Caveman 2 Cosmos

hey all,

long time since i got in this threads,

wanted to say congratz on the new version.

truly impressive.

im actually thinking of converting my mods to c2c core.

i have two questions:
1. is c2c stable for multiplayer games?
2. kmod - you guys are using parts from it - the dude made some very very good changes to the ai, i wonder if you guys used his work yet? and if not... you should :)


anyway - good work y'all , specially to koshling and his graphic panning.
 
hey all,

long time since i got in this threads,

wanted to say congratz on the new version.

truly impressive.

im actually thinking of converting my mods to c2c core.

i have two questions:
1. is c2c stable for multiplayer games?
2. kmod - you guys are using parts from it - the dude made some very very good changes to the ai, i wonder if you guys used his work yet? and if not... you should :)


anyway - good work y'all , specially to koshling and his graphic panning.

1) Not 100% (someone else will need to comment on how much under 100% - I don't have a good feel) stable for multi-player (it suffers from OOS' that have not been pinned down, largely because we don't have anybody playing MP much and submitting logs/debugging on a regular basis). If someone is prepared to work with us to provide logs (an d[possible take special versions with extra logging when needed) to help eliminate them I'm prepared to work with them to try to do so.

2) Some K-mod changes are in. We have a very diverged AI base between us and K-mod so direct ports are tricky and take some effort. However, if there are specific element s of he K-mod AI that you know handles something better than the equivalent C2C AI then given specific areas we can certainly look at how both nods are doing it and try to take k-mod changes where possible (but a wholesale merge is implausible without a great deal of effort, and since both codebases are getting ongoing changes all the time it would really require the teams to merge onto a common base and therefore a lot of will to do so on both sides). Note that a common DLL base doesn't imply common assets of course, so it's not TOTALLY out of the question, but it would require strong support from both mods.
 
GEM preset civs -> Memory allocation failure at ancient age -_-
Dreams are destroyed again :cry: :suicide:

How much memory do you have, and are you using the 3G switch? If you have less than 3G physical RAM or if you are not using the 3G switch (on a 32 bit OS) then you'll need to lower the threshold value it tries to equalize to. Of either of these are the case let me know and I'll post what to try.

GEM is working fine for me into renaissance so far with the full compliment of civs.
 
Looks like our original post in this and ideas/discussion main thread got upgraded :goodjob:

That release blurb page was outstanding!

Thanks for the compliments, much appreciated!

@Strategyonly

I would put this after the Download Here link, make it Centered.

pI0noxf.png
 
Thanks for the compliments, much appreciated!

@Strategyonly

I would put this after the Download Here link, make it Centered.

pI0noxf.png

Done, thx a MILLION, (well at least 100,000) :p
 
How much memory do you have, and are you using the 3G switch? If you have less than 3G physical RAM or if you are not using the 3G switch (on a 32 bit OS) then you'll need to lower the threshold value it tries to equalize to. Of either of these are the case let me know and I'll post what to try.

GEM is working fine for me into renaissance so far with the full compliment of civs.


Win 8 pro 64 bit, 8 GB RAM
 
Win 8 pro 64 bit, 8 GB RAM

That's very strange then. Can you confirm that the graphics paging option is on in the BUG options (should have defaulted to on, so should be). Could you also run task manager to see how much memory your game is using just before the MAF happens, and finally could you post the save so I can see if I get a similar issue with it.
 
1) Not 100% (someone else will need to comment on how much under 100% - I don't have a good feel) stable for multi-player (it suffers from OOS' that have not been pinned down, largely because we don't have anybody playing MP much and submitting logs/debugging on a regular basis). If someone is prepared to work with us to provide logs (an d[possible take special versions with extra logging when needed) to help eliminate them I'm prepared to work with them to try to do so.

i understand, thank you.

2) Some K-mod changes are in. We have a very diverged AI base between us and K-mod so direct ports are tricky and take some effort. However, if there are specific element s of he K-mod AI that you know handles something better than the equivalent C2C AI then given specific areas we can certainly look at how both nods are doing it and try to take k-mod changes where possible (but a wholesale merge is implausible without a great deal of effort, and since both codebases are getting ongoing changes all the time it would really require the teams to merge onto a common base and therefore a lot of will to do so on both sides). Note that a common DLL base doesn't imply common assets of course, so it's not TOTALLY out of the question, but it would require strong support from both mods.
________________

well it is a lot of effort, just saying c2c should enjoy karadocs fruits as well :)
im uncertain what should be merged specific, thats for you to decide if any.


another thought -
how about platypings ui work (and mods)
the dude developed the best pedia and screens in my opinion - better then sevo and bug ,
maybe you should consider it.

strategyonly,

man i cant belive you struck 100k,
its un imaginable.
i still remember the time you just started c2c :) who would have thought youll surpass all mods of civs?
bravo my friend.
 
well it is a lot of effort, just saying c2c should enjoy karadocs fruits as well :)
im uncertain what should be merged specific, thats for you to decide if any.

I really meant that if you are aware of specific things the K-mod AI DOES (i.e.- things it seems to have a better handle on than the C2C AI), without any knowledge of the code behind it, then I'm happy to dive in and try to find the code responsible with a view to porting it.
 
another thought -
how about platypings ui work (and mods)
the dude developed the best pedia and screens in my opinion - better then sevo and bug ,
maybe you should consider it.

Unfortunately going straight to platypings mods would cause us to loose much. Perhaps the biggest improvement on BUG made by AIAndy has moved unit missions out of the python and into XML with dll support. This allows us much more flexibility to change stuff without having to edit the dreaded MainInterface python code. There is also a lot of RoM, RoM:AND and C2C specific code in the main interface python.

I agree that much of his work is an improvement on what is available but I do not agree that all of it is. In my opinion there are a couple of small things that are retrograde ie worse. Unfortunately I use those small things often and would hate to loose the functionality.
 
well,

i dont know all the work on c2c, since im only now exploring it :)

so you guys know whats best for c2c, for now im just a tourist, soon i think ill become a mod modder of c2c :)

i wanna base my 3 main mods on c2c:
ameria
barsoom
doto.

it would make me proud to be under c2c.
 
well,

i dont know all the work on c2c, since im only now exploring it :)

so you guys know whats best for c2c, for now im just a tourist, soon i think ill become a mod modder of c2c :)

i wanna base my 3 main mods on c2c:
ameria
barsoom
doto.

it would make me proud to be under c2c.

What are ameria, barsoom,and doto? Well I was gone for a year, so its exploration time for me sometimes too lol.
 
I updated C2C yesterday, went to make a new game, and noticed that some options were missing. Always war/peace, disable huts, no barbarians, and a few others. Is this a bug or was it intentional?
 
1) Not 100% (someone else will need to comment on how much under 100% - I don't have a good feel) stable for multi-player (it suffers from OOS' that have not been pinned down, largely because we don't have anybody playing MP much and submitting logs/debugging on a regular basis). If someone is prepared to work with us to provide logs (an d[possible take special versions with extra logging when needed) to help eliminate them I'm prepared to work with them to try to do so.
Toffer90 and I play quite a bit of C2C multiplayer, and we're interested in seeing OOS errors be fixed. We've been submitting logs, but I think I can speak for both of us when saying we'd be interested in helping out more if we could.
 
Is it me, or is version 33 far more laggy than any of the previous versions?

It stutters even moving focus from one unit to the next even when the unit is one square away.

I also noticed that, but i am only one person to say something.
 
It has graphic paging to save memory usage but it shouldn't be so laggy.
You can disable it via BUG option screen. Top left with bug icon.
 
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