Caveman 2 Cosmos

And how is that possible. By the way that was on svn 8963 sinceI had to go back to it. Joe's patch using 8992 was a little to unstable. I tried getting sparth's latest patch, but that did not even have hide and seek in it and looked like it may have been over a year behind. Is it possible that it could be a cache issue causing that to happen. i'd hate to, but it looks like I'm going all the way back to ver33.

Sparth's last v36 version was 8998. Did you get it from the v36Crime Patch thread? If you got it from his other Thread that one was from last May and would take you back before the v36 Official release. That would probably cause major issues with your save.

And my patch before that SVN 8992 is stable as it is basically the SVN version at that time.

Now if you applied the Assets and Source Folders properly And your savegame was from a prior Official Release (like v33 that you mentioned) a Re-Calc Must be done. And a save game from v33 may need the re-Calc done several times as that old of a savegame even with Koshlings Max Compat Save mechanism would be pushing the limits to keep that save playable with current changes.

Edit: do you have Winrar? If so compress it with it and Upload.

JosEPh
 
Sparth's last v36 version was 8998. Did you get it from the v36Crime Patch thread? If you got it from his other Thread that one was from last May and would take you back before the v36 Official release. That would probably cause major issues with your save.

And my patch before that SVN 8992 is stable as it is basically the SVN version at that time.

Now if you applied the Assets and Source Folders properly And your savegame was from a prior Official Release (like v33 that you mentioned) a Re-Calc Must be done. And a save game from v33 may need the re-Calc done several times as that old of a savegame even with Koshlings Max Compat Save mechanism would be pushing the limits to keep that save playable with current changes.

Edit: do you have Winrar? If so compress it with it and Upload.

JosEPh

I got sparth's patch from the link in your patch thread but it did not have any of the new stuff on it. Both of your patches work just fine though. They had everything in them they were supposed to, but 8992 felt off slightly to me for some reason though I did not have any crashes with it. I don't have winrar and I can't get the file to go under 3mb with 7 zip. The save game in question was started, and is still on your 8963 patch though with no updates.
 
Hopefully this save will work. I finally got the darn file to go on here. I didn't realize zip files had a bigger limit on them.

As far the save, just move my stack on it right up to Athens and end the turn. On the next turn my General and rams should belong to Alexander.
 

Attachments

I sent Sparth a PM to have him double check his link. He posted it was SVN 8998 in the v36 bug thread (non SVN).

Been some Big Fixes to H&S and SM since then too from T-brd. Plus all the new LE/Criminal/etc. units he added too. I could see why it would seem "off".

Once I get a chance to see what sparth got accomplished with his FPK cleanup, SVN commit of 9014, I may post the Assets and Source Folders from that as the new patch. These 2 folders are the Core of the Mod and the rest is rarely if ever changed. Public Maps would be a consideration when a New GEM, LEM, or SEM is added.

Not sure what to tell you about the upload of the savegame but I thought the Limit was higher than 3MB compressed. You beat me to it. :p

JosEPh
 
Hopefully this save will work. I finally got the darn file to go on here. I didn't realize zip files had a bigger limit on them.

As far the save, just move my stack on it right up to Athens and end the turn. On the next turn my General and rams should belong to Alexander.

Well, it doesn't happen on the newest SVN code and assets, at least not in the next round. I suspect it won't because it was probably a bug related to other bugs that were already solved. But if you do have further trouble, make sure to be saving every round so you can catch the issue if it happens again.

That said too.. make sure if you're on H&S (and moreso when on Size Matters as well) to set units that really should be protecting other untis on the tile to have the standout status. It no longer takes a round to establish standout... just one to remove it. That said, if you've got 0 str units in the stack, be sure to take this step as a habit.
 
Well, it doesn't happen on the newest SVN code and assets, at least not in the next round. I suspect it won't because it was probably a bug related to other bugs that were already solved. But if you do have further trouble, make sure to be saving every round so you can catch the issue if it happens again.

That said too.. make sure if you're on H&S (and moreso when on Size Matters as well) to set units that really should be protecting other untis on the tile to have the standout status. It no longer takes a round to establish standout... just one to remove it. That said, if you've got 0 str units in the stack, be sure to take this step as a habit.

That's nice to know. Hopefully it had been fixed by 8998. Hide and seek is nice, but it wasn't fun watching my rams and my Great General switch to my enemy Civ.
 
That's nice to know. Hopefully it had been fixed by 8998. Hide and seek is nice, but it wasn't fun watching my rams and my Great General switch to my enemy Civ.

Well... if something is truly objectable like that, it's not likely intended so is always wise to bring it up. Sometimes, the problem may be something overseen by the player that can easily be resolved but other times it's something the designer must take very seriously. I haven't had a LOT of playtesting myself with it yet so I'm relying on feedback to see where things need work. Without the feedback of the forum these kinds of projects would be even tougher to design, implement, AND make truly fun.
 
I have a minor question regarding the Discovered Tech screen:

I have 2 computers, both running the same version of C2C, but when a Tech is discovered the opened/pop-up window has different backgrounds on each machine. One is dark blue and generally plain the other is more of an Aqua color and has a bit more going on.

This is not affecting gameplay in anyway. I'm just curious:
1) Why is it happening?
2) Which is the correct version, and what do I do to 'fix it'?
 
I have a minor question regarding the Discovered Tech screen:

I have 2 computers, both running the same version of C2C, but when a Tech is discovered the opened/pop-up window has different backgrounds on each machine. One is dark blue and generally plain the other is more of an Aqua color and has a bit more going on.

This is not affecting gameplay in anyway. I'm just curious:
1) Why is it happening?
2) Which is the correct version, and what do I do to 'fix it'?

I presume one of your version of C2C is using old TechScreen. Before V36 there was discusion about colour of the background. From Aqua to Blue.
 
That's just it, both versions of C2C are the same.

As a matter of fact I just downloaded your brand new C2C from the Crime Patch thread at 3:30pm (Eastern US), and replaced the mod (except the Usersettings, which I carried over), fired it up with a brand new game (to test) and ran through the first few turns to get Gathering. Still got the dark blue TechScreen. I do the same on the other computer and get the Aqua one with more background images/textures.
 
That's just it, both versions of C2C are the same.

As a matter of fact I just downloaded your brand new C2C from the Crime Patch thread at 3:30pm (Eastern US), and replaced the mod (except the Usersettings, which I carried over), fired it up with a brand new game (to test) and ran through the first few turns to get Gathering. Still got the dark blue TechScreen. I do the same on the other computer and get the Aqua one with more background images/textures.

One more thing: In BUG options (green icon of the Alien Bug left-up corner) check if you have same TechSplash screen options. Should be Detailed.
 
One more thing: In BUG options (green icon of the Alien Bug left-up corner) check if you have same TechSplash screen options. Should be Detailed.

Winner, winner, chicken dinner.

Thank you.
 
That is in the BUG Options also, under the Caveman2Cosmos tab iirc. Has a list about Hide Unavailable buildings and Hide Unavailable Worker actions, Hide Obsolete Buildings etc. Check the boxes you want.

Personally I never check the Hide Obsolete Buildings as in the past that has cut off building chains.

JosEPh
 
Turn off "show map grid lines" - there is a button on the minimap to toggle it, second from the left.

I had that "issue" when I updated to patched v36 weeks ago, but left it alone figuring it was something to do with the svn using temporary grids for some reason (I was really just making up any kind of random reason and ignoring it). Then I didn't even notice it disappeared at some point - maybe when I switched to the actual svn? And finally I hit the button completely at random one day and realized that's what they were.
 
little question: just updated to current version by svn and the map raster now is with bold dark grey lines instead small light white as before. Looks terrible.
sea fields are fine.

They are bold because I halved the resolution of terrain textures (less pixels in a texture means that 1 pixels of white looks bigger in-game) to improve general performance, I made them black as the bold white lines was very glaring.

Doubling the resolution of all terrain textures would increase VRAM usage by about 30MB and it would have a noticable impact on GPU load as well. In my test with Radeon HD 7900 I had considerably less map scrolling stuttering after halving their resolution.

Since we are in the process of adding many new terrains (oceanic) I felt this change was nescessary.
 
They are bold because I halved the resolution of terrain textures (less pixels in a texture means that 1 pixels of white looks bigger in-game) to improve general performance, I made them black as the bold white lines was very glaring.

Doubling the resolution of all terrain textures would increase VRAM usage by about 30MB and it would have a noticable impact on GPU load as well. In my test with Radeon HD 7900 I had considerably less map scrolling stuttering after halving their resolution.

Since we are in the process of adding many new terrains (oceanic) I felt this change was nescessary.

Could you change the colour to blend in more with land? Brown, Dark Green etc.
 
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