Caveman 2 Cosmos

There are no mermaids in the screen shot.:confused:. By default they should be. They are off in the current SVN.

At last! The update is complete - someone added a new civ!:mischief:

See 3519 edit edit.

Yes a new Head Hunters, probably needs to be fine tuned yet.
 
The reptile stuff was old and is now gone. I looked at the SVN and your MLF is old, there is a new unit in there now and mermaids are off.

Dang i thought i just updated that today, boy oh boy these pain pills must be doing a job on me:crazyeye::p thx.
 
Almost anything is save compatible in C2C so long as you use max compatibility saves

I generally don't tho unless I'm trying to locate & post a bug. It makes my save game file sizes bigger and after over 2.5MB the saves won't load..
 
Quickest. Game. Ever. Religious Victory in 7 hours 33 minutes.... On snail. The map wasn't even fully populated yet! :P Ah well, guess that means its just time to turn up the difficulty again. Perchance time to experiment with Flexible difficulty? :P

The only thing really of note is that I don't think the AI really understands the concept of Divine Prophets setting. When the game ended there were only 2 religions founded, both of which by me. And while I have seen the AI found religions using the prophets, mostly they do not.

The other issue is that when I elected to not found a religion using the Great Prophet in this game, I'd use them to unlock a tech which would unlock another Great Prophet. One turn I had 4 Great Prophets born right after the other due to using them to unlock techs which unlocked more! :P

Perhaps an adjustment may be necessary to add another Great Person type, et al: a "Divine Prophet" that can found religions & only found religions (themselves being earned by researching appropriate tech's) while regular "Great Prophet's" are still earned via a cities Great Person points.

Hmmmmm... Maybe its time for a Science Victory game..
 
Quickest. Game. Ever. Religious Victory in 7 hours 33 minutes.... On snail. The map wasn't even fully populated yet! :P Ah well, guess that means its just time to turn up the difficulty again. Perchance time to experiment with Flexible difficulty? :P

The only thing really of note is that I don't think the AI really understands the concept of Divine Prophets setting. When the game ended there were only 2 religions founded, both of which by me. And while I have seen the AI found religions using the prophets, mostly they do not.

The other issue is that when I elected to not found a religion using the Great Prophet in this game, I'd use them to unlock a tech which would unlock another Great Prophet. One turn I had 4 Great Prophets born right after the other due to using them to unlock techs which unlocked more! :P

Perhaps an adjustment may be necessary to add another Great Person type, et al: a "Divine Prophet" that can found religions & only found religions (themselves being earned by researching appropriate tech's) while regular "Great Prophet's" are still earned via a cities Great Person points.

Hmmmmm... Maybe its time for a Science Victory game..

Personally I never play with DP enabled (feels too easy to exploit to me), so I have never looked at what the AI does with it. As you say it pobably just confuses the AI
 
I decided to try out Divine Prophets, but after hearing how the AI doesn't understand it, is there any way to get rid of it from a game that has already started?
 
I decided to try out Divine Prophets, but after hearing how the AI doesn't understand it, is there any way to get rid of it from a game that has already started?

I don't think there is, since its a starting game option. Don't get me wrong tho, its not broken gameplay, I just don't think the AI is making as effective use of it as it could be. Just my $0.02 :)
 
Hi.

A long time since ive been here. I was enjoying some older version until i got stuck at flickering interface bug and gave up on the mod until it "matures". And it did. I like what changes you did to it.


Ive been playing 17.7 a bit and ive noticed that my great general that ive turned into a field commander kept giving its bonuses over his command limit and showing his command limit in a negative numbers like CP (-4/5) after 9 times that he "aided" my units during my turn.





Another thing that ive observed at prehistoric start is that there is a lot of neanderthals roaming the world and few animals. This pushes me to favour military units over hunters any time and makes hunters redundant almost at any time with an exception of few starting turns where ive got nothing else to build. It is not only the "spare" wild animals availability but also the chances theyll make it home with all them neanderthals nearby. Hunting units simply cant protect subdued animals. So i prefere to send out my military, catch an animal every now and then, settle for food and hammers and enjoy relative safety from barbarians. I could send both a hunter and military for a hunting but that feels odd to assemble and "invasion" force to go after wild pig :P


Oh, and whats the difference between "perfect world" and "perfect world 2f" world generators?
 
Hi.
Another thing that ive observed at prehistoric start is that there is a lot of neanderthals roaming the world and few animals. This pushes me to favour military units over hunters any time and makes hunters redundant almost at any time with an exception of few starting turns where ive got nothing else to build. It is not only the "spare" wild animals availability but also the chances theyll make it home with all them neanderthals nearby. Hunting units simply cant protect subdued animals. So i prefere to send out my military, catch an animal every now and then, settle for food and hammers and enjoy relative safety from barbarians. I could send both a hunter and military for a hunting but that feels odd to assemble and "invasion" force to go after wild pig :P

I pushed a revision to the SVN recently that tweaks the Neanderthal spawn. It should be more manageable. But it also depends on the Game Speed you're at. Generally speaking you shouldn't be using a faster speed than Epic.
 
Really...I always play snail, even marathon seems too fast. Is the game most balanced for epic? What about longer games gets out of whack?

No No No, you READ/MISunderstood it wrong, sorry.

What EldrinFal meant was, if you play on and thing BELOW Epic speed, ie: NORMAL/QUICK/BLITZ, they everything will be way out of whack.

I hope this clears up your question, and thx for trying this mod.:)

btw incase anyone hasn't mentioned it yet Welcome to CFC. (I see you have registered along time ago, but very few posts, like i said, thx again for trying the Great Mod.)
 
Oh, and whats the difference between "perfect world" and "perfect world 2f" world generators?
Perfect World, Perfect World 2 and Perfect Mongoose (which is actually Perfect World 3 from Civ5 ported back to Civ4) all try to make a realistic world by extensive tectonic and climate simulations. They have been made by the same modder but with each version number the models got more sophisticated. Like Perfect Mongoose considers summer and winter mongoose rains separately while PW2 only does one pass based on the average temperature.
Some changes from one version to the next are not strict improvements though but other methods. Like Perfect Mongoose uses Perlin Noise to generate the initial height map while the previous ones use other methods. That is why the old versions might be prefered by some.
Generate some, look at them in world builder and choose what you like most.
 
Perfect World, Perfect World 2 and Perfect Mongoose (which is actually Perfect World 3 from Civ5 ported back to Civ4) all try to make a realistic world by extensive tectonic and climate simulations. They have been made by the same modder but with each version number the models got more sophisticated. Like Perfect Mongoose considers summer and winter mongoose rains separately while PW2 only does one pass based on the average temperature.
Some changes from one version to the next are not strict improvements though but other methods. Like Perfect Mongoose uses Perlin Noise to generate the initial height map while the previous ones use other methods. That is why the old versions might be preferred by some.
Generate some, look at them in world builder and choose what you like most.

Only thing i dont like about the Mongoose one is that the continents (most of them) have a choking point(s), meaning, at someplace on the continent all civ have to go through this area at some point, which i really dont like.
 
thank you made a great mod.

is there world map real start point scenario?

not random start map.
 
Only thing i dont like about the Mongoose one is that the continents (most of them) have a choking point(s), meaning, at someplace on the continent all civ have to go through this area at some point, which i really dont like.

I love choke points. They have to much strategic potential.
 
I love choke points. They have to much strategic potential.

See this is why again, its so important to have certain things certain ways, not all players play the same, and shouldn't.:mischief:

thats why i like this mod sooooo much, its all done independently.
 
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