Caveman 2 Cosmos

@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'll try to answer this as well to give another angle.

No. This has nothing to do with EXP. All units have 100 max hit points. hit points are not expressed on the unit in the game. What the 100 max hit points means is basically a % value. If I have 5 strength and 80 hp remaining (20 dmg taken) then I have 4 strength expressed on the unit. HP and strength is not the same thing. Current strength is reduced by the amount of damage you're unit has taken as if the damage was nothing more than a percentage of the unit's total.

Make sense? So I can have a unit with 125 Strength... nothing in the globals limits that. A unit with 150 Strength and 50 hp actually currently has 75 Str (50% has been taken off of 150.)

And XP is totally a different matter altogether and has no relation to STR or XP whatsoever (except that those units with more XP have more promos thus more STR combat modifiers...)
 
If you reduce the global define, battles will end faster, since less hits required to kill
 
That is what I thought. It means that someone forgot about it in the dll and python when adding exp.

You're confusing hit points with displayed strength. Hit points are not a concept that is really exposed directly to the us in the UI, apart from n the combat logs. It doesn't ealy impact how strong or how much stamina a unit has - its really more a control over the likely number of combat rounds that will be needed, so higher values will take more computation (slower) but produce less 'lucky' results.
 
Sorry for the following non-specific C2C question:

Is there some way to have CIV4 save different mod games into different folders and have said mod go to/look at specific mod folder directly. I have a separate .ini (CIV4C2C.ini) file that is called for C2C via the desktop shortcut, but there doesn't appear to be a reference to the save folder directory in the ini file.

I'm guessing the answer is no, and I just got to remind my kid to put her name and the mod she's playing in the file name.

Thanks in advance.
 
Dear C2C creators,

I have come to an interesting idea. Do you remember the units that we produce, such as Settler and Migrant, that subtract one Citizen from the city where it is constructed? At the same time when you bring a captive unit to liberate in the city, it gives that city +43 food, cause food in the city represents growth?

Following this logic I would like to suggest that each military and civil unit since Bronze era might cost -43 food to the city where it is constructed? That might correctly simulate that loads of men enlisting to the army are actually an economic loss for the society, because they stop working at their civil jobs, and finally if they lose their lives in the battlefield, it is an irreplaceable loss? That might prevent the players, including AI players, from spamming armies...

Then, each time you decide to raze a city, the city might diminish one citizen per turn, to simulate massacre... Not just vanish a 43 city in one turn.

Automatic migrations, as in some Migration mod for Civ 5, might also feel sweet.

This way we might achieve the sense of having people as resource on the civ map, and make feel the military unit loss just as loss of the population...

Wish this post might inspire you... :) May you have a nice weekend!
 
There is a civic that makes you produce your units with :food:

That means instead of having - :food: when completing the unit,
the food growth of city is stopped while the unit is constructed.

The food you "pay" for the unit by losing growth while building it might be the same amount like substracting like - 43 :food: upon completion but the AI can deal better with it I think.
 
There is a civic that makes you produce your units with :food:

That means instead of having - :food: when completing the unit,
the food growth of city is stopped while the unit is constructed.

The food you "pay" for the unit by losing growth while building it might be the same amount like substracting like - 43 :food: upon completion but the AI can deal better with it I think.

Thank you, DRJ. Is it possible to apply this effect obligatory for all nations, all eras and all units, making it permanent?
 
Thank you, DRJ. Is it possible to apply this effect obligatory for all nations, all eras and all units, making it permanent?

We've had a lot of discussions on the matters you're talking about and perhaps eventually will come up with something to model populations as a resource more accurately but for now the consensus has been a preference for a more 'game' type solution as we currently have.
 
Sorry for the following non-specific C2C question:

Is there some way to have CIV4 save different mod games into different folders and have said mod go to/look at specific mod folder directly. I have a separate .ini (CIV4C2C.ini) file that is called for C2C via the desktop shortcut, but there doesn't appear to be a reference to the save folder directory in the ini file.

I'm guessing the answer is no, and I just got to remind my kid to put her name and the mod she's playing in the file name.

Thanks in advance.

You partly answered your own question, as one can put any text info they want into the name of the saved game. Similarly, one can manually choose a different folder to put it into. As far as loading is concerned, do not bother loading Civ4 before loading the saved game, just double click on the saved game file and it will automatically load the correct mod along with Civ4.
 
In v30 I am not able to build railroads. I have coal, iron and the RR tech, so what else do I need? The Civpedia has no answers.
 
In v30 I am not able to build railroads. I have coal, iron and the RR tech, so what else do I need? The Civpedia has no answers.

Hehe the same surprise... I even have a Railroad Museum with but one railroad in the country... :lol: Even Industrial Age Workers cant build railroads...
 
In v30 I am not able to build railroads. I have coal, iron and the RR tech, so what else do I need? The Civpedia has no answers.

They also cost gold to build. All routes beyond the trail do. Although it is unlikely that you would be short of gold at that point in the game.
 
They also cost gold to build. All routes beyond the trail do. Although it is unlikely that you would be short of gold at that point in the game.

Money? Heavens no...I have over $670,000. I do see a strange string in the Civpedia entry for the tech "Railroad": TXT_KEY_BUILD_RAILROAD_SLAVE

Maybe this version has some kind of error. Can anyone build railroads in v30?
 
I promise that the help with the routes page requested is still one of the highest priorities. It just keeps getting pushed back as far as it gains week by week. It's kinda a toughy so I've been putting it off in favor of some easier tasks.
 
Money? Heavens no...I have over $670,000. I do see a strange string in the Civpedia entry for the tech "Railroad": TXT_KEY_BUILD_RAILROAD_SLAVE

Maybe this version has some kind of error. Can anyone build railroads in v30?

This needs to be in the bugs/CTDs thread about the TXT, thx, and i just got it also.
 
Update on the topic of the railroads in v.30! I managed to start building them since I discovered Combustion! So the answer is that the railroads require Combustion!
 
Update on the topic of the railroads in v.30! I managed to start building them since I discovered Combustion! So the answer is that the railroads require Combustion!

Well sort of. You see Rails require Steel Wares AND (Coal OR Oil OR Oil Products). I suspect you did not have coal (enabled at Steam Power) or Oil (enabled at refining), but instead had Oil Products (enabled at Combustion). And that's why you could build rails at Combustion.
 
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