Caveman 2 Cosmos

After I select load a mod it doesn't appear on the task manager at all, so weird.
Another thing to try would be to make a shortcut to the BtS exe on your desktop and add mod=\Caveman2Cosmos in its properties like this:
"C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod=\Caveman2Cosmos
 
Another thing to try would be to make a shortcut to the BtS exe on your desktop and add mod=\Caveman2Cosmos in its properties like this:
"C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod=\Caveman2Cosmos

I already did that but thanks.
 
I would also like to mention that other mods have worked fine and I have never had this problem before.
 
In your Civilization.ini file do you have

Code:
; Modular XML Loading
ModularLoading   = 0

If you have 1 instead of zero that may be the problem.

It is set to zero.

Edit: I figured it out, thanks everyone for helping :). Also this mod is awesome from what I saw in Quills' videos so I am looking forward to this!
 
Quill's videos had a very old version. However he is planning to do a redo of the Prehistoric era (since he messed up last time) with v19 once it comes out.

I know I watched his update video on it. I have been playing for a while and its awesome I love the prehistoric era, Although in my game there was an extreme amount of neanderthals, I couldn't use the hunting feature because the hunter would get killed in a turn or two even with a warrior escort. Is this normal? Also I think it would help with immersion if at a certain date all remaining neandrathals are turn into human barbarians or destroyed. Its kind of immersion breaking to see neandrathals in 200AD.
 
@Orimanus

In more recent games the neanderthals are more balanced. While they are still present you can avoid them some of the time and hunt just animals. But you still need to be careful if one ambushes you and you are not strong enough to kill them.

As far as I know the neandrathals have a set date where they stop spawning. So any you find are ones from before that. Which sort of makes sense in a "Lost World" sort of way where isolated populations survived only because they have not encountered humans yet.
 
@Orimanus

In more recent games the neanderthals are more balanced. While they are still present you can avoid them some of the time and hunt just animals. But you still need to be careful if one ambushes you and you are not strong enough to kill them.

As far as I know the neandrathals have a set date where they stop spawning. So any you find are ones from before that. Which sort of makes sense in a "Lost World" sort of way where isolated populations survived only because they have not encountered humans yet.

Odd I thought I downloaded the most recent version. In my game there were so much of them even if/when they did stop spawning they still overrun anyplace not civilized. I had to guard my settler with three axemen (and a hunter) just to go five tiles north of my territory.
 
Odd I thought I downloaded the most recent version. In my game there were so much of them even if/when they did stop spawning they still overrun anyplace not civilized. I had to guard my settler with three axemen (and a hunter) just to go five tiles north of my territory.
V18 release had that problem. Check the patch updates thread, it has a fix to the spawning.
 
Odd I thought I downloaded the most recent version. In my game there were so much of them even if/when they did stop spawning they still overrun anyplace not civilized. I had to guard my settler with three axemen (and a hunter) just to go five tiles north of my territory.

In other words, the fix is on the SVN version but not the last official release. I toned the Neanderthals WAY down. Even on Raging Barbs, they are much more manageable than the prolific animals who have my city penned in like human cattle. :lol:
 
In other words, the fix is on the SVN version but not the last official release. I toned the Neanderthals WAY down. Even on Raging Barbs, they are much more manageable than the prolific animals who have my city penned in like human cattle. :lol:

The fix is also in the patch thread.
 
I had a crazy game recently. I was playing just fine and even made some friends but Spain just did not like me. I was having some early financial trouble from the animals but eventually got out of the slump. Then all of a sudden within the course of like 10 turns, BAM! Spain takes out my buddies and then comes for me. I am not sure how Spain got so advanced but a huge stack Bombard Elephants came my way and had just got to monarchy. I fended them off with my Giraffe Archers but it was too late my cities fell one by one until I had a standoff at my capital. I was able to give them an island city in exchange for peace but I was basically owned. I tried to tech up some barbarian civs that came up late in the game to get Spain but they were all destroyed or vassalized. While I was not out right defeated I gave Spain a GG and surrendered.

In short it was a very fun game even if I was loosing. :D
 
I had a crazy game recently. I was playing just fine and even made some friends but Spain just did not like me. I was having some early financial trouble from the animals but eventually got out of the slump. Then all of a sudden within the course of like 10 turns, BAM! Spain takes out my buddies and then comes for me. I am not sure how Spain got so advanced but a huge stack Bombard Elephants came my way and had just got to monarchy. I fended them off with my Giraffe Archers but it was too late my cities fell one by one until I had a standoff at my capital. I was able to give them an island city in exchange for peace but I was basically owned. I tried to tech up some barbarian civs that came up late in the game to get Spain but they were all destroyed or vassalized. While I was not out right defeated I gave Spain a GG and surrendered.

In short it was a very fun game even if I was losing. :D

I hear that, mine was close to that in one of the games i am playing, but now i am in another one and i am the one kicking butt, so i guess "what goes around comes around.":p

That's why i like this mod, NO two games are ever the same, no matter how you try.
 
First off, what a fantastic MOD! Thanks from all of us for your hard work. :goodjob:

I have been experiencing one problem, however. In earlier versions, there were many people having a problem with black terrain, including myself. With more recent versions of the MOD, however, this problem seemed to go away but it I have found that it has returned with version 18.

Has anyone else been experiencing this? I have searched through many threads but could not see anything from recent times. I have tried the "hold shift as BTS" starts routine, I have the latest patches for BTS as well as the latest drivers for my ATI Radeon 5800 card. I am also running under Win 7 64-bit.
 
I used to have the black terrain issues. What worked for me was loading up regular BtS as administrator, then loading C2C or C2C savegame from there. Previously if I tried to load C2C or my save straight from the desktop there would be a good chance I'd incur black terrain.
 
Just finished a 48 hour domination victory game. I probably could have won sooner by attacking and seizing/vassaling some weaker AI opponents (which I eventually did) but I insisted on concentrating on the 2nd place AI at my southern border for most of the game. I don't use SVN, just the default d/l, plus the patch. The default siege building damage was absolutely ridiculous.. I'd be outnumbering an opponent on the scale of 2 and 3 dozen to one and still lose since the moment I get adjacent to a city every unit was immediately reduced to half its health. I had rely on a combination of ridiculously overwhelming numbers and timing the attacks when there was only a skeleton crew of defenders present. Thankfully after the patch things became more manageable.

I think I may have stumbled onto a bug of some sort tho. Initially at the begining of the game when setting the options in game, I set the tile unit limit to 30. I figured that was plenty enough for a bevy of troops. However when I tried to attack one of the AI's cities (after d/l'in the patch to make it feasible ;) ) with 3 nearly full groups amounting to approx 80-90 troops (a mix of about 25-30 siege and the rest composed of Rifleman and Cavalry) I found I didn't have enough troops to destroy all the defenders... After thinking this absolutely wasn't possible, I reloaded my save (always save before declaring war ;) ) and checked the target city. It turns out the AI had over 50 various military units garrisoned in the city! Are cities exempt from the tile unit limit, or was the AI playing with a pair of pocket ace's that it shouldn't be?

Also, as I've mentioned in earlier posts, the siege weapons for renaissance era are way overpowered. They have considerable strength, and bonuses against every possible contemporary unit that could be brought to bear against them.

I think the Three Gorges Dam is overpowered as well. Providing 250 hammers in the modern era? Building it had the effect of turning one of my lower production cities into my highest production city. I'd suggest reducing it to 100 hammers or so (maybe even lower), and restoring the previous benefit of providing electricity to all cities on the continent.

Caste is probably overpowered as well. I almost didn't bother going off it at all the entire game. The only reason I did was to see if Liberalism was any improvement, and then forgot to switch back after the civic timer reset :rolleyes:
*+2 XP for new units
*+15% production in all cities
*+1 Farm/fishing boats
*+1 mine/shaft mine/lumbermill/quarry
*Allows Brahim Library (1 research 2 culture, allows 1 scientist 1 priest).
The only drawbacks are:
*+1 :mad: in 4 largest cities
*-50% GP production

Unless I'm using a GP strategy, why wouldn't I stick with Caste thru most of the game?? I suggest perhaps up'ing the :mad: to maybe +2 in every 4 to 6 largest cities (at least), purging the +15% production bonus, and maybe incorporating a instability increase.

Speaking of instability, there were pretty much no Revolutions at all. :( And even when I sent out numbers of spies in a deliberate attempt to destabilize and fracture nations, it was unlikely to instigate a rebellion, even after multiple successful missions. :confused:

Overall everything else seem nice. The new terrain definitely changes things up a bit. The heroes are an interesting addition, tho admittedly I didn't use them much for their intended purpose, just to build the national achievements. The heroes don't have a lot of longevity, as they can't be upgraded so once you tech up past their strength, they're done for. And unfortunately I only got access to most of them well after their usefulness had long since passed. However, I did find an alternate use for them as medics. Several of the hero promotions increase healing ability substantially, far past the capability of any of the regular game medical units. So, I found myself in the late modern era with several ridiculously low strength egyptian heroes attached to army groups as medic specialists :)
 
Guys, excellent work so far! It's impressive how much better this mod gets every time a new version is released!

One bug found, though: Gathering is giving free Gatherers to anyone that research it, not only to the first to discover, at least in hotseat multiplayer.
 
Guys, excellent work so far! It's impressive how much better this mod gets every time a new version is released!

One bug found, though: Gathering is giving free Gatherers to anyone that research it, not only to the first to discover, at least in hotseat multiplayer.

As intended, we originally gave you one at the start but then it would not have anything to do. ;) The first to get the gathering tech actually gets two free gatherers, everyone else only gets one.
 
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