Caveman 2 Cosmos

I have been playing this mod for a while and signed up to ask a few things about it.

Firstly, some parts of the market upgrade line don't seem like very good buildings. I am talking about the Supermarket and Hypermarket. The supermarket gives +30% WE and +18% trade route yield as compared to the trading post's +15% WE and +25% trade route yield. I was wondering however if this was intentional?
 
Ok so attached is the screenshot that you asked for with the graphical errors. I couldn't hover over them however to see what they were because as soon as I moved my mouse the screen would disappear.

Also, could someone tell me how to install the extra leaderheads pack on to C2C so I can enjoy the game even more? Thanks!
 

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Ok so attached is the screenshot that you asked for with the graphical errors. I couldn't hover over them however to see what they were because as soon as I moved my mouse the screen would disappear.

Also, could someone tell me how to install the extra leaderheads pack on to C2C so I can enjoy the game even more? Thanks!

Thanks for the screenshot.

@StrategyOnly - the two techs giving the pink blobs are TECH_CLOUD_PATTERNS and TECH_LONG_RANGE_FORECASTING. The XML claims their button art is in 'Art/Interface/Buttons/TechTree/Cloud Patterns.dds' and 'Art/Interface/Buttons/TechTree/Long-Range Forecasting.dds' respectively. Since those folders don't exist I assume they now live in one of the FPKs. I am about 2 days out of date right now, so it's possible I guess you already fixed this, but could you check those assets are correctly in the FPK? You can easily verify the reported problem by looking at the research preference order for the science advisor (it only shows on the science one)

Edit - confirmed this still happens with latest assets
 
I have been playing this mod for a while and signed up to ask a few things about it.

Firstly, some parts of the market upgrade line don't seem like very good buildings. I am talking about the Supermarket and Hypermarket. The supermarket gives +30% WE and +18% trade route yield as compared to the trading post's +15% WE and +25% trade route yield. I was wondering however if this was intentional?

I will have to check these out. Thanks for reporting it.

EDIT: Yep, Market and Hyper Market got the War Weariness and Trade Route values swapped by accident. I will put the fix on the SVN, so it can be fixed. Thanks again for reporting this.
 
Thanks for the screenshot.

@StrategyOnly - the two techs giving the pink blobs are TECH_CLOUD_PATTERNS and TECH_LONG_RANGE_FORECASTING. The XML claims their button art is in 'Art/Interface/Buttons/TechTree/Cloud Patterns.dds' and 'Art/Interface/Buttons/TechTree/Long-Range Forecasting.dds' respectively. Since those folders don't exist I assume they now live in one of the FPKs. I am about 2 days out of date right now, so it's possible I guess you already fixed this, but could you check those assets are correctly in the FPK? You can easily verify the reported problem by looking at the research preference order for the science advisor (it only shows on the science one)

Edit - confirmed this still happens with latest assets

Nah, they are there always have been, but i keep forgetting that IF you have ANY space in the name, the hover from the BUFFY mod will not pick it up correctly. Fixed for new FPK
 
! C:\Users\Owner\Desktop\Caveman2Cosmos 15.1.7z: Cannot open Caveman2Cosmos\Assets\Modules\DancingHoskuld\Custom_Units\Fortifications\Art\City_Guard\Animation Directions for the Holy Roman Renaissance Age.txt
! C:\Users\Owner\Desktop\Caveman2Cosmos 15.1.7z: Cannot open Caveman2Cosmos\Assets\Modules\DancingHoskuld\Custom_Wonders\National_Library_Service\Art\Structures\Buildings\Alexandria\Library_of_Alexandria_Gloss.dds
! C:\Users\Owner\Desktop\Caveman2Cosmos 15.1.7z: Cannot open Caveman2Cosmos\Assets\Modules\DancingHoskuld\Custom_Religions\Standard_RoM_Religions\Art\Buildings\Hellenism\Skin bases\tx_daed_azura_flowerpetal.dds
! C:\Users\Owner\Desktop\Caveman2Cosmos 15.1.7z: Cannot open Caveman2Cosmos\Assets\Modules\DancingHoskuld\Custom_Religions\Standard_RoM_Religions\Art\Buildings\Hellenism\Skin bases\tx_daed_azura_headthing.dds
! C:\Users\Owner\Desktop\Caveman2Cosmos 15.1.7z: Cannot open Caveman2Cosmos\Assets\Modules\DancingHoskuld\Custom_Units\Female_Missionaries\Art\Missionary\Female_Buddhist\buddhist_missionary_md_fortify_idle.kf
! C:\Users\Owner\Desktop\Caveman2Cosmos 15.1.7z: Cannot open Caveman2Cosmos\Assets\Modules\DancingHoskuld\Custom_Units\Female_Missionaries\Art\Missionary\Female_Buddhist\buddhist_missionary_md_idle_die_fade.kf
! C:\Users\Owner\Desktop\Caveman2Cosmos 15.1.7z: Cannot open Caveman2Cosmos\Assets\Modules\DancingHoskuld\Custom_Units\Female_Missionaries\Art\Missionary\Female_Christian\christianmissionary_md_fortifya_idle.kf
! C:\Users\Owner\Desktop\Caveman2Cosmos 15.1.7z: Cannot open Caveman2Cosmos\Assets\Modules\DancingHoskuld\Custom_Units\Female_Missionaries\Art\Missionary\Female_Christian\christianmissionary_md_idle_diefade.kf
! C:\Users\Owner\Desktop\Caveman2Cosmos 15.1.7z: Cannot open Caveman2Cosmos\Assets\Modules\DancingHoskuld\Custom_Units\Female_Missionaries\Art\Missionary\Female_Confucian\confucian_missionary_md_fortifya_idle.kf
! C:\Users\Owner\Desktop\Caveman2Cosmos 15.1.7z: Cannot open Caveman2Cosmos\Assets\Modules\DancingHoskuld\Custom_Units\Female_Missionaries\Art\Missionary\Female_Confucian\confucian_missionary_md_idle_diefade.kf
! C:\Users\Owner\Desktop\Caveman2Cosmos 15.1.7z: Cannot open Caveman2Cosmos\Assets\Modules\DancingHoskuld\Custom_Units\MegaFauna\Giraffe_Archer\Art\Units\Giraffe_Archer\Zulu Giraffe Archer\zulugiraffearcher.nif
! C:\Users\Owner\Desktop\Caveman2Cosmos 15.1.7z: Error - operation failed
So I got these errors during the extraction process. How do I fix them?
 
Extraction errors are almost always due to a corrupted archive. If this is just from the 15.1 patch archive and not the whole mod archive, just re download the patch. If it's from the whole mod you can either re download all 880 MB, or try to cherry pick just the broken files from the SVN.
 
Depends on your connection. A crappy 512 Kbps DSL line would take 4 hours to download 880 MB. An awesome 10 Mbps cable or Fios line would take 15 minutes (assuming Megaupload would give you that speed, probably not). If you are fairly tech-savvy, it takes about 10 minutes to setup TortoiseSVN and maybe another 5 to find the 10-15 files you need. Since they are all individual .dds & .ks and no giant .fpk 's it won't take anytime to download them. If those are the only files that fail extraction and you get the rest of the 1.8GB of uncompressed files then the SVN is the way to go.
 
1. How can I get medic promotion line?

2. Personalized map option doesn't work as intended. I thought it's useless because it only gives +1:commerce: with Folklore civic. So I checked the file. It turns out that it was planned to give commerce and happiness with many civics but it doesn't work like that in games.

3. It seems animals are reduced..?

4. Arctic combat promotions offset terrain damages of tundra. Units still get damages on snow tiles. I think they should offset damages from snow also. Or maybe make snow tiles impassable without them.
 
1. How can I get medic promotion line?

2. Personalized map option doesn't work as intended. I thought it's useless because it only gives +1:commerce: with Folklore civic. So I checked the file. It turns out that it was planned to give commerce and happiness with many civics but it doesn't work like that in games.

3. It seems animals are reduced..?

1. When we merged in Orion Veteran's Health care mod almost all health promotions went to the health care units. You are supposed to have one in each stack. They are not to bad defensively either.

3. I am getting about the same number but in one game they were all tigers.
 
Are the Extra Leader from Page 1 still compatible with the new Version? (or need I to reload them also because I got them when the where released for 15.1)
 
downloading now
 
Quick question in starting a new custom game, should I use minor civs or no? and tech brokering/trading/neither/both? thanks :)
 
Quick question in starting a new custom game, should I use minor civs or no? and tech brokering/trading/neither/both? thanks :)

Thats what is "fun" about this mod, you play it the way "YOU" want it to be played:), YOU are the person controlling everything going on when it starts:king:. Thats why you can always play a different game and ALMOST no other two will be the same, and each game will approximately take you at least OVER 100 hours to play.:p

If you go into the "Lady Bug" upper left corner, you can ALSO make more options for yourself also, which will tremendously, hopefully improve your game also.
 
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