Caveman 2 Cosmos

SO: to answer to the above, I think we may need a version update in total. I can't imagine what's going on there but I would really like to examine it. This is tough to do on a troubleshooting basis if we don't have harmonious file sets - which I don't think I'd be sure I'd have put together correctly to test koshling's file. I think there may be some other critical updates missing for these guys right now.

Sounds like a good idea, all i am waiting for right now is for someone to make that Flag for me in the ideas/suggestion thread.
 
I guess. I have not tweaked that building (however I did tweak the Oil Power Plant in the electricity mod). I suggest you take that off unless you have a good reason that oil refineries should require rivers.

Tradition - it is a RoM thing, and reality sort of. They should require coast for bulk transport purposes but that limits landlocked nations on pangea maps. If you build an oil pipe line first then maybe anywhere could build a refinery.
 
I downloaded version 005 for next war advanced, and extracted it to the mod folder in beyond the sword. When I load up beyond the sword, I see the option for 005 in the mods. When I click on it, the game reloads like it is going to start up, except it just reloads regular beyond the sword. Why is it doing this? Version 004 loaded up without problems. Is 005 a version that never worked?
 
Hey all,


I have a question regarding required files. I read that it says everything needed is included in the download (except the 10.1 and the v9 files). Does it include an up-to-date RoM as well? I already have RoM installed, however it's not the latest version. (Maybe 2.65? I'm not sure). Will I need 2.92 PLUS your mod for it all to work?


Thanks!
 
Hey all,


I have a question regarding required files. I read that it says everything needed is included in the download (except the 10.1 and the v9 files). Does it include an up-to-date RoM as well? I already have RoM installed, however it's not the latest version. (Maybe 2.65? I'm not sure). Will I need 2.92 PLUS your mod for it all to work?


Thanks!

No. It is all included. In fact you may need to remove your version of RoM to get this to work. I still haven't figured out why this is necessary.
 
No. It is all included. In fact you may need to remove your version of RoM to get this to work. I still haven't figured out why this is necessary.

OK i am ONLY guessing but i believe its because of the dll, that Afforess made, whereas it doesnt look at errors like it used to, ie look at alot of his work in the XML, it looks like modules files, but in the regular XML area.

So i am again guessing that the dll is also looking everywhere it can thus every mod that looks the same, RoM/AND/C2C, so that is why i keep my mods folder with ONLY one folder, Caveman2Cosmos, cause really i dont play anything else anyways. See screenies of what i do.

Then if i ever want to play another mod, i just cut/paste my mod (C2C) in the copy folder and cut/paste the other one in the mods folder, really quite simple. and vice versa.


EDIT: Talk about weird thing, i just had a iv raze my only city i had but because of the newer dll, they came at me full speed ahead, with alot of units, thus razing my city, now to the weird part, once it was razed, i started as a whole NEW civ? wierd:crazyeye: Actually it was pretty kool, but was lagging on techs.

Also with the new dll, this is the first time i have ever had all the Great Person stats the same 20%.:)

Plus the Barbs are a plenty all circled are barbs. And thats after 400 turns.
 
RD-I personally didn't really understand your question above... was it about this mod?

@SO: That's interesting. I didn't play with the barbarian city queues at all to the best of my knowledge (I might have attempted to free up a blockage there but that would've been all... crazy how prolific they were there.) I guess the new build priorities are going to let the AI get as aggressive as it wants to be without getting stuck somewhere along the way.
 
I uninstalled the game, now I am trying to reinstall. My cd has a scratch. I have tried tooth paste, now I smeared it with vasoline. I want version 005 to work, and I will stop at nothing to get it to work. I would appreciate some help, this is priority one above everything! This is a quest, and I will complete it! I have no game now, I want civilization back! :(
 
I tried everything to reinstall beyond the sword, but the disk is too scratched to install, though it worked fine for playing. I tried toothpaste, car wax, vasoline, steel wool, and an iron, but the disk just seemed to get scratched more. I had to fork out 2$ and buy a new beyond the sword from amazon. I am hoping when I get it, and with a fresh install, that version 005 of next war advanced will work. It will take a week to get here, so you guys have plenty of time to help me :)
 
UPDATED: 10.2 15 Apr 11 3:00 am,

New Coastal waves, newer dll, Newer Subdue Animals, newer buildings around 40, added more siege weapons.


New mapscript PerfectMongoose_v310, ported from Civ V. Dont know how it will act yet but give it a try.


Try playing two (2) levels above what you normally play , then choose Flexible Difficulty in the BUG options, plus if thats not enough check Raging Barbarians then its really fun.


Yay!

BTW I think there are more like 50 new buildings, not 40. Of those we have things like ...

- AI weighted buildings
- More Bonus Minerals
- More Bonus Seafood
- More Bonus Huntables
- "Valley of the Kings" bonus wonder.
- Wood Boat dependency chains (ex. Sail Weaver, Shipwright)
- Education dependency chains (ex. Printer's Workshop, Table Maker, Scroll Maker, etc)
- Random Buildings (ex. Video Game Arcade, Bicycle Shop, Quern)
- Plus much much more!

----

Now for some things I am working on ...

- Eduction Civic
- More Bonus Minerals
- More Bonus Crops
- Random Buildings (ex. Bardic Circle, Zen Archery, Gas Lamps)
- More Dwelling Buildings
- Space Buttons
- Space Buildings
- Embassy Wonders
- Music & Dance related Techs
- Canine Units (ex. Police Dog, Canis Superior)
- Skirmisher Units (ex. Skirmisher, Elite Skirmisher)
- Plus much much more!

Attached is my update.
  • Includes all my updates so far including the changes to the Main Interface python.
  • Does not include the experimental stuff since I got no feedback on if it was worth while ;).
  • Also you will need to redo the sound merge stuff to get the locust sounds. Although I have not seen them appear in game yet.
  • The fish may be too strong and I should probably turn it into a number of units.
  • Includes new animations from Roamty's ExoticAnimals mod, which is where the Subdue Animals mod started and/or was inspired by.
 
I got the old update (10.1) last night. Played it to almost the medieval age, then realize there's a World Wonder cap in place (leftover from RoM, I assume). Just to let you know, on the public works civic "hover" info display, some building or wonder names are in the TXT_ etc format, so they aren't displaying properly. Maybe that was fixed for the 10.2 update?

Also, What game setup settings do you guys recommend to play this on? I played it last night on a standard map with 7 AI (No barbarians), Rev mod on, turn length Normal. I was able to clip through the Prehistoric in little time (About one turn to research each tech) I was curious if that's just because of the low science value needed to research or maybe I just got lucky with a good map that provided resources, ya know? (basically, do you think it was fluke)

Question about one other thing, I noticed that "Cart paths" are researchable before "mud path" which is with "Wheel" Shouldn't it be the other way around? Cart to me implies it has wheels. Not a big deal, but just more of a semantics issue, haha!

Having tried it out, and I'll be getting the 10.2 update here shortly, It's an AMAZING mod! I thought RoM was a vast improvement to the vanilla game (and it was) but this takes it to a whole new level of in depth playing! :) Keep it up!
 
I got the old update (10.1) last night. Played it to almost the medieval age, then realize there's a World Wonder cap in place (leftover from RoM, I assume). Just to let you know, on the public works civic "hover" info display, some building or wonder names are in the TXT_ etc format, so they aren't displaying properly. Maybe that was fixed for the 10.2 update?

Also, What game setup settings do you guys recommend to play this on? I played it last night on a standard map with 7 AI (No barbarians), Rev mod on, turn length Normal. I was able to clip through the Prehistoric in little time (About one turn to research each tech) I was curious if that's just because of the low science value needed to research or maybe I just got lucky with a good map that provided resources, ya know? (basically, do you think it was fluke)

Question about one other thing, I noticed that "Cart paths" are researchable before "mud path" which is with "Wheel" Shouldn't it be the other way around? Cart to me implies it has wheels. Not a big deal, but just more of a semantics issue, haha!

Having tried it out, and I'll be getting the 10.2 update here shortly, It's an AMAZING mod! I thought RoM was a vast improvement to the vanilla game (and it was) but this takes it to a whole new level of in depth playing! :) Keep it up!

If you notice TXT_ type errors please tell us so we can fix them. We don't always notice them when testing other things.

I play on Snail speed, others play on Epic.
 
very appreciated new version!

played some round with it:

i use the "Full_of_Resources" map script.
i have some CTD with Subdue Animals stuff, when attacking some animals i get a CTD after it.
to me it seems that the animal dont belong on the type of ground it is, eg polar bear on grass

and the 17 str Locust at ~ 50 turns i a bit hard to kill only with scouts ..
 
Playing with new build, Mongolia, Genghis Khan, Prehistoric, slowest speed. Started with Gathering. Thought there was supposed to be no techs...
 
very appreciated new version!

played some round with it:

i use the "Full_of_Resources" map script.
i have some CTD with Subdue Animals stuff, when attacking some animals i get a CTD after it.
to me it seems that the animal dont belong on the type of ground it is, eg polar bear on grass

and the 17 str Locust at ~ 50 turns i a bit hard to kill only with scouts ..

The locusts should be starting of with the weak ones first and not having the strong ones until the Renaissance.:( Remove the Locust folder from Assets/Modules/DancingHoskuld/SubdueAnimals/Xtra_Animals. this wont be save game compatible. :(

In Assets/Modules/DancingHoskuld/SubdueAnimals there is a folder called z_experemental. Delete it and see if that fixes the CTD issues as all the terrain stuff is in there. Not sure if it will be save game compatible doing this.

Playing with new build, Mongolia, Genghis Khan, Prehistoric, slowest speed. Started with Gathering. Thought there was supposed to be no techs...

You probably got a goody hut or island that gave you the tech.
 
Also, What game setup settings do you guys recommend to play this on? I played it last night on a standard map with 7 AI (No barbarians), Rev mod on, turn length Normal. I was able to clip through the Prehistoric in little time (About one turn to research each tech) I was curious if that's just because of the low science value needed to research or maybe I just got lucky with a good map that provided resources, ya know? (basically, do you think it was fluke)

Custom Games are a must when you play this mod. The settings I use are as follows ...

Map: Perfect World 2 (I like how it forms realistic biomes)
Size: Standard (My computer cannot take anything bigger or I get memory allocation errors).
Era: Prehistoric (You need to get the full effect from the beginning)
Speed: Snail (Anything faster is just too fast for this mod. I would do Eternity but its too slow for me).
New World Rules: Start in Old World (This makes it so I can found colonies later)
Pangaea Rules: (Either Choice is fine. I have yet to see an advantage to either other than more land wars on Pangaea)
Wrap Options: Cylinder (I just like this setting)
Team Rules: (I don't play on teams so it doesn't matter)

Options (Only listing the ones I check off)
- City Flipping After Conquest (I like how you can get back cities with culture)
- No Revolutions (While I loved this feature of the game, it just gave me too many errors and CTD. I would gladly unchecked this when its safer to play with on.)
- Start As Minor Civ (This is a MUST!! I love this option.)
- Multiple Production (Can help out not to waste hammers on overflow)
- Multiple Research (Not sure how this helps but I use it anyways)
- Usable Mountains (This is such an awesome mod. Not sure why its not just required.)
- Fixed Cultural Borders (Whatever. It sounds cool so I use it.)
- Surround and Destroy (I have not used it much but it sounds cool).
- Advanced Diplomacy (It makes AI interactions so much more interesting)
- Barbarian Generals (Makes them more fun to battle)
- Assimilation (This is such a cool feature. t makes my empires really feel like I have conquered other cultures. Plus getting their Unique units is spiffy as well.)
- Great Commanders (Makes battles more fun)
- Culturally Linked Starts (I am not sure if this always works out. But it sounds good in theory)
- Personalized Maps (Helps me keep track of locations on the map. Also it gives it a more personal touch).
- Advanced Economy (Not sure how it works, but it sounds cool).
- Realistic Culture Spread (I find this makes the game a bit more challenging. Which I like.)
- Larger Cities (A must have if you are going all the way to the Trans-Human Era)
- Religious Decay (A must have since there are TONS of types of religions.)
- Barbarians Always Raze (I have been trying this out. Not sure what I think of it.)
- United Nations (A must have if you pick Mastery Victory)
- Advanced Espionage (Come on its spies! Why would you not want this?)
- Guilds (Makes the most out of the Medieval Era.)
- Modern Corporations (Makes the most out of the Modern Era)
- Advanced Nukes (Shout out to Civ Fuehrer and his awesome mod!)
- Divine Prophets (I really like being able to NOT found a religion if i don't want to)

Victories (Only listing the ones I check off)
- Mastery (This is all you need since its all of them combined into one.)

BUG Menu (Non-Default Stuff I check off)
- Hide Un-Constructable Buildings (Makes it easier to see what I can build)
- Hide Un-Constructable Units (Makes it easier to see what I can build)
- Resource Depletion (This just makes it more realistic for me for resources to run out over time.)
- Terrain Damage (This makes the game much more interesting for me if i get hurt from deserts and tundra. Without it I feel like I am cheating.)
- All Diplomacy Settings (I like Trading units and having more advanced Diplomacy Options)
 
Hello everyone,

It took me a long time but I finally found out what is causing CTD on some PCs after researching industrialism and trying to go to city screen.. Problematic are two buildings - Power lines and Coal Plant.

After I research industrialism and go to the city where are no Power Lines everything is fine. When I go to the city in which Power Lines are built and Coal Plant is built - everything is fine. When I switch to city where Power Lines are built but Coal Plant is NOT built - game ALWAYS crashes to desktop.

This is quite strange but I tried a lot of different building combinations in two different games and this is where game crashes.
So everyone who's experiencing Industrialism crash simply go to world editor and try to put Coal Plant to all your cities and you should be able to play on.. However more testing is needed cause there is a slight chance that more advanced power plants later in game or AI players could be problematic as well..

I kindly ask modders to look into this, there is obviously a bug somewhere between Power lines/Coal Plant/Industrialism.

Thanks

Perhaps I will finally make it into modern age this time :-)
 
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