Caveman 2 Cosmos

Yes, it can easily be coded. However, getting the costs right for C2C's gold situation is another matter entirely. ;)

@Magnus: I'm thinking more of 5% additional cost per level after 4th or so, as that is where most units start after free xp and all that. But whatever numbers we come up with it should be easy to add.
Those numbers sound perfect to me! I really like this idea too... it makes sense that you'd need to really train the crap out of the new unit to get them back up to the expected level of excellence their fore-bearers had achieved and with the retraining mechanism enabling the swapping out of some old and less pertinent promos for newer ones, it means that training is taking place all the more. So sure... the more gold to upgrade by level is spot on as an idea. And I think the 5% per level past 4 is just right... might even want to make it 5% past lvl 1.

This would also finally make he promos and traits and such that cut this down by another percentage all the more valuable too, which would be a good thing I think.

Probably it is possible to implement the mechanics that will make generals and great people die out (not to have them existing for thousands of years), including those added to the cities?.. so you have some great people units for somewhat 100 turns?..
We've thrown this idea around for Heroes of course but most definitely for the planned Leaders as Units project. In an advanced state of development on that project is when you might see something like this implemented (as an option since not all would want this.)

Another thing I noticed is that when other leaders gain traits, the trait's large descriptions do not permit to read about that leader's attitude towards you... You just read large papersheet of "Agricultural: gives... ... ..., Philosophical... ... ...".
A BIG and laborious project nearing on my project list is to go through all our help hovers and generate extra hotkey accessed pages for them and isolate out the really lengthy info into a hotkey page. This will make our help hovers useful again but boy is it a pain to setup so I've been a bit reluctant to charge into this one. But at least I've done it before so I know how and its something that REALLY needs to get done because I myself am sick of being unable to see the most pertinent info on those hovers... and its not just traits... its nearly all of them that suffer from having so much info on objects in C2C that it's just overwhelming the screen sizes.

I might suggest also make huge envy penalties for the leader nations to provoke the lesser nations unite their force to counterbalance the leading nations...
Really a very good idea BUT until the military side of AI is better developed it could end up backfiring. If nations at war just stifle themselves and none of them really gains much ground because they strategically fight like crud, then all this would end up doing is benefiting the player.

And finally, it should be so sweet to make the revolutions happen more often, in your empire and the others, to have more political variety. Since my nation and 4 other nations managed to clean up all their respective continents from their rivals, there is almost no chance to see some nation splitting. What if anytime you try to change civics, there may be a great chance to have part of your country to split for the reason they didn't want to change those civics... For example, You are Republic under Federative... And you try to change something, for example, state religion, and half of your territory falls into the same nation, but AI rival player (Independence wars, antislavery wars, religious wars.... etc.) Probably that might be managed with events... (In Hittie Republic a leader emerges to make a Youruba Hittie Empire, a civil war starts...). Even when using a spy to change your neighbor's civics might provoke that, simulation of a rupture between conservatives and reformers to cause a full scale civil wars, including your rivals doing the same to you :) .
We're looking at a complete restructuring of Rev perhaps - so this could be given further consideration at that time or after. At the moment, Rev is something we don't do too much to tweak with. Mostly due to a vague understanding of it since it spans both Py and C++ and most of us are one or the other or too busy to look too deeply into it. It's current implementation in C2C which is probably a rather out of date version is also seriously buggy for OOS errors in multi-play.

Then there are the promotions and buildings that reduce the cost of upgrade! However it is trivial to code.as simple as
New cost = old cost * (1 + integer divide(level/ levels per increase)* increase percentage)​
Ah yes... true that would be rather easy. I get the impression this is ls612's next project then so I'll butt out of it myself.
 
Riflemen seem to require sulphur nowadays (ammunition factory --> ammunition). Is this intentional? It seems to be quite rare in my map (C2C_pangaea, large) and it doesn't exist in my 21 city empire. Given that all the gunpowder units seem to require sulphur, it should be more common yes?
 
Riflemen seem to require sulphur nowadays (ammunition factory --> ammunition). Is this intentional? It seems to be quite rare in my map (C2C_pangaea, large) and it doesn't exist in my 21 city empire. Given that all the gunpowder units seem to require sulphur, it should be more common yes?

Yes i have noticed this also, when playing the Tectonics mapscripts also, i didnt see any for three continents??
 
Ah which bats? :) As far as I understand, if I am not mistaken, with Chemistry the humanity got the Potassium nitrate, which is used for gunpowder. Has something to do with cattle vital activity, so just to have cows will be sufficient (after Chemistry, so you cant have Arquebusier or Musketers but much later you can be compensated with Rifleman if you advance to Chemistry)... Is it true or not that there is no dependency on sulfur nowadays? Or I am terribly mistaken?
 
Perhaps we need a new animal unit for Bats that, when subdued, can be used to create a source of sulfur?
LOVE this idea!

Ah which bats? :) As far as I understand, if I am not mistaken, with Chemistry the humanity got the Potassium nitrate, which is used for gunpowder. Has something to do with cattle vital activity, so just to have cows will be sufficient (after Chemistry, so you cant have Arquebusier or Musketers but much later you can be compensated with Rifleman if you advance to Chemistry)... Is it true or not that there is no dependency on sulfur nowadays? Or I am terribly mistaken?
hmm... Perhaps a chemical processing facility (sulfur) could give a source of sulfur but requires cows in the city vicinity? (Could be a number of Chemical Processing Facilities developed now that I think of it...)

Also... volcanoes should be a natural source of sulfur, or at least having one in a vicinity should enable the building of a building that gives a sulfur from going and collecting it from the volcano.
 
You could also just tell me what is wrong with the Sulpher placement on maps in the first place.

I finally broke down and tried YOUR tectonics mapscript, but it has a very very low sulphur rate??
 
The rate of sulpher on all maps is based on the parameters in the XML. Which ones are wrong?

I'd guess that the main problem is the very limited list of terrains it can appear on: barren and rocky (and lunar basalt, but that is irrelevant).
 
Even if you would prevent units above level 5 from being upgraded (which I would strongly oppose on very different grounds) this would still not fix the main problem: That you have a basically invulnerable unit that wrecks everything (as I said >99.9% against everything, even cities). While not being able to upgrade would put a time limit on this invulnerability, it still leaves a timeframe in which a unit can not be touched. Even with my unupgraded Stone Spearman I could have taken out 2 out of 4 AIs on my continent.

I still think units should not be able to gain unlimited XP from animals. You might make a case for Hunters being the exception if they get mali against everything but animals, but then additional promotions are useless anyway. What would be an argument for gaining unlimited XP from animals? What is good about having invulnerable units?

Also, making anything dependant on gold won't work because you have way too much of it in the early game anyway. At least I do, am I doing something wrong?
 
Even if you would prevent units above level 5 from being upgraded (which I would strongly oppose on very different grounds) this would still not fix the main problem: That you have a basically invulnerable unit that wrecks everything (as I said >99.9% against everything, even cities). While not being able to upgrade would put a time limit on this invulnerability, it still leaves a timeframe in which a unit can not be touched. Even with my unupgraded Stone Spearman I could have taken out 2 out of 4 AIs on my continent.

I still think units should not be able to gain unlimited XP from animals. You might make a case for Hunters being the exception if they get mali against everything but animals, but then additional promotions are useless anyway. What would be an argument for gaining unlimited XP from animals? What is good about having invulnerable units?

Also, making anything dependant on gold won't work because you have way too much of it in the early game anyway. At least I do, am I doing something wrong?

You can already have units not get unlimited exp from animals in your games if that is what you want.
1) Make sure the game option "Infinite Experience" is off
2) Remove the folder barbar_hunter from the folder Assets/Modules/The_J​

If you don't want Great General points from animals and barbarians turn off the custom option "Barbarian Generals".

If you still want unlimited exp from non-animal barbarians edit GlobalDefines.XML in Assets/XML and change the value of BARBARIAN_MAX_XP_VALUE to -1.

@ddl modders in the Global Defines file is an item MAX_HIT_POINTS which has a value 100, is this supposed to be the maximum value exp any unit can get? Or is it something else, because I have had units with more than 100 points.
 
@ddl modders in the Global Defines file is an item MAX_HIT_POINTS which has a value 100, is this supposed to be the maximum value exp any unit can get? Or is it something else, because I have had units with more than 100 points.

Must be something else controlling this because her is what the Modiki says:

MAX_HIT_POINTS . . . . Maximum number of hit points a unit can have
 
You can already have units not get unlimited exp from animals in your games if that is what you want.
1) Make sure the game option "Infinite Experience" is off
2) Remove the folder barbar_hunter from the folder Assets/Modules/The_J​

If you don't want Great General points from animals and barbarians turn off the custom option "Barbarian Generals".

If you still want unlimited exp from non-animal barbarians edit GlobalDefines.XML in Assets/XML and change the value of BARBARIAN_MAX_XP_VALUE to -1.

@ddl modders in the Global Defines file is an item MAX_HIT_POINTS which has a value 100, is this supposed to be the maximum value exp any unit can get? Or is it something else, because I have had units with more than 100 points.

I could also just delete my Great Generals and my higher level units if I wanted to do that, I am trying to argue my point because I think it would make the game better for everyone, and a better game in general. I am not just trying to satisfy an exotic fetish, allthough I do have some other suggestions if you are interested?

But I appreciate you trying to help me play the game I want to play.
 
I could also just delete my Great Generals and my higher level units if I wanted to do that, I am trying to argue my point because I think it would make the game better for everyone, and a better game in general. I am not just trying to satisfy an exotic fetish, allthough I do have some other suggestions if you are interested?

But I appreciate you trying to help me play the game I want to play.

I don't play with infinite experience on but many people prefer it. In both cases we feel our choice is more realistic.:crazyeye: This is why we have options, it is just unfortunate that your suggested way to play isn't in one of the options nor is it easy to implement. Not that we should not consider your suggestions. After all considering them may have pointed out a bug. No unit should be able to get more than a maximum exp stated in the Global Defines file but they are.

We are always looking at improving the game and suggestions are welcome but implementing them may take a long time if they are accepted because we have lots of things on our plates.
 
Not a bug.
It affects this not the actual base strength.

And Part 2:
It is still 100 for units below 100 strength.
 

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