Caveman 2 Cosmos

So these were just RoM and/or AND techs that just never were given background text?

Yeah, i looked at them and i wish MORE people would help out like this, this even is alittle bit of help, is really alot of help to "us" regular modders, takes some of the less (concerned) stuff to do, so thx.;)
 
Yeah, i looked at them and i wish MORE people would help out like this, this even is alittle bit of help, is really alot of help to "us" regular modders, takes some of the less (concerned) stuff to do, so thx.;)

Well I make sure all my buildings have history and strategy text. If I did not do this I could produce buildings much faster. This part takes the longest for me to look up. However I would feel like my work was incomplete if i didn't do the text.
 
Yeah, i looked at them and i wish MORE people would help out like this, this even is alittle bit of help, is really alot of help to "us" regular modders, takes some of the less (concerned) stuff to do, so thx.;)
Well I make sure all my buildings have history and strategy text. If I did not do this I could produce buildings much faster. This part takes the longest for me to look up. However I would feel like my work was incomplete if i didn't do the text.
I'm thinking of completing some of the civic building backgrounds as well, and possibly some other buildings if they don't have one. Ill check around for what I can elaborate on.
EDIT: I know that the Galactic Era techs are still in beta (or similar) but I would like to point out that the quotes for all of those techs that have the same picture and I believe relate to colonizing planets have a broken quote link. It says something like LUNAR_TOURISM_QUOTE or something similar. I'll see if I can add a quote or fix the broken link for them.
NOTE: Won't be back to my C2C installation computer until down under's Tuesday afternoon.
EDIT2: Ok, I've done it. It's on post #1819 and Heres the link for the download
 
I'm thinking of completing some of the civic building backgrounds as well, and possibly some other buildings if they don't have one. Ill check around for what I can elaborate on.
EDIT: I know that the Galactic Era techs are still in beta (or similar) but I would like to point out that the quotes for all of those techs that have the same picture and I believe relate to colonizing planets have a broken quote link. It says something like LUNAR_TOURISM_QUOTE or something similar. I'll see if I can add a quote or fix the broken link for them.

Thx, anything ATM helps out tremendously, plus i see there is another mate helping then, as with Dancing Hoskuld.
 
I like the changes you made in AI more specifically in difficulty settings in latest release. I played two games, started first as usual on immortal and with ruthless AI (ok I mostly played only with aggressive AI before) and I was shocked that AI could not only keep pace with me but I was almost the worst player. Hmm challenge I thought is a good thing. However then I saw Roman navy and stayed shocked second time. Dozens of galleys on every tile at his coast. I had like 10 units altogether and was not able to build ships(except canoes). AI production benefits was just far over the line and despite the fact he was fighting (I think) only on land he was building mostly ships in bizarre numbers. I kind of liked that AI was technologically advanced(larger nations), I didn't like that one-city nations were advanced as well(even if I play only with tech brokering, not trading).. And I guess Rome was not the only one building irrational amounts of units cause the turn times were ridiculously slow already in ancient times. I know that deity is deity but when I play on small map and in the beginning of the game turns take as long as usually in industrial era and I see so many units it's unplayable. In my opinion it would be good to lower AI production benefits on deity somewhat..

I quited that mess and started another game on emperor difficulty and It's easy and turn times are fine, I could easily win this. So I just hope that immortal diff. will be something between these two difficulties.

I just wanted to share my experience..

What I also like very much about this mod is showing actual numbers that buildings will make but corruption there is not calculated(showed) correctly. Is it only me or anyone else noticed this as well?
 
Still using version 10 of C2C, my game crashes at the same point every time, I've obtained Motorised transport via normal research and Industrialism via a great engineer, built Automobile factory in a couple of cities. The game always crashes at this point, turn 2078, the log file doesn't appear to tell me anything useful unless there's a known issue with one of the techs?

I'm sure i recall someone mentioning an issue with Industrialism, but I cannot get online to download the lastest patch (if that fixes it).....this is irritating because I was really enjoying myself even with my slow turn times.

Check out post #1740 and following in this thread. It has not been solved in 10.1 and it's uncertain whether it is solved in 10.2 since it has been released only recently and I didn't get that far yet. But I will find that out shortly(few days) in my current game(I'm in renaissance already)
 
Jungle and Jungle Camps are becoming useless again. With the added :yuck: given to Jungle tiles and the fact that the % chance for getting a Resource must be non existent, all jungle tiles are good for are for chopping down. :sad:

This has defeated the Purpose that Vincentz had for Jungle Tiles. I hope this was an accidental mistake. Otherwise the Jungle camp is a wash now. :(

JosEPh
 
Jungle and Jungle Camps are becoming useless again. With the added :yuck: given to Jungle tiles and the fact that the % chance for getting a Resource must be non existent, all jungle tiles are good for are for chopping down. :sad:

This has defeated the Purpose that Vincentz had for Jungle Tiles. I hope this was an accidental mistake. Otherwise the Jungle camp is a wash now. :(

JosEPh
Yes, I must agree that realistically, a jungle camp should have at least a 20% chance of finding a resource and jungle sickness needs to be dropped to it's original level. Is there a way to decrease sickness with a jungle camp or by era advancement?
 
Ok, so I’ve played a bit of this mod, and i kind like it... but:
The idea is nice, and some concepts also, most comes from AND...
But the major flaw( for me) is also there, there is just to much content, its overwhelming, i was with only a city and yet every turn a new building was completed, and in just a few turns the building was obsolete.

Even AND had lost of thing that i would simply cut it right out.
Have you ever heard of a simple expression "less is more"?
 
Ok, so I’ve played a bit of this mod, and i kind like it... but:
The idea is nice, and some concepts also, most comes from AND...
But the major flaw( for me) is also there, there is just to much content, its overwhelming, i was with only a city and yet every turn a new building was completed, and in just a few turns the building was obsolete.

Even AND had lost of thing that i would simply cut it right out.
Have you ever heard of a simple expression "less is more"?

Sounds like you were playing on a speed that was too fast. The optimal speed is Snail.

As for "less is more" if you want that go play AND, RoM or even Civ5. Around here we say "more is more". If you have a problem with that then this is not the mod for you. I was lectured enough about "less is more" back when helping out Afforess with AND. C2C is all about more content and the variety it brings so you never play the same game twice. I hope I don't sound to harsh but if I hear again "less is more" or Leonard Nimoy quoting "Perfection is achieved not when there is nothing left to add, but when there is nothing left to take away" I am going to scream.
 
Ok, so I’ve played a bit of this mod, and i kind like it... but:
The idea is nice, and some concepts also, most comes from AND...
But the major flaw( for me) is also there, there is just to much content, its overwhelming, i was with only a city and yet every turn a new building was completed, and in just a few turns the building was obsolete.

Even AND had lost of thing that i would simply cut it right out.
Have you ever heard of a simple expression "less is more"?

Sounds like you are playing on a faster speed that is intended. RoM and AND are designed for Marathon speed. C2C is for slower speeds still. I play on snail which seems about right for me.

On the other hand we may have the ability to make some buildings require certain game speeds I suppose. Might be worth looking into.
 
On the other hand we may have the ability to make some buildings require certain game speeds I suppose. Might be worth looking into.

We have that, its all playing AND instead. :lol:

But seriously if we did that and striped down all the stuff we would end up with something similar to AND. Sounds like a lot of work for nothing. Just because people don't want to play longer games.
 
I hope I don't sound to harsh but if I hear again "less is more" or Leonard Nimoy quoting "Perfection is achieved not when there is nothing left to add, but when there is nothing left to take away" I am going to scream.
Wise choice.
 
Sounds like you were playing on a speed that was too fast. The optimal speed is Snail.

As for "less is more" if you want that go play AND, RoM or even Civ5. Around here we say "more is more". If you have a problem with that then this is not the mod for you. I was lectured enough about "less is more" back when helping out Afforess with AND. C2C is all about more content and the variety it brings so you never play the same game twice. I hope I don't sound to harsh but if I hear again "less is more" or Leonard Nimoy quoting "Perfection is achieved not when there is nothing left to add, but when there is nothing left to take away" I am going to scream.


i hate single quote :mad: said:
Sounds like you are playing on a faster speed that is intended. RoM and AND are designed for Marathon speed. C2C is for slower speeds still. I play on snail which seems about right for me.

On the other hand we may have the ability to make some buildings require certain game speeds I suppose. Might be worth looking into.
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Yeah, maybe AND is better for me :scan:. Anyway, you weren't harsh, you were honest, and i'm just glad there is still a mod still really active in Civ4.
I was playing at slow speed, the speed i usually go. I've been playing "Community Civ4" for a few days on slow speed and still haven't achieved modern age, I'm afraid that on snail speed I won't be able to finish a game this year :crazyeye:.

But anyway thanks :goodjob:
 
I happen to like the "more is better" attitude.....it's just a shame that my laptop doesn't so much, but I can cope with turn times that go between 3 to 5 minutes. The only issue from my point of view is that the more tings that are added the greater the chance that on of those things will go wrong (as per my earlier industrialism post), downloading version 10.2 to see if that will make any difference.
 
OK EVERYONE needs to chime in on these ideas/suggestions. We have to do it this way since the ADMINs wont give us a Development Project thread: They think everyone has moved on to that crappy Civ 5 stuff, so lets prove them wrong, So everyone needs to start making posts, thx.

Are they any good, what needs to be changed, added, taken away, modified, make it feel like your having an investment here. All opinions good or otherwise are always encouraged.


http://forums.civfanatics.com/showthread.php?t=416383

and here:

http://forums.civfanatics.com/showthread.php?t=417678

and here:

http://forums.civfanatics.com/showthread.php?t=417624

and here:

http://forums.civfanatics.com/showthread.php?t=419773

and here:

http://forums.civfanatics.com/showthread.php?t=420206
 
Ok, as promised I have fixed the quotes and added as many buildings text descriptions as possible, including coining a quote off my head for The Galactic era techs. Please implement this in the next version, as I don't want to be doing this all over again :lol: The said fix will be attached later, when I have a chance. This also has the added tech backgrounds I made earlier, etc.

EDIT1: I just found that the first settler unit is called "Band of Homo sapiens sapiens" lol. I'm not sure, but I think thats needs a fix.
EDIT2: Ok, I'm just giving every galactic tech a background (despite slightly pointless names like Dualflux Quantum Temporal Rift, which I gave a background anyway) to help you guys progress in implementing it. :) That reminds me. Any tech that is unimplemented has been given an "Unimplemented" or similar strategy.
EDIT3: All done, I'll post it later when I have a chance.
 
I curent play Caveman to Cosmos v9 (acording to the 7z file) for around 1 month now but the Coperations begin to complet crushing my economy (vew hundert Gold/turn per corp on a biger city).
Is there a way in the XML or Pyton to reduce the effect of the City size for the corp effects?
(Sure I using Green Economy with Corperation Wellfare)

You should use things like the tax office, all of the court houses and banks and museums etc to offset their massive maintainence. You should try specialising cities (There is a guide to that in Strategy Guides in the Civilopedia) and using civics to reduce your corp maintainence.

If you can't do that, then just try spreading the corps to a rival and watch their economy collapse from the massive maintainence.

I think they were different originally but there has been some cross over. Perhaps we need to tidy that bit up. It should be possible in the XML, it is just a matter of getting to it.

Lol, that's where notepads find function comes in handy.

Oops, sorry for double post, wheres the delete button O.o

EDIT: I can't seem to access the Worldbuilder, is there a reason for this?
EDIT2: Seems to be that the Lock Modified Assets custom option keeps me out. This doesnt happen in BtS or in other mods? :confused:
 
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