Caveman 2 Cosmos

Hi,

About the whine:
That with the ressource "Alcohol" was exactly what I meant.

And about the "wool" and "textiles" ressources:
Sounds really fine that way. That means that it should be possible to build most of wooden ships in any coastal city with the ressources "prime timber" and "cloth" or "textiles" and maybe "iron" and "copper" (or "tools" - see my former post about the "iron" and "copper" ressource paths), right?

So, there are only a few open question at the moment:
Why are the "horses" or "camels" local ressources at the moment? Horses (and camels, too) have been a very important strategic ressource in the past and they have been spread typically over the whole country because of that.

And what do you think about a similar ressource path for "copper" and "iron" (ore) as I have explained it in my former post?
 
I did download Hydromancerx's fix and copied to the mod folder. After I started new game I noticed few things. First all my Education Civics have pink squares instead of something and some of the national wonders so called "National breeders" do not have icons also plus whenever I want to build one, let say National Elephant Breeder I do get CTD. Is that some new stuff with something missing? I do not remember National Breeders previously.
 
I have not experienced problems like that.
I deleted the hydro folder and the .fpk file first then replaced them.
Maybe that helps?

Thanks!
So stupid of me... I didn't replace .fpk where it was, just copied to the lower folder structure. After correcting .fpk placement and overwriting old one everything looks normal.I will try with the wonders now.
 
I just loaded my previos savegame and the background on the map is black and I can barely see some units. This happens no matter what savegame I load.
Anyone know how to fix this?
 
I did download Hydromancerx's fix and copied to the mod folder. After I started new game I noticed few things. First all my Education Civics have pink squares instead of something and some of the national wonders so called "National breeders" do not have icons also plus whenever I want to build one, let say National Elephant Breeder I do get CTD. Is that some new stuff with something missing? I do not remember National Breeders previously.

First this is not save compatible. 2nd you need to delete the "Hydro" folder under "Modules" before adding it. Third the Hydro.FPK goes in the "Assets" folder and must also be deleted before adding the new file. In short with my files always delete and the replace since I always include all my stuff (unless its a "mini patch", which this is not).

I just loaded my previos savegame and the background on the map is black and I can barely see some units. This happens no matter what savegame I laod.
Anyone know how to fix this?

If you used my update then you need to start a new game. If you did not update your game with a new version then I have no idea. Best you just start up a new game.
 
I started a new game after I installed your folder.
I got it working again after I loaded a autosave. No more black background.

I just noticed that when I came to turn 2230 BC it said January.
I am playing on slow marathon now.
Is this correct that it should say January?
 
Have three question-marks for the game as it stands now (10.2):

1. With Hunters downgraded from 4 to 3 in strength should not Rangers also be reduced in strength.
As it stands now the AI doesn't really use them much so building an army of Rangers is pretty OP (Immortal Difficulty, Eternity speed, all AI in teams of 2 and I am wasting three AI players with one Great General and 10 Rangers from turn 930 through 1050).
(edit) Str of 5 would be enough for all and any animals (even 4) or str of 6 with -50% city attack, making them still great at attacking and defending against other enemy unit types in wilderness areas but sucky at city conquering (which is as it should be). (/edit)

2. Monster Fish??? Really? *laugh* Ok, some more hazards at sea might be good for Speed Bumping but in all honesty hundreds (maybe a bit less but feels like hundreds on an Archipelago Map) of Monster Fish with Str:22 seems a bit much. A few Krakens, a few schools of Whales that only defend (whalefishing anyone), reoccuring random Errant Weather Events (less with navigational techs) unless following coasts, maybe a great white shark or two; just Str 22 Monster Fish seem not only improbable in our own history but sliiiightly overpowered too.

3. Resource dropping (attacking an animal and getting a new resource) in my opinion currently has two major flaws. My question really is if there are any plans to fix those flaws as well as finding out if they are considered flaws by the modulers?
3.a. Resource Dropping removes any previous resource in the plot. Don't know how many times I've avoided horses and deer and so on just so they wouldn't happen to remove an apple or lemon or so. Especially bad is the little fact of resources not yet discovered. Checked the world builder once to find out if Resource Dropping removed undiscovered techs and figured out that an Iron Resource was lost to a Bison Resource. Should this be?
3.b. Core area: really got to live with the resources on hand (apart from farms and mines offering a slim chance of getting a new resource) in the first and possibly through to the forth city (depending on how fast one expands). Cities after that one has time to wait out animals and have deer, ivory, horses, and so on, in abundance if really lucky. Isn't there any way to add an option to use one or more animals to drop resources on any plot? Say 2 Deer used creates a Deer Resource.
3.c. Not really a flaw; rather something I think is missing; Fur is a very rare resource, not at all reflecting the amount of fur that really was around. Might be able to add as drop from bears, lions, tigers, wolves; the animals that have a good fur but aren't dropping other resources, as well as increasing the base amount around?

Cheers
 
Hey guys,
sorry for being too lazy for using the search-tool. I just wanted to know if the annoying "waiting for other civilizations..." bug/crash is still in this RoM:AND based Mod. If not, C2C could be my new favorite Mod for Civilization.
Thank you for responding.
Greetings from Germany
 
Have three question-marks for the game as it stands now (10.2):

1. With Hunters downgraded from 4 to 3 in strength should not Rangers also be reduced in strength.
As it stands now the AI doesn't really use them much so building an army of Rangers is pretty OP (Immortal Difficulty, Eternity speed, all AI in teams of 2 and I am wasting three AI players with one Great General and 10 Rangers from turn 930 through 1050).
(edit) Str of 5 would be enough for all and any animals (even 4) or str of 6 with -50% city attack, making them still great at attacking and defending against other enemy unit types in wilderness areas but sucky at city conquering (which is as it should be). (/edit)

First comment on this. :) I have seen the AI use armies of rangers but had not gotten round to seeing what I could do about it.

2. Monster Fish??? Really? *laugh* Ok, some more hazards at sea might be good for Speed Bumping but in all honesty hundreds (maybe a bit less but feels like hundreds on an Archipelago Map) of Monster Fish with Str:22 seems a bit much. A few Krakens, a few schools of Whales that only defend (whalefishing anyone), reoccuring random Errant Weather Events (less with navigational techs) unless following coasts, maybe a great white shark or two; just Str 22 Monster Fish seem not only improbable in our own history but sliiiightly overpowered too.

Then remove them. I made them modular so they could be. It wont be save game compatible. Remove the folder Leviathan from Modules/DancingHoskuld/SubdueAnimals/Xtra_Animals. There is a problem with the number of sea creatures being spawned slowing down the game. That is why the kraken was removed. There are no graphics for any other sea creatures. We were lucky that Vincentz wanted alligators in his mod otherwise we would not have any at all.

3. Resource dropping (attacking an animal and getting a new resource) in my opinion currently has two major flaws. My question really is if there are any plans to fix those flaws as well as finding out if they are considered flaws by the modulers?
3.a. Resource Dropping removes any previous resource in the plot. Don't know how many times I've avoided horses and deer and so on just so they wouldn't happen to remove an apple or lemon or so. Especially bad is the little fact of resources not yet discovered. Checked the world builder once to find out if Resource Dropping removed undiscovered techs and figured out that an Iron Resource was lost to a Bison Resource. Should this be?

Gak! I had fixed this but it is not in the current code so I probably forgot to post it. It is easily fixed.

3.b. Core area: really got to live with the resources on hand (apart from farms and mines offering a slim chance of getting a new resource) in the first and possibly through to the forth city (depending on how fast one expands). Cities after that one has time to wait out animals and have deer, ivory, horses, and so on, in abundance if really lucky. Isn't there any way to add an option to use one or more animals to drop resources on any plot? Say 2 Deer used creates a Deer Resource.

Can't figure out how to make it require more than one unit to place a resource. Can make a unit plant a resource. It will probably increase game turn time noticably.

3.c. Not really a flaw; rather something I think is missing; Fur is a very rare resource, not at all reflecting the amount of fur that really was around. Might be able to add as drop from bears, lions, tigers, wolves; the animals that have a good fur but aren't dropping other resources, as well as increasing the base amount around?

Cheers

Both are possible. I would need to think on it since I would need to drop the probability of it happening since multiple animals can do it otherwise the map may become covered in fur.
 
Am I the only one that Loves the Tadpoles?!! I want them and in Hordes!? Swarms!? Schools!? What ever it's called for wads of them! :lol:

Now if they could only be Harvested for Food and Hammers that would be Icing on the Tadpole Cake! Like Whales but by Frigates and Galleons instead of Workboats. But even a Monster fish harvesting Workboat would be :cool: too!

And is being historically accurate C2C's Goal? Thought that was RoM's?

JosEPh ;)
 
Am I the only one that Loves the Tadpoles?!! I want them and in Hordes!? Swarms!? Schools!? What ever it's called for wads of them! :lol:

Now if they could only be Harvested for Food and Hammers that would be Icing on the Tadpole Cake! Like Whales but by Frigates and Galleons instead of Workboats. But even a Monster fish harvesting Workboat would be :cool: too!

And is being historically accurate C2C's Goal? Thought that was RoM's?

JosEPh ;)

So what would you suggest as a suitable return on killing a tadpole:)?
 
Depending upon the Era a fish that size should feed a city for a bit. The bones would have early era uses for building purposes (and later era for medicinal) and the oil would have a commercial value too both early and late eras. (Heck in pre and ancient eras the scales could be used as shields and armor...Hydro should Love that idea! ;) ) The eyes could be sold as delicacies for gold.

Whale workboats come almost too late in the game to be anything more than a novelty. I would suppose that the tadpoles should give similar returns but over more eras.

And with a return they would soon be hunted into extinction by greedy empires giving a commercial Boom/Bust cycle like whaling did/has.

Now it would depend on the "return" system. If it would be like hunting the different subdued animals in the game as it is now set up, the tadpole should give at least 5 food and 4 hammers and 3 gold to the city that produced the tadpole killer vessel(s). I know some would say that was OP but not really considering the size and the effort to "harvest" one.

If it's a more Resource based system then you would have to make the tadpoles become "fixed to a specific tile for continued harvesting and they could have returns in line with fish/shrimp/crab. But I would think this might be a harder system to implement. IDK.

I hope I didn't ramble too much.

JosEPh :)
 
Depending upon the Era a fish that size should feed a city for a bit. The bones would have early era uses for building purposes (and later era for medicinal) and the oil would have a commercial value too both early and late eras. (Heck in pre and ancient eras the scales could be used as shields and armor...Hydro should Love that idea! ;) ) The eyes could be sold as delicacies for gold.

Whale workboats come almost too late in the game to be anything more than a novelty. I would suppose that the tadpoles should give similar returns but over more eras.

And with a return they would soon be hunted into extinction by greedy empires giving a commercial Boom/Bust cycle like whaling did/has.

Now it would depend on the "return" system. If it would be like hunting the different subdued animals in the game as it is now set up, the tadpole should give at least 5 food and 4 hammers and 3 gold to the city that produced the tadpole killer vessel(s). I know some would say that was OP but not really considering the size and the effort to "harvest" one.

If it's a more Resource based system then you would have to make the tadpoles become "fixed to a specific tile for continued harvesting and they could have returns in line with fish/shrimp/crab. But I would think this might be a harder system to implement. IDK.

I hope I didn't ramble too much.

JosEPh :)

Interesting, I had the same numbers. I am slowly introducing a gold return for some animals. Unfortunately we have reached the limit with resources at the moment. I wonder if I can make a terrain feature....
 
Am I the only one that Loves the Tadpoles?!! I want them and in Hordes!? Swarms!? Schools!? What ever it's called for wads of them! :lol:

Now if they could only be Harvested for Food and Hammers that would be Icing on the Tadpole Cake! Like Whales but by Frigates and Galleons instead of Workboats. But even a Monster fish harvesting Workboat would be :cool: too!

And is being historically accurate C2C's Goal? Thought that was RoM's?

JosEPh ;)

I would not say historically accurate but scientifically accurate would be nice. I want to avoid magic, mythical creatures and other paranormal stuff. As for alternative timeline stuff like steampunk or mammoth riders in my opinion are scientifically plausible since mammoths and humans did exist at the same time and could have been domesticated like Asian elephants were in an alternative timeline. if was say dinosaur riders then I would say no because dinosaurs and humans did not exist at the same time. Since there are not any giant tadpoles then I consider this being just a mythical creature and should not be included.

As i have said before plausible sea monsters would be ...

- Shark
- Saltwater Crocodile
- Whale (Sperm Whale or Orca)
- Giant Squid

They are big enough to hurt boats and exist in real life.
 
3 things.

1)
I do not know if the animals works correctly.
When I kill a animal and get food and while building a Tribe or settler,
the time it takes to make the unit do not go down.
I do not notice it takes less time for the city to upgrade when I kill animals either.
Maybe the game dont understand its getting food and hammers?

2)
Is the Lascaux paintings working correctly? I built it and it is suppose to be obsolete when I research Mystisicm.
Now when I try to build The Valley of the Kings, it says only 5 world wonders per city. I have Oracle, Stonehenge, Pyramids and The Sphinx.

3)
The AI do not understand how to defeat a rouge properly.
I used a rouge and stole 15 workers from Isabella until i got tired of it.
 
I believe there are plans for the next version to make the hidden nationality units national units, and add in detection units earlier so you get some more defense against them.

Does the AI actually build detection units ? I mean not only randomly but more as a fixed part of its strategy. Because in my first game with this mod (on prince) I'm running around my neighbour's territory for decades now with my two Rogues, keep stealing workers and destroying tile improvements without any resistance.
It feels like an exploit already.
 
3 things.

I do not know if the animals works correctly.
When I kill a animal and get food and while building a Tribe or settler,
the time it takes to make the unit do not go down.
I do not notice it takes less time for the city to upgrade when I kill animals either.
Maybe the game dont understand its getting food and hammers?


The AI do not understand how to defeat a rouge properly.
I used a rouge and stole 15 workers from Isabella until i got tired of it.

Does the AI actually build detection units ? I mean not only randomly but more as a fixed part of its strategy. Because in my first game with this mod (on prince) I'm running around my neighbor's territory for decades now with my two Rogues, keep stealing workers and destroying tile improvements without any resistance.
It feels like an exploit already.

It has been fixed in the next update, no more EXPLOITING of the workers. Plus alot more changes have been included that will make this next update even better.
 
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