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Caveman 2 Cosmos

Marathon

Added later: I could put it in other words: For my opinion animals should be about 2 to 3 times more common than Barbarians (including Neanderthalers). Here it is the other way round (maybe 10 times as many Barbarians with the "100" setting).
 
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Marathon

Added later: I could put it in other words: For my opinion animals should be about 2 to 3 times more common than Barbarians (including Neanderthalers). Here it is the other way round (maybe 10 times as many Barbarians with the "100" setting).
Animals spawning is based on the Unit Spawn for the animal. This defines the terrain, terrain features, latitude, longitude, etc., that is correct for the animal. I tried to set it up by the six regions, which is not correct anyway, dividing each hemisphere into 3 equal segments. North America, Europe and Asia in the northern hemisphere and South America, Africa and Oceania in the southern hemisphere. For most animals the latitude and longitude are set to these boundaries. In some rare cases the actual Earth latitude and longitude are used for "special" animals that will only spawn if there is land in a small segment eg Lemurs only spawn in the area occupied by Madagascar on Earth. This means there are well over 500 XML entries you will need to change to get the result you want:mischief:.

Or you could just change the values in the global defines to match what you want and then try and persuade the modders to make that the default
 
Marathon

Added later: I could put it in other words: For my opinion animals should be about 2 to 3 times more common than Barbarians (including Neanderthalers). Here it is the other way round (maybe 10 times as many Barbarians with the "100" setting).

Do you have the box for Peace Among NPCs checked or not. IF it is unchecked then the number of animals will appear to be spawning less. But, they are not. The upper 2 levels of the animals plus the Barbs and Neanders are "at war" with each other. Predatation is at hand. IF it is Checked then there is no active "hunting" by the higher classes of NPCs. This later case will give the true view of the spawning of all animals and Barb/Neanders.

The A New Dawn GlobalDefines have less impact than they used to have a year or 2 ago, from my own observations. The Spawns have been moved around changed over the course of this time. Making it harder, imo, to modify this behavior.

If this problem can't find a solution then I will suggest we go back to the settings before I started to expose the rampant barbs. It's better to have Barbs everywhere and in giant stacks than to not have sufficient animals to try to subdue. DH's Subdued Animals has becmme King of the Hill in the Preh Era for preferred play.

Now if it comes to light that those that use SM do not have the barb bloom in late Pre like non SM games then therein lies the crux of the problem. In SM "units" only cost 3/4 of what a Non SM game "units" do. So the Barb and Neander's can be made more quickly than in a Non SM game. I raised this point to T-brd before, but he insists that SM units have to be cheaper to make.
 
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I do have Peace among NPCs checked. With the "600" setting in A_New_Dawn_GlobalDefines I am ok. I meet an animal about every other turn, ususally a bird or a penguin (northern hemisphere). Could be more but I can live with it. Strange though that there is a Mammoth resource in the wild but mammoths never spawn...
 
I do have Peace among NPCs checked. With the "600" setting in A_New_Dawn_GlobalDefines I am ok. I meet an animal about every other turn, ususally a bird or a penguin (northern hemisphere). Could be more but I can live with it. Strange though that there is a Mammoth resource in the wild but mammoths never spawn...
Is the mammoth resource in Taiga terrain or Tundra. One will spawn sometimes. But it is very sporadic.

EDIT: @Snofru1 ,
For a more refined set of values for spawn groups lookin Civ4CivilizationInfo.xml. at the end of the file you will find values for Predators, Beasts, Prey, Neanderthal, and Barbarians. Instectiods can be ignore I think.

Something to remember a lower number spawns more than a higher number. These vaues should have faster and greater impacts than the A New Dawn GlobalDefines you have been upping a lot. In fact you may find that putting the 600 back down to it's original value and then lowering the values in the Civilization.xml will give you better results as they are group oriented not mass oriented.
 
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He got bored with modding, and is on break for few months, though he's on Discord.
Hmmm.....bored ...….or in reality a bit P'O'ed?! Hmmmm…………..
 
Hmmm.....bored ...….or in reality a bit P'O'ed?! Hmmmm…………..
That's what he wrote in discord:
An update on my status on this project: I don't have any specific plans to return to active development on it at the moment (other than perhaps something to improve the build times, and move appveyor to github actions). It doesn't mean I never will of course, but I'm fairly certain it wouldn't be in the next few months. I joined initially when I ran into problems as a player, perhaps that will be the trigger for me to return again (I go through phases of playing games vs developing them, currently I'm in the latter).
I am certainly happy to give advice of any kind I am able in here (just ping me), but I won't be reading the forums, reading the github, fixing bugs, or developing new features. If there is some specific problem with github or the automation system I can perhaps look into it as well, but I hope someone else on the team can take some of that responsibility (with me teaching them anything required as needed).
Obviously this isn't any kind of dramatic good bye, I'm still right here, just making my status explicit so you can plan accordingly!
 
but I won't be reading the forums, reading the github, fixing bugs, or developing new features.

This says a lot. :(

Well he did do a ton of good work while he was fully engaged. Moved the Mod's performance ahead by a Big leap forward.
 
Actually, I do use the Event Log for this use-case, however, when you have, say 15+ messages related to buildings, and 2 out of them relate to build queues being empty (e.g. the "Work has now begun on Z" is not present), it becomes a little tricky to pinpoint the necessary messages (especially if the situation repeats itself multiple times, for example, 2 cities have their queues ended in 1 turn, 3 cities finish their queues in 2 turns, 2 more -- in 3 turns etc).

Aside from this question, I have one more.

I have civ spawn rate for barbarians set to 2.0, with pop limit set to 2. I have a barb city with 2 pop near me for some time, and it hasn't turned into a Minor Civ for ~100 turns now (at least one other 2-pop barb city did turn previously, and I took it). Is there something that could be influencing the ability of a barb city to turn into a Minor Civ? Something I'm doing wrong, perhaps? I didn't see any relevant errors in Python error log, so it's quite puzzling, how that works...
 
Is the mammoth resource in Taiga terrain or Tundra. One will spawn sometimes. But it is very sporadic.

It is on ice, so maybe that's the reason. Maybe I'll use WorldBuilder to give it Taiga and see if it changes something.

I have tried Raxo's No Lattidude Limits modmod (replacing the Rescaled ... modmod) and there are quite a number of animals more now, I reduced the value from 600 to 400 (and probably will go down even more). Strangely the increase in animals is mostly on animals that were there in numbers before (in my case mostly penguins) and not so much in animals that are not typical for my region (got one wombat though).
 
It is on ice, so maybe that's the reason. Maybe I'll use WorldBuilder to give it Taiga and see if it changes something.
Terrain does not affect mammoth spawn, it spawns only on mammoth resource regardless of terrain or feature.
It stops spawning completely when any player hits sedentary lifestyle; though I'm sure you knew that.

I'll increase the mammoth spawn a little.
 
Aside from this question, I have one more.

I have civ spawn rate for barbarians set to 2.0, with pop limit set to 2. I have a barb city with 2 pop near me for some time, and it hasn't turned into a Minor Civ for ~100 turns now (at least one other 2-pop barb city did turn previously, and I took it). Is there something that could be influencing the ability of a barb city to turn into a Minor Civ? Something I'm doing wrong, perhaps? I didn't see any relevant errors in Python error log, so it's quite puzzling, how that works...

Sorry for quoting myself so much, but I'd really like to understand whether I have my local setup wrong somehow, or perhaps there is something that prevents the barbs from turning into a minor civ. Here is a save file, the city in question is Harappan.
 

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Sorry for quoting myself so much, but I'd really like to understand whether I have my local setup wrong somehow, or perhaps there is something that prevents the barbs from turning into a minor civ. Here is a save file, the city in question is Harappan.
Your save is from before savebreaking changes, so do you have "no barbarian civs" unselected?
 
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Your save is from before savebreaking changes, so do you have "no barbarian civs" unselected?
I had it unselected, since I had another barb city turn into a minor civ (there's Tenochtitlan on the map, that was initially a barb city).

Update: Damn, I just updated from SVN, and now I can't load my save (I get a CTD) :(
 
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lol, back in late November last year, bill changed the iMaxLocalDensity tag in spawns to work the opposite of how it has always worked without changing the values used in xml for the tag.
Before a value of 49 meant a maximum of 1 such unit per 49 plots was allowed, and a value of 1 meant a maximum of 49 units spawned within a 49 plot area.
He inverted that to, what I admit makes more sense, so that 49 means a maximum of 49 such units within a 49 plot fat cross area...
All our critter units that are supposed to spawn frequently are set to use low values of this tag, while all our big animals that spawn less frequently use high values for this tag.

Hmm, now I'm wondering if I should change the code, or change that tag value for all the spawns in xml.

He also added a global unit density limit so that if there's more than 8 units of any kind within the 49 plot fat cross area around the spawn point then no spawn is possible....
That global thingy needs to be adjusted for sure.
 
I had it unselected, since I had another barb city turn into a minor civ (there's Tenochtitlan on the map, that was initially a barb city).

Update: Damn, I just updated from SVN, and now I can't load my save (I get a CTD) :(
You didn't read key word: "Savebreaking"
 
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