Caveman 2 Cosmos

Spoiler :
5714390339_9d30a365bc_b.jpg


What did I do wrong? D: I installed the latest version and this happened...
 
Spoiler :
5714390339_9d30a365bc_b.jpg


What did I do wrong? D: I installed the latest version and this happened...

That usually happens on a 32 bit OS, when graphics are low, but sometimes can happen on a 64 bit also, when you get a bad FPK PAK downloaded, so all i can say for now is download another copy and see if that helps, sorry.:blush:


EDIT: For all those that want MORE options in the units area, use the "Lady Bug" (top left corner) and change to your hearts content, i forgot i used my user settings, sorry.:blush:
 
That usually happens on a 32 bit OS, when graphics are low, but sometimes can happen on a 64 bit also, when you get a bad FPK PAK downloaded, so all i can say for now is download another copy and see if that helps, sorry.:blush:
Oh, alright, I think I run on 64...
Will do. :]
 
I cant tone it down much more, i took it from a probability of 5 down to a 2 already, i guess i will try on one, HEY wait you said Raging Barbs, no wonder, but i still toned them down from 10 to 7, so playing with Raging is REALLY now playing with Raging Barbs. I guess i can still put it down to maybe 5??:mischief:

And YES DH i saw your:mischief: so here:p

Actually RagingNeanderthals uses the wrong algorythm. It is 2% per plot per turn. With 40 potential plots that is 80% chance of a Neanderthal every turn. Where as if you turn it off the chance is based on map size and game speed it drops to about 5-10% of one every turn. Plus if there is a unit near enough to see the spawn point it won't happen. :) Big difference.

I have found that having some Neanderthals is a good thing. So I am working on ending up with "no", "few", "some" and "many" as the options. With few having an absolute limit on how many on the map at a time. Still all in design phase atm.
 
Actually RagingNeanderthals uses the wrong algorythm. It is 2% per plot per turn. With 40 potential plots that is 80% chance of a Neanderthal every turn. Where as if you turn it off the chance is based on map size and game speed it drops to about 5-10% of one every turn. Plus if there is a unit near enough to see the spawn point it won't happen. :) Big difference.

I have found that having some Neanderthals is a good thing. So I am working on ending up with "no", "few", "some" and "many" as the options. With few having an absolute limit on how many on the map at a time. Still all in design phase atm.

Oh, now that sounds 10 times better, thx.;)
 
I was thinking that I'd never seen a neanderthal unit. Although as more things get added I have to keep going down to a smaller map to get the game to run into the later parts of the game....could be on a duel map soon!!

Wondering though would a duel map still generate all of the requires resources naturally, or would a player perhaps rely on the great farmer to generate what-ever is missing?

I also got no response on the worker promotions thought?
 
AS long as nobody from CFC or this mod, has anything to do with illegal content, then ok.

Afaik it is one of oldest and most widely used russian torrent tracker, and moderators actively ban copyright breaking torrents (due to which i lately use other trackers :) ).
 
EDIT: For all those that want MORE options in the units area, use the "Lady Bug" (top left corner) and change to your hearts content, i forgot i used my user settings, sorry.:blush:

I have this bug only then i add Custom Civilizations files,
with previous version of mod all was fine,

Please tell more - what I must change?
 
I have this bug only then i add Custom Civilizations files,
with previous version of mod all was fine,

Please tell more - what I must change?

As it says with the paragraph "Extra civs, Being worked on, might not work properly yet

If your talking about the "Lady Bug" anything you want, if you dont want it in the mod your playing uncheck it.
 
Whats with all the spawning of Neanderthals? Hows it supposed to work?

Only i am playing with standard settings (not raging) and there is a particular square where they spawn pretty much every turn. There is no camp there and even after i occupied the square then a s soon as i move away (but still adjacent) they start respawning again. I have seen the posts above about this and assume its a bug. Looking forward to the fix as this is my favourite mod :)

thanks
 
Whats with all the spawning of Neanderthals? Hows it supposed to work?

Only i am playing with standard settings (not raging) and there is a particular square where they spawn pretty much every turn. There is no camp there and even after i occupied the square then a s soon as i move away (but still adjacent) they start respawning again. I have seen the posts above about this and assume its a bug. Looking forward to the fix as this is my favourite mod :)

thanks

No, that is exactly how it was requested. See this post on how to change it.
 
Can I place the mod file on Moderator Action: *snip* linking this site is not anymore allowed here.
?

AS long as nobody from CFC or this mod, has anything to do with illegal content, then ok.

I placed mod on Moderator Action: *snip* linking this site is not anymore allowed here.

If you have any wishes about topic view - I listen...

P.S may be good idea when torrent will be checked, place link to him on firts page...
 
Come on guys, The Manhattan Project - national wonder that costs 750 hammers? You can't be serious...:wallbash::wallbash::wallbash:

And The Three Gorges Dam adds 250 hammers to city BASE production..? That's WAY too much. +100 would be more than enough..
 
And The Three Gorges Dam adds 250 hammers to city BASE production..? That's WAY too much. +100 would be more than enough..

The Power buildings are based on Megawatts. 100 MW equals +1:hammers:. Note some of the low end power plants like the Tidal Farm (4 MW), Wave Farm (15 MW) and Wind Farm (25 MW) are less than 100 MW so they were round up to +1:hammers:.

Meanwhile on the other end of the spectrum buildings like the Nuclear Power Plant (1,500 MW), Three Gorges Dam (25,000 MW), and Fusion Power Plant (1,000,000 MW) tip the scales in an insane amount of :hammers:.

But once we get the space stuff put in place you will need all the hammers you can get just to build them.
 
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