Caveman 2 Cosmos

I am being overrun with Assassins. How do I stop them? I have spies, dogs and rangers out looking for them and they still keep killing my units. Is there an option so that they don't appear?
 
I am being overrun with Assassins. How do I stop them? I have spies, dogs and rangers out looking for them and they still keep killing my units. Is there an option so that they don't appear?
Nope.
Do you have assassins too?

Rangers were never meant to find and kill an assassin, they are a Hunting unit not a Hidden Unit killer. And Spies don't do anything against assassins either.

Dogs reveal then you need a fast moving strong Mil unit to hit the assassin.
 
It seems then that all you are doing is playing 'screw the player'.
No rwglaub it's just that you have not picked up and learned the way to handle these situations.

Please take Thunderbrd's advice.
 
If the assassins are camping across a culture border where you cant reach them you can use your own (with well chosen promos) or bandit units or the 10 strength bandit commander to kill them before they strike your lands. If they hiding in an enemy city you may have to build some escort specialists to guard civilian uniys near said city.
 
Horse manure. I should NOT have to escort my worker units. You've taken a wonderful game and ruined it. At least give people an option not to play with this crap. It wasn't needed.
 
Horse manure. I should NOT have to escort my worker units. You've taken a wonderful game and ruined it. At least give people an option not to play with this crap. It wasn't needed.

Please try to be a little realistic.

A worker, who can not fight - but just works the land. It must need some sort of protection.
 
Sounds like the AI has learned how to effectively go on the offensive with strike teams finally. As intended...

@rwglaub: are you playing on v37 stock or the latest SVN?
 
Latest SVN. I looked at the Player's Guide for V34 and didn't find anything on how to handle criminals. There should be a way to opt out. I should not have to have escort units for every worker, physician, vet, etc...
 
Latest SVN. I looked at the Player's Guide for V34 and didn't find anything on how to handle criminals. There should be a way to opt out. I should not have to have escort units for every worker, physician, vet, etc...

You went to this thread? https://forums.civfanatics.com/threads/caveman2cosmos-v37-player-guide.607564/ And you found nothing? Really?

And you found no link for this thread either? https://forums.civfanatics.com/threads/criminal-spawns-investigation-and-arrest-in-v37.608212/ Again really?
 
Latest SVN. I looked at the Player's Guide for V34 and didn't find anything on how to handle criminals. There should be a way to opt out. I should not have to have escort units for every worker, physician, vet, etc...
If you have known problems with strike teams coming and harassing you then, yeah, you really should escort your units. The AI is aware of this danger and has been taught to escort when they start having trouble as well.

There's even a promotionline specifically to help your escorts to be very skilled against these kinds of attacks.

For the last 5 versions or so, only clever players had figured out how to use these stealth units to harass their enemies this effectively. Now that the AI knows how, you feel it's too hard?

Too easy, too hard... players can't make up their minds apparently.

As for a No Black Ops game option... I'll take this as one opinion asking for such an option but I think StrategyOnly may get deeply upset if such an option were implemented.

From another angle... YES!!!! The AI I programmed recently is working! Woohoo! I can't WAIT to play the next game!
 
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Hey, New to the forums, but Ive been playing Civ IV ever since it released way back in 2005 and I gotta say I love this mod and how it expands on the original game, so much that I enjoy it more then I did Civ V. Anyways I recently installed V37 and everything's fine except for a couple things I've been trying to figure out.

Civ names don't change according to their civics as they did in V36 (i.e. Peoples republic of Australia, Rebels of Rome) Was this feature removed? Or is this an error on my end? also every time I try to use recon mode with aircraft the game immediately crashes regardless of where I use it, even on empty space.

Non of this game breaking for me though, You guys did great work and I shall play this till the day I die.
 
Hey, New to the forums, but Ive been playing Civ IV ever since it released way back in 2005 and I gotta say I love this mod and how it expands on the original game, so much that I enjoy it more then I did Civ V. Anyways I recently installed V37 and everything's fine except for a couple things I've been trying to figure out.

Civ names don't change according to their civics as they did in V36 (i.e. Peoples republic of Australia, Rebels of Rome) Was this feature removed? Or is this an error on my end? also every time I try to use recon mode with aircraft the game immediately crashes regardless of where I use it, even on empty space.

Non of this game breaking for me though, You guys did great work and I shall play this till the day I die.
Dynamic Civ names was not working as intended and we tried to fix it but just broke it further. The problem is that the implementation was split across Python and C++. If it was just one then it would have been easier for it to be changed.

There are some graphics bugs that are still causing problems.
 
also every time I try to use recon mode with aircraft the game immediately crashes regardless of where I use it, even on empty space.

This has been fixed. But to get it you will need to set up an account on sourceforge to get our latest SVN versions. Instructions on How To are in the 1st Post of the SVN Changelog Thread.

There is also a link for an Updated V37 Full Mod "patched" version in this thread. https://forums.civfanatics.com/threads/update-patches-for-v37.613571/#post-14713414

Please be sure to fully read the post when you D/L the Updated V37 Patch.

And Welcome to the C2C Forum. :D
 

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