Caveman 2 Cosmos

Hi, when I try to load "C2C", it doesn't work. I load "beyond the sword", go to load a mod, but when I try to load C2C it goes to desktop and nothing happens.
The program shows in the task manager, but disappears after a while.
I run it on windows 7.
Can anyone help?

edit: I just noticed that right when the program disappears from the task manager, the screen very briefly flashes black. Really stumped...

thanks. tried that, it didn't work. but it did work when I extracted the zip file into the same folder (download folder) and then moved it. haven't played it yet, but I am pretty sure it will work.

INSTALLATION INSTRUCTIONS
Extract rar file to your Beyond the Sword "Mods" folder within the Beyond the Sword game directory. For example, C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\MODS. Copy or Cut the file that is unzipped making sure that the folder called "Caveman2Cosmos" is the only name. In game, click on "Advanced" and then "Load a Mod" to play.
 
INSTALLATION INSTRUCTIONS
Extract rar file to your Beyond the Sword "Mods" folder within the Beyond the Sword game directory. For example, C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\MODS. Copy or Cut the file that is unzipped making sure that the folder called "Caveman2Cosmos" is the only name. In game, click on "Advanced" and then "Load a Mod" to play.

that didn't work. it worked when I extracted the mod to the same folder as the zip file (downloads) and then moved it to the mod folder. tried the game now and it works perfectly.
 
I'm really starting to have a Huge dislike for the -:gold: attached to all the Research Bldgs and Other types as well. There are not enough Gold producing Buildings to offset the -:gold: ones.

I'm running a constant deficit in the Medieval Era . If it weren't for Selling Techs and Workers to the AI I'd have been broke long ago. I just got some of the Next level Civics installed (now that I've entered the Ren. Era) so maybe I'll start climbing back out of this deficit hole. :p

Upgrading Units, another area that I don't like the costs. 70 gold to go from Lt Crossbow to crossbow, same for Lt Sword to Sword. And then take an Axe to Mace or Sword even worse, then to Hvy Sword OMG! And taking a longbow or Hvy Sword to Arquibustier (sp?)(early Musket) or a pike to Hvy or Arq. When it takes 120+ Gold or more to upgrade, might as well disband that eXperienced Crossbow/Sword/etc., and just straight out build the Arq with no XP. :p

Now I got a bunch of Bldgs i used to build that I now hold off on till I have absolutely no other choice but to build. I'm running behind the AI in research, culture, etc. cause I can't afford to build those Once familiar and desired bldgs. Sure am building a lot more "Produce" upgrades for +1 :gold:. Cactus fruit anyone? Let's build an Army off those profits! :p :rolleyes:

JosEPh
 
I'm really starting to have a Huge dislike for the -:gold: attached to all the Research Bldgs and Other types as well. There are not enough Gold producing Buildings to offset the -:gold: ones.

I don't believe this, I was rolling in dough. Have you been making the little +1 gold buildings like random Farms or Shops? What about Large income buildings like Markets or Barter Posts? Have you thought about using crime buildings to make money such as a Mercenary Camp or Bandit's Hideout?

What about taking the Loot promotion and take some units to raid their lands for gold?
 
I'm really starting to have a Huge dislike for the -:gold: attached to all the Research Bldgs and Other types as well. There are not enough Gold producing Buildings to offset the -:gold: ones.

JosEPh

My experience is similar to Hydro's; all the little +1 gold buildings really add up, at every empire size. It's like my only chance to ever be "one of the 1%"!

Here is how I go with my city builds. I strongly prefer river sites for the coins (research) and irrigation. My initial buildings are only hammers, food and food storage, in order of cheapest to highest. I will emphasis hammers with the citizens until I have the Shaman's hut and granary. At that point I switch to emphasise food, and stay like that to the happiness/health level. After the granary is built I build the gold and research buildings, again in cost order. Once I am running a healthy cash surplus, I may do all the science buildings first and then the cash buildings. But only after EVERY food and hammer building is built. And a food or hammer building will jump the queue if it becomes available.

The Strategic Grain Reserve is a very important National Wonder for me. A lot of my play is around minimising loss; if I can save more food each time the city grows one pop that really accelerates the growth. For me, on Monarch level, Snail, C2C_Terra: (city) size matters.

I agree with the other income sources Hydro pointed out. Rogues are good for pillaging opponents crops for $$. Also, I sell obsolete buildings to turn before the tech makes them obsolete. (Do I need to do this? Does the game "auto-sell" obsolete buildings?)
 
I agree with the other income sources Hydro pointed out. Rogues are good for pillaging opponents crops for $$. Also, I sell obsolete buildings to turn before the tech makes them obsolete. (Do I need to do this? Does the game "auto-sell" obsolete buildings?)

I don't think they do, however I am almost never hurting on cash so I don't nickel and dime my obsolete buildings. Almost seems like cheating if I did.
 
I'm also finding easy gold surplasses in V18. However, I play with REV on which limits overall civ size, so Joseph likely has a much larger empuire than I do in the equivalent era, and thus much higher number-of-cities maintenance (??). If that's the case though I guess it's just non-REV's way of limitting empire size by economic inefficiency.
 
If you look at the screenie i have, i have one heck of a time and in a few more turns it will be "On Strike" because i dont have enough gold??

It always happens to me from the Industrial Era on, but before that its fine?? Either that or i use way less and not very good civics, which doesnt make sense, because it should be the higher the civic, should be the better the results?? But its NOT:mad:

btw i have Rev On also:eek:
 
If you look at the screenie i have, i have one heck of a time and in a few more turns it will be "On Strike" because i dont have enough gold??

It always happens to me from the Industrial Era on, but before that its fine?? Either that or i use way less and not very good civics, which doesnt make sense, because it should be the higher the civic, should be the better the results?? But its NOT:mad:

btw i have Rev On also:eek:

Do you have a massive army and using a Civic with extra support costs? Any idea where the big drain on :gold: is coming from?
 
Do you have a massive army and using a Civic with extra support costs? Any idea where the big drain on :gold: is coming from?

Not "half" as massive as all the other civs there, but i can't use higher civics, if so thats when i go deep in the (-) column (infact i have one still set on Banditry because of the drain), so i have to stay in the lower civics, which is really a shame. Remember now, i dont play like everyone else, trying to "win." I try my darnedest to try and use as much as i can as fast as i can and see if i can get something to break. If you look at the mini-map infact, i really dont have that many cities compared to the other civs either, i let them build up there defenses before i do anything destructive.:p
 
Not "half" as massive as all the other civs there, but i can't use higher civics, if so thats when i go deep in the (-) column (infact i have one still set on Banditry because of the drain), so i have to stay in the lower civics, which is really a shame. Remember now, i dont play like everyone else, trying to "win." I try my darnedest to try and use as much as i can as fast as i can and see if i can get something to break. If you look at the mini-map infact, i really dont have that many cities compared to the other civs either, i let them build up there defenses before i do anything destructive.:p

You really need to build some of the buildings that give :yuck: and :gold:.:mischief:
 
Not "half" as massive as all the other civs there, but i can't use higher civics, if so thats when i go deep in the (-) column (infact i have one still set on Banditry because of the drain), so i have to stay in the lower civics, which is really a shame. Remember now, i dont play like everyone else, trying to "win." I try my darnedest to try and use as much as i can as fast as i can and see if i can get something to break. If you look at the mini-map infact, i really dont have that many cities compared to the other civs either, i let them build up there defenses before i do anything destructive.:p

Civics are certainly part of it, but there are a lot of buildings that give benefits greater than Civics. Are you keeping your Markets and Bazaars all up to speed? Do you have foreign trade?

Maybe you can take a screenshot of one or two cities with the mouse over the gold to show where all the money is going? (Or in the Finance adviser, although more of an overall tally there)
 
Yeah your probably correct, i stay away from almost ALL the :yuck: buildings.
Also make sure you do a modifier recalculation (Ctrl-Shift-R or Ctrl-Shift-T) after asset changes to make sure you do not build up artifacts from building changes.
 
I stay away from the -:gold:, :yuck: and :mad: buildings. Or the -:espionage: too.

I do lead with number of cities because I've conquered 1 Civ (Holy Roman) already (adding 6 cities) and have another (Maya) down to 3 cities (captured 4). Plus I've conquered about 6-8 barb cities to boot. I think I'm up to 32 cities to the nearest AI's 24.

After Proletariat and Republic Civics updates I also had a second wave of eXpansion to fill in my Borders and back fill my empire (don't want no outsider ploppin' a city down inside my Empires territory now :nono: ).

I still don't like the -:gold: on the Research bldgs no matter what. To me that is sacrilege! ;) :P And is like fingernails on a chalkboard (scrreeecchh!!!) A-Noy-Ing! :rolleyes:

JosEPh
 
Would it be possible to have the following tags on the unit file and have them exposed to python.
  • For the Immigration mod
    • Minimum population in a city required to build the unit. Similar to that for buildings.
  • For Subdue Animals (So I can move stuff out of the code) all optional
    • name of potential subdued unit eg UNIT_SUBDUED_ALBATROSS
    • hammers from kill (default 0)
    • food from kill (default 0)
    • gold from butcher (default 0)
    • resource to be possibly placed instead of subdue.
 
Yeah your probably correct, i stay away from almost ALL the :yuck: buildings.

Even the Tannery? :shake:

I stay away from the -:gold:, :yuck: and :mad: buildings. Or the -:espionage: too.

I do lead with number of cities because I've conquered 1 Civ (Holy Roman) already (adding 6 cities) and have another (Maya) down to 3 cities (captured 4). Plus I've conquered about 6-8 barb cities to boot. I think I'm up to 32 cities to the nearest AI's 24.

After Proletariat and Republic Civics updates I also had a second wave of eXpansion to fill in my Borders and back fill my empire (don't want no outsider ploppin' a city down inside my Empires territory now :nono: ).

I still don't like the -:gold: on the Research bldgs no matter what. To me that is sacrilege! ;) :P And is like fingernails on a chalkboard (scrreeecchh!!!) A-Noy-Ing! :rolleyes:

JosEPh


Then what DO you build? Just about every building has either -:gold:, :yuck:, :mad: or -:espionage:.

And the negative -:gold: for research buildings is to help balance things out. All public/civic buildings such as utites, fire, police, education, etc were given -:gold:. The original plan was to give more than just -1:gold: but so far it has worked out ok. Maybe in the future I will increase it for some more valuable buildings. That includes research ones.
 
Even the Tannery? :shake:

Then what DO you build? Just about every building has either -:gold:, :yuck:, :mad: or -:espionage:.

And the negative -:gold: for research buildings is to help balance things out. All public/civic buildings such as utites, fire, police, education, etc were given -:gold:. The original plan was to give more than just -1:gold: but so far it has worked out ok. Maybe in the future I will increase it for some more valuable buildings. That includes research ones.

Yeah i am just like JosEPh_II, i "try" to keep away, but sometimes, like you said the tannery, you have to make:rolleyes:
 
btw Is there anyone out there that want to :help:HELP:help: out with XML work, like making newer units for "us." Also willing to do ALOT of them, not just a few but ALOT.

ie, if we give you something like this:

Inuit Harpooner
Graphic: Here (The Javelineer)
Unit Type: Melee
Building: Culture (Inuit)
Req Tech: Spear Fishing AND Hunting
Upgrades to: Spearman OR Archer
Strength: 4
Movement: 1
Cost: 20

Special Abilities

+50% Wild Animals
+50% Mounted Units
Starts with Arctic Combat I, Arctic Combat II and Arctic Combat III

could you make it a reality unit? That is correct and NO mistakes.
 
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