Caveman 2 Cosmos

In addition crime has occasionally suddenly gone up to around 200. What is the cause?
You probably had a criminal or two spawn in the city.
 
Yes, but now I'm curious. GOG is known to take out any kind of DRM from their games (other than multiplayer access codes), and they have been able to "translate" even some 80s games so that they could be played under Windows 7, 8 and 10.

So they must have EXE access, don't you think? Even with non-disclosure agreements, they could create 64bit EXEs, couldn't they? Perhaps as a DLC? Sometime in the future?
 
@tmv: Civ 4 Complete doesn't have DRM to begin with, at least not on the CD I bought many years ago.
 
I know that DRM was patched out of :bts:, but [civ4] and [c4w] still have DRM, at least in the original version. Then again, I don't have Civ 4 Complete. And I was more speaking about GOG's general policies.

Besides, the one thing that would make that package interesting is if they offered some kind of 64bit EXE, at least as a DLC. They have ported 16bit and even 8bit to 32bit in the past, so I wouldn't completely rule it out.

And even if there is no DRM in Civ 4 Complete, GOG will want to ensure that this game is fully compatible with Win10 - even if new Win10 versions change the rules, they usually can patch this. At least for this, they will need full access to the EXE.
 
The day 32bit applications don't install or launch in windows XYZ, that's the day gog will consider making such changes to 32bit games. Don't get your hopes up. ^^

Edit: it would be more likely that they solve it by emulating a 32 bit system with a software like DOSBox; so the end result would be worse performance and no 64bit capabilities for the game.
 
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Yes, but now I'm curious. GOG is known to take out any kind of DRM from their games (other than multiplayer access codes), and they have been able to "translate" even some 80s games so that they could be played under Windows 7, 8 and 10.

So they must have EXE access, don't you think? Even with non-disclosure agreements, they could create 64bit EXEs, couldn't they? Perhaps as a DLC? Sometime in the future?
GOG makes use of DOSBox and similar software to make the games work. So does Steam. There can be other kinds of ... oh, I don't know. Just recently I installed Worms Armageddon from disc image file (from back up of my external HDD) but game didn't start (Win7). Then I bought & installed it from Steam and that one works.
 
But you know that Microsoft and Bill Gates objective is to destroy DOS in any form.

JosEPh
 
Minor bug report: Subdued Opossums don't teleport, and have to be escorted to a city. I haven't seen this in any other animal at the moment.
 
Minor bug report: Subdued Opossums don't teleport, and have to be escorted to a city. I haven't seen this in any other animal at the moment.
Strange that behaviour is defined in the XML and the opossum XML looks the same as the others. My subdued opossums have been teleporting also.

It was an opossum you attacked to get the subdued opossum, yes? It wasn't an already subdued opossum owned by someone else? 'cause that would be in different XML.
 
Definitely independent opossums, I was looking for that. Out of maybe 20 opossums I've subdued, maybe 2 teleported?
 
I'll need to check we don't have more than one definition of the opossum then.
Can't check this myself at the moment but look at the combat classes. It should be designated as Wild. IIRC, it's all based on that primarily to determine the status of a wild animal. And the subdued version should instead have the subdued CC in that slot.
 
When to teleport a subdued animal is in the XML for the wild animal because it is the same bit of code that tells you what you get ie a subdued version of the animal not some other animal. This is because we have a number of animals which have a different name in their wild and subdued state.
 
Nevertheless, correct me if my memory is wrong, but the potential is still triggered on it being a wild animal by combat class definition, right? Been a while since I tweaked with that stuff in the code.
 
Nevertheless, correct me if my memory is wrong, but the potential is still triggered on it being a wild animal by combat class definition, right? Been a while since I tweaked with that stuff in the code.
as far as I know it is just the animal XML KillOutcome tag nothing to do with the combat class at all. The actions that a subdued animal can do are linked by combat class not just the subdued animal XML
 
Hi All,

Man i love this Mod, there is no game like it. I love playing on epic speed on deity difficulty and just constantly take hits from the bong while making deep strategic decisions
I would pay for a standalone version of it.

A better AI would be great too. I just rush to spiked club technology and conquer 4-5 civlizations and use slaves to rush wonders

Anyhow any new version coming up? it has been like 1 year.
 
Hi All,

Man i love this Mod, there is no game like it. I love playing on epic speed on deity difficulty and just constantly take hits from the bong while making deep strategic decisions
I would pay for a standalone version of it.

A better AI would be great too. I just rush to spiked club technology and conquer 4-5 civlizations and use slaves to rush wonders

Anyhow any new version coming up? it has been like 1 year.
lol... thanks for the compliment. It was rather... green.

Yes, a new version release is hopefully due on the weekend of the 17th.
 
Well, this forum has changed a bit. :crazyeye:

So, I have updated the SVN, and have decided to play a new game of this.

So, far, I have encountered one bug, the world_WiP doesn't seem to actually want to work, or generate a world.

How exactly long should I wait to see if it works, because an average Perfect Mongoose world only takes about a minute or so to allow me to play . World_WIP exploded and didn't do anything for several minutes.

That said, I saw a lot of changes in the SVN list, and I look forward to seeing them.
I know I just play this game so much, and then stop, and then come back, but that's just how I am.
 
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