Caveman 2 Cosmos

sorry, i was a little inarticulate in my last post. the issue remains:


1.) I have Civ4 Complete and/or Vista and I've installed your modpack but when I play a game I can see the map & my units but not any interface or command buttons. Why is this & how do you fix it?
This is a problem that can happen with modpacks that include the BUG Mod and Civ4 Complete installations. Basically, Civ4 Complete places its registry entries in a different location than the normal Civ4 installation & thus causes problems with the BUG Mod.

The fix involves editing your Windows registry as described in the following link (Post#12):

http://forums.civfanatics.com/showth...te#post6367044


I clicked the link but in post 12 from azzer the screenshots are gone so i dont know what to do to fix the problem.
i would be most grateful for another link or even a helpful person who could repost it somewhere.

thank you in advance.:)
 
@Vaya

I have been trying to figurine out why. I first thought it was because I had it set for the Coal Plant, Super Coal Plant and High-Tech Coal Plant to replace each other. But in the default Coal Plant it does the same thing except between the Coal Plant, Nuclear Plant and Hydro Plant. So I m guessing that that is not the problem as I originally thought, if it was already like that for the default power plants.

My next hunch was the Power Lines, however its the simplest of them all. Thus I am stumped at the moment on whats causing it.

Hmm now I tried to replace Coal Power Plant with Super Coal PP or Hight-tech Coal PP and it did not crash either. I should have tried that sooner.. However with any other PP or with no PP it immediately crashes when I try to run city screen. Weird
 
Hmm now I tried to replace Coal Power Plant with Super Coal PP or Hight-tech Coal PP and it did not crash either. I should have tried that sooner.. However with any other PP or with no PP it immediately crashes when I try to run city screen. Weird

Wait this tells me something. I bet its the "power" tag. Back in normal Civ4 you could only have 1 power plant at a time. Which ment there was only one building providing power at once. Originally I had the power lines only provide power and the power plants produced extra hammers depending upon how powerful they were in real life. However someone commented and said this was backwards and the power plants should be providing power. So I changed it. I am betting that having more than one building providing power is messing things up. I am going to change it back and post an update with the fix shorty so you can test it out and see if that's the problem.

EDIT: Here is an update with the fix.
 
Wait this tells me something. I bet its the "power" tag. Back in normal Civ4 you could only have 1 power plant at a time. Which ment there was only one building providing power at once. Originally I had the power lines only provide power and the power plants produced extra hammers depending upon how powerful they were in real life. However someone commented and said this was backwards and the power plants should be providing power. So I changed it. I am betting that having more than one building providing power is messing things up. I am going to change it back and post an update with the fix shorty so you can test it out and see if that's the problem.

EDIT: Here is an update with the fix.

Is this a COMPLETE update for your files(uptodate):confused:

Reason, your update HERE says 12/20/10 for the FPK but the one i have has 4/27/11?

Plus i dont know what you changed?
 
Ack! I uploaded the wrong file! That was a really old one from before we changed the named to C2C. Here is the correct one. Sorry about that everyone. :blush:

Yeah! A fix!
What do I do with this file once I download it?
Never mind, I figured it out. The archive was lacking the complete directory tree.

Awesome mod all you guys!

I'm going to have to start a new game on a slower speed. I thought epic was slow, but researching one or more techs every turn is a bit crazy.
 
@little_cyclone

Here is a tree to show how things work ...

I'm not sure your diagram is quite right. That or I'm doing something funny. I have been able to build the sail weaver in many of my cities, but I've only been able to build the rope weaver in once city.

Did I mention this mod is super cool?
Well, it is.
 
Yeah the boat thing is a bit annoying, too much of a requirement, especially as the tree isn't obvious (to me anyway)....but then I do hide buildings that I cannot build, I like surprises.

Additionally, Pirate civ? brilliant!!....now all we need are some atlanteans and maybe some advanced southern american civ too. Civs that whilst a little unusual arent entirely outside of known or believed history (be it mythical or not).

I also considered that what could be a good additional part of this mod....or perhaps even a whole new mod, Evolution Era, a section BEFORE mankind.....not sure how research and cities would work though, could lead to a whole new way of playing the game....something for the future perhaps although at the moment I just want to see if I can make it past industrialism.

Also, why isn't Limited Religions working? I had it enabled in the custom game start-up and cannot see anything within the BUG options screen to also enable it?
 
Hi folks!

I agree with cyclon about the ressource and building requirement issue.

Here is just one example of what it could cause if still handled in the actual way:
I had no horse ressource in my near. I traded one horse ressource in. But it was useless to me, because to be able to use that ressource it has to be in the citiy's vincinity (for being able to build a horse farm). I had to use a great farmer to place a horse ressource nearby a city.
But then I was just able to build horse base units only in that city.

Cyclons first suggeston about how to handle prerequisites of ressources and buildings is a good basis to go on from there I think.
Let's explain:

The most (and normally more advanced and transportable) ressources needed just to be somewhere in the nations vincinity to be usable for that country in the past and today. If neccessary that ressources have been traded or transported to the places where they were needed in the past like we do it today.
On the other hand some (mostly more basic) ressources are bound to local places (iron , copper, animal herds, corn, wheat,...).
Because of that it makes sense to bind some key buildings to a (basic) ressource in a city's vincinity, maybe to provide new (advanced and transportable) ressources.
For example:
A whinery should only be build with grapes in the city's vincinity. But the new ressource - whine - is accessable for the whole country.
A sheep farm should only be build with sheeps in the city's vincinity to provide the ressource Wool. Wool is a transportable basic ressource. Because of that a weavery could be build everywhere in the country. A weavery provides the transportabe advanced ressource cloth. A shipyard needs cloth to build ships. A tailor shop needs cloth to provide clothes.
A horse farm should only be build with horses in the city's vincinity to provide the advanced and transportable ressource 'Subdued Horses'. 'Subdued Horses' are neccessary to build military units like the horse archer or the cavalry.
The basic ressources iron ore or copper ore need a iron mine or copper mine in the nearby city to provide the more advanced ressources iron or copper. A forge could make metal tools (think there about another path for stone tools) and a weapons forge weapons out of it. Weapons are neccessary for the swordsman or the maceman and so on. Metal tools can boost the production of other buildings or speed up the workers.

For some basic biological ressources like cow, corn, or wheat it would make sense to place some buildings which are only available to the nearby city's vincinity to produce more food. Because of that it could make sense to place more of those ressources within te own nations borders. Because of that placing some basic biological ressources to a proper place within a nations vincinity becomes a critical issue and therefore it shoud be possible to build more than just one great farmer per nation at once. I think there should be at least about three to five national units, maybe depending on the number of cities a nation has.
Think about a similar path for terraforming. That could be done with engineer units.

To handle ressources in this suggested way would reflect the past much better than to bind some key ressources like horses to a city's vincinity, because that restricts those ressources to much to reflect the past properly.
 
Yeah, Limited Religions was hardcoded into the dll in the most recent AND. I've been trying to fix it but its been a pain in the arse. I plan to work on making it function along with Divine Prophets this weekend. Then, I may remove all the coding in the dll regarding Limited Religions so we can install the Python version. But that may still take some adjusting in the Python if it is played along with Divine Prophets. Its a hair pulling experience trying to figure out where its all going wrong.
 
Yeah, Limited Religions was hardcoded into the dll in the most recent AND. I've been trying to fix it but its been a pain in the arse. I plan to work on making it function along with Divine Prophets this weekend. Then, I may remove all the coding in the dll regarding Limited Religions so we can install the Python version. But that may still take some adjusting in the Python if it is played along with Divine Prophets. Its a hair pulling experience trying to figure out where its all going wrong.

Best thing to do is take a look at the DCMRev source code, thats where it all begins.
 
There are some slight differences, but they extend into some calls to places I haven't figured out where yet... and I couldn't be sure if they were merely ways to adapt to some other realms of programming that we don't utilize in this code... I'll take another look. Good thinking to go back to that though.

Still... I think their codes may have some flaws in even the most recent versions since I fixed some errors that were taking place in team hotseat play that seem left alone in their coding. It may be that my 'fix' doesn't allow LR to 'work' correctly though as I'm a little lost on some of what their LR codes are trying to accomplish in some places. But then, that's probably because I really haven't wrapped my head around every consideration that must be taken into account for to properly program LR.
 
I did discover that opening and then closing the BUG options screen does seem to activate LR even though there's nothing visible in the screens that controls it.
 
I have downloaded this mod from both the normal link and the utorrent and both of them have arrived on my machine with corrupted or unusable files. Is there another mirror I can download from? I'm beginning to wonder if it's something on my end as both A New Dawn and Sword Of Islam were doing the exact same thing, but the only downloads that appear to be affected are specifically Civ 4 mods. Everything else downloads just fine. Hopefully someone can post another mirror for this mod and I can see if it will work from there.

Alternatively, looking through the corrupted files on my last download, the only ones that appear to be important are "C2C.ink", "Saved.ink", and "CvGameCoreDLL.dll". I may just need to download those from a clean source. At a bit of a loss as it seems like every mod on this site ends up corrupted somehow.

Edit: This is the strangest thing. I tried extracting the file to my desktop and it managed to extract without a hitch. Copy and Pasted the folder into my mods folder and the game is running just fine now. This is really friggin' wierd, but at least it works now.
 
I have downloaded this mod from both the normal link and the utorrent and both of them have arrived on my machine with corrupted or unusable files. Is there another mirror I can download from? I'm beginning to wonder if it's something on my end as both A New Dawn and Sword Of Islam were doing the exact same thing, but the only downloads that appear to be affected are specifically Civ 4 mods. Everything else downloads just fine. Hopefully someone can post another mirror for this mod and I can see if it will work from there.

Alternatively, looking through the corrupted files on my last download, the only ones that appear to be important are "C2C.ink", "Saved.ink", and "CvGameCoreDLL.dll". I may just need to download those from a clean source. At a bit of a loss as it seems like every mod on this site ends up corrupted somehow.

Edit: This is the strangest thing. I tried extracting the file to my desktop and it managed to extract without a hitch. Copy and Pasted the folder into my mods folder and the game is running just fine now. This is really friggin' wierd, but at least it works now.

Some others have reported the same thing and found the same solution. It is just so rare we forget this particular problem and solution.
 
For example:
A whinery should only be build with grapes in the city's vincinity. But the new ressource - whine - is accessable for the whole country.

We have some of this in place already. The Winery, Distillery and Brewery are all liked to vicinity resources. However the resource of "Alcohol" is a national commodity that is spread across the entire empire and can be traded.

A sheep farm should only be build with sheeps in the city's vincinity to provide the ressource Wool. Wool is a transportable basic ressource. Because of that a weavery could be build everywhere in the country. A weavery provides the transportabe advanced ressource cloth. A shipyard needs cloth to build ships. A tailor shop needs cloth to provide clothes.

I am trying to get them to put back wool and textiles resource back in the game so sheep would be local but wool and textiles would not be. Note that the wool would be produced at the Sheer's Barn since its not only sheep that make wool. Alpacas, Yaks, Goats and other animals make wool too.
 
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