Caveman 2 Cosmos

@alberts2 bAsync flags in various functions and such like are to do with multithreading or are they something to do with simultaneous turns?
It has something to do with multiplayer maybe simultaneous turns which is a form of multiplayer game but it really has nothing to do with multithreading.
 
I fixed the sulfur issue by gen new map, entering map editor adding sulfur and rivers, then save and play scenario if anyone was wondering. Posted here so maybe the mod developers can see it. Is there another forum to report bugs?

There is another thing that annoys me
1. Is there a way to limit units like 200 per civ or similar? Some civs are spamming units, 400 dogs in one city. think it will speed up turn also.
2. Can you disable no flag units? Like Assassins scoundrels and so on. At this point there are just annoying...
 
I fixed the sulfur issue by gen new map, entering map editor adding sulfur and rivers, then save and play scenario if anyone was wondering. Posted here so maybe the mod developers can see it. Is there another forum to report bugs?

There is another thing that annoys me
1. Is there a way to limit units like 200 per civ or similar? Some civs are spamming units, 400 dogs in one city. think it will speed up turn also.
2. Can you disable no flag units? Like Assassins scoundrels and so on. At this point there are just annoying...
There is subforums named bugs and crashes.

What mapscript you were using? Sounds like its buggy.

400 dogs in city is very serious bug.
Are you using V39 or SVN?
 
Its V39, just installed it, whats SVN? Anyway some ai civ is spamming units like crazy.
SVN is pretty much beta, though now its closer to alpha when it comes to bugs as there are tons of changes.

Upload save, as that issue wasn't fixed yet.
 
Fun fact:
SVN 9000 was on January 2016
SVN 10000 was on March 2018 - it took two and quarter of year to get here from SVN 9000.
And now we are close to SVN 11000 now almost 1.5 year later.

Some commits were to change or revert stuff done in earlier commits, but even if these were done flawlessly, we still would be relatively close to 11000.
 
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After researching the tech needed to sail across the ocean i found a island with 3 Neanderthal cities on it but noticed that each city had 50+ stone throwers in it(one had 80) Taking them was not a big problem but those cities might be one of the causes of slowdowns. They where also a great source of XP for my great generals as they get 1xp per combat victory no matter the odds.
 
After researching the tech needed to sail across the ocean i found a island with 3 Neanderthal cities on it but noticed that each city had 50+ stone throwers in it(one had 80) Taking them was not a big problem but those cities might be one of the causes of slowdowns. They where also a great source of XP for my great generals as they get 1xp per combat victory no matter the odds.

Yes they most likely are, but....
Did you start the game with Neanderthal Cities Option ON? If so you contributed to the EoT processing time.

How many Cities do you have? How many does your neighboring AI Empires have? All Empires, with All Cities with All units in the game contribute to slowdown.

Did you start a game with more than 15 AI? Did you start on a Huge or larger map? Did you pick a long game speed to play on? Do you have any Option On that generates more AI?

Every Option you choose to play with has it's consequences to the Mod's EoT waits as the game progresses. Unavoidable with a 32 bit single core game engine. All these Option choices contribute to EoT slowdowns and always will. I Know you know this already.

But do you see my point? You make choices with every game you play of C2C that directly affect your games EoT wait processing time.
 
After researching the tech needed to sail across the ocean i found a island with 3 Neanderthal cities on it but noticed that each city had 50+ stone throwers in it(one had 80) Taking them was not a big problem but those cities might be one of the causes of slowdowns. They where also a great source of XP for my great generals as they get 1xp per combat victory no matter the odds.
It's a known AI issue in barb AI coding. I don't have any problem with the XP treasure trove aspect of it but I do feel it needs to be addressed for the slowdown. The 2 things I think we should seek to answer:

1)How can we limit the amount of units barbs will train in a city - give them a shortcircuit to training more. Either send those dudes to war at that point or just stop if they are isolated and they can't.

2)Are Neanders stuck in tech so that they can't upgrade those stone throwers and build more expensive units for some reason? If so, they should be limited to as advanced as neander units get but not to stone throwers... jeez. What's up with that?

These are some things I know I should be looking into at some point soon.
 
How many Cities do you have? How many does your neighboring AI Empires have? All Empires, with All Cities with All units in the game contribute to slowdown.
Its a small size map with 5 AI players at the start 2 of those are still alive, new AI's being created from barbarian cities is off. I have about 50 cities the largest AI 35 and the last AI 18. gamespeed is Long. it is a Size matters game so most of my cities are guarded by a single merged stack of riflemen.
 
Its a small size map with 5 AI players at the start 2 of those are still alive, new AI's being created from barbarian cities is off. I have about 50 cities the largest AI 35 and the last AI 18. gamespeed is Long. it is a Size matters game so most of my cities are guarded by a single merged stack of riflemen.
Well then it would seem you are playing prudently then. So many timeswhen a player has a problem that player will have the biggest of everything used and On. Then wonders why the turns are taking so long. So I ask. Details help narrow the search field for investigation purposes.
 
I still have the savegames made at the end of each day of playing would those be useful for testing/balancing civics?

Is there a easy way to give all of a AI's cities and units to another i plan to do this if i win the next war and catch up with research with the AI's in my game.
 
[QUOTE="sunrisereader, post: 15518664, member: 265931"]I still have the savegames made at the end of each day of playing would those be useful for testing/balancing civics?

Is there a easy way to give all of a AI's cities and units to another i plan to do this if i win the next war and catch up with research with the AI's in my game.[/QUOTE]

If they are mid to late Classical and beyond then yes.

If you have Advanced Diplomacy On then yes you should be able to gift them to the AI of your choice. Of course you have to own them to gift them. ;)
 
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