Caveman 2 Cosmos

Huh. That's a surprise. That's a change from what I can remember. I did get a mission telling me to build 15 triremes after I had already passed them by.
 
Huh. That's a surprise. That's a change from what I can remember. I did get a mission telling me to build 15 triremes after I had already passed them by.

Do you remember what event that was, maybe DH can take a look at it???
 
I know the quest well, in game I delay getting the techs that obsolete triremes. When the change was made to the ship upgrades the quest was not updated. It assumes the unit lasts a lot longer than it does in C2C.

@rwglaub, since the quest goes to everyone one of you enemies should get it:mischief:
 
I'm playing a wonderful game as China with the GEM map. I got very lucky with in the beginning with the number of animals I captured for herds and myths. The Indians were getting very aggressive until I burned a couple of their cities.
 
How can one build a culture requiring two unique cultures, for example European and Oceanian? I thought you need to conquer a city with that different culture, but I never saw that original culture remaining there... Even with assimilation turned on.
 
Some times the base culture does not show up on the turn you capture the city but it is there on the next turn. I think it is a turn caching issue. Same as when you are building a tribe and remove it from the list it does not appear as available to build until the next turn. Both are a consequence of reducing the turn times.
 
I'm running a game (verson 9,6 in desura, should be the newest?) where I have a remarkable hard time controlling my borders. All my competitors seem to effortlessly expand their borders into my lands, but it never happens the other way. in the beginning I would gain land from combat victory, but that has stopped (I suspect that since everyone has closed borders). Is that a "feature"? cause it is rather annoying :P
 
Not by me unfortunately, I don't have a sufficiently large and stable internet connection. I was going to in the next 5 years but we had a change of government and they scrapped the plan :( or at least the bit that goes anywhere near me.
 
Some times the base culture does not show up on the turn you capture the city but it is there on the next turn. I think it is a turn caching issue. Same as when you are building a tribe and remove it from the list it does not appear as available to build until the next turn. Both are a consequence of reducing the turn times.

Thanks, I probably played the previous games without assimilation turned on and in the last game I checked it in just that turn. It appeared there on the next one.
 
I recently updated from v29 or so to v33 and I have a little problem. Well, not really a problem, just a tiny thing that's bothering me a bit and someone here might be able to help me with that.

Although this mod is really amazing, I always changed some things in the XML files to remove all technologies after the modern (and now transhuman) era, because there weren't any buildings or units for most of those techs. I also added, removed and changed some units and so on.
Well, now I arrived in the late modern age again in one of my games and I found out that I can only build the Wireless Networks building in the same city where I built the Commercial Satellites. That means I need the Space Agency or Commercial Spaceport in every city, which doesn't seem very logical to me. So I wanted to change that requirement so the Wireless Networks only need the Communication Tower, but I can't find it in the CIV4BuildingInfos.xml. Now how do I find it and change the requirements for the building?

tl;dr:
How do I change buildings/units that can't be found (by me) in the xml files?
 
Yeah I found it a bit disappointing a lot of those super techs don't have any bonuses or units or anything attached to them. Abyss Colonization and Mythological Bestiary being two that come to mind ^^
 
I recently updated from v29 or so to v33 and I have a little problem. Well, not really a problem, just a tiny thing that's bothering me a bit and someone here might be able to help me with that.

Although this mod is really amazing, I always changed some things in the XML files to remove all technologies after the modern (and now transhuman) era, because there weren't any buildings or units for most of those techs. I also added, removed and changed some units and so on.
Well, now I arrived in the late modern age again in one of my games and I found out that I can only build the Wireless Networks building in the same city where I built the Commercial Satellites. That means I need the Space Agency or Commercial Spaceport in every city, which doesn't seem very logical to me. So I wanted to change that requirement so the Wireless Networks only need the Communication Tower, but I can't find it in the CIV4BuildingInfos.xml. Now how do I find it and change the requirements for the building?

tl;dr:
How do I change buildings/units that can't be found (by me) in the xml files?

Because many of us work on the mod we don't merge things into the core area until we have a section done. It helps us keep from breaking each others work;)

You will find the building (BUILDINGCLASS_WIRELESS_NETWORK) in the file Buildings_CIV4BuildingInfos.XML folder Assets\Modules\Faustmouse\Buildings. If you change the 1 to a 0 (zero) in the following code it should achieve what you are looking for.
Code:
			<BuildingClassNeededs>
				<BuildingClassNeeded>
					<BuildingClassType>BUILDINGCLASS_COMMERCIAL_SATELLITES</BuildingClassType>
					<bNeededInCity>1</bNeededInCity>
				</BuildingClassNeeded>
			</BuildingClassNeededs>
 
(another weird thing: getting XP against animals to fight better against humans).

Why is that weird? Throughout human history, experienced hunters have often made better fighters, all else being equal, than their companions who don't have experience hunting.

Being practiced at skills like tracking, shooting, chasing, and stealth provides a benefit in a fight with another being, be it human or animal.
 
Why is that weird? Throughout human history, experienced hunters have often made better fighters, all else being equal, than their companions who don't have experience hunting.

Being practiced at skills like tracking, shooting, chasing, and stealth provides a benefit in a fight with another being, be it human or animal.

Well, I just find its too easy for a non-hunter unit to get plenty of XP levels on animals with the hunter 1 promotion. Without this promotion or with a lower one, I'd be ok with it ;-)
 
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