Caveman 2 Cosmos

I have no idea how anyone gets so many captives, I am lucky to get 30 civilian and 50 military per game.

Working on it soon :mischief:

I'm also already in a perpetual golden age (I've got a bunch of very powerful units with Heroic II and no shortage of hostile units to kill).

I have the same "problem" here... Any way of making the resulting GA shorter? 1-2 turns would be more than enought!
 
Working on it soon :mischief:



I have the same "problem" here... Any way of making the resulting GA shorter? 1-2 turns would be more than enought!

There is but it would have to be called from python. I've exposed a dll function to python to make this possible:
In CvPlayer:
doGoldenAgebyPercentage(int iPercent)

Basically it just enables the starting of a golden age with a percentage of the normal golden age turn times considered. Thus, if we made the success of that unit with that promo in combat call to this rather than the normal call to start a golden age, specifying say, 5% length, we could easily keep the ability from giving an endless golden age.
 
There is but it would have to be called from python. I've exposed a dll function to python to make this possible:
In CvPlayer:
doGoldenAgebyPercentage(int iPercent)

Basically it just enables the starting of a golden age with a percentage of the normal golden age turn times considered. Thus, if we made the success of that unit with that promo in combat call to this rather than the normal call to start a golden age, specifying say, 5% length, we could easily keep the ability from giving an endless golden age.

That would be really good. I get 64 turns of GA whenever it triggers and with spartan warriors it was quite easy to instantly start with 15 Heroic II attackers :crazyeye:
 
There is but it would have to be called from python. I've exposed a dll function to python to make this possible:
In CvPlayer:
doGoldenAgebyPercentage(int iPercent)

Basically it just enables the starting of a golden age with a percentage of the normal golden age turn times considered. Thus, if we made the success of that unit with that promo in combat call to this rather than the normal call to start a golden age, specifying say, 5% length, we could easily keep the ability from giving an endless golden age.

Purpose of it when it is doable in python all along?
Twisting numbers alone is not going to solve much problems.

Give it a super low % of normal ga, and it is useless in fast speed games.
Give it a super low % to trigger, then you might as well redesign it.

Add some restrictions would be more suitable.
 
Purpose of it when it is doable in python all along?
Twisting numbers alone is not going to solve much problems.

Give it a super low % of normal ga, and it is useless in fast speed games.
Give it a super low % to trigger, then you might as well redesign it.

Add some restrictions would be more suitable.

The benefit of it would be to manipulate the % of normal golden age turns which is also based on gamespeed right? So we're not establishing a fixed number in any way but basing it on a pre-existing ratio based calculation (which also takes into account any trait, building or civic modifiers to golden age durations.)

You could do that in python alone sure (by calling to add a specified calculated # of golden age rounds) but why when its easier to call the start of the golden age using this mechanism to streamline that effort and create less calculation taking place in python?

I suppose I should probably make sure that the minimum golden age length would be 1 round at least. Not sure it does that. We don't want it to end up starting a 0 round golden age on the fastest gamespeeds.

Not sure why you suggest that reducing the extent of the golden age length it begins would not solve the problem. If you allow an extra amount of golden age turns on faster game speeds you'll give those gamespeeds a disproportionate amount of golden age turns. However, that may not lead to the potential for 'endless golden ages' so much there because the unit won't get the chance to fight so often in the same amount of time on a faster game, so perhaps when sending to start a golden age, the % should be adjusted by the gamespeed in the python somewhat to account for that.
 
There is already a python function to get the number of golden age turns after modifications.

Unless you reduce the duration drastically such that you cannot fight more than 20 battles within that duration, I highly doubt it is effective at all.

Adding some restrictions like a max duration, do not trigger during certain conditions, such as already in golden age or anarchy, or only when the unit survived with less than 10% strength would solve the problem for all gamespeeds
 
Add some restrictions would be more suitable.

It already has the highest here:

Code:
<PromotionPrereq>PROMOTION_COMBAT6</PromotionPrereq>
			<PromotionPrereqOr1>PROMOTION_HEROIC</PromotionPrereqOr1>
			<PromotionPrereqOr2>PROMOTION_DRILL4</PromotionPrereqOr2>
 
Restrictions on conditions for it to trigger, not prereqs.

I can randomly think of 5:

1) No longer trigger during Golden Age
2) Only within cultural borders
3) Only against general led units
4) Only when survived below 10% health
5) Only against higher level units
 
Adding some restrictions like a max duration, do not trigger during certain conditions, such as already in golden age or anarchy, or only when the unit survived with less than 10% strength would solve the problem for all gamespeeds

I was about to propose something similar: Either only trigger when the unit dies or when it triggers, the unit will die. This would make this Promotion highly valuable but also quite risky.
 
Restrictions on conditions for it to trigger, not prereqs.

I can randomly think of 5:

1) No longer trigger during Golden Age
2) Only within cultural borders
3) Only against general led units
4) Only when survived below 10% health
5) Only against higher level units

It that stuff only python stuff??

Anything related to python we might as well forget, DH is way to busy, heck i have been trying to get stuff in for (some) over 3 years now withOUT success.
 
Even mere adjustments of the probabilty to trigger, or the duration of the effects is done in python.
You won't expect to fix it without python unless you scrap the whole python effect.

C2C is fortunate enough to have a big modding team compared to other mods which are mostly one man show like Orion, Xyth or PIE.
Just tempt one of the younger modders to learn python :D
 
I wouldn't mind learning Python, though IRL problems make learning not really something i could do, just too much pain to think clearly ;) though i won't mind some tips and tricks so i could look at it at my own expense and time schedule,
including a program i could use for free ;)
 
i got Notepad++, :) i will see if i can fiddle with Python and make it so it keeps on working ;)
 
All I did was download some works from tsentom1 and GIR and experiment around with them.
The api has pretty much all the bts functions with minor errors and omissions.

If you want tutorial for standard python, just goggle and use any.
So long as you know what are variables, loops etc, nothing much to learn anyway.
 
All I did was download some works from tsentom1 and GIR and experiment around with them.
The api has pretty much all the bts functions with minor errors and omissions.

If you want tutorial for standard python, just goggle and use any.
So long as you know what are variables, loops etc, nothing much to learn anyway.

Yeah, I had loops in a lecture at my university, but this was in Java. And I think I first need to understand the structure of it. But it should be doable.
 
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