strategyonly
C2C Supreme Commander
please help me! when i download the mod, says me the download has expired, and i really want to play this mod
any help?![]()
Works fine for me?
please help me! when i download the mod, says me the download has expired, and i really want to play this mod
any help?![]()
I love the new auto path options. Patrol territory, escort, etc.. But I'm wondering which component it is that adds these?
with the new version i get CTD after about the first 20-30 turns.
the strange thing is that the top left and top right writing starts to flicker
(marked in the screenshot).
any idea where the problem could be ?
the UPDATE to 10.1 was applied.
(for the save the modfolder have to be "c2c")
with the new version i get CTD after about the first 20-30 turns.
the strange thing is that the top left and top right writing starts to flicker
(marked in the screenshot).
any idea where the problem could be ?
the UPDATE to 10.1 was applied.
(for the save the modfolder have to be "c2c")
To those having trouble with 'flashy' try this!
still problems, fresh new unpack of the release and this fix.
another pic with strange stings happening in the top.
what i noticed was that in the release "Caveman2CosmosBETA10.1.7z" the "UserSettings" folder is empty.
i run the game with 1920x1080 WinXP 32 and /3GB boot, HD4890
EldrinFal, I had that issue a few versions back... kicked in during the medevil age when invention was being researched or could be. You can fight, but can't get odds or see who you are fighting unless you directly select that unit. The unit your on is displayed properly. I think I fixed it by installed the unoffical patch and then nuking C2C and reinstalling.
--
While I mostly enjoy the mod I have a few issues. First, I've had many of the bugs (though not black terrain) at one point or another. Current bane of my game play is 2 minute turn processing. Often in the Ancient or Classical Age.
1) The main issue I think is workers. The most common unit. Disturbed members of a fanatical religion that nukes economic growth at random. This plague of a religion is fort building. I think each worker checks every square it can, for places to build forts before anything else. I've have dozen of workers run across the map for 20 turns to build forts directly adjacent to cities I controlled... then build a road under it. They colonize the artic fanatically, via forts, the second they get a chance. Then build forts diagonally from forts and then build forts in the new squares that open. I mean I expand one turn and they swarm as soon as they get a free turn. then vuild road to it... but trampling across the artic on rough terrain is the perfered method.
Two versions back I had a case where a mountain with obsidian was covered by culture, between two cities but not in the 3 work zones of either. After a while they had 35 odd workers building and rebuilding the same fort, ever 3 turns away, for hundreds of turns. The second I automated them they ran back to the mountain. Letting a few clear the que of the build fort command an replacing it with a shaft mine... build the improvements they'd been neglecting. The second I reautomated them they went back to the endless fort of doom.
To me, this means the single most important thing for the workers is fort building. I think the slow down it in large part related to this. Check the code for how workers deside to build forts and then find the other instances where they check all squares to build more forts.
2) A major improvement to the AI would be as follows: Ban fixed borders countries from building culture. Fixed borders countries spam Town Building Units (TBUs) and they spend the next 50-100 turn doing nothing, but (lesser) culture building. So the main city is perpetually at 4 pop and the rest at 1 pop. It doesn't help they then take up slavery... and sacrifice any more population. Often dropping the main city down to 1 pop as well. I'd say ban them from making TBUs in the first place, but that is likely a spot of game play over logic.
2.5) The Zulu lose a town... 500+ turns later they take it back and their historical fixed borders are back to max... even on squares they have no culture left on. I've taken to burning said slave ridden, cesspools on principle. This needs fixing.
--
Pyramids + Sphinx = Valley of the Kings. a bonus cumulative Wonder than adds not only the bonuses the replaced, but to science and cash. Accurate to Ancient Egypt that is.
<snip>
On a separate note: Should those water "goody huts" spawn angry villagers in the middle of the water?
Pyramids + Sphinx = Valley of the Kings. a bonus cumulative Wonder than adds not only the bonuses the replaced, but to science and cash. Accurate to Ancient Egypt that is.
EldrinFal, I had that issue a few versions back... kicked in during the medevil age when invention was being researched or could be. You can fight, but can't get odds or see who you are fighting unless you directly select that unit. The unit your on is displayed properly. I think I fixed it by installed the unoffical patch and then nuking C2C and reinstalling.
--
While I mostly enjoy the mod I have a few issues. First, I've had many of the bugs (though not black terrain) at one point or another. Current bane of my game play is 2 minute turn processing. Often in the Ancient or Classical Age.
1) The main issue I think is workers. The most common unit. Disturbed members of a fanatical religion that nukes economic growth at random. This plague of a religion is fort building. I think each worker checks every square it can, for places to build forts before anything else. I've have dozen of workers run across the map for 20 turns to build forts directly adjacent to cities I controlled... then build a road under it. They colonize the artic fanatically, via forts, the second they get a chance. Then build forts diagonally from forts and then build forts in the new squares that open. I mean I expand one turn and they swarm as soon as they get a free turn. then vuild road to it... but trampling across the artic on rough terrain is the perfered method.
Two versions back I had a case where a mountain with obsidian was covered by culture, between two cities but not in the 3 work zones of either. After a while they had 35 odd workers building and rebuilding the same fort, ever 3 turns away, for hundreds of turns. The second I automated them they ran back to the mountain. Letting a few clear the que of the build fort command an replacing it with a shaft mine... build the improvements they'd been neglecting. The second I reautomated them they went back to the endless fort of doom.
To me, this means the single most important thing for the workers is fort building. I think the slow down it in large part related to this. Check the code for how workers deside to build forts and then find the other instances where they check all squares to build more forts.
2) A major improvement to the AI would be as follows: Ban fixed borders countries from building culture. Fixed borders countries spam Town Building Units (TBUs) and they spend the next 50-100 turn doing nothing, but (lesser) culture building. So the main city is perpetually at 4 pop and the rest at 1 pop. It doesn't help they then take up slavery... and sacrifice any more population. Often dropping the main city down to 1 pop as well. I'd say ban them from making TBUs in the first place, but that is likely a spot of game play over logic.
2.5) The Zulu lose a town... 500+ turns later they take it back and their historical fixed borders are back to max... even on squares they have no culture left on. I've taken to burning said slave ridden, cesspools on principle. This needs fixing.
--
Pyramids + Sphinx = Valley of the Kings. a bonus cumulative Wonder than adds not only the bonuses the replaced, but to science and cash. Accurate to Ancient Egypt that is.
On a separate note: Should those water "goody huts" spawn angry villagers in the middle of the water?
Necratoid, I was reading about the unofficial patch and it mentions that if the mod you're using has its own DLL, then the patch stuff has to be integrated into it. I guess this question would be more for the C2C team, but does C2C support the unofficial patch?
To those having trouble with 'flashy' try this!
It's not a perfect file, by any means, and Praetyre and I are trying to work out a better version but this should work to help fix your issue. And if anyone using it has trouble with a golden age length not playing out in full, let me know.
By the way: I'd like to ask everyone playing this mod to give some feedback on the turn counts it takes them to reach shifts in 'ages'. This could really help us to narrow in on an accurate timeline for the gamespeed info file.
bulletpoint to add to my longterm list.
I just want to note that I can't start a game of this mod, i.e. I can start the mod, can read the civiliopedia, can change settings under "play now" or "custom game" but as soon as I "really" launch the game it crashes with a runtime error.
I extracted the mod to [bts]\mods, I copied the gamespeed-xml to assets\xml\gameinfo, I tried different mapscripts, different leaders, different gamespeeds but it still crashes very consistently. The mod folder "Caveman2Cosmos" seems to have the right size (tiny bit over 2 GB). Other mods seem to work alright.
I've no clue what's going on...
Do you have a mod folder called "Rise of Mankind" or "Rise of Mankind - A New Dawn" if so rename them to something else and try again. I am not sure why it causes problems but it does.