Caveman 2 Cosmos

Guys,

I just got a new PC, installed the game, and got this mod again (latest SVN download). Sadly, my UI is not showing up and I can not seem to get it to show up. Any ideas on how to fix it?
 
Guys,

I just got a new PC, installed the game, and got this mod again (latest SVN download). Sadly, my UI is not showing up and I can not seem to get it to show up. Any ideas on how to fix it?
Mod folder name MUST be Caveman2Cosmos and MUST be located where game is: Beyond the Sword\Mods\Caveman2Cosmos.
That is it shouldn't be in my documents.
 
Guys,

I just got a new PC, installed the game, and got this mod again (latest SVN download). Sadly, my UI is not showing up and I can not seem to get it to show up. Any ideas on how to fix it?
Also, I had to set the properties to 'Run as Administrator'. I had a similar issue, and that fixed it for me.
 
Mod folder name MUST be Caveman2Cosmos and MUST be located where game is: Beyond the Sword\Mods\Caveman2Cosmos.
That is it shouldn't be in my documents.
For the Steam version, at least for Win7, the mod can be in My Documents, that's where mine is, I don't think it works in the other usual place.
 
For the Steam version, at least for Win7, the mod can be in My Documents, that's where mine is, I don't think it works in the other usual place.
PPIO won't work for you, as mod must be in game subfolder for it to work FYI.
 
For the Steam version, at least for Win7, the mod can be in My Documents, that's where mine is, I don't think it works in the other usual place.
It may be the name length... I remember there was something about that with steam... I also think there's a way around it but I can't recall what that is offhand.
 
It may be the name length... I remember there was something about that with steam... I also think there's a way around it but I can't recall what that is offhand.
I guess he should name game folder Civ4 or move Steam games "closer" to disk like c:\steam\...\Civ4 or something like that.

Also this is another reason why modules should be merged to core.
 
Also why you main modders like @Thunderbrd or @JosEPh_II won't play on those space maps?
Not ready to do so yet. For what I'm trying to do for game balance PM2 or C2C-World work well. I need a well known base to work from. Space Maps may work for me later, but right now I don't need extra variables to interfere with data collection.

And also as of late I can not get any game past the Med Era. So late game is still out of reach, because playing with just 2 AI is also counter productive to what I'm doing.

Sidenote: I need to know what was done to researching Religions that extended their Research times in comparison to same column Techs. Where in the files and what exactly was done to extend their research times. This was done in the last few months.
 
Not ready to do so yet. For what I'm trying to do for game balance PM2 or C2C-World work well. I need a well known base to work from. Space Maps may work for me later, but right now I don't need extra variables to interfere with data collection.

And also as of late I can not get any game past the Med Era. So late game is still out of reach, because playing with just 2 AI is also counter productive to what I'm doing.

Sidenote: I need to know what was done to researching Religions that extended their Research times in comparison to same column Techs. Where in the files and what exactly was done to extend their research times. This was done in the last few months.
Largest space maps have Large- sized earth with 7068 tiles.
Generated Large map has 7776 tiles (maps generated after SVN 10447), so those are slightly bigger when it comes to Earth itself.

As for extra variables you could use Snofru's spacemaps with generated Earth map.
You could use my latitude rescaling mod, this way those extra variables would be minimized all way to mid Atomic era, where players can explore space (AIs can't do it yet).

Also religions cost exactly same amount as other techs in same column.
So this means you encountered bug. Can I see your game?
There could be general costing errors in tech tree though.
Are you playing with TD/WFL? Then I guess some religions weren't researched making techs in same column seemingly cheaper.
 
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There could be general costing errors in tech tree though.
Maybe we did increase them some for being religious techs. I vaguely recall something about that, maybe. I dunno... we do so much sometimes I can't remember it all. I don't think it would be a bad thing if religious techs were some % higher than normal for their column, being dead end techs that only one civ ever needs to get. I think that could be a very good idea if that's what was done. @Dancing Hoskuld Do you remember anything about increasing tech costs on religious techs?

@JosEPh_II You could always check the techinfos file against the SVN and look for revisions to that file to see if and when religious tech costs were recently manipulated. Would show who did it as well. Hell I might have but I can't recall and if I did then it was due to a discussion with someone about it somewhere.
 
Maybe we did increase them some for being religious techs. I vaguely recall something about that, maybe. I dunno... we do so much sometimes I can't remember it all. I don't think it would be a bad thing if religious techs were some % higher than normal for their column, being dead end techs that only one civ ever needs to get. I think that could be a very good idea if that's what was done. @Dancing Hoskuld Do you remember anything about increasing tech costs on religious techs?

@JosEPh_II You could always check the techinfos file against the SVN and look for revisions to that file to see if and when religious tech costs were recently manipulated. Would show who did it as well. Hell I might have but I can't recall and if I did then it was due to a discussion with someone about it somewhere.
Some techs have two or more requirements.
Does such tech get cheaper to research if its prereqs are researched?
Or is tech cheaper only if it has multiple OR requirements - that is it works only for Animal Riding and Information or later era lifestyle techs?

I looked for all eras in game and all techs have same cost in same column.
 
Some techs have two or more requirements.
Does such tech get cheaper to research if its prereqs are researched?
Or is tech cheaper only if it has multiple OR requirements - that is it works only for Animal Riding and Information or later era lifestyle techs?

I looked for all eras in game and all techs have same cost in same column.
1)To answer your question, prereqs do not modify costs, whether you have them or not nor how many the tech has. I'm a bit curious what inspires the question.

Thanks for checking into the costs on religious techs. Maybe Joseph is experiencing a trait modifier to those specific techs?
 
1)To answer your question, prereqs do not modify costs, whether you have them or not nor how many the tech has. I'm a bit curious what inspires the question.

Thanks for checking into the costs on religious techs. Maybe Joseph is experiencing a trait modifier to those specific techs?
I noticed those two globals, I wonder if they are unused.
Code:
<Define>
        <!-- Research rate boost for knowing first OR tech prereq. -->
        <DefineName>TECH_COST_FIRST_KNOWN_PREREQ_MODIFIER</DefineName>
        <iDefineIntVal>10</iDefineIntVal>
    </Define>
    <Define>
        <!-- Research rate boost for knowing additional OR tech prereqs. -->
        <DefineName>TECH_COST_KNOWN_PREREQ_MODIFIER</DefineName>
        <iDefineIntVal>10</iDefineIntVal>
    </Define>

There are no traits, that change tech costs by the way.
 
1)To answer your question, prereqs do not modify costs, whether you have them or not nor how many the tech has. I'm a bit curious what inspires the question.

Thanks for checking into the costs on religious techs. Maybe Joseph is experiencing a trait modifier to those specific techs?
I have noticed in the last couple of games that Religions are taking several turns longer to research. This started showing up as I stated several months ago.

It could very well be a Trait process as I have allowed Random Civ to be my Civ in these last couple of games.

Current game is a Marathon, Emperor, Standard PM2 game. Have made Classical Era and the other 6 AI are very reluctant to research Religion Techs. 3 of us have founded Religions, 2 of the others have adopted my main Religion Mesopotamian. I had no real rivals for founding Judaism or Hellenism either. The Tupi is the game's major Empire and they have Shamanism. The Australians have Druidism. The 6th AI I do not have contact with.

I searched the Tech files and found no variances in Tech cost. I also checked the Religions module and found nothing there either.

The only other real difference, besides possibly traits, is that in this game I have Tech Diffusion On. I have benefited Greatly from it being On as I am now the 2nd largest Empire and the 2nd strongest empire. Good Ol' TD is giving me over 1200+ research pts per turn because the Tupi are an Era ahead of me. They had a whole major continent to themselves until recently. So the AI must know that if they have no rivals in sight they can pump everything into Research.

Another observation, after I put 2 cities on a peninsula closest to my continent from the Tupi controlled continent I watched them put down a new city nearby. In 6 turns it went from a single tile city with 2 pop to a Cultural juggernaut with Culture suddenly pushing my borders hard. So I looked into WB to see How they expanded their cultural influence so fast. That 2 pop new city had a Culture Rating of Over 16,000 pts! So I claimed the city by using the territory option. I took a turn and then Checked the cities Culture rating, it was back down to None. So all the Culture disappeared. The only thing I can think of is the Tupi had to expend at least 4 Great Artists to culture Bomb that city in the beginning. I will see how long it takes for the Tupi to Culture Flip it back to them.

EDIT: Didn't DH do something about making religions dead end and a bit longer to research so it had to be a major effort? What ever was done has impacted the AI. They are Not aggressively picking up Religions like they were. They are "timid" in this respect. And Traits in particular My Empire traits would have No bearing on Their collective push to acquire Religions. So even traits (my traits) can be basically ruled out too!
 
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The only other real difference, besides possibly traits, is that in this game I have Tech Diffusion On. I have benefited Greatly from it being On as I am now the 2nd largest Empire and the 2nd strongest empire. Good Ol' TD is giving me over 1200+ research pts per turn because the Tupi are an Era ahead of me. They had a whole major continent to themselves until recently. So the AI must know that if they have no rivals in sight they can pump everything into Research.
Now I wonder if Tech Diffusion cheapens techs, that were already researched by others.
This would make religions more expensive comparatively.
Can I see your save?
 
Here you go raxo.
 

Attachments

Here you go raxo.
Looks like Tech Diffusion cheapens techs, that are known by other civs.
This works for other techs not just religious techs (they can be researched by one player).
Tooltip is half working: It seems to calculate amount of turns it takes to research tech, but it doesn't take in account tech diffusion effect when displaying amount of research needed.
@Thunderbrd or @Toffer90 could fix that, so it accounts for tech diffusion when it comes to amount of beakers.
I guess that effect wasn't so visible when you were playing on Blitz speed.

This means you could deduce how advanced tech leader is as techs are cheaper if other civs researched them.
Spoiler :

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This map is 108x72 - 7776 tiles, while it was Small size after standardization, now it is Large size after I scaled down generated and default map sizes.
That is you have to select Large size to make map of that size.
Following map scripts make maps at different sizes: Full of Resources, Smartmap and Three Planets.
Tilted Axis and Donut mapscripts are square ones, but I tried to make their sizes as close as those with standard width/height ratio.
Tech leader should be in Ancient era according to calendar by the way.

I guess this could fix itself as Large sized map would have 10 civs (Small sized map has default of 6 civs).
 
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