Caveman 2 Cosmos

A couple of questions if anyone can help

1. Playing with unlimited wonders on but how many national wonders are you allowed per city?

2. In BUG is there anyway to stop horses attacking first when a stack is selected ( I assume this happens because of withdrawal chance rather than best combat odds).

3. Anyway to change UI colour from the normal blue?

Many Thanks
 
Hi strategyonly and DRJ,

thank you a lot for your welcome and the hints. My bad that I oversaw the bug forum. Sorry for that. I read the description there and will post accordingly later. Let's see whether the latest SVN version has my problem already fixed.

Best regards,

Marshell

Current SVN build does NOT exit with a CTD. Problem seems to be fixed there. Thanks for your help!
 
Saves embed the mod name - it is not possible to change the name of the mod. HOWEVER, do this:

1) Install mod to whatever 'real' name you want to use (recommend you leave it as Caveman2Cosmos)
2) Start a command prompt, running as admin
3) In the command prompt cd into your mods folder (the place in which 'Caveman2Cosmos' installed in step (1) is a subfolder)
4) Delete any old version you may have (or rename it away) so that the name of the mod the save you wanted to load is not there as a subfolder
5) Enter the command 'mklink /D <name of save game mod folder> <name o real mod folder>'
e.g.:
mklink /D "My Save Game mod" "Caveman2Cosmos"
Note - if the names contain spaces you need to quote them (as in the example)

This will create a 'link' which is effectively a virtual sub-folder which actually points to the exact same content as the real one (effectively you can think of it as an alias - kind of like a shortcut but at a lower level).

Once this is done any save that uses EITHER name will load, using the version of the mod in the installed 'real' folder.

Many thanks - works a treat!!

Sorry for the delay in replying. Had a series of BSoDs which ultimately led to Windows not rebooting. So, needed a Vista reinstall. (Don't think it was due to BTS or C2C)
Anyway up and running again

Cheers NF
 
Current SVN build does NOT exit with a CTD. Problem seems to be fixed there. Thanks for your help!

I'm glad I was able to help you :)

As for the future, if you want to try out new versions now, you only have to update your SVN now and then not having to dl the whole files anymore... :king:

I suggest all other lurkers to get on board with SVN as well, playtesting with it is like being a cat in a granary, keeping the rats away. The more cats, the tastier the cake!
 
A couple of questions. Is it possible with this mod to use ALT-S to plant a sign on the map that lasts?
Every time I do, it is gone the next turn.
My other question is where in the xml does the game know which buildings are walls, wonders, or just normal buildings.
 
A couple of questions. Is it possible with this mod to use ALT-S to plant a sign on the map that lasts?
Every time I do, it is gone the next turn.
My other question is where in the xml does the game know which buildings are walls, wonders, or just normal buildings.

Wonders are determined by whether or not the BuildingClassInfos have a value for iMaxGlobalInstances, iMaxTeamInstances, or iMaxPlayerInstances. Walls are (I think) determined by having a non-zero city defense modifier.
 
Wonders are determined by whether or not the BuildingClassInfos have a value for iMaxGlobalInstances, iMaxTeamInstances, or iMaxPlayerInstances. Walls are (I think) determined by having a non-zero city defense modifier.

I changed the values that you described (iMaxGlobalInstances, iMaxTeamInstances, and iMaxPlayerInstances) to match the other great wonders for the statue of Zeus, which in this mod is just a building. It still shows up as only a building within the Sevopedia (so it is still within the building section), and doesn't show up as a graphic during gameplay like the other wonders. So I am wondering what the game uses to determine what is a wonder and what are walls in that respect.
 
I changed the values that you described (iMaxGlobalInstances, iMaxTeamInstances, and iMaxPlayerInstances) to match the other great wonders for the statue of Zeus, which in this mod is just a building. It still shows up as only a building within the Sevopedia (so it is still within the building section), and doesn't show up as a graphic during gameplay like the other wonders. So I am wondering what the game uses to determine what is a wonder and what are walls in that respect.

Holy Shrines are not wonders, the Statue of Zeus is a shrine, because it was it messes up counts for wonders.
 
Is there any way for it to display Great Wonder, Wall, and shrine graphics?
I don't want a mess of buildings, just those above. I really like the way that the Statue of Zeus looks, and it is a shame not to see it during gameplay.
 
Is there any way for it to display Great Wonder, Wall, and shrine graphics?
I don't want a mess of buildings, just those above. I really like the way that the Statue of Zeus looks, and it is a shame not to see it during gameplay.

Yes, you need to edit this part in the A_New_Dawn_Globaldefines;

Code:
	<Define>
		<!--
 Use the following to determine what building art
			is displayed on cities.  It is a bitmask of flags which may be
			added together:
			1 = Wonders 
			2 = city defences
			128 = other
			We default to Wonders and city defenses (1+2 = 3) 
		-->
		<DefineName>SHOW_BUILDINGS_LEVEL</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>

As per the comment.
 
Yeah, but it looks crazy when I use the other setting. Most of the buildings don't show up, and it just ends up looking like a mess. Is there a value for just wonders, city defenses, and shrines?

Is there a way to make the Statue of Zeus so that it is not a shrine?
 
Yeah, but it looks crazy when I use the other setting. Most of the buildings don't show up, and it just ends up looking like a mess. Is there a value for just wonders, city defenses, and shrines?

Is there a way to make the Statue of Zeus so that it is not a shrine?

That may be a bug with the setting, ask about it in the Bugs/Crashes thread.
 
I don't care about changing the value unless there was a particular one for shrines. There probably isn't anyway.

I just want to change the Statue of Zeus so that it isn't a shrine, so that I can change it into a wonder or a city defense so that it shows up. Then, any other building like that I can just change and make it show. I don't want to show ALL of the buildings. So the only thing, how does the game use xml to determine which building is a shrine?
 
For graphics, you'd change the way the gameplay is intended for that building?

A shrine is a religious headquarters that can only be built by a prophet and only in the holy city. If you stop this building from being a shrine, you'll have a broken Hellenism.

I don't know for sure that the fact that the building is a shrine has anything to do with it actually. Isn't there other XML that guides whether a building shows up or not that has nothing to do with whether its a Shrine or a Wonder? ls612 posted something there that suggests there may be some python involved that I was unaware of but that would be what would need to be tweaked if python is keeping shrines from graphically displaying in the city layout. And perhaps even then an XML change to the building's visibility may be necessary as well? I dunno... The city display graphics don't mean much to me.
 
A quick look at the code (CvCity::getVisibleBuildings) indicates that for purposes of showing up in the city on the map the only thing that puts a building into the wonder category is the instance values in the building class giving it a limit. The only thing that puts it into the defenses category is having a defense modifier greater than 0.

If you just want a building to show up, you could give it a 1% defense modifier (iDefense in the building info XML).
 
hi , when i download c2c i play and around 200ad my game cut and tell me ....failed to allocate video memory. Please try to reduce your graphics setting . File:\main\civillization\sdks\gamebryo 2.0\corelibs\nidx9 source texture data.ccp,line:3.21
 
hi , when i download c2c i play and around 200ad my game cut and tell me ....failed to allocate video memory. Please try to reduce your graphics setting . File:\main\civillization\sdks\gamebryo 2.0\corelibs\nidx9 source texture data.ccp,line:3.21

That means you got a MAF. Try using Viewports and see if that helps (see the FAQ thread for how to do that).
 
:cool:i only play at civ iv and 5 but much civ 4 and the c2c mod it is realy amazing i think it is be good full game thank you for your patient ...by the fact i'm french and not realy good on computer so i need your help to figure it
 
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