Nope it was disabled long time ago.Is global warming in the mod?
There are pollution property pseudobuildings though.
Nope it was disabled long time ago.Is global warming in the mod?
Mod folder name MUST be Caveman2Cosmos and MUST be located where game is: Beyond the Sword\Mods\Caveman2Cosmos.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.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?
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.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.
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.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.
I guess he should name game folder Civ4 or move Steam games "closer" to disk like c:\steam\...\Civ4 or something like that.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.
Do you mean something like this: https://www.howtogeek.com/266621/how-to-make-windows-10-accept-file-paths-over-260-characters/ ?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.
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.Also why you main modders like @Thunderbrd or @JosEPh_II won't play on those space maps?
Largest space maps have Large- sized earth with 7068 tiles.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.
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?There could be general costing errors in tech tree though.
Interesting subject and post but I don't THINK that was it because we were looking at win 7 at the time I think.Do you mean something like this: https://www.howtogeek.com/266621/how-to-make-windows-10-accept-file-paths-over-260-characters/ ?
Some techs have two or more requirements.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.
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.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.
I noticed those two globals, I wonder if they are unused.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?
<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>
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.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?
Now I wonder if Tech Diffusion cheapens techs, that were already researched by others.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.
Looks like Tech Diffusion cheapens techs, that are known by other civs.Here you go raxo.