Caveman 2 Cosmos

pi4t, I have windows 7, and to fix the issue find BTS in you start menu and right click, the click run as administrator. This should fix all of your problems,
maybe there could be 2 download options leaderheads or no leaderheads
 
I strongly think hunter/ranger should be changed.
In my game it's 310 a.d. And all civs are building hunters and rangers. My biggest opponent, sitting bull has 23 rangers defending 1 of his cities. He has 13 cities.

Maybe making it only able to attack animals will solve it?
 
I strongly think hunter/ranger should be changed.
In my game it's 310 a.d. And all civs are building hunters and rangers. My biggest opponent, sitting bull has 23 rangers defending 1 of his cities. He has 13 cities.

Maybe making it only able to attack animals will solve it?

There is a fix in for this. Both are having their attach strength dropped against all units except animals and their attach against cities also dropped. In my test game they are not building very many now.
 
I have the opposite in my current game at 500AD. The AI is building Ambushers, Healers to go with their Javilineers, Archers, and Jaguars/Axemen. But has only built a handful of Thieves, Rogues or Hunters. I've had to build Hunters and Rogues to counter the Ambushers.

And in the current state Hunters/rangers can not pillage and are reduced when attacking cities.

I don't think they need to be nerfed any more than they have been.

JosEPh
 
I tend to find that I have to station Rogues or the equivalent in each of my cities or else the AI tries to take out my workers, although I'm still not quite in the habit of adding a defensive unit to each my workers all the time.

Has anyone considered worker promotions too? I think I have seen them used in another mod a while back, possibly FFH2 somewhere, but perhaps rather than worker speed being improved by tech alone it would also be done through promotions, XP earned via worker actions, promotions might offer faster working speed and defensive capabilities at least and alternatively the more advanced improvements can only be built by "experienced" workers.
 
I have the opposite in my current game at 500AD. The AI is building Ambushers, Healers to go with their Javilineers, Archers, and Jaguars/Axemen. But has only built a handful of Thieves, Rogues or Hunters. I've had to build Hunters and Rogues to counter the Ambushers.

And in the current state Hunters/rangers can not pillage and are reduced when attacking cities.

I don't think they need to be nerfed any more than they have been.

JosEPh

For me it was like this: When the Rangers (str 8) became available, the strongest available military unit where the Tomahawk Throwers (str 4). And it stayed like that for a while. There is just no bonus that makes really up for this discrepancy.

Also, what is the purpose of these hunter/ranger units ? Right now with their high base strength they are just dominating the open field combat in their respective time. So my honest question is, is it the intention that when military slowly advanced from stone weapons to bronze weapons those new tools had nothing on those wilderness strollers in the open field ?
It just doesn't seem to make a lot of sense to me.

Those hunter/ranger units where probably intended to cope well with strong animal units. And I would be fine with them being some kind specialists in difficult territory like forests. But with their high base strength they can be used as very good all around units long into the development of much more sophisticated bronze weaponry.
 
@flitz

Personally i think the tracker/hunter/ranger should have less strength and the stone axeman and stone spearman should have more strength. Something like ...

Changes = *

Recon
Wanderer = Strength 1
Scout = Strength 2
Tracker = Strength 2
Hunter = Strength 3
Ranger = Strength 4* (Change so Rangers upgrade to Explorers.)
Explorer = Strength 8*
Adventurer = Strength 13

Melee
Clubman = Strength 2
Theif = Strength 2 (Change to Melee type)
Rogue = Strength 3
Stone Axeman = Strength 3*
Stone Spearman = Strength 3*
Javelineer = Strength 3
Neanderthal = Strength 4*
Tomahawk = Strength 4
Spearman = Strength 4
Axeman = Strength 5
Town Watchmen = Strength 5
Bandit Footpad = Strength 6
Pikeman = Strength 6
Light Swordsman = Strength 7
Assassin = Strength 8
Heavy Pikeman = Strength 9
Guard = Strength 9
Swordsman = Strength 10
Heavy Swordsman = Strength 13

Archery
Rock Thrower = Strength 1
Slinger = Strength 2
Ambusher = Strength 3
Archer = Strength 4*
Light Crossbowman = Strength 6
Longbowman = Strength 8
Crossbowman = Strength 9
Heavy Crossbowman = Strength 12
 
'bit strong on the recon in the later stages I think... otherwise a good proposition over all so long as we take into consideration the previous analysis we did on counteractions.
 
I totally agree on rangers being way overpowered for their age. And on making overall recon units line more aligned toward hunting animals/scouting rather then being main troops. As it is now very early melee troops are totally obsolete and useless (clubman, stone thrower, stone spearman) - they have same or lower strengths than recon, but recon has multiple starting bonuses and movement 2.

Also - Jaguars. Very overpowered - not only they already have built in woodsman 1,2, and no iron req for building them but they come way before axemen and swordsmen. I would suggest making Military Training as another prereq for them besides Obsidian Weapons to make it more even.
 
UPDATE Version 11.0 is now up and running, tons of new stuff, new coastal waves, new spawning system for Neanderthals, new Subdue Animals, 61 Newer Leaderheads included, around 40 newer buldings plus a "goods" system of buildings.
 
<snip>

Also - Jaguars. Very overpowered - not only they already have built in woodsman 1,2, and no iron req for building them but they come way before axemen and swordsmen. I would suggest making Military Training as another prereq for them besides Obsidian Weapons to make it more even.

I'm in Total agreement with this!

I was fighting Monty and holding my own until his Jags showed up. Then I had to beeline for Iron working (I had No copper or obsidian) and try to hold my cities with Tomahawk and archer (with the occasional Hunter/rogue/Ambusher to pick off stragglers). It was tough even while only playing on Noble level.

But New Goodies are here! :D

JosEPh
 
Hmm. Beta 11 seems to have a few too many Neanderthals showing up. After 50 turns (Deity/Eternal) 6 of the 8 AI Leaders were wiped out completely, solely by Neanderthals. Don't even need to menation (but am anyway) how hard beset I was; Couldn't build anything other than troops just to survive. Of course I did play with Raging Barbarians but even so.
 
Hmm. Beta 11 seems to have a few too many Neanderthals showing up. After 50 turns (Deity/Eternal) 6 of the 8 AI Leaders were wiped out completely, solely by Neanderthals. Don't even need to menation (but am anyway) how hard beset I was; Couldn't build anything other than troops just to survive. Of course I did play with Raging Barbarians but even so.

As designed.:mischief: If you want to tone down the neanderthals you will need to edit your copy of neanderthalSpawn.py in folder Assets/Python/DancingHoskuld. Find the code that looks like:-
Code:
# Spawn Neanderthals 
	bNoNeanderthals = false
	bRagingNeanderthals = true

Change bRagingNeanderthals to false. Or bNoNeanderthals to true. This is save game compatible but you must not be playing Civ when you make the change. Note: it will not remove any which are already in the game.

I am working on putting these in the INI file. I do not have the skill set to put them in the dll. Actually that is not true, I do not have the inclination to edit C++ ever again!
 
...although I'm still not quite in the habit of adding a defensive unit to each my workers all the time.

A very painful lesson for me too, when I had nearly a dozen workers knocked out in a handful of turns by Rangers fielded by my vassal.
 
As designed.:mischief: If you want to tone down the neanderthals you will need to edit your copy of neanderthalSpawn.py in folder Assets/Python/DancingHoskuld. Find the code that looks like:-
Code:
# Spawn Neanderthals 
	bNoNeanderthals = false
	bRagingNeanderthals = true

Change bRagingNeanderthals to false. Or bNoNeanderthals to true. This is save game compatible but you must not be playing Civ when you make the change. Note: it will not remove any which are already in the game.

I am working on putting these in the INI file. I do not have the skill set to put them in the dll. Actually that is not true, I do not have the inclination to edit C++ ever again!

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
 
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