Caveman 2 Cosmos

I love the new auto path options. Patrol territory, escort, etc.. But I'm wondering which component it is that adds these?
 
I love the new auto path options. Patrol territory, escort, etc.. But I'm wondering which component it is that adds these?

Yeah they have almost always been there, there are like 100 options in the upper left hand corner, the one that looks like a "Lady Bug" (i just kept forgetting to take my options out before, sorry everyone:blush:).

But anyways click on that and change your options to your hearts content, i do.:)

Just go through each one listed on the top and start having fun.:D
 
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")
 

Attachments

  • pic001.JPG
    pic001.JPG
    95.9 KB · Views: 112
  • the-f_1.CivBeyondSwordSave
    the-f_1.CivBeyondSwordSave
    184.1 KB · Views: 62
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")

You cant be renaming the main mod folder, otherwise errors will occur. Because certain python is looking for a folder named: "Caveman2Cosmos"
 
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")

First: Great mod guys! I quite enjoy the TONS of additional content and appreciate the hard work and time you've all put in.

On to the issue:

I get the same thing actually. This is the second revision of the C2C mod I've played, the first being v9, and that one didn't give me the flickering. I do think this newest version is more stable by far, but that flickering thing is new. It did not start as early for me as it did for The-F. I've gone up to the Classical Age on Epic so that's quite a number of turns.

Some things I've noticed with it that might help track the issue:

1) The flickering for me is just the current Era shown on the top left. However, there is missing information as well. All to the left of the Era, as well as all the info at the top right is gone when the flickering occurs. Additionally, if I go into a City View, I'm missing the entire interface except for the build choices at the bottom.

2) If I try to Save during a flicker turn, I crash. Actually I just tried that once to be honest.

3) I AM able to go to the next turn. And it usually clears up and returns to normal. But a few turns later it will happen again. I can save as normal when it isn't flickering. I've included my save game, but it may take a turn or two to occur.

4) My folder name is the standard "Caveman2Cosmos"

Running Windows 7 x64 w/6 GB RAM, Radeon 4870 1 GB video card
 

Attachments

Just confirmed that not only does it crash when trying to save during a flicker, but it crashes when I click the Save Game button in the menu (before even getting to the file screen).
 
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.
 
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.

IRT the fort problem... that's very interesting. Now, I would say, never automate your workers (I've never liked doing so myself... they just can't think as well imo.) BUT the problem here isn't really just automation - apparently even the AI is doing this which is another problem the AI has (it has many right now.) Initially, all I can say about this is to take a look at the xml values assigned to the fort improvement - probably way too high. But it could also be a code issue in which case it could take me a while to fix it. But I'll take a look into where that portion of the code might be found and see if I can detect the problem there. (Thanks for pointing it out!)

Your second point about culture building is something we're working on now. And what's going on with the Zulu example may have something to do with an influence driven war option interacting with the fixed borders. Repairing issues with fixed borders would probably be beyond my ability right now... sorry. Still, its a good 'fix-it' bulletpoint to add to my longterm list.
 
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
 

Attachments

  • pic002.jpg
    pic002.jpg
    75.1 KB · Views: 90
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

I don't have those strange symbols in mine, unless you mean they showed up only after you implemented that new file. I will give that a shot when I get home today.

When I was playing yesterday, I noticed also that it seems the text is missing during the flashy turn. The graphic icons are still up, but the research turn and topic is missing, and basically the rest of the white text stuff.

And in City View, it still shows the Info box for the other nations located at the bottom right of the main screen (ranking, state religion, diplomatic status, etc.)

On a separate note: Should those water "goody huts" spawn angry villagers in the middle of the water?
 
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.

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?
 
<snip>
On a separate note: Should those water "goody huts" spawn angry villagers in the middle of the water?

That's a designed feature, they do go to shore the next turn.

Have not had any graphics glitches.

As for using the "Fixed Borders" option I never do and don't have the strange Worker behavior Necratoid posted about. Some of the Options take some getting used to. And some are not for everyone. I personally Never play with Revolutions on either.

JosEPh
 
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.


Have you tried using the option "Automated workers don't replace old improvements". This is the only fix I know of for the constant build mine, build cottage loop also. I believe this may have been addressed in a newer worker AI, part of Better AI, which is included in the base used by C2C. We hope to get a new base with the latest versions late May or early June, if I remember correctly.

Any resource outside the work area of all cities will get a fort. This is default BtS strategy. In RoM, AND and C2C forts will be built on desert and tundra tiles inside city work areas because this is the only improvement available which improves those tiles.

On a separate note: Should those water "goody huts" spawn angry villagers in the middle of the water?

Yes it is a "design" feature. :) I am working on changing it since the originator of the code has updated it to convert those barbarians into triremes. Not a good thing in C2C since they are much to strong for the Prehistoric Era. I have added the code but it is not firing yet. It will now provide canoes or war canoes in the Prehistoric era. War galleys or triremes in the Ancient era, Caravals and so on for later eras. As to the friendly stuff, I am debating on testing for transport ships with spare capacity rather than just sending the hapless unit to the nearest land to be swamped by barbarians.

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?

We get the Unofficial Patch from the base we build on. No idea if the base has the latest version or not.
 
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 installed the XML file and that did the trick. I didn't experience any more flashing. Thanks! I did notice that workers seemed to cause very brief lag though with this replacement, especially when I had a stack of about 15 of them. Splitting up that work force helped.
 
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...
 
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.
 
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.

Thanks, I indeed had the "New Dawn" folder but renaming that one didn't help.
 
Back
Top Bottom