Caveman 2 Cosmos


It would be awesome to have just one switch or button to tell the person placing AI that put all incoming guys *HERE* and keep them there and that all previous ones would stay in their determined place.
 
Why can subdued animals reveal the map? They shouldn't. Nothing attacks them even when they are by themselves and I have aggressive animals on!

edit if they are to reveal the map then they should die at the end of the turn if they none of these apply
  • at sea and onboard a boat
  • on land
    • in friendly territory i.e. yours or someone you have a passage treaty with
    • in hostile with a suitable escort i.e. combat or recon unit (hunters are recon units)
 
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Why can subdued animals reveal the map? They shouldn't. Nothing attacks them even when they are by themselves and I have aggressive animals on!

edit if they are to reveal the map then they should die at the end of the turn if they none of these apply
  • at sea and onboard a boat
  • on land
    • in friendly territory i.e. yours or someone you have a passage treaty with
    • in hostile with a suitable escort i.e. combat or recon unit (hunters are recon units)
I didn't change anything. Perhaps one's xml is incorrect somewhere. Last I knew, annoyingly enough, they couldn't reveal the map, which would often mean they would be ungrouped and left behind if they were part of an exploring group. Still better, I suppose, than allowing them to explore.

All attack evaluations seem to have some trouble giving any value to attacking anything without any strength score or with one that evaluates to less than .01, even if the game otherwise considers it as that since it minimum'd out. I haven't been able to figure out why this is but have been getting complaints about the hunter automations and I THINK it's the same problem. It's like it just doesn't consider it possible to attack. It might inadvertently do so on occasion, but I don't think those moves are taken because it's an attack specifically. There's some bugs there, yes.
 
I didn't change anything. Perhaps one's xml is incorrect somewhere. Last I knew, annoyingly enough, they couldn't reveal the map, which would often mean they would be ungrouped and left behind if they were part of an exploring group. Still better, I suppose, than allowing them to explore.
All land subdued animals have had it removed. I find having the hunter left behind and only the subdued animals moving just as annoying;)
All attack evaluations seem to have some trouble giving any value to attacking anything without any strength score or with one that evaluates to less than .01, even if the game otherwise considers it as that since it minimum'd out. I haven't been able to figure out why this is but have been getting complaints about the hunter automations and I THINK it's the same problem. It's like it just doesn't consider it possible to attack. It might inadvertently do so on occasion, but I don't think those moves are taken because it's an attack specifically. There's some bugs there, yes.
Workers and gatherers are not being attacked either.
 
Workers and gatherers are not being attacked either.
They are in all my games. I don't dare leave a gatherer or early worker unprotected in the early game (Preh and Ancient Eras).

I have Reckless Animals On. And I do Not have Peace Among NPC On nor Stay Out On either.
 
I find having the hunter left behind and only the subdued animals moving just as annoying
If they are grouped, why would that happen? Hunters can explore. I don't know who removed all those but we could find out through the SVN.
Workers and gatherers are not being attacked either.
Well... that is a continuation of that bug. Perhaps there is an option that's making a difference somewhere since Joe is saying his are getting attacked.
 
If they are grouped, why would that happen?
It happens if something moves into the path. The subdued animals can't attack so them move into the plot but the hunters stop. Mostly they still can attack but you cant see what it is you should attack because of all your subdued animals on the plot.
 
It happens if something moves into the path. The subdued animals can't attack so them move into the plot but the hunters stop. Mostly they still can attack but you cant see what it is you should attack because of all your subdued animals on the plot.
Strange... I've never seen that happen. If you can generate a case example, it'd be interesting to look at.
 
Strange... I've never seen that happen. If you can generate a case example, it'd be interesting to look at.
It can also happen with units that can attack.

A group of units (with some camouflage vis) is moving under a group move. They detect an enemy in their path, but not until one of their number is in the enemy's tile. The group move is cancelled (all units go back to requiring further orders), and all but one of the group remain one tile before the enemy's.
 
It can also happen with units that can attack.

A group of units (with some camouflage vis) is moving under a group move. They detect an enemy in their path, but not until one of their number is in the enemy's tile. The group move is cancelled (all units go back to requiring further orders), and all but one of the group remain one tile before the enemy's.
That's how that's supposed to work. Once the ambush comes to a resolution, only surviving units having been ambushed should be left in the tile, leaving the rest behind to be able to choose another path if they wish.

The way unit movement and attack initiation was originally established tends to leave us with less than perfect capacity for correction on small issues like these because if you go to 'fix it' and choose another way with processing, you then create a different issue entirely.
 
A group of units (with some camouflage vis) is moving under a group move. They detect an enemy in their path, but not until one of their number is in the enemy's tile. The group move is cancelled (all units go back to requiring further orders), and all but one of the group remain one tile before the enemy's.
That is because visibility is stronger for the same tile as the unit is on than it is for the adjacent tiles, so the enemy unit didn't become visible before your first unit entered its tile, then the rest of your units in the group would have to attack to enter the tile, but they don't, they stop. This is imo a reasonable way to handle this instead of having the units attack an enemy (that you didn't even know were there) unconditionally just because it was in their path.
 
That is because visibility is stronger for the same tile as the unit is on than it is for the adjacent tiles, so the enemy unit didn't become visible before your first unit entered its tile, then the rest of your units in the group would have to attack to enter the tile, but they don't, they stop. This is imo a reasonable way to handle this instead of having the units attack an enemy (that you didn't even know were there) unconditionally just because it was in their path.
Now that you put it that way I get that he's not saying it necessarily involved an ambush. Still, I agree with you on that. As for DH's concern, I thought I had addressed that a while back but if it's still happening, yes it would be annoying if the ones that could coexist just assume they should and disconnect from the group to go wander onto a tile without their protectors.
 
I am considering removing Reefs and Coral Reefs and their related buildings from the game.

I have played a number of games with the changes to movement over reefs and coral reefs. My conclusion is that they are now only "lets make the AI fail" game features and that they should be removed.

Before the changes they were only relevant up until you got Seafaring after which they can be ignored. They made navigation slower and added risk to early coastal travel since sea critters are not a thing until about Seafaring. The improvements "Beacon" and "Lighthouse" do what the changes made to movement do.
 
I am considering removing Reefs and Coral Reefs and their related buildings from the game.

I have played a number of games with the changes to movement over reefs and coral reefs. My conclusion is that they are now only "lets make the AI fail" game features and that they should be removed.

Before the changes they were only relevant up until you got Seafaring after which they can be ignored. They made navigation slower and added risk to early coastal travel since sea critters are not a thing until about Seafaring. The improvements "Beacon" and "Lighthouse" do what the changes made to movement do.
I second your opinion.
 
I am considering removing Reefs and Coral Reefs and their related buildings from the game.

I have played a number of games with the changes to movement over reefs and coral reefs. My conclusion is that they are now only "lets make the AI fail" game features and that they should be removed.

Before the changes they were only relevant up until you got Seafaring after which they can be ignored. They made navigation slower and added risk to early coastal travel since sea critters are not a thing until about Seafaring. The improvements "Beacon" and "Lighthouse" do what the changes made to movement do.
They are completely relevant to anything but explorer boats. So how is this just making the AI fail? Combatant boats like canoes and rafts get stuck on them just like they should.
 
They are completely relevant to anything but explorer boats. So how is this just making the AI fail? Combatant boats like canoes and rafts get stuck on them just like they should.
The point is that they don't get stuck on them. It is very easy to make sure that they don't. My rafts pass right over them in one turn with no affect. Just make sure they don't end the turn on the plot. After Seafaring and in your own territory you can just go around them.

As to the AI
1) AI Pathing does not take this into consideration so they do suffer damage.
2) They consider doing the improvements that are now worthless.​
 
I am considering removing Reefs and Coral Reefs and their related buildings from the game.

I have played a number of games with the changes to movement over reefs and coral reefs. My conclusion is that they are now only "lets make the AI fail" game features and that they should be removed.

Before the changes they were only relevant up until you got Seafaring after which they can be ignored. They made navigation slower and added risk to early coastal travel since sea critters are not a thing until about Seafaring. The improvements "Beacon" and "Lighthouse" do what the changes made to movement do.
What about Great Coral Reef natural wonder?

Aren't there some regular buildings, that require reefs or coral reefs?
This also will break ALL scenarios and ongoing games, since they all have reefs and coral reefs.
 
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