Caveman 2 Cosmos

Quick question:

Is it now possible, to colonise the space?! A new planet or something?!

Not yet.

Hi. When approximately v28 will be released? Thanks

Since they are currently in the midst of a pre-release freeze period (which means bugfixes and minor tweaks only), my guess would be not too much longer. I seem to recall that they are aiming to release V28 on the 28th.
 
:rockon: Awesome! Let us know how it goes!

Since I have the same thing except with less RAM I can say that turn times will still start to be annoying (2-3 mins) by the Renaissance era. We really need to do some multi-threading before things will be reasonable in the later game.
 
Bug: If you conquer a city with a built lighthouse, the lighthouse loses the bonus food on sea tiles. You get only 3 food, in cities where you build it you get 4 food.

Annoing: on researching industrialism, glassmith and furniture workshop become obsolete. The problem was that a lot of build orders in cities became lost, because I couldn't build schools, police stations and such without furniture / glass. Overall I lost about one hour in buying the necessary factories and recreating build orders. Maybe splitting the effects of industrialism would be better? One technology to allow factories, and a later one to obsolete the workshops? Or make the factories upgrades of workshops?
 
Bug: If you conquer a city with a built lighthouse, the lighthouse loses the bonus food on sea tiles. You get only 3 food, in cities where you build it you get 4 food.

Annoing: on researching industrialism, glassmith and furniture workshop become obsolete. The problem was that a lot of build orders in cities became lost, because I couldn't build schools, police stations and such without furniture / glass. Overall I lost about one hour in buying the necessary factories and recreating build orders. Maybe splitting the effects of industrialism would be better? One technology to allow factories, and a later one to obsolete the workshops? Or make the factories upgrades of workshops?

This is an ongoing complaint I have about this mod. The reason for the old buildings to go obsolete is usually given as "if they didn't then people would not build the new buildings". My reply to this would be something along the lines of "in that case there does not need to be the new replacement building in the first place" or "then the building should auto upgrade". The current method just removes fun replacing it with unavoidable situations like you report.
 
Agreed that obsoletion is usually a bad way to program buildings. Upgrades are fine... and they don't even need to be auto-upgrades imo. Just don't make a building suddenly become useless even if its based on older technology without a logical reason for its function to completely cease.
 
If you are doing that please keep Beads around longer than to where they obsolete now with the Beadmakers Hut. Beads are STILL around today.

Cheers
 
If you are doing that please keep Beads around longer than to where they obsolete now with the Beadmakers Hut. Beads are STILL around today.

Cheers

I agree. I spent over $200 on them just to make all my nieces Christmas presents this year. Then there were the ones I needed to make an ensemble (necklace, bracelet, ear-rings and fascinator for her hair) for my nephew's date to the end of year formal:rolleyes:
 
One technology to allow factories, and a later one to obsolete the workshops? Or make the factories upgrades of workshops?

Well they do. Assembly Line enabled the factories and Industrialism obsoletes many of the older buildings that have factory upgrades. Thus its up to the player to build factories between the time you get Assembly Line (x56) and Industrialism (x63).
 
OK, I'll know in the next game to include at least one of each factory type in my build priorities.

Question for the more experienced: on what speed do I get the chance to build most of the buildings in my cities? One tech per turn in marathon, each tech brings on average two buildings, I get no chance to build most of them.
 
OK, I'll know in the next game to include at least one of each factory type in my build priorities.

Question for the more experienced: on what speed do I get the chance to build most of the buildings in my cities? One tech per turn in marathon, each tech brings on average two buildings, I get no chance to build most of them.

Thats why "we" recommend Snail. Too each his/her own but C2C is based on Snail speed.:):)
 
OK, I'll know in the next game to include at least one of each factory type in my build priorities.

Question for the more experienced: on what speed do I get the chance to build most of the buildings in my cities? One tech per turn in marathon, each tech brings on average two buildings, I get no chance to build most of them.

1 tech per turn on marathon doesn't sound right.. you must be way ahead.
What difficulty are you playing on?

------

Speaking of difficulty, I wanted to bring up the idea of scraping some of the easier difficulties like chieftain & settler and adding 2 more difficulties ahead of diety.

Anyone interested in doing this?

We could simply copy-paste the xml and just move them all up 2 spots and then create the new immortal/deity and perhaps deity shouldn't start with the two tribes this time.

One thing we should be wary of though is the AI. Don't they use Noble? Not sure where I remember this from but if they do, perhaps we could reconfigure them to use warlord or whatever it is.
 
1 tech per turn on marathon doesn't sound right.. you must be way ahead.
What difficulty are you playing on?

------

Speaking of difficulty, I wanted to bring up the idea of scraping some of the easier difficulties like chieftain & settler and adding 2 more difficulties ahead of diety.

Anyone interested in doing this?

We could simply copy-paste the xml and just move them all up 2 spots and then create the new immortal/deity and perhaps deity shouldn't start with the two tribes this time.

One thing we should be wary of though is the AI. Don't they use Noble? Not sure where I remember this from but if they do, perhaps we could reconfigure them to use warlord or whatever it is.

I think thats a question for Koshling, since it will be an AI thing. I also dont know for sure if it is possible, (should be) but again might take some of AI intuitiveness from Koshling.:dunno:
I like the idea, sine it seems ALOT of people are playing on Deity and complaining its too easy.
Something like, Impossible and ImDAMNpossible :rolleyes::mischief:
 
Hey folks,

first of all, you have created a f...g good game.

It is more than a development of a mod for Civ4 ------ I call your mod civ 6 ! :D

So I like to start a new game and for shure this will take weeks on snail ;)

My question, do you plan to release a new version of your mod in the next very few days ?

Then I will better wait for testing your next version.

Please give me a hint and of course, keep going on this great project.


And to make shure - thats not meant to rush you in any way - its only about spending my next week vacation :-)


best regards


onkelm
 
1 tech per turn on marathon doesn't sound right.. you must be way ahead.
What difficulty are you playing on?

------

Speaking of difficulty, I wanted to bring up the idea of scraping some of the easier difficulties like chieftain & settler and adding 2 more difficulties ahead of diety.

Anyone interested in doing this?

We could simply copy-paste the xml and just move them all up 2 spots and then create the new immortal/deity and perhaps deity shouldn't start with the two tribes this time.

One thing we should be wary of though is the AI. Don't they use Noble? Not sure where I remember this from but if they do, perhaps we could reconfigure them to use warlord or whatever it is.

Maybe we should just add 2 more rather than scrapping the previous two. It'd be easier that way I think...
 
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