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Caveman 2 Cosmos

It is doable from the XML, you don't need to do it from the dll. If you do you will break the XML, just like they did when they changed the maximum wonders per city. It is still there in the XML but it can't be changed by the player to what they want.

I'm still convinced that wherever the xml is coming in establishing a limit on a unit in the dll, it can be told not to if an Unlimited National Units option is selected. However, I've looked at some of the coding and my God, Koshling... maybe I'm looking for the wrong key words but this issue seems to be one of the more complicated issues in the dll and I don't want to touch it with a ten foot pole unless you can offer some guidance. You seem to have done a lot with this subject matter. This touches a great deal on a lot of your caches and compatibility improvements, very little of which I understand, so I don't want to create any problems here. I couldn't quite figure out where the root of establishing the unit limits was located anyhow.

DH, the problem with doing it via the xml is it then requires changing the xml to adjust your options. Players shouldn't have to have a clue what xml is to be able to select some basic preferences like this. Despite being a bit lost where to conduct a small code surgery, I still think it'd have to be a minor issue to make this possible. It does go nicely in line as on option as we already have the unlimited wonder option.
 
I'm still convinced that wherever the xml is coming in establishing a limit on a unit in the dll, it can be told not to if an Unlimited National Units option is selected. However, I've looked at some of the coding and my God, Koshling... maybe I'm looking for the wrong key words but this issue seems to be one of the more complicated issues in the dll and I don't want to touch it with a ten foot pole unless you can offer some guidance. You seem to have done a lot with this subject matter. This touches a great deal on a lot of your caches and compatibility improvements, very little of which I understand, so I don't want to create any problems here. I couldn't quite figure out where the root of establishing the unit limits was located anyhow.

DH, the problem with doing it via the xml is it then requires changing the xml to adjust your options. Players shouldn't have to have a clue what xml is to be able to select some basic preferences like this. Despite being a bit lost where to conduct a small code surgery, I still think it'd have to be a minor issue to make this possible. It does go nicely in line as on option as we already have the unlimited wonder option.

And yet, for example, the way Guilds are turned on or off is all done in XML via an option on the Custom Game screen.:D

If you do your change right/correctly in the dll, then I will have no problems. However there have been two changes recently made via the dll which have removed options I used to like.

1) I used to be able to set the number of wonders, national wonders and team wonders to a limit I liked per city. Now I have no option but to play with unlimited wonders as it is the lesser evil of the options I now have.

2) I could set the maximum XP from barbarians, animals and to keep after upgrade. I have not found any way to set this to what I want any more. My changes in the Global Defines XML are being ignored.
 
1) I'm not sure what the problem is there but if it's discussed and researched enough, I'm sure it could be resolved in the dll.

2) That's odd considering that every time I change the exp to keep after upgrade in the xml, it seems to work just fine. The max xp limit on barbs and animals are something I had originally intended to unlimit with an option but with the new promos available on the matter, I'm quite happy with it right now. Nevertheless, strange that it doesn't seem to work from the global defines. Sounds worthy of some research and repair.

On both issues, what were you wanting to do that you can't seem to be able to exactly? I'm sure all the dll programmers will be listening to your complaint and the others are probably better capable of addressing your issues there but it'd help to know exactly what they are.

Options like Guilds off or on is definately best established between dll and xml because its saying in the dll to ignore buildings keyed to be ignored if the guild option is off by their definitions in the xml. It would be a different affair to simply tell the dll to not set national limits that have been established in the xml if the unlimited national units option is on. It'd just shut off that xml consideration on any and all national units so shouldn't impact any xml programming.
 
Bit off topic but u were talkign about tribal villages b4 and in SMAC there was an option to only have pods (tribal villages) around your starting location, this way it is fairer for everyone. Meaning one team doesn't get 15 when another only gets 1. Everyone gets like 5. Just a thought, you guys might want to implement something like this as an option, not sure how feasible or easy it would be to do. I think it would be primarily for MP use, obviously could use it for vs AI too since they use hax to hunt them all down :lol:
 
Bit off topic but u were talkign about tribal villages b4 and in SMAC there was an option to only have pods (tribal villages) around your starting location, this way it is fairer for everyone. Meaning one team doesn't get 15 when another only gets 1. Everyone gets like 5. Just a thought, you guys might want to implement something like this as an option, not sure how feasible or easy it would be to do. I think it would be primarily for MP use, obviously could use it for vs AI too since they use hax to hunt them all down :lol:

Tribal villages are going to be used for Indeginous Peoples soonish. ;) There are some ideas about the islands floating around also. Of course I will need to come up with a solution for games where the goody island option is off.
 
doubt anyone really plays with them off and if they do too bad i say lol save yourself some time ;)
< lazy aussie speaking :lol:
 
Just wanted to let you know: To finaly do soemthing at least somewhat usefull here I started to translate all the stuff to German, so that htose who don´t want to play in English get an alternative ( sorry, my French and Italian are way too bad to do something about those).
So far I did the pedia text of exactly ONE wonder.. but it will get more.
 
Hey, SO. So, I'm trying to install the mod. Just downloaded it, and told 7zip to extract it to C, program files, firaxis games, civ IV, beyond the sword, mods, but it doesn't seem to be working. The extraction never finishes, and there are several messages about "cannot open output file". I'm using Windows 7. I'd appreciate any help you or anyone else could give.
 
Hey, SO. So, I'm trying to install the mod. Just downloaded it, and told 7zip to extract it to C, program files, firaxis games, civ IV, beyond the sword, mods, but it doesn't seem to be working. The extraction never finishes, and there are several messages about "cannot open output file". I'm using Windows 7. I'd appreciate any help you or anyone else could give.

Best option is to extract it somewhere not in the "Program Files" folder and then copy it from there.
 
Ah, it looks like I was copying the folder that had ANOTHER folder in it that had the files. I was supposed to copy THAT folder. Done and done. Though...where is Brentalfloss' always entertaining "Civ with lyrics" theme? When did they change it to "Secret agent man", or whatever the name of the song is? Very strange...
 
Ah, it looks like I was copying the folder that had ANOTHER folder in it that had the files. I was supposed to copy THAT folder. Done and done. Though...where is Brentalfloss' always entertaining "Civ with lyrics" theme? When did they change it to "Secret agent man", or whatever the name of the song is? Very strange...

Its on a loop of 3 songs and a MIDI, that way, a person doesn't get sick of the same song all the time.

by the way, when is the release of v23 planned?

Very very soonish, at least by Saturday for sure, i hope!!:) I am trying for Friday, though.
 
Its on a loop of 3 songs and a MIDI, that way, a person doesn't get sick of the same song all the time.



Very very soonish, at least by Saturday for sure, i hope!!:) I am trying for Friday, though.

I'll clean up the GEM scenario for that then. (So the infamous floating deer of the North Sea is removed. :P)
Either today or tomorrow depending on how today goes.
 
after updating to last SVN (2531) -
on load my save game -
"save format is not compatible due to missing class UNIT_BABUR"
 
after updating to last SVN (2531) -
on load my save game -
"save format is not compatible due to missing class UNIT_BABUR"

It' supposed to just delete units that no longer exist, so that sounds like a bug. Post the save game please.
 
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