Caveman 2 Cosmos

The reason law enforcement/medical/entertainer units can't merge is because merging messes up the properties the units provide - or at least, that was the reason given when the ability to merge was removed from these, way back when. (Interestingly, the mechanic line still has the ability to merge, despite being subject to the same argument and despite my pointing it out repeatedly over the years. It means those are the only civilian garrison units which can merge, for now - even the animal healer line is not allowed to do so.) Incidentally, law enforcement being unable to merge was the reason given for criminals not being allowed to merge either - otherwise merged criminals would become far too powerful for anything which could see them to defeat.

Personally, I handle criminals by stationing multiple law enforcement units in each city - at least one set to investigate, at least one set to arrest any detected criminals, and at least one set to suppress crime. As my needs get higher, I add on units as needed - it rarely goes above five or six units in a city, but it keeps things under control.
 
The reason law enforcement/medical/entertainer units can't merge is because merging messes up the properties the units provide - or at least, that was the reason given when the ability to merge was removed from these, way back when. (Interestingly, the mechanic line still has the ability to merge, despite being subject to the same argument and despite my pointing it out repeatedly over the years. It means those are the only civilian garrison units which can merge, for now - even the animal healer line is not allowed to do so.) Incidentally, law enforcement being unable to merge was the reason given for criminals not being allowed to merge either - otherwise merged criminals would become far too powerful for anything which could see them to defeat.

Personally, I handle criminals by stationing multiple law enforcement units in each city - at least one set to investigate, at least one set to arrest any detected criminals, and at least one set to suppress crime. As my needs get higher, I add on units as needed - it rarely goes above five or six units in a city, but it keeps things under control.
Criminals also provide properties, just not beneficial ones (for the city).
 
Why law enforcer unit cannot merge? This make no sense. Even while i find criminal in city, i can't arrest him, just because 24 powered cutthroat outmatched my 8 powered guard. Please, move them to military branch, or what needed to merge them. Criminals 100% pain in the ass even without this, because as far i see, how many law enforcement unit you did not create, investigating only first.
There are some criminals that are very difficult for concurrent LE units, yes, where they blend with strike team and ruffian roles. These are eras where they are given to be, by SM, a size rank higher than usual (Assassin and Cutthroat).
This is not to say they cannot be defeated in an arrest. Against an arrest specialized LE, or a small series of them, it's not at all impossible. It's meant to be a difficult time for LE to stay on top of things for simpler reasons than the challenges that come later.

LE units cannot merge because any unit that manipulates a property cannot merge or split. Any unit with hiding or seeing through veil abilities also cannot merge or split. These systems consider the unit only at peak ability in the group sizes they are fixed at. There are also unsolvable game loopholes in those particular systems when such units are allowed to merge or split. So the size/volume/quality rank totals are rigged, along with other ability strength and weakness variations at each level so that upgrades through eras aren't just a matter of repeating the same strategies the whole way through the game which would defeat the purpose of technologies creating situation changes.

However, in the most general terms, focus first on an LE unit (or more depending on later game veil interactions) good at seeing through the veils criminals are using, then enough law enforcement to keep/bring crime down, then create a specialized investigator for where cities need him, then some specialized arrest units. Do not underestimate the power of stealth strikes and stealth combat modifiers in arrest combat - they might be stronger than direct anti-criminal promotions.

Criminals also provide properties, just not beneficial ones (for the city).
Also unable to merge or split - however are at times rigged in frustrating ways.
Interestingly, the mechanic line still has the ability to merge, despite being subject to the same argument and despite my pointing it out repeatedly over the years
It's a buggy oversight that stems from the only modder who cares about that being so busy. (me) All healing units should also be as incapable of merging and splitting. There are probably numerous other oversights in unique cultural units that currently provide unintended loopholes.
 
1687705080322.png

What is this? I can't find any ship even with worldbuilder, but my workboats and upgrades in the water keep destroyed every turn even they surrounded by my modern frigates.

UPD. With wb, "all plots" in unit mode found this:
1687705842557.png

How i must find this without wb and destroy 8k strength ship?)
 
Last edited:
My guess, someone forgot comment new unit before push code to the repo. Because, there even no model. And modern frigates/submarines just cant see them.
 
Looks like some severe edge case somewhere - some bugs crop in if you save and load scenario if you have worldbuilder
Seems like that unit strength got multiplied by 100 in process
 
I'll say here what I say to most of the feedback like it on many other traits (most) that have been pointed out as being OP once someone really figures out how to work with it - they all are once you figure out how to really leverage them. The trait is actually just less valuable than the curve when Religious Disabling is off because trait valuations were made on this trait when it was designed, for assuming RD is on, much like other RD interactive traits are also hyper charged over their muted natures if RD is off. (There's really no way to vary these traits based on other options being on or off because most traits are already alternating on an option, whether Complex is on or off. The complexity of then trying to differentiate further with other options is too much - this would become one of many worms to get out of that can that once begun would lead to thousands of trait variations.)

A lot of what you give is a strong list of outstanding issues though.
ummmm, I cant seem to see the other religions doing anything different when using the progressive trait than they do when I dont have it selected, the other parts seem to work. But my monasteries all give science, cathedrals all give the %culture temples give what they give, and I get happiness from what I am supposed to(i don't use the only one religion civic). I dont really want to start a conversation about civics because they seem to be obviously unbalanced.
 
ummmm, I cant seem to see the other religions doing anything different when using the progressive trait than they do when I dont have it selected, the other parts seem to work. But my monasteries all give science, cathedrals all give the %culture temples give what they give, and I get happiness from what I am supposed to(i don't use the only one religion civic). I dont really want to start a conversation about civics because they seem to be obviously unbalanced.
Are you using the religious disabling option? You may already have strong religious tolerance from other means and what it's bringing isn't helping any further than what you already had.
 
no, no RD, but still took progressive for the golden age, etc after I had like 7(ok, 10) other ones and wasnt in ren era yet.
 
All buildings are all active all the time without Religious Disabling and the terminology that discusses religious intolerance and tolerance is only applicable when Religious Disabling is on, so that's why you wouldn't see any difference in whether all buildings are contributing or not.
 
Hello!I haven't played C2C for about 4 years, because unfortunately the game often disappeared in the middle ages (CTD). I got the urge to play again. I think the mod went through a lot of optimization in 4 years.My machine:i7 2600 + 16GB RAM + GTX 970OS: Win7 Ultimate x64Would the v43 C2C work without problems in the above configuration?Thank you for your answer in advance!
 
Hello all!

How I could disable automated fight? I like watching fights among units. Currently, I can just see any fight at my units, when I start any fights. Thx (C2C V43.1)
 
Hello!I haven't played C2C for about 4 years, because unfortunately the game often disappeared in the middle ages (CTD). I got the urge to play again. I think the mod went through a lot of optimization in 4 years.My machine:i7 2600 + 16GB RAM + GTX 970OS: Win7 Ultimate x64Would the v43 C2C work without problems in the above configuration?Thank you for your answer in advance!
You should be fine, just avoid giant maps though. I reckon it should be possible to complete a game on large size map just fine now.
Hello all!

How I could disable automated fight? I like watching fights among units. Currently, I can just see any fight at my units, when I start any fights. Thx (C2C V43.1)
I think it's the quick combat (defense) option in the game options that you're looking for here.
 
You should be fine, just avoid giant maps though. I reckon it should be possible to complete a game on large size map just fine now.

I think it's the quick combat (defense) option in the game options that you're looking for here.
I turned on the options, but still nothing. I sent one of my scouts home, and then all of a sudden he was killed by an animal. But I didn't see the battle!
 
There is also another option that sort of has the same effect as quick combat and quick movement, it's "minimize AI turn times". You'll find this one in the BUG mod menu. I forgot this is also turned on by default.
Though, turn times will be quite a big longer without it sadly!
 
I turned on the options, but still nothing. I sent one of my scouts home, and then all of a sudden he was killed by an animal. But I didn't see the battle!
I think that's one of the C2C combat options. If you get ambushed by a stealthed enemy, you won't see the battle regardless of settings.
 
I think that's one of the C2C combat options. If you get ambushed by a stealthed enemy, you won't see the battle regardless of settings.
Same tile fights were a crash waiting to happen if you let the exe see it and animate it because it takes into the exe the expected two locations so was buggy with the efforts I gave it to animate a fight at all.
 
So I have a problem with latest SVN release, when I start new game (settling new city, choosing research, what to build / recruit) and clicking end turn game crashes to desktop without any error window or something like that. How can I help you fix this issue, or is there something I should do?

(i deleted all files in mod folder in game, updated the game and exported files which I copied to the mod folder and issue still persists, tried 5 times to launch new game with the same ctd)

Moderator Action: Moved this post out of the Changelog thread as thta thread is for the C2C Developers only. leif
 
Last edited by a moderator:
So I have a problem with latest SVN release, when I start new game (settling new city, choosing research, what to build / recruit) and clicking end turn game crashes to desktop without any error window or something like that. How can I help you fix this issue, or is there something I should do?

(i deleted all files in mod folder in game, updated the game and exported files which I copied to the mod folder and issue still persists, tried 5 times to launch new game with the same ctd)

Moderator Action: Moved this post out of the Changelog thread as thta thread is for the C2C Developers only. leif
The correct place to post it is this: https://forums.civfanatics.com/thre...ashes-v43-plus-svn-after-january-2023.681647/
Also, did you literally delete the entire previous Caveman2Cosmos folder (and it IS named exactly like that)?
I'm not sure how to delete the current Civ settings, since it may be something there (not sure what, though).
But if you really exported to a clean folder with the correct name - well, there should NOT be any such stupid CTDs, clearly.
Try updating the SVN from scratch, maybe?
 
Back
Top Bottom