Caveman 2 Cosmos

Link is in My v38 Patch thread as well. But even so Moddb only shows v38 and v38.1 as mentioned. Even though the v38.1 has the v38.2 stuff in it (I think). Just needs the Name changed on Moddb, if possible.

Or we can just shut up about v38.2.......just sayin'......:P
 
I do know the might promotions are working again in the new download. I have not gotten far enough into it to see how the AI will work though, and besides I only put 2 civs into the game. The barbarians will need to spawn the rest of them.
 
Another 50 fixes for AI :mischief:
When AI on Noble here will be as competitive as vanilla BTS AI on Noble?
SVN 10 000? :mischief:

I heard that there you need to set handicap 2 steps higher, if you want same competitively from AI.
I guess now one step higher than on vanilla civ would suffice :p

That is good job on fixing AI :D
 
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They have came a LONG way with the AI. I can remember when I had 15 or more cities while the AI had maybe 3-4. Those days are gone. A ton of other things are very nice too in this mod. I just got to tribalism in 38.1 and things are looking good so far. No issues yet.
 
Having now tested the V38,1 to middle ages, it is very good but seemingly there has been quite some production cost reworking done. While it is mostly good and right, it is still clearly unfinished. Castles seem to cost less than some vegetable growers and guard tower for example costs over 1400 hammers while keep tower that replaces it costs way under 1000 hammers.

So really great work so far but still ironing to do in these recent changes. Well done team. :thumbsup:
 
I wonder how accurate my observations are for active modders modding areas in last 6 - 9 months (actual commits to SVN):
Joseph - Balancing and adjustments.
Thunderbird - Fixing features and adding bugs or something like that :p
Toffer - Python/Interface improvements
Albetras - General C++/Python/XML bug fixing.

Not very active but still commiting from time to time.
Pepper - Fleshing out Modern+ content.
Dancing Houskuld - Animals/Culture/Religion stuff.

This pair is active during release of new version:
Whisperr - FPK art packaging.
Strategyonly - Releasing mod versions.

I don't see much activity from others.
They added a lot of things when they were active.
 
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Toffer - Python/Interface improvements
I'm mainly the graphics guy, it's only the last year that I've been focusing on python because no one else is.
I made all the leaderhead pictures, almost all the terrain graphic in the game, I made the bamboo feature, crater feature, mt. sinai natural wonder feature, Barringer crater feature, mt. Fujii feature, the giraffe animal, the ground sloth animal, the bison animal, the llama rider units, the tiger animals (including the sabretooth), the DaVinci tank unit, the lumberjack improvement, the mt. mine improvement, the radio tower improvement, I improved the river graphic, and a lot more that I can't remember right now.
You simply arrived right after I took a pause from graphics work.
 
I'm mainly the graphics guy, it's only the last year that I've been focusing on python because no one else is.
I made all the leaderhead pictures, almost all the terrain graphic in the game, I made the bamboo feature, crater feature, mt. sinai natural wonder feature, Barringer crater feature, mt. Fujii feature, the giraffe animal, the ground sloth animal, the bison animal, the llama rider units, the tiger animals (including the sabretooth), the DaVinci tank unit, the lumberjack improvement, the mt. mine improvement, the radio tower improvement, I improved the river graphic, and a lot more that I can't remember right now.
You simply arrived right after I took a pause from graphics work.
Yeah, I was thinking about last 6 - 9 months.
 
I'm mainly the graphics guy, it's only the last year that I've been focusing on python because no one else is.
I made all the leaderhead pictures, almost all the terrain graphic in the game, I made the bamboo feature, crater feature, mt. sinai natural wonder feature, Barringer crater feature, mt. Fujii feature, the giraffe animal, the ground sloth animal, the bison animal, the llama rider units, the tiger animals (including the sabretooth), the DaVinci tank unit, the lumberjack improvement, the mt. mine improvement, the radio tower improvement, I improved the river graphic, and a lot more that I can't remember right now.
You simply arrived right after I took a pause from graphics work.
I did not realize you were responsible for all that... wow. Well done!
 
Open C2C\Assets\XML\GameInfo\Civ4GameOptions.xml and search for GAMEOPTION_NEW_RANDOM_SEED then change <bDefault>0</bDefault> to <bDefault>1</bDefault>.

So this was still working with v38, but 38.1 seems to have disabled it somehow? (Is CIV4GameOptionInfos.xml the new version of that file? Changing <bDefault>0</bDefault> to <bDefault>1</bDefault> doesn't seem to do anything.)
 
Good job with the new release! The mod gets better and better every time.

You should fire up the bug report topics for the new release. I have a report. Nothing serious just a little problem in the Sevopedia, in the Traits part of the Leaders tab.
I am back and have just posted the v38 bugs topics. Need to make them sticky and close the old ones. @SO can you do that or do I have to?
 
I'm starting to think that the AI has taken a major step backwards in 38.1. I have 4 cities in my game and could have at least 3 more, while both the AI civs only have 1. One of them researched tribalism about 40 turns ago and still does not have its 2nd city and apparently has not even built a settler yet. When it got tribalism I was already around 6 techs ahead of Sedentary Lifestyle.
 
I'm starting to think that the AI has taken a major step backwards in 38.1. I have 4 cities in my game and could have at least 3 more, while both the AI civs only have 1. One of them researched tribalism about 40 turns ago and still does not have its 2nd city and apparently has not even built a settler yet. When it got tribalism I was already around 6 techs ahead of Sedentary Lifestyle.

The AI chooses the wrong units see https://forums.civfanatics.com/threads/something-odd-is-going-on.629200/
 
While that is infrequently true at the moment, it's still better than the problems we WERE having. It may well be impeding growth but I'm about to post a new DLL that may help with this and at least shouldn't be able to make things any worse. Some testing would be good to ensure it's making better decisions.

EDIT: Was going to do this now but I've gotta make sure I compile in your last changes into the dll build so that'll take me till later this afternoon since I've got stuff I gotta go do now.
 
I was talking about last 6 - 9 months of their work.

Modders come and go and then sometimes come back. It is after all a hobby and real life intervenes.
 
Modders come and go and then sometimes come back. It is after all a hobby and real life intervenes.
I know, I asked how close my obserwations were to reality for that time period.
Since no one else corrected me I guess my obserwations are pretty spot on.
 
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