Caveman 2 Cosmos

DH may be able to clarify that.
He did, I explained my reasoning behind it, didn't really get much of a response from the reasoning other than what transpired between Joseph and I, which was more of a sidestep topic than a response.
 
Sometimes realism takes a hit for gameplay purposes. Would it be more realistic if religions couldn't spread across oceans in prehistory? Of course, but we don't need any more snowballing right now.

Of course, there is lack of realism that actually supports snowballing. Like, why should I care that a certain wonder was already built on the other side of the world in prehistory? I haven't even met this other civ. But this is so integral to the very structure of civ games (and has been established ever since [civ1]) that it's probably beyond the capability of a mod to change that (and how would you deal with several Great Wonders of the same type when the respective civs finally meet?).

It might be a better idea to not even have Great Wonders at this point (National Wonders instead), but some people play without Unlimited Wonders, and have indeed called this option gamebreaking, so you cannot just shift buildings between these types without taking wonder limits into consideration.

Unlimited Wonders certainly contributes to snowballing, but when I started with this mod, playing without this option made e.g. Valley of the Kings pretty much unbuildable. And with obsolete wonders counting they effectively become junk.
 
I have. Just in case it matters, I will mention that it is Civ4 Complete and that I patched it from the internet, from some archive. I am certain that it was the actual patch as the game would not run on my computer (Windows 7) until I got the patch. Any other possibilities?
You did run the patch yourself? If you let the game do it, it does not get done, a bug that is still around :(.
 
On religions, I think the basic BtS method is
  • if a city does not have any religion
    • are there any religions founded
      • if so "roll" against each one to see if it spreads here
Not sure how Multiple Religion spread works but that is irrelevant here.

The_J's mod says that when a religion is founded it spreads immediately to the capital of all leaders that have that religion as their favorite.

Shamanism has a 10% chance to spread to a city.

There is no way to limit the spread by terrain, eg not across ocean, with the current code.
 
Assaulting a city that has a Town Watchman and 70 Healers. Hope something can be done about that someday.
 
Assaulting a city that has a Town Watchman and 70 Healers. Hope something can be done about that someday.

Why don't you post a save game in the bug thread with screenshots illustrating this so T-brd can see it. Please be sure to tell what version of c2C you are playing too.
 
Assaulting a city that has a Town Watchman and 70 Healers. Hope something can be done about that someday.
A LOT has been done about that since v37 stock release. The current SVN is using these units incredibly appropriately according to my playtesting lately.
 
You guys seem to be working at a furious pace updating the SVN :goodjob:
My only concern; are any of them breaking saves? I know some time before when you were updating quite a bit and it was happening frequently you tried to let us know. I'm just fairly along in a game and not sure I should update or wait until the dust settles.
 
You guys seem to be working at a furious pace updating the SVN :goodjob:
My only concern; are any of them breaking saves? I know some time before when you were updating quite a bit and it was happening frequently you tried to let us know. I'm just fairly along in a game and not sure I should update or wait until the dust settles.

We had a faux paux moment on a GBS problem but reverted it. The tech tree is going thru some massive changes and additions right now. Starts during Classical Era and will go thru all remaining Eras. In fact the number of Eras will now be 14 instead of 10.

Classical's "hole" that let you beeline Feudalism is closed now. (About time too!). Medieval is being Fleshed out as well. Industrial had 20 tech shift into the "new" Modern Era while the old Modern, TH and Galactic are being split and reformed as well. New Eras after Modern are, Information, Nanotech, TH, Galactic, Cosmic, and finally Transcendental.

Once the Techs are set for these Eras then Game Speed balance will be reworked.

So yeah busy time in the C2C "kitchen". ;)
 
ATTENTION: All SVN users,

The C2C tech tree is going thru Major changes now. So far none have been Save Game breaking enough to cause a CTD. BUT.... the changes can cause tech paths and subsequently upgrade paths for buildings and units to be "changed" or seemingly broken. In most cases after doing a SVN Update and a Re-Calc you will need to go back into the tech tree and see how the pathing has changed and what Techs you will now need to go back and pick up.

Also there has been added 2 New Options that also affect research. You can see them at the bottom of the Game set up Options list. Hover overs have been provided for quick summation of what each new Option does.

Please be aware of these changes. In many cases a percieved "bug" is not actually a bug. Just the effects of all these new changes.

So for older games Only Update the SVN if you are willing to take the risk of that game being a bit off. Showing temporary weirdness issues.

Thank you for your Patience as we go thru these Major changes.
 
Also there has been added 2 New Options that also affect research. You can see them at the bottom of the Game set up Options list. Hover overs have been provided for quick summation of what each new Option does.
Note that if you want to change to these in Worldbuilder, I don't believe there's any reason it would destroy a game to do so. These SHOULD be safe to change mid-game.
 
Note that if you want to change to these in Worldbuilder, I don't believe there's any reason it would destroy a game to do so. These SHOULD be safe to change mid-game.
yes it works, i have already done this, and see no problem at all, YET!!! lol
 
yes it works, i have already done this, and see no problem at all, YET!!! lol
It's not all that drastic an effect with these two but as you get some play experience with it, let me know how you feel it alters the flow of the game... particularly with Win For Losing.
 
Why beasts have recolored flag of my civ and how remove it?Thanks for answer.
 

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It's not all that drastic an effect with these two but as you get some play experience with it, let me know how you feel it alters the flow of the game... particularly with Win For Losing.

It's TD w/o TD being on.
 
Why beasts have recolored flag of my civ and how remove it?Thanks for answer.

Options - Graphics. has three entries that should not be selected. (No X in the box)

Animations Frozen
Effects disabled
Low Resolution textures.

I think the flag changing to yours, is the last one.
 
So, uh, funny story that's probably make everyone laugh at me.
I got distracted because of real life again.

I ran a SmartMap this time, and the map generated a bit squished, to about 1/3rd the size it should be, but it still seems to be the same size of a normal generated map.

I probably should actually used a different map script. :p

Just longer than wider.
I blame setting the ocean size to minimal.

I could start a new game, but really, the map issue is exceedingly minor.

Also, SmartMap crazy resources lives up to it's name. :)

I also promise not to rant as much now.

Oh, one thing I noticed, Neanderthal Mammoth Riders seem to pop up all over the place, and they seem a bit overtuned for spawning when they do.
I mean, I guess I could mass produce 40 spearman/pikeman/etc people and plop them down in random locations in my territory near the edges, but I'm hoping the Great Wall will take care of this issue. :)
 
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What does "Goad"/Taunting do ?
It makes the unit stand out as more powerful than it is in the getBestDefender() sequence when a stack comes under attack. Thus, it makes the unit more likely to come up as the unit that will take the attack when the stack is attacked. It makes Recon units good decoy units that can take the hardest hits the stack suffers, usually distracting the best attacks against the stack. With high withdrawal, the Recon unit can distract a great attacker, then run off and get out of the battle safely, wasting that attacker's action that round.

It does not, however, give the AI any further cause to attack the stack, or the plot the unit is on. If they weren't going to attack, it doesn't motivate them to.
 
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