Caveman 2 Cosmos

Just want to give alberts2 a very Big THANK YOU for all his recent work.

I appreciate your diligence and effort alberts2. :goodjob:

JosEPh:)

Indeed... Alberts2 has been one of the best contributors to cleaning up the mod problems we've ever had. I'm a little exhausted of debugging at the moment so it's really nice to see you picking up the slack there (and more - you've fixed things I would've struggled with greatly if I'd been able to at all!)

So yeah, BIG thanks from me Alberts!
 
The automatic buildings, like the pests and diseases, are being built even though the conditions aren't being met. So even though the numbers for disease and crime is only around 30 in most of my cities, all of the pests, crimes, and diseases have all been built. So all of my cities are drowning in unhealthiness and unhappiness. Any suggestions? How do I fix this?
 
The automatic buildings, like the pests and diseases, are being built even though the conditions aren't being met. So even though the numbers for disease and crime is only around 30 in most of my cities, all of the pests, crimes, and diseases have all been built. So all of my cities are drowning in unhealthiness and unhappiness. Any suggestions? How do I fix this?

Post a save game showing this in the bug thread so that modders can see what is happening and figure out what has gone wrong.

Pests have nothing to do with crime but are population based. Diseases are based on the disease property.
 
So, I just updated my version of the game from whenever it was, July I think, to the most reason SVN.

So far, good changes, I question the logic of tourism causing water pollution or air pollution, but still.
"Come visit our lovely toxic waste dump and share it with others." :)

One issue to report, the super virus event is a bit borked. Not only does it call my city "St. Paul XML not found." One choice is insane, and kills 70 population in a city that doesn't even have 50, how can I select that option, also 70 turns of anarchy in that city? and 70 lost happiness. Might want to work on that scaling a bit.

Please change that option to "Nuke the city." because burning down a hospital and all the infected doesn't seem like it should do that. since the unhappy people are all dead. :) Also, the city can't even have unhappiness due to a wonder. :)

Also, the only option I couldn't pick was the hospital +2 healthiness. It only affected one other city for 2 population, but it also apparently ate 43 population in the city it started in, even though it only ate like 3.
Probably I forgot to build a hospital. Wouldn't be the first time I forgot that.

Also, still not sure how it ate 43 in a city with 46, and left it with 45.
Hell of a virus, it kills 95% of the population and then turns them into zombies. :)

Just might want to take a look at that one.
Also, adding more crime was nice, perhaps next you can work on fixing negative traits to never include XP for promotion penalties. :) There's a reason I turn negative traits off, and not because this is not Fallout 1 or 2, or New Vegas. :)
 
fixing negative traits to never include XP for promotion penalties.
If you're playing with No Negative Traits and Pure Traits in combination you shouldn't have any negative effects on traits either. If you are still getting some anywhere then its a bug and should be addressed.
 
Well, in my personal experience, Negative traits in games don't work as well as you think they would. :) Maybe everyone here has a lot better luck.

Regardless, my main issue was the silly Super virus, not the negative traits.

I don't even like fighting myself, but more XP to level up is a bad thing. It's the equivalent of "Small chance of causing nuclear meltdown in your cites" as a trait. :nuke:
But as the old adage goes, whatever floats your boat. Plus, you know, you created it, StrategyOnly, not me. At least you listen to people, unlike Zappara. :rolleyes:

And I'm not running into negative traits with no Negative traits on, I was simply mentioning the balancing of traits. I know, it's a weird thing to get hung up on, but it's me, guys, I'm insane. :crazyeye: See, I got the crazy eye and everything.

So, sorry to distract from the main concern, the Super Virus that doesn't actually kill anyone. :) I'm just saying, -43 population is a bit much, when it doesn't even do anything.

I just think the event needs some scaling, because you shouldn't be able to select a -70 population option in a city with 46 population.
70 turns of rioting is a bit silly as well. "You killed 166% of our population!"

At least I didn't bring up the nuclear meltdown on things not nuclear powerplant related.
I know it's a bit minor, but it basically prevents you from building those buildings for obvious reasons. :) Okay, so I did build the Toxic Waste Dump in Hackensack, no, I really did name a city that. Wouldn't you do that too? :p

Just saying, exercise in tediousness doesn't punish people, it just makes it annoying. :) And we all know rebuilding buildings after a nuclear meltdown is more tedious and annoying than anything else. IS there like a XML option I can change?

It's like how the electric fence, cement barrier, and even metamaterial barrier causes -1 to trade routes. No one will ever build that.
It could give like 100% to Production of Megatowers, and no one would still build it. :) IT could cure all unhappiness and unhealthiness, and give like 200 food, and still, no one would build it because of that -1 to trade routes.
I mean, unless someone thought, "Hey, I have way too many trade routes. 80 is too many." I can't see any reason for building them.

Also, thanks for adding more air pollution reduction buildings. I know that was added a bit of time ago, but thank you.

Also, is multiple maps in this yet? I see mention of Mars colonies, but the Lunar Rover can't seem to go to the moon. I could have sworn I built the Apollo Project, or did you put that in like "Advanced Superstring Theory."* or some late game tech.

*I made up the name, I can't remember all the late game techs.

Bottom line, I'm still crazy, you try to change your brain, it's not easy.
I thank you for putting up with me for at least 4 years. :)

Oh, and thanks for removing the Catacombs of Trolling. Now if only we could convince Grimith to play this again. :)
Oh, what do normal Catacombs do. I noticed once my enemy went into my city and started killing people, apparently, but that didn't do anything else.
 
I'll let those who work with events handle that question.

Many things in C2C are about sacrificing for something you need more. It's by design. Trust me that if you play the game with the concept to eliminate all things that have any significant negatives attached you'll not go as far. However, you will be able to play to what YOU value over other things so it's kinda cool that way. Nothing wrong with establishing what you feel has more or less worth to your strategic methods and eliminating embracing some things based on those values.

No... multi-maps hasn't been established yet. But I don't think we're as far away as it may seem. My main concern is now worry that if we do get there the memory limits won't really allow it as we'd always hoped.
 
I'll let those who work with events handle that question.

Many things in C2C are about sacrificing for something you need more. It's by design. Trust me that if you play the game with the concept to eliminate all things that have any significant negatives attached you'll not go as far. However, you will be able to play to what YOU value over other things so it's kinda cool that way. Nothing wrong with establishing what you feel has more or less worth to your strategic methods and eliminating embracing some things based on those values.

No... multi-maps hasn't been established yet. But I don't think we're as far away as it may seem. My main concern is now worry that if we do get there the memory limits won't really allow it as we'd always hoped.

All I want is removing the nuclear power plant trolling affect on items that aren't nuclear power plants, which doesn't do anything but add tediousness. Seriously, it does nothing but cause aggravation and irritation to anyone. :)

If you want to leave the - 1 trade routes, that's fine, but it makes those buildings completely worthless unless you have like way too many Trade Routes. Unless I'm missing why anyone would use them. I'm sure there's a use.

Also, I'm not entirely certain what you meant by "Trust me that if you play the game with the concept to eliminate all things that have any significant negatives attached you'll not go as far. " at all. I play games to have fun, how can I not go far in them if I remove something bad? Also, significant negatives aren't a good thing, otherwise they'd be called positives. <gets booed off stage for the bad joke>

Oh, maybe you mean like triumphing over adversity? But really, is it adversity if it's just roleplay to use bad traits?

Sad to know Multi-maps aren't in it yet, though I wonder what's with all the Mars colonies mentioned in the SVN update.

"Many things in C2C are about sacrificing for something you need more. It's by design."
I've never run into any other sacrificing issues in this game at all. So, I'm not sure where they are. I must be lucky!
I don't use Revolutions, because well, this is Civ 4, not micromanagement hell. :) My tremendous respect for people who can figure out how to play with Revolutions without wanting to have the creator charged for crimes against humanity. :)

I personally won't ever play the new Civ games, because someone got amazingly drunk and thought Civ 5 was supposed to be Tabletop Battletech form the 70s with it's hexgrid. :)
If you thought I was annoyed by the issues in this mod, you should hear my complaints about hex grids in Civ games. :p

Also, because of my Asperger's, I do have the issue of not understanding social cues, so please, guys, no punching David in the head for him not understanding things.
 
The project I should be working on is aimed at getting multi-maps working. It is not progressing very fast at the moment due to RL. It does look like it may be easier than I first thought but then I have only done the first 10% and it is always the last 10% that brings the problems:lol:
 
The project I should be working on is aimed at getting multi-maps working. It is not progressing very fast at the moment due to RL. It does look like it may be easier than I first thought but then I have only done the first 10% and it is always the last 10% that brings the problems:lol:

Personally, I'm very impressed that it's even possible to do that in this game.
Test of Time was amazing for it's multiple maps.
That and building a city on a stable island on a Gas Giant was fun.
 
Just saying, exercise in tediousness doesn't punish people, it just makes it annoying. :) And we all know rebuilding buildings after a nuclear meltdown is more tedious and annoying than anything else. IS there like a XML option I can change?

It's like how the electric fence, cement barrier, and even metamaterial barrier causes -1 to trade routes. No one will ever build that.
It could give like 100% to Production of Megatowers, and no one would still build it. :) IT could cure all unhappiness and unhealthiness, and give like 200 food, and still, no one would build it because of that -1 to trade routes.
I mean, unless someone thought, "Hey, I have way too many trade routes. 80 is too many." I can't see any reason for building them.
These are very strong points and I do support them 100%. Be honest: Who of you ever built a cement barier or an electric fence? Where these buildings only introduced to show real life governments that they hurt their economy by building these?

And it is tedious to rebuild everything after a nuclear meltdown. And it is unrealistic, too, no buildings were destroyed after Chernobyl or Fukushima. And it would be much more realistic to reduce hammers and gold in the city for a number of turns and make them unhealthy and unhappy.
 
Yes, and the radiation is slowly decaying. Key word, slowly.
Deer are moving back to the area near the city though.

I'm also glad at least one person doesn't think I'm crazy. Thank you, Snofru1. :)
At least the buildings weren't technically destroyed, just rendered uninhabitable.

Also, apparently, two Swedish Journalists managed to hang out near the reactor building without becoming radioactive, because drinking red wine somehow stops radiation from building up in your body. :)

At least nuclear meltdowns do something, unlike the Super Virus event. :)
 
What I'd like is to see the skeletal and almost entirely useless Galactic Era be stuck in a module and thereby not able to be used. I literally went through and counted up all the Galactic techs, discounting those that are empty and mentally combining those withj very weak effects. I came to a total of about 20 Galactic techs (and that was being really generous).

The back third of the Transhuman Era has exactly the same issue, and all this stuff is dragging down the game for absolutely no use. I'm sure someone could point exactly why we need 200 crimes or 100 resources or what-have-you, but pages of empty/useless techs have no defence.
 
What I'd like is to see the skeletal and almost entirely useless Galactic Era be stuck in a module and thereby not able to be used. I literally went through and counted up all the Galactic techs, discounting those that are empty and mentally combining those withj very weak effects. I came to a total of about 20 Galactic techs (and that was being really generous).

The back third of the Transhuman Era has exactly the same issue, and all this stuff is dragging down the game for absolutely no use. I'm sure someone could point exactly why we need 200 crimes or 100 resources or what-have-you, but pages of empty/useless techs have no defence.

Well the main reason the Galactic techs are (well as they are now), is because of the Multi-Map stuff that DH is working on now, if he and others can get that to work, then it will be filled in better.
But the TransHuman stuff was all by MrAzure, which i have no idea where the heck he is anymore:crazyeye: But if YOU and HYDRO can come up with a BETTER tech for that ERA, i say GO FOR IT!!!! Hows that!
 
What I'd like is to see the skeletal and almost entirely useless Galactic Era be stuck in a module and thereby not able to be used. I literally went through and counted up all the Galactic techs, discounting those that are empty and mentally combining those withj very weak effects. I came to a total of about 20 Galactic techs (and that was being really generous).

The back third of the Transhuman Era has exactly the same issue, and all this stuff is dragging down the game for absolutely no use. I'm sure someone could point exactly why we need 200 crimes or 100 resources or what-have-you, but pages of empty/useless techs have no defence.

These later sides of the tree simply need more development. If we take away the skeletal placeholders and plans for structure then we just have to go back and re-envision it again later and end up in the same spot for a while. Development that grows into these sectors is still taking place. You don't remove the steel girders at the top of the skyscraper under construction just because construction isn't finished yet... that's just silly.

Modularizing might work... I dunno.
 
Given the sheer bulk of the mod and the fact that it's already taking my Large/Snail game 30 seconds between turns in the mid Mediaeval era (on a pretty modern PC), I'm simply never going to reach the Transhuman or Galactic Eras. I very much doubt that my experience is that much different to everyone else's. I might remove a few modules the next time I play, or play a smaller map and so on, but still.

You can say that it's silly to remove the steel girders etc., but I think it's just as silly to have put in all those empty technologies in the first place. It's really quite interesting as a proof-of-concept tech tree, but the Civilopedia or the Tech screen or the list of buildings or upgrades in the 'pedia take unreasonable lengths of time to load and the game performance suffers. There's just too much of everything.

I for one would have been much happier with a tech tree that only has working technologies which actively represent a choice of useful things to discover, with Future Tech/String Analysis 40 techs earlier than The Grand Plan calls for, than what's there now.

To paraphrase some examples from a websearch for 'fantasy heartbreaker', this mod is "truly impressive in terms of the drive, commitment, and personal joy that's evident in both [its] existence and in [its] details - yet [it is] also teeth-grindingly frustrating, in that ..." "... they break my heart, because the nuggets are so buried and bemired within all the painful material."
 
Back
Top Bottom