Caveman 2 Cosmos

It would also be good to list which bug options should be left at their default options. Particularly things like the bombard option which is now built into c2c
 
I'm sure this has been discussed before but I was wondering why the Myth buildings weren't national wonders.

They all seem to provide a Song building to every city which just prevents building them in other cities - essentially what a national wonder is.
 
I'm sure this has been discussed before but I was wondering why the Myth buildings weren't national wonders.

They all seem to provide a Song building to every city which just prevents building them in other cities - essentially what a national wonder is.

Indeed, they and some other animal buildings are pseudo national wonders. Making them national wonders frightens people as there is a limit to how many national wonders you can have in a city. If you use them all up in myths you wont be able to build the fire one that gives you a golden age.
 
Wait I thought world wonders were the 2 limit ones.

Damn C2C making me forget vanilla mechanics - the pseudo-national wonder thing makes sense now and the implementation is brilliant!
 
Can somebody tell me what is the recommended map size for C2C? I've played gigantic before and I am currently playing huge size map, but understandably things has gotten slow. Not really a problem for me and neither are the MAF's, but now the game freezes pretty much every 3 to 4 turns which forces me to shutdown Civ4 from Task Manager. The weird thing is that the cursor "runnin man" keeps running, everything else units, map animation(water) is frozen. This is annoying since it takes a while before I notice it, because I think "oh it is gonna finish anytime now".

Also how do I do maximum compability save, and how do I enable logging for C2C?

Oh and is there gonna be a new versio release anytime....soonish.....maybe? =)

Btw love the mod
 
Having the animations freeze speeds up the turn times since they are not being processed along with everything else.

Logging is explained in the first post. If it is not clear tell us so we can fix it.

Save games are now compatible as much as possible.
 
Having the animations freeze speeds up the turn times since they are not being processed along with everything else.

Logging is explained in the first post. If it is not clear tell us so we can fix it.

Save games are now compatible as much as possible.
I can't find the instructions to logging anywhere in the first 6 posts written by strategyonly. The complete animation freeze occures only when the game won't finish the "end turn". Sure there are momentary freezes during every end turn process, but the "crash" freezes everything but the cursor. The problem is that if the game had the "decency" to actually CTD I could reload my game, but now it takes me several minutes to notice whether or not the game is actually going finish the turn or just freeze.

Oh and on the map issue. I have rather "high end" PC since I am a PC gamer, so do all the maps sizes wind down to a very slow progress, MAF's and what not towards the end game, or is there map size that I should not go beyond? I don't really mind the wait between turns or the eventual MAF, but the whole freeze is very annyoing

Specs:
Processor: i5-3570K
Memory: 16G
GPU: AMD 295x2

P.S Oh how I wish 2K would release sort of 1st decade edition of Civ4 with multithread/core support etc.
 
You may be experiencing something that could be symptomatic and resolvable. If you post a save in the bugs section I will eventually get an opportunity to look into the save and see what could be going on there.
 
I can't find the instructions to logging anywhere in the first 6 posts written by strategyonly. The complete animation freeze occures only when the game won't finish the "end turn". Sure there are momentary freezes during every end turn process, but the "crash" freezes everything but the cursor. The problem is that if the game had the "decency" to actually CTD I could reload my game, but now it takes me several minutes to notice whether or not the game is actually going finish the turn or just freeze.

Oh and on the map issue. I have rather "high end" PC since I am a PC gamer, so do all the maps sizes wind down to a very slow progress, MAF's and what not towards the end game, or is there map size that I should not go beyond? I don't really mind the wait between turns or the eventual MAF, but the whole freeze is very annyoing

Specs:
Processor: i5-3570K
Memory: 16G
GPU: AMD 295x2

P.S Oh how I wish 2K would release sort of 1st decade edition of Civ4 with multithread/core support etc.

This "sometimes" helps, if you still have the BtS install CD, re-install the DirectX version on it. Newer DX versions sometimes omit portions of the older code. This has been known to help on "freezes".

What OS are you using? As this is important for how much of your ram can be used for the game. x64 bit "can"use up to 4GB with the 4gb_patch. 32 bit OS can only use 2GB unless the 3GB Switch has been added, then 3GB can be used.

Tried to Upload the 4gb_patch but for some reason unable to do so. So do a Search for it as it com4es from CfC site.

JosEPh
 
Hey, I started playing this mod again, and I like some of the new changes.
One weird thing though, the time scale is completely bugged out.

I started a Marathon Game, like I normally do, at 50,000 BC, and within 300 turns, out of 3030, I was at 2200 AD.
I think that's not quite right.
Unless I'm expected to enter the space age in 15000 AD. :P

Could someone tell me what happened, or did the ini file get borked somehow when using the SVN?
I'm just curious.
I think the scaling for each turn got broken somehow.
I hope it's not a Full of Resources issue. Those maps are really fun.
 
This "sometimes" helps, if you still have the BtS install CD, re-install the DirectX version on it. Newer DX versions sometimes omit portions of the older code. This has been known to help on "freezes".

What OS are you using? As this is important for how much of your ram can be used for the game. x64 bit "can"use up to 4GB with the 4gb_patch. 32 bit OS can only use 2GB unless the 3GB Switch has been added, then 3GB can be used.

Tried to Upload the 4gb_patch but for some reason unable to do so. So do a Search for it as it com4es from CfC site.

JosEPh
Ok I'll try re-installing the directx from CD. Sorry I forgot mention I'm using W7 Pro, so no cap on memory.

And here is my save game that Thunderbrd requested CLICK HERE
 
As an update to the previous message I sent, according to the Gamespeed info XML, the turns per era is normally set, but somehow in my game it didn't accept the normal Marathon Speed settings.

Anyone have a clue how that oddity worked? Because it looks completely normal in the gamespeed settings.
I'll try a different map generator, although I have no clue how it could break the timescale.

Also, hitting the gridlines option right above the map kills the game to desktop instantly, and then crashes every game on load from some incompatability with gridlines I guess.
I was trying out this THree Planets mapscript. Small maps.

Since I don't know what file to delete to reset that option, I tried to delete and reinstall the mod, which did absolutely nothing.
Please tell me why I can no longer play this game because of the gridlines breaking it?

I clicked on it by accident, and I can't imagine I'm the only person who's ever did this. That's my luck though, being the most unlucky person ever apparently.
I need to know how to reset the flag for Gridlines on/off.

Because I can't play this mod until that is fixed. And I can't tell if the timescale is still broken until the gridlines gets reset.
And I'm almost certain I can't google for "Gridlines option setting in Civ 4." and get anything. :crazyeye:

Seriously, I have the worst luck ever. First the Timescale gets broken, then the game is literally completely broken because I accidentally hit gridlines while trying to find the toggle for seeing tile resource yields.
 
Hey, I started playing this mod again, and I like some of the new changes.
One weird thing though, the time scale is completely bugged out.

I started a Marathon Game, like I normally do, at 50,000 BC, and within 300 turns, out of 3030, I was at 2200 AD.
I think that's not quite right.
Unless I'm expected to enter the space age in 15000 AD. :P

Could someone tell me what happened, or did the ini file get borked somehow when using the SVN?
I'm just curious.
I think the scaling for each turn got broken somehow.
I hope it's not a Full of Resources issue. Those maps are really fun.

Did you start the game In Prehistoric Era? Or by chance Ancient or above? And using the Map Full of Resources may have issues with 2 Game set up Options More Rivers and More Resources.

I have not seen what you have described in either of your 2 posts. My Grid turns off and on just fine with Perfect Mongoose map or Archipelago map.

When you Updated to the newest SVN you did not Install the SVN Copy over your previous copy of C2C I hope?! That is Always Bad News. It causes Multiple problems and should Never be done.

JosEPh
 
Trust me, I know to delete all the files before copying over the SVN. Once you make that mistake, you never make it again. :)
And I didn't know that Full of Resorces breaks with More rivers or more resources. Then again, probably made sense.

But how would starting the game in the prehistoric era on that map set break the time scale to the point where every turn is 200 years. With no changes ever? I mean, how does timescale even get broken?

Full of Resources despite it's oddness was fun.

I just like either inland sea or Pangaea maps more than "broken continents surrounded by ocean." I don't like maintenance costs on some of my cities to be massively inflated by continent issues. :)

So, perfect mongoose allows me to turn off Gridlines.
Apparently THreePlanets hates Gridlines with the fiery passion of a thousand burning suns!

I moved to Planet Generator map, and things seem to be smoother.
 
But how would starting the game in the prehistoric era on that map set break the time scale to the point where every turn is 200 years. With no changes ever? I mean, how does timescale even get broken?

If you Started In Prehistoric (recommended starting Era), then have no idea why Timescale would be "broken".

But...if you started the game in any Other Era the timescale Can become distorted/broken.

Then again have you added any of the Modmods to the C2C Main mod?

JosEPh
 
Well, I'm thinking it had to do with the fact I saw that I started on Ancient start by accident, and then exited to main menu and restarted the Full of Resources map changing nothing but the era.

Maybe that borked it?

Because my current tests, even on Perfect World, seems to work perfectly with the time scale acting normally.

Also, what modmods? There are mods for a mod based on an updated mod based on Rise of Mankind, a mod? :crazyeye:

Seriously, I didn't know about mods for this mod.
That's neat.

I'll keep an eye on the timescale in case it gets drunk again.

But I have had no issues now for awhile.
My bad.
 
Well, I'm thinking it had to do with the fact I saw that I started on Ancient start by accident, and then exited to main menu and restarted the Full of Resources map changing nothing but the era.

Maybe that borked it?

Because my current tests, even on Perfect World, seems to work perfectly with the time scale acting normally.

Also, what modmods? There are mods for a mod based on an updated mod based on Rise of Mankind, a mod? :crazyeye:

Seriously, I didn't know about mods for this mod.
That's neat.

I'll keep an eye on the timescale in case it gets drunk again.

But I have had no issues now for awhile.
My bad.


Modmods right here in the C2C forum:
http://forums.civfanatics.com/forumdisplay.php?f=464

JosEPh
 
This "sometimes" helps, if you still have the BtS install CD, re-install the DirectX version on it. Newer DX versions sometimes omit portions of the older code. This has been known to help on "freezes".

What OS are you using? As this is important for how much of your ram can be used for the game. x64 bit "can"use up to 4GB with the 4gb_patch. 32 bit OS can only use 2GB unless the 3GB Switch has been added, then 3GB can be used.

Tried to Upload the 4gb_patch but for some reason unable to do so. So do a Search for it as it com4es from CfC site.

JosEPh
Thanks for the DirectX advice. I'm now able to play my game for several turns before the eventual MAF.:)
 
Thanks for the DirectX advice. I'm now able to play my game for several turns before the eventual MAF.:)

You should never get a MAF if you are using the Graphics paging .
 
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