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Caveman 2 Cosmos

I am still unable to play C2C as I can't get a working version. Last time I played was back in October. Therefore I can only go and comment on what people say here.
Maybe somehow your OS changed user settings files to be read only?

Here you are (the continents are VERY snaky because I had merged them with some islands in WB). This is somewhere near my main continent and the smaller, almost empty one.
I saw two of those sharks.
Their strength is 7.5 - WB multiplies all strength values by 100.
Worldbuilder generally is outdated and unsupported. It can cause game breaking bugs.

Using chipotle cheat in vanilla INI file to reveal map with ctrl+z is much safer way.
 
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I saw two of those sharks.
Their strength is 7.5 - WB multiplies all strength values by 100.

Recently (just after Bronze Working) I have seen a merged one: visible as STR 11.25. WB shows 55 XP, Base STR 1125 (undamaged), Level 8, promotions: one Size Up, Feral II, Bottleneck IV, Might I.

Worldbuilder generally is outdated and unsupported. It can cause game breaking bugs.

Using chipotle cheat in vanilla INI file to reveal map with ctrl+z is much safer way.

I use it mainly to make sure there are really 3 continents, merge most of islands, make sure my starting location is at a seashore (well... after Seafaring has been moved to Ancient and early money issues are much smaller, this is no longer necessary) and most of them are separated by Sea, not Ocean. And sometimes to check the progress of unmet players ;) Do you think any use of WB may be the reason for such units to appear? Hmmm...

S.
 
Recently (just after Bronze Working) I have seen a merged one: visible as STR 11.25. WB shows 55 XP, Base STR 1125 (undamaged), Level 8, promotions: one Size Up, Feral II, Bottleneck IV, Might I.



I use it mainly to make sure there are really 3 continents, merge most of islands, make sure my starting location is at a seashore (well... after Seafaring has been moved to Ancient and early money issues are much smaller, this is no longer necessary) and most of them are separated by Sea, not Ocean. And sometimes to check the progress of unmet players ;) Do you think any use of WB may be the reason for such units to appear? Hmmm...

S.
Are you playing without Peace among NPCs?
Without that option NPCs can attack other NPCs.
This means they can get lots of XP.

As for worldbuilder... it can create serious bugs especially if you play with revolutions, barbarian civs and tamper with teams/NPCs (last one is dangerous for other reason: you might be not able to attack NPCs).
In someone's save (prehistoric era) civ with all techs spawned sending atomic era barbarians everywhere.
That's why no player should touch it unless making maps or testing stuff.
So use different mapscript instead like C2C_World
 
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Are you playing without Peace among NPCs?
Without that option NPCs can attack other NPCs.
This means they can get lots of XP.

I am not sure, but Barbarians often fight Neanderthals so I guess I play without (IIRC some time ago I have decided the game would be more interesting if NPC's fight among themselves). If there are two players among animals (some of them have a different flag than the other), probably it means they may fight with each other and this may explain why these Sharks are SO experienced.

Revolutions ON, barb civ spawning ON but I do not touch teams or so. In my previous games I sometimes manually added size 3+ barb cities (or increased the size of existing ones) to wait for minor Civs to emerge but this is not the case now.

S.
 
I am not sure, but Barbarians often fight Neanderthals so I guess I play without (IIRC some time ago I have decided the game would be more interesting if NPC's fight among themselves). If there are two players among animals (some of them have a different flag than the other), probably it means they may fight with each other and this may explain why these Sharks are SO experienced.

Revolutions ON, barb civ spawning ON but I do not touch teams or so. In my previous games I sometimes manually added size 3+ barb cities (or increased the size of existing ones) to wait for minor Civs to emerge but this is not the case now.

S.
Yeah, there are three different animal NPCs, so they will fight each other and gain XP, as you don't play with Peace among NPCs.
With it they would slowly gain XP anyway, as some of those animals can kill normal civ units.
 
I like that the shark has built itself up like that over time but it seems to be a lot of power its amassed... I'm open to suggestions as to how to diminish it. It IS the strongest coastal sea animal and COULD be brought down a point to give room for promos but it doesn't feel right diminishing them like that somehow since they are clearly the greatest threat at sea if you're NOT in a large ship. Maybe Animals, by class, need a strong reduction in combat strength against sizes greater than them.
 
The shark would have a hard time getting that strong if you play with the dynamic XP option as it would then only ever get decent amounts of XP from killing orca and whale. Most sea animals are so easy for the white shark to win against that it would get less than 0.3 XP from each win.
 
The shark would have a hard time getting that strong if you play with the dynamic XP option as it would then only ever get decent amounts of XP from killing orca and whale. Most sea animals are so easy for the white shark to win against that it would get less than 0.3 XP from each win.
Yeah but then so too do your hunters have a hard time ever getting anywhere, or your military when you're being smart about how you attack.
 
Yeah but then so too do your hunters have a hard time ever getting anywhere, or your military when you're being smart about how you attack.
Yeah, if you never loose a single HP in any fight then you won't really get many level ups. dynamic XP base XP outcome on HP loss as well as winning odds. The thing is that that white shark will never loose HP against almost anything it fights in the ocean.
 
Yeah, if you never loose a single HP in any fight then you won't really get many level ups. dynamic XP base XP outcome on HP loss as well as winning odds.
Would it be possible to route all wild animals through the dynamic system whether the option is on or not? Obviously it would, but SHOULD we...
 
A though I had yesterday was to turn the maxXPvalue system on its head, a minXPvalue system, so that hunters get a minimum of let's say 0.5 XP against all animals it attack while other units gets a minimum of 0 XP against animals. This would only work well with dynamic XP though. I would then remove all XP hard limits and the two related promotions from the game to complement it.
Would it be possible to route all wild animals through the dynamic system whether the option is on or not? Obviously it would, but SHOULD we...
No, it would be a spaghetti solution code wise. Too jury rigged for my preference.
Better to find more universal solutions that most can agree upon.
 
A though I had yesterday was to turn the maxXPvalue system on its head, a minXPvalue system, so that hunters get a minimum of let's say 0.5 XP against all animals it attack while other units gets a minimum of 0 XP against animals. This would only work well with dynamic XP though. I would then remove all XP hard limits and the two related promotions from the game to complement it.
An interesting concept...
No, it would be a spaghetti solution code wise. Too jury rigged for my preference.
Better to find more universal solutions that most can agree upon.
I was thinking of it more as a game balance solution rather than one of preference, to help curtail the strongest animals from too rapid advancement. But my reluctance of working with spaghetti code was also something I had in mind - just didn't quite have those words for it.
 
Thanks for replies. I think next time I may start with Peace among NPC's ON and check if ultra-strong Sharks would appear. And yes, I do not like the Dynamic XP because I like when my hunters quickly gain XP...

S.
 
Peace among NPCs is another factor in whether there are too many or too few animals. Even if those sharks only get one attack per turn, that one less fishy per turn for each of them - it adds up. Could be the difference between empty seas and seas you can't cross due to fish.
 
Peace among NPCs is another factor in whether there are too many or too few animals. Even if those sharks only get one attack per turn, that one less fishy per turn for each of them - it adds up. Could be the difference between empty seas and seas you can't cross due to fish.
Spawning is reduced for the non-peace side but I agree that without it, there is some self regulation afoot.
 
v40-1.jpg


Caveman2Cosmos v40.1 is released!

Download Now!


Mostly graphic improvements and fixes with no noteworthy rule changes or new content additions. Just a better game.

The big changes to come are still in the kitchen ;)
 
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v40-1.jpg


Caveman2Cosmos v40.1 is released!

Download Now!


Mostly graphic improvements and fixes with no noteworthy rule changes or new content additions. Just a better game.

The big changes to come are still in the kitchen ;)
Updating SVN now, then gonna Export as a new game folder.
Faster than going through a full download, lol.
Can't wait for the surprises of v41, yeah.
I love this mod, really.
 
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