Caveman 2 Cosmos

A while back, mid 2013, I had to stop playing Caveman 2 Cosmos because I just couldn't take how quickly it got laggy for me. Does the current version have less lag, or should I start focusing on upgrading my crappy 4 gigabytes of ram?

Sorry, I feel pretty rude for asking. I just have a rather small cap on my internet, and C2C is a huge mod, both in content and megabytes.

It would be better to use the SVN, that one is 10 times better than the current version out, or wait till next version that will be out mid-late January.
 
A while back, mid 2013, I had to stop playing Caveman 2 Cosmos because I just couldn't take how quickly it got laggy for me. Does the current version have less lag, or should I start focusing on upgrading my crappy 4 gigabytes of ram?

Sorry, I feel pretty rude for asking. I just have a rather small cap on my internet, and C2C is a huge mod, both in content and megabytes.

I play on a laptop with 1280 X 800 Windows 7 64 bit with 4gb of Ram and 384 MB video card. I play on Gigantic. It is quite fast and stable the past couple of weeks. Turn times are usually less than 1 minute. We added something called Graphics Paging in Version 33 that makes the mod use 30% less RAM.
 
Let us know if you notice an improvement.
 
Hi. I have been playing an older version of the SVN, and I heard some good things about the updates to this mod, and I updated the SVN, copied it over to the Caveman2cosmos directory, and for some reason, entering the BUG option screen locks the game completely, forcing me to use task manager to close it.

I'm not sure why the BUG option screen explodes on the new SVN, but it does.
Maybe it's not a newer SVN? I don't know, It just blows up every time I try to use the BUG option menu.
On the other hand, the game was really nice to me, by giving me a tribe out of my first goody hut.
Having two cities to start the game with seems like it will help, even if I can't change any BUG options.
Which might be really annoying if it decides to randomly increase the difficulty every 50 turns. :) I don't want to play on Deity.

Also, I was doing really well on a Mastery/Marathon run. Halfway through the turns!
 
We are trying to figure out why the BUG screen takes up to 5 mins (or more) to open.

Flexible difficulty option may be the culprit there - it is turned on/off via the BUG screen :blush:.
 
We are trying to figure out why the BUG screen takes up to 5 mins (or more) to open.

Flexible difficulty option may be the culprit there - it is turned on/off via the BUG screen :blush:.

I wonder if we may need to start getting stuff to work with platying stuff instead, and keep BUG to a bare minimum?? I have seen some mods done this way and they have no problems at all.
 
Also, I was doing really well on a Mastery/Marathon run. Halfway through the turns!

You can continue your old game in a new SVN you know...

The BUG screen takes a long time to open (2 minutes for me), but no-one else has complained that it doesn't open at all, so maybe try it again (while making tea...?)
 
You can continue your old game in a new SVN you know...

The BUG screen takes a long time to open (2 minutes for me), but no-one else has complained that it doesn't open at all, so maybe try it again (while making tea...?)

It takes me on my SUPER PC about 5 minutes to open now:mad::mad:
 
I wonder if we may need to start getting stuff to work with platying stuff instead, and keep BUG to a bare minimum?? I have seen some mods done this way and they have no problems at all.

BUG includes all the game options in the BUG screen, most of the screen changes (including SevoPedia) in the game and the modular python. Platyping's stuff mostly replaces SevoPedia and Adviser screens and adds new functionality.

I will be looking at the worker automation screen in BUG to see if that is the cause and I think Thunderbrd is looking at the Unit Naming screen. These are the two possible screens causing the problem as both are currently wrong and have had recent changes in the data they use.
 
BUG includes all the game options in the BUG screen, most of the screen changes (including SevoPedia) in the game and the modular python. Platyping's stuff mostly replaces SevoPedia and Adviser screens and adds new functionality.

I will be looking at the worker automation screen in BUG to see if that is the cause and I think Thunderbrd is looking at the Unit Naming screen. These are the two possible screens causing the problem as both are currently wrong and have had recent changes in the data they use.

I would not begin to attempt to remove that screen myself as I wouldn't have a clue how to go about that safely. This is your skillset so I'd humbly request you take a look at if things do speed up considerably if that Unit Naming screen is removed entirely. Units themselves can be renamed by clicking on their names in the unit help panel anyhow.
 
I would not begin to attempt to remove that screen myself as I wouldn't have a clue how to go about that safely. This is your skillset so I'd humbly request you take a look at if things do speed up considerably if that Unit Naming screen is removed entirely. Units themselves can be renamed by clicking on their names in the unit help panel anyhow.

Not talking about removing it. Something major has happened to it to do with combat classes or something. It is not the screen that is a problem but the data it is working with.:sad: The Unit naming mod (also part of BUG) gives every unit a name when it is created based on the city it is created in and the unit type (or combat type or combat class or whatever). I think the sub-combat stuff has caused the problem.

BYW I never use it.
 
Not talking about removing it. Something major has happened to it to do with combat classes or something. It is not the screen that is a problem but the data it is working with.:sad: The Unit naming mod (also part of BUG) gives every unit a name when it is created based on the city it is created in and the unit type (or combat type or combat class or whatever). I think the sub-combat stuff has caused the problem.

I completely agree, stuff have been messed up since, cant get the correct information of percentage and alot more stuff etc.
 
Not talking about removing it. Something major has happened to it to do with combat classes or something. It is not the screen that is a problem but the data it is working with.:sad: The Unit naming mod (also part of BUG) gives every unit a name when it is created based on the city it is created in and the unit type (or combat type or combat class or whatever). I think the sub-combat stuff has caused the problem.

BYW I never use it.

Who does? That's my point. I WAS talking about removing it because I find it completely useless.

I can review the screen and it may help me to figure out if I've done something erroneously in setting up Combat Classes (though they have, or at least should have, nothing to do with naming the unit - ever - so perhaps it has something to do with a unit type issue somewhere.) I mean, it's possible that the structure was never intended to work with so many combat class definitions but what's the point of having it concern itself with combat classes in the first place?

cant get the correct information of percentage
huh?
 
I didn't know I could keep my old save, but that's good to know. It was in the Galactic era, before you could do anything with planets.

I'm also glad it will eventually open. I'll try to let it do that long opening thing and see what options I might want to change.

Whew. It loaded for me in under 45 seconds. Maybe my computer is too fast. :)

As an update, I managed to get Mt. Sinai, and I never knew it was purple/pink... :)
I also found Mt. Everest way far from my cities, but since I have a significant surplus of money at the moment, not sure how, I'm going to plant a few more cities in the direction of Mt. Everest.
Nothing like having a ton of cities. :)

OKay, Why are my workers being insane and running out of the territory I have? THat makes no sense. And they keep getting eaten by animals. Why are they building random things outside my borders? They're not ever supposed to do that.

Oh, hey, one last thing, did you get rid of the nonsensical toxic waste dump requirement for Nuclear power plants?
I mean, if it was a nuclear waste storage facility, I'd understand.
But you never want to put radioactive waste that requires 20,000 years of being buried inside a cement vault in a hardened bunker, and that's after you store it in water for 20 years, out in the open next to toxic waste barrels. That's just inviting a nuclear incident :nuke:

Also, I kill all topics I post in. Curses....
 
We all take on a number of roles really. Largely if we have a desired project we make sure on the forum that it's not stepping on anyone else's toes but we're all idea manufacturers and implementers for the most part and while we've tried to stay within particular realms there's certainly going to be overlap.

For example, DH states he's got religions and animals but I've overlapped on both a little. I think it's just mostly important that we stay respectful of each other in the extreme.

I'm the developer of Divine Prophets, Developing Leaders, and the C2C Combat Mod. Those are my primary projects but I try to fill in some team project support and some debugging when I'm able to.

The reason I asked is because in the Credit's screen it said some people were Unitologist and other Technologist but I didn't see any hierarchy of sorts.
 
the hierarchy is thus:
StrategyOnly
Chaos
 
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