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Caveman 2 Cosmos

@Koshling/AIAndy:

Now that we have the Prehistoric Era extended back a good bit, I was thinking that as part of a greater overhaul I'm planning for Gamespeeds after V23 is released that we should move the start date of the mod to 50,000 BC.

My question is, I'm pretty sure that that move involves SDK work, and I want to know, is it as simple as just changing a value somewhere in the DLL? I know that you are both busy, and figure that if it is that simple I might try my hand at doing it myself.
 
@Koshling/AIAndy:

Now that we have the Prehistoric Era extended back a good bit, I was thinking that as part of a greater overhaul I'm planning for Gamespeeds after V23 is released that we should move the start date of the mod to 50,000 BC.

My question is, I'm pretty sure that that move involves SDK work, and I want to know, is it as simple as just changing a value somewhere in the DLL? I know that you are both busy, and figure that if it is that simple I might try my hand at doing it myself.
That is not in the DLL. It is a global define named START_YEAR.
Very few things actually depend on the year, most depend on the turn. You will need to update the spawn info XML for the Neanderthals.
 
Why 50000 BC? the earliest tech were not 50000 why not set start to 100000, 500000 or 1 Mio? The first thousands of years could past relatively quick so it would be nice to capture fire around 750000 BC (and lose it again in 600000 BC lol, by 500000 BC you have primitive stone stools and stuff and so on. Especially with the nomad camp start the starting date will have to be adjusted again, IMHO, so why do the work twice?

Btw I have a question: can it be made that for example (startime 1 Mio BC) during turn 0-10 one turn is 50 years while in turn 11-20 its 1000 years per turn? And then, for example, from turn 21-30 its 50 years between [active :think: ] turns again?


Active turns? The idea behind this is to have a new time-layer in the mechanic of the game.

Koshlings idea of a very large map with theaters could actually also work in regard of turns/time/played turns.
So lets say in the first 500 generations only 5 relatively smart ones are born During those times you would have more time to play turns and thus this would be the theater in that timeframe
So in the timeframe from 1Mio BC to 900.000 you could have a featured theater with slower time/year rates (scientifical advancement is in these periods 25 % higher or something)

then after you finished that (like a pseudo golden age) the time runs faster again and the next theater will be during 899.00-700.000 (or some other timeframe archeologists would propose^^).

This could make several things possible:

1. it would fit great with nomad start (also during those turns where years move fast the nomad will be able to migrate (just in terms of years more slowly than in certain theater turn/year times)

2. it would gurantee a certain flexible, yet half-scripted time-structure for scientific progress, so you could make theaters for every era. (Perhaps good for scripting scenarios as well)
Sideeffect: prehistoric era gets "unbored" and has more 'personal' action for the player to indentify with (-->goal to deepen this gameplay capital will be the Chief/King/religious leaders/political leaders/minions personal traits & mercenary system once it's within reach)

3. Finally, together with weather and nomad start it would nicely fit in Koshlings longtime goal, the million-turns-game idea?!! Perhaps not every turn would have to be processed fully but only like 25 k turns or an other number or --what about dynamic turns in a sense that certain processes will be across and during turns? if turns had certain 'blanks' (a turn that has nothing to process as a layer for something?) so dynamic handling of turns in regards of calls to the dll would that be possible? Maybe only the changing landscape is shown but not every time everything else is always fully calculated? Like your nomad camp would have the next active turn in 1000 years. Between this there are 1000 turns that are half invisble, all you would see would be the landscape shifting a bit and rain coming etc (unlaggy and sped up 24 dummy turns/sec like in a film^^), nothing else would be processed in these 'dummy turns' and it would be not costing much memory, would it, if the dummy turns called a specialized different dll with out-commented processes or something?? :think:


Once in a while a slightly brighter generation' appears and you had only 50 dummy turns between an active turn, this brighter generation would represent better adeption on what ihappened in the maybe 1000 dummy turns(years) before.

Then, after the bright generation the people may have setbacks and are unable to invent something for thousands of years lol. (In 75000BC south africa there were actually heights of culture that faded away again after some thousand years and the used tools became more primitive again - maybe the weather changed and food sources and friendly environment faded and so did the culture...)

I really think this aproach to scaling is the long searched compromise between sripting and flexibility in terms of the timeline... all credits to Koshling who gave the inspiration for this idea if anything is possible to be made out of it^^

------------------------

Btw the sea critters start to spawn at 5000 BC atm I think maybe their spawntime has to be adjusted, too?
 
I'm still learning how things work in this mod but I love it. By the way I finally won a game the other night by a UN vote after I killed off all of my enemies. Was less than 1% away from a domination victory in that game too. I still havent saw much of very late game though.
 
I'd like to include a new option and a tweak on the dll. This is something that breaks savegames so I've been waiting to go about it until now. I just wanted to check with the team to make sure this 'freeze' time is the best time to implement. Also, since I'll be messing with that end, are there any other game options you guys want me to put in place?
 
Yes, I wrote about this earlier: I'd like to have a bug menu option to check razing cities on/off. Because in GEM I liked to start with no razing cities in prehistoric so the capitals don't get destroyed but in ancient and the later eras I actually want less cities so in that period I would enable city razing by unchecking the 'no city razing' option in BUG.

Btw @ all really no comment to my previous post? Come on, not one single word? That's even more devastating than all of you saying: 'bad idea' or 'can't be done'.
Don't you guys know that hurts? :cry: Silence is the sharpest sword, right? :old:
 
Btw @ all really no comment to my previous post? Come on, not one single word? That's even more devastating than all of you saying: 'bad idea' or 'can't be done'.
Don't you guys know that hurts? :cry: Silence is the sharpest sword, right? :old:

:blush:I could not make had nor tail of it I am afraid, but I am still running a temperature and new ideas take awhile to sink in for me. Sometimes my dyslexia manifests is nothing in a written piece of work making sense and I have to leaves it for a few days and go back to the article later when it is completely different.

In general I don't see years but turns. Otherwise I start complaining that even in the ancient era you could cross from Spain to China in one or two years but that you can't in the game.
 
:blush:I could not make had nor tail of it I am afraid, but I am still running a temperature and new ideas take awhile to sink in for me. Sometimes my dyslexia manifests is nothing in a written piece of work making sense and I have to leaves it for a few days and go back to the article later when it is completely different.

Yes, I get that. It happens to me, too. Just wanted my piece of work to get some recognition and although it may be totally unpossible, I liked to know the why and maybe change my angle for new ideas.

In general I don't see years but turns. Otherwise I start complaining that even in the ancient era you could cross from Spain to China in one or two years but that you can't in the game.

Thats why I proposed the time-theaters. Think of a nomad tribe not very bright, living in a certain area for several thousand years, not traveling far. Then, one day, a charismatic leader emerges has quite a lot of children who he carry his "smart genes" for some time within the tribe during this pseudo golden age, the turns would be slower in terms of years. So you could in fact travel to other locations within a shorter period of time (maybe the leader understood that he should follow some herds or something.
The clou would be to have active turns and not active turns (and in a certain timeframe per period like early prehistoric, middle prehistoric, late prehistoric more active turns).

From 1 Mio BC to 900.000 BC, there would be most ly 1 active turn each 1000 years and movie-like dummy turns between that [1000 dummy turns(rain, shifting terrain)/ 24 turns/sec(to make this look like a movie)=~40 sec per each early turn, 20 sec if the rate would be 48 dummy turns/sec.

I don't know if such a speed is possible but what if dummy turns get other dll to load than the normal turns? So if only the weather system would be processed and all other aspects of the game would be commented out for the dummy turns that would be like multiple maps: multiple turn-types--- have there ever been any ideas towards this?
 
@DRJ It does sound like you are thinking across many ideas at once and from reading your many posts I get a glimmer of your over all idea. I was a computer programer, softwear engineer for 30 years. Strange as it may seem most of the time we had problems giving our client base what they needed was when they would insist on only explaining what it was they thought we could accomplish not what they dreamed of having to support their work.

One day I did get a client to say almost exactly what they wanted and we were almost able to provide it surprising everyone. Every day new data was published electronically, their job was to collect a months data from all these various places and write articles converting the data into information for use by others in both government and business for planning. I got their main requirement for the support system to be "Each day we press a big red button which causes any new data available since the last time we pressed the button to be converted into our publishing format and notify us when it is ready so we can do our bit of work." The only thing we could not do was give them the red button, they had to settle for grey. ;) Oh and we had to get the monks on line - they were submitting their data in written form. Really nice handwriting, almost a lost art form.

So keep asking for what you want but don't try and limit what you are asking for by what you think programmers or computers can do. Programmers are artists too.
 
Absolutely, thx for sharing your story.
Imho, this kind of oral/written tradtion is so much more valueable (in terms of promoting a creative and ethical mindset) than most of what we read in mainstream media. No wonder, it is not corrupted by interests of profits but by life itself and that corruption is authentic, is human; instead of dead capital memes, pondering to duplicate and alienating humanity from itself in this process, you provide something that can be called love in a sense. :pat: So thx for that and everything you do around here, so great you stayed!
 
I believe, to offer feedback on your concept, that what you propose is simply a longer gametime setting. Extend the length of time to research and build so that troops have more time to move about. Accomplishes basically the same thing I'm hearing you saying there. Only problem is, it increases the need for a game mechanic to somehow limit the extent range that your troops can go (supply lines) which I'm a little reluctant to see come into play personally.
 
I'd like to include a new option and a tweak on the dll. This is something that breaks savegames so I've been waiting to go about it until now. I just wanted to check with the team to make sure this 'freeze' time is the best time to implement. Also, since I'll be messing with that end, are there any other game options you guys want me to put in place?
What is that option and tweak that you want to add that you think breaks savegames?
 
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