Caveman 2 Cosmos

Installdeps.bat was accidentally deleted. You can go to Sources folder, and run the dep.exe to extract the tooling there, and I think you'll be able to run the MakeDLL batches then.
Ah so that bat file can be put back then.

I was testing these to see how easy things compile.
Also that automatic FPK tools are nice too.
 
It's stuck on an infinite number of FPKs that each load slower than all the FPKs did in the past.
Yeah, before the 50MB FPK split C2C loaded in about 14 seconds for me, now it takes 52 seconds.
I used a stop watch on both occasions and timed it twice for each FPK setup.

This will be better when we set the max size of FPK's to 256 MB which reduce it from 18 FPK's to 4-5.
This will be done when the dll is setup to pack the FPK's on first launch when there's no FPK's present.
 
Well someone or me can revert back to the 256MB ones in the mean time if they want to. I don't know WTH the loading code is doing that 20 files vs 4 files makes any difference whatsoever but whatever!
Alternatively if you want to can repack them locally just changing the PackFPK.bat file to use 256MB instead of 50MB.
 
Yeah, before the 50MB FPK split C2C loaded in about 14 seconds for me, now it takes 52 seconds.
I used a stop watch on both occasions and timed it twice for each FPK setup.

This will be better when we set the max size of FPK's to 256 MB which reduce it from 18 FPK's to 4-5.
This will be done when the dll is setup to pack the FPK's on first launch when there's no FPK's present.
Weird, it loads for me within 20 seconds.

Now I wonder what happens if I reduce to 2 FPKs.
 
On rev. 10852 it only took 13 seconds for me, so either something changed or I had the loose art files in my mod directory without knowing it due to messing around with the new batch script tools we got.
Perhaps I was on a debug dll even, who knows.
 
Hey, I really love the mod. I was wondering where does the track ''Ambient Wind'' from the Ancient Era soundtrack comes from? It runs at 10 minutes long. I know many other tracks come from Civ II or Civ III but I haven't been able to find this one in particular and it's driving me nuts. Thanks in advance.
 
Hey, I really love the mod. I was wondering where does the track ''Ambient Wind'' from the Ancient Era soundtrack comes from? It runs at 10 minutes long. I know many other tracks come from Civ II or Civ III but I haven't been able to find this one in particular and it's driving me nuts. Thanks in advance.

Master of Worlds by Tha Mark of Buddha.
 
Map gen is broken, dose not add sulfur, sometimes not even rivers as in three planets. tested all maps no sulfur so no one can build any gunpowder unites...
 
Map gen is broken, dose not add sulfur, sometimes not even rivers as in three planets. tested all maps no sulfur so no one can build any gunpowder unites...

Having units require resources to be able to build them is a design issue in CivIV. Instead those units should be built faster if you have a certain resource. That would fix alot of game breaking issues like the one you are having.
 
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I have been away for a while and just got Ver 39 yesterday but it looks good so far, A lot less money in the prehistoric era for sure. I am a good bit ahead of all of the known civ's so far, but only because of getting a hunter out of a goody hut. I'd probably be in last place without that hunter. I'm only about 60% through the prehistoric era right now, but am hoping to hit ancient era before too long. Playing noble difficulty and snail speed.
 
Having units require resources to be able to build them is a design issue in CivIV. Instead those units should be built faster if you have a certain resource. That would fix alot of game breaking issues like the one you are having.
Can one make gunpowder without sulfur? If there's an alternative method, then instead, we should enable that alternative in the supply chain IMO.

Otherwise, I see the problem as there is no sulfur nor means to access it rather than allowing something to be without it, despite it being required in RL. That said, a world without gunpowder would be somewhat interesting to see how that would play out. Mapmakers gotta watch out for this sort of thing as well. As an alternative, or perhaps another measure that could protect against this, if it really is to be viewed 'game-breaking' and not just an intriguing alternate scenario that can play out, we could make it a little easier on us as mod designers by ensuring there are buildings available that generate sulfur.

I say this just to propose a few alternatives to addressing supply chain problems rather than just making the game capable of ignoring a rational supply requirement.
 
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