the case, it would be easier to unpack the c2c fpks than the Star Trek ones (or copy them several times into each mod folder---I don't download these mods but have them archived to DVDs so changing those archives would be a PITA as well). In addition, the Star Trek mods install with an .exe file, so I'd have to install the mods, copy the fpk files manually, zip those modified folders, and delete the exe from my archive, which I suspect would take up more DVD space than the exe file.

I suppose a compromise could be done to see if it does affect them by temporarily renaming the ST fpks, but I won't have an opportunity to do so until I have time to both export the latest SVN* and then try to play it without unpacking the fpks. If I do so before someone else does I'll post my findings in the proper thread.

http://forums.civfanatics.com/showpost.php?p=12028584&postcount=280

*i'm a bit wary of this since the latest SVN versions seem to be buggy
 
anybody help ?

that modified to AI could not capture the city, but only to destroy?

Are you referring to just barbarians, or any AI? There is a Custom Game Option for Barbarians Always Raze, but I don't know if that is what you are looking for.
 
Thanks, shift-click in tech advisor works like a charm. I think also that galactic ers must not be balanced I have so much science that I can research 10 techs in a turn or marathon. It's been a goal of mine to research every tech,but hopefully in the next game it will be more competitive.
 
Are you referring to just barbarians, or any AI? There is a Custom Game Option for Barbarians Always Raze, but I don't know if that is what you are looking for.

Yes its in the Main Option WHEN you first start a NEW game.
 
Where do I find the scenarios to edit in the C2C folder?
 
Are you referring to just barbarians, or any AI? There is a Custom Game Option for Barbarians Always Raze, but I don't know if that is what you are looking for.

to AI,

whether it is possible to change it in the AI logic ?
 
If it's a 1 pop city the AI whether Barb or reg AI will always raze. In fact the player is "forced" to raze 1 pop cities as well. But where's the line for 2 pop cities? Can this be adjusted? And where can that be found?

JosEPh
 
Got a cold Mw? ;)

I don't think there are any.

You generally have to make them yourself thru WB or a Savegame put in Quick start Civ IV game folder like where regular and autosaves are kept.

JosEPh
 
Got a cold Mw? ;)

I don't think there are any.

You generally have to make them yourself thru WB or a Savegame put in Quick start Civ IV game folder like where regular and autosaves are kept.

JosEPh

No, they told me to edit out the "start as minors" option for the scenario in NotePad and only use it from the custom scenario options. It took me a few days to make this scenario so I can't just start over.
 
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