Caveman 2 Cosmos

I have mentioned better group management of buildings before.
Grouping according to collections(resources, lines like ship building, tech advancement(arrows to lasers), to create a product(iron mining all the way to steel production for example), and power production(fire to fusion), etc.

I also think grouping of buildings in both city management and building orders will make automating the management of some many buildings much easier. Have obsolete buildings still exist(in case of resource or technical challenges(like dark or post-apocalyptic ages) but become greyed out or grouped when viewed. Just because a technology is obsolete doesn't mean it completely goes away (bookstores and printing will still be around, just no longer dominant). Notice we still have paper and paper making facilities.

You also have categories of buildings: religious, money producing, trade/commerce/financial, science, power, food, military, government, etc. and these should be easily sorted in city and building order menus to make things easier to prioritize and identify.

You should have sorting, colored selections, grouping, and easy to access buttons to manage and automate/micromanage these as you wish.
 
Yeah it would be extremely nice to have a redo of the buildings to make them much more organized, with proper trees.
 
Yeah it would be extremely nice to have a redo of the buildings to make them much more organized, with proper trees.

Yeah, that certainly isn't happening. We have much better things to do than go through and reorganize/re-stat all buildings again. We did that 3 times last year.
 
I think makotech222 is referring to the way the buildings are being displayed in the city screen when you are making a build queue for the city. Unfortunately I don't think there is much more that we can do there, beyond explain how to use the various buttons, options and drop downs.

Although filters for the newer properties should be possible. It would also be nice if someone could do better buttons. Something that AIAndy has been requesting "for ever":mischief:.
 
I have one more problem. I disabled a bunch of modules i don't like, mostly just extra units and civs and stuff, and i now get a bunch of error messages when i open the c2c mod. It still allows me to play, but it slows down loading a lot, and its annoying when so many pop up. Is there any way to fix it?

Edit: oh, two more things: The new AI-build change doesn't seem to work for the player. I enabled AI city governor in the options, and set my city to AI control, and it doesn't seem to select anything, even meagre wealth (at beginning of game)

And second, is there a module to disable to remove the new voices for the tech quotes for the prehistoric techs? I don't like the guys voice, personally.
 
I have one more problem. I disabled a bunch of modules i don't like, mostly just extra units and civs and stuff, and i now get a bunch of error messages when i open the c2c mod. It still allows me to play, but it slows down loading a lot, and its annoying when so many pop up. Is there any way to fix it?
Can you provide us a snip shot of one of those error messages please? Sounds like you may somehow be playing with a debug dll???
 
And second, is there a module to disable to remove the new voices for the tech quotes for the prehistoric techs? I don't like the guys voice, personally.

Sorry, that's my voice you don't like :(

Here's where they are stored: C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\C2C Release\Assets\Sounds\Tech
 
Sorry, that's my voice you don't like :(

Here's where they are stored: C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\C2C Release\Assets\Sounds\Tech

I deleted some of the longer ones, its jut taking up to much space, sorry,

btw, what did you use to do them with, just curious, thx.
 
I have one more problem. I disabled a bunch of modules i don't like, mostly just extra units and civs and stuff, and i now get a bunch of error messages when i open the c2c mod. It still allows me to play, but it slows down loading a lot, and its annoying when so many pop up. Is there any way to fix it?

Edit: oh, two more things: The new AI-build change doesn't seem to work for the player. I enabled AI city governor in the options, and set my city to AI control, and it doesn't seem to select anything, even meagre wealth (at beginning of game)

And second, is there a module to disable to remove the new voices for the tech quotes for the prehistoric techs? I don't like the guys voice, personally.

Which modules did you disable? While not all are actually modular we do try and keep the ones that should be XML problem free, we just don't always remember to do so.

The AI changes are not for the player AI. It uses a different and dumber set of code.
 
I deleted some of the longer ones, its jut taking up to much space, sorry,

btw, what did you use to do them with, just curious, thx.

Taking up too much space? I recorded 58 audio quotes (not all in the game) and the total of the 58 all together was 8.7 megabytes... You call that too much space?

So you know though I used audacity and a headset microphone to record them.
 
Taking up too much space? I recorded 58 audio quotes (not all in the game) and the total of the 58 all together was 8.7 megabytes... You call that too much space?

So you know though I used audacity and a headset microphone to record them.

Actually your only looking at what you did etc, but in the "grand" scheme of things see attached: (Thats equal to if not BIGGER than all the units in C2C.)
And again thx.
 
Sorry, that's my voice you don't like :(

Here's where they are stored: C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\C2C Release\Assets\Sounds\Tech

Sorry my friend, i don't mean it to be personal or hurt your feelings. When i play the early ages in civ4, i tend to go through turns very fast, so if im getting techs every turns, the tech quotes play on top of each other and it's very annoying when i have 3 quotes playing at the same time.

@Hydromancerx No, i'm not being a troll, or at least, im not trying to be :). I don't have the error message at the moment, ill get it when i get home. Its something about the XML file not being found for the things i disabled.
 
What civ is that, Strategyonly?
They are doing well. Some land here and their needing claimed granted. But doing rather well
 
What civ is that, Strategyonly?
They are doing well. Some land here and their needing claimed granted. But doing rather well

Its the Lower Sioux, and i leave some of the land OPEN, for more animals, and the like when i need them for newer cities. Same more or less in RL, whereas the US government has Nature Preserves almost every where in the US. Infact if i travel to the next town from where i am, you will see about 5 different preserves just on one highway stretch, and thats only 20 miles away.
btw the other civs are doing Better, you just can see all of them because of the fog.
 
Its the Lower Sioux, and i leave some of the land OPEN, for more animals, and the like when i need them for newer cities. Same more or less in RL, whereas the US government has Nature Preserves almost every where in the US. Infact if i travel to the next town from where i am, you will see about 5 different preserves just on one highway stretch, and thats only 20 miles away.
btw the other civs are doing Better, you just can see all of them because of the fog.

That btw is a horrible strategy, it means that some AI will come and take that land, or if not, that you will be weaker. Animals are almost irrelavent for their benefits by the end of the Ancient Era (Except perhaps for Mascots, but at that point you should have a couple dedicated military cities so even those won't make much difference). Unless it will pop your city limit or sink your treasury you should always expand into empty space that isn't crap (desert/tundra).
 
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