Caveman 2 Cosmos

There isn't one. Fixing the existing one is not a simple task.

Strange I thought it was how Python was "called" from the XML. Maybe it was going to be but was changed to just Python.

On further investigation I think it was intended as the Python module/file name so you could reuse it in later XML entries but it did not work. Possibly because if you change the Python code in many mods including BUG based ones it will crash the game. Platyping has a way to fix that particular problem.
PythonName was missing in schema (validator was screaming about this after removing stray "/" in pepper unit schema), and it was used only in Pepper's module.
It seems PythonName did absolutely nothing in XML as it didn't exist in schema file - space map players would already report, that space workers/settlers/explorers stopped working (by not having special Python actions).
I think it wasn't even used properly as all python code where it was present is self contained within unit definitions.
 
PythonName was missing in schema (validator was screaming about this after removing stray "/" in pepper unit schema), and it was used only in Pepper's module.
It seems PythonName did absolutely nothing in XML as it didn't exist in schema file - space map players would already report, that space workers/settlers/explorers stopped working (by not having special Python actions).
I think it wasn't even used properly as all python code where it was present is self contained within unit definitions.
As I said it (the dll) probably was going to actually make a file and put the code in the XML in to that file and then use it so that you could reuse it rather than having to copy it. However it never worked because of the bug in the Python implementation that "crashes" the game if you change the code while running.

Changing a script language code on the fly in a running program is a valid programming tool. I have used it to great effect. It allows you to have programs that run on the metadata descriptions of the data and the processes.
 
Did the path change or is the site down again? 'svn://svn.code.sf.net/p/caveman2cosmos/code/trunk' I got this error message: Network connection closed unexpectedly. Just want to make sure nothing changed. UPDATE: It's now working!
 
10508
German translations and corrections:
  • Unified the spelling of 1000+ numbers
  • Unified the captives build texts
  • Added pedia texts and translations to the last early bonuses (revealed by Gathering)
  • Added pedia texts and translations to the first early improvements (related to Gathering)
You can't use [LINK=literal] anymore, as pedia links were fixed.
For example Bark will correctly lead to resource or promotion entry.
 
I tend to play a good bit of team games. After the last update, I noticed the 'who should we attack' in diplomacy no longer displays any cities to choose or a Nevermind option. I can generally fix issues, but with the size of this mod, I am unsure what sub-mod is affecting this. Any ideas on a solution? Great job compiling this wonderful C2C
 
I tend to play a good bit of team games. After the last update, I noticed the 'who should we attack' in diplomacy no longer displays any cities to choose or a Nevermind option. I can generally fix issues, but with the size of this mod, I am unsure what sub-mod is affecting this. Any ideas on a solution? Great job compiling this wonderful C2C
I've never run a team with an AI player. So i've never seen that before or after and therefore I have little to no idea where that would be. Interesting to learn that there is such a display though.
 
Excuse me if this is in the wrong place, but I couldn't find a thread dedicated to simple questions. Can anyone explain to me how exiles work, and how to deal with them? I keep getting notifications of them ruining my improvements, but I never see them. Do I need a certain unit?

Also, what's the difference between stone spear/axe/mace men? I tried using the ctrl button to bring up information about them, but it does nothing. I've ctrl + left mouse click, holding ctrl, and just pressing ctrl.
 
Excuse me if this is in the wrong place, but I couldn't find a thread dedicated to simple questions.
This is pretty much it so you're good.

Can anyone explain to me how exiles work, and how to deal with them? I keep getting notifications of them ruining my improvements, but I never see them. Do I need a certain unit?
For most things, you can usually find info in the Player's Guide to v38.5 thread, or the information is linked to from there. But I'll try to more directly answer this for you.

It depends on whether you are playing with the Hide and Seek option or not. If you ARE, then the main thing they hide with is their Disguise ability, which is fairly weak but represents their ability to pretend to be friendly so you'll let them into your community and they effectively become invisible as they are a part of your population, or appear to be. Watcher units have the visibility capability to counter this but they have to be right up close to you to see them unless you've promoted your watchers to have stronger abilities to see through Disguise. Criminals like these may also have a little camouflage ability. Scouts are pretty good at seeing through that at first, and hunters get a little, and strike teams are very good at it but probably better to have out in the field, thus dogs are the best once you can get those, so usually a camo visibility specialist dog and a disguise visibility specialist Law Enforcement unit make for the cross reference you need in each city to spot most incoming criminals - until much later when they start using political invisibility methods and at that point you're on your own to evaluate how to counter that.

If they are ruining your improvements, they are likely hiding in your cities between turns - where a good investigation Law Enforcement specialized unit can help to successfully figure out who the perp has been causing all these troubles and either he or an anti-criminal combat specialist unit can then go in and make an arrest if they are still on the same tile after becoming 'wanted' thanks to a successful investigation check over the course of the turn initializing. They also become more visible when they become 'wanted'.

Without Hide and Seek it's a little more simple, only a matter of camouflage and you only have a 'yes these units can see that' or 'no they can't' factor to that so you only need to staff your city with any unit that can see through camo.

Also, what's the difference between stone spear/axe/mace men? I tried using the ctrl button to bring up information about them, but it does nothing. I've ctrl + left mouse click, holding ctrl, and just pressing ctrl.
When you press control, do it before you hover over the unit or unit icon. If you're trying to hover THEN you hit ctrl, it doesn't change the display - the tooltip display has to initialize with the ctrl already held down.

Spears are good against mounted, also against animals in the early forms.
Axes are good against melee.
Maces are a little good against melee and fairly good at capturing cities. I still plan to give them some city defense eventually as well.
Swords are very good at capturing cities, but not as good as a mace's modifiers IF the defender is a melee unit.
Throwing units are good at guarding AND capturing cities and are particularly good against archery units. They get better at attacking cities and worse at defending them the more advanced they become through upgrades. They get decent withdrawal capabilities as well.
Archery is very good at defending cities. They are also the only really early units that can distance attack.
Mounted is good against throwing but bad at attacking cities somewhat. Their very strong withdraw can make it worthwhile still.
 
This is pretty much it so you're good.


For most things, you can usually find info in the Player's Guide to v38.5 thread, or the information is linked to from there. But I'll try to more directly answer this for you.

It depends on whether you are playing with the Hide and Seek option or not. If you ARE, then the main thing they hide with is their Disguise ability, which is fairly weak but represents their ability to pretend to be friendly so you'll let them into your community and they effectively become invisible as they are a part of your population, or appear to be. Watcher units have the visibility capability to counter this but they have to be right up close to you to see them unless you've promoted your watchers to have stronger abilities to see through Disguise. Criminals like these may also have a little camouflage ability. Scouts are pretty good at seeing through that at first, and hunters get a little, and strike teams are very good at it but probably better to have out in the field, thus dogs are the best once you can get those, so usually a camo visibility specialist dog and a disguise visibility specialist Law Enforcement unit make for the cross reference you need in each city to spot most incoming criminals - until much later when they start using political invisibility methods and at that point you're on your own to evaluate how to counter that.

If they are ruining your improvements, they are likely hiding in your cities between turns - where a good investigation Law Enforcement specialized unit can help to successfully figure out who the perp has been causing all these troubles and either he or an anti-criminal combat specialist unit can then go in and make an arrest if they are still on the same tile after becoming 'wanted' thanks to a successful investigation check over the course of the turn initializing. They also become more visible when they become 'wanted'.

Without Hide and Seek it's a little more simple, only a matter of camouflage and you only have a 'yes these units can see that' or 'no they can't' factor to that so you only need to staff your city with any unit that can see through camo.


When you press control, do it before you hover over the unit or unit icon. If you're trying to hover THEN you hit ctrl, it doesn't change the display - the tooltip display has to initialize with the ctrl already held down.

Spears are good against mounted, also against animals in the early forms.
Axes are good against melee.
Maces are a little good against melee and fairly good at capturing cities. I still plan to give them some city defense eventually as well.
Swords are very good at capturing cities, but not as good as a mace's modifiers IF the defender is a melee unit.
Throwing units are good at guarding AND capturing cities and are particularly good against archery units. They get better at attacking cities and worse at defending them the more advanced they become through upgrades. They get decent withdrawal capabilities as well.
Archery is very good at defending cities. They are also the only really early units that can distance attack.
Mounted is good against throwing but bad at attacking cities somewhat. Their very strong withdraw can make it worthwhile still.

Thanks, I have managed to catch and eliminate those exiles now. But I still can't get those tool tips to work. I held Ctrl down and then moved the cursor over the unit, but still nothing.
 
Thanks, I have managed to catch and eliminate those exiles now. But I still can't get those tool tips to work. I held Ctrl down and then moved the cursor over the unit, but still nothing.
You can always look at the full details in the pedia but if you're having that problem, you might have a dud keyboard?
 
You can always look at the full details in the pedia but if you're having that problem, you might have a dud keyboard?

Well, I've tried both with my keyboard and Steam controller, and neither worked. Both devices work fine with other games. I guess I'll stick to the pedia for now, though there is a bit of a delay when opening it.
 
Well, I've tried both with my keyboard and Steam controller, and neither worked. Both devices work fine with other games. I guess I'll stick to the pedia for now, though there is a bit of a delay when opening it.
Download the modmod PPIO, it makes the pedia fast, among many other similar things.
 
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Download the modmod PPIO, it makes the pedia fast among many other similar things.
Yeah it may help with the holding down control and getting a different result as well. Just remember to be holding it down already when you go to hover over what you want to see the CTRL panel for.
 
Thanks, I have managed to catch and eliminate those exiles now. But I still can't get those tool tips to work. I held Ctrl down and then moved the cursor over the unit, but still nothing.
I find it's the unit's button at the bottom of the screen you need to mouseover. Are you doing that, or over the unit on the map?
 
Actually, I was hovering over the unit in the production panel.
There's your problem then :). So yeah you have to already have the unit to use this method. Before that you're stuck with the pedia. Or at least that has been my experience.
 
There's your problem then :). So yeah you have to already have the unit to use this method. Before that you're stuck with the pedia. Or at least that has been my experience.
I'm not sure if its PPIO but with it ctrl works when hovering over unit icons in city (bar at bottom where you click to build something, not that list to left).
 
Actually, I was hovering over the unit in the production panel.

There's your problem then :). So yeah you have to already have the unit to use this method. Before that you're stuck with the pedia. Or at least that has been my experience.

I'm not sure if its PPIO but with it ctrl works when hovering over unit icons in city (bar at bottom where you click to build something, not that list to left).
Not using PPIO and I have no problem with this in the city selection panel or on a unit in play.
 
I'm not sure if its PPIO but with it ctrl works when hovering over unit icons in city (bar at bottom where you click to build something, not that list to left).
Okay okay my bad, yes it should work there (including without PPIO), it's working for me now (maybe it always did).

@VCrakeV , have you tried whether your ctrl key works for other things, like ctrl-clicking to select a stack of units? Also, have you tried both your ctrl keys? (All I can think of is that one or both your ctrl keys might not be working, like my right one isn't.)
 
It turns out my problem was exactly as said: I was hovering over the unit in the production menu. It works with units on the map, in the bottom left corner when selected, and in the new tech screen. Thanks for the help guys.
 
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