Caveman 2 Cosmos

Is there any key or algorythm which is used to pick the CIVs for the game. I'm asking because every game I started recently I got bunch of warmongering, aggressive leaders (Heke, Cunhambebe, Smoke Jaguar, Ostenaco etc.). Is it dependent on the game level? Strange - it seems that the game tends to pick new civs (which have been added in recent versions), especially Indian tribes. Hardly ever can I meet old Civs like Spain, Germany, France, Persia etc. Is that your trick, Strategyonly? ;) I'm using (still) v23 by the way...
 
I could also try going to an older save and go from there. Like I said a 9 minute wait to get to the main screen and a 3 minute wait to load a save game takes a lot of patience. It's not so bad to get started once... but multiple CTDs is more than a buzz kill.

If you try to restart after CTD it should load faster. After rebooting my machine, it takes about 2-3 minutes to pre-load, about 1-2 minute to do the XML, and about 2 minutes to load a saved game. This is without xml caching. If I start again after playing but don't reboot, the time is cut in half. I have a MotR machine (dual core 2.2 GHz, 4GB RAM, GMA4500 integrated GPU, Vista64, and it's a laptop) running highest level graphics and 1280x800 resolution.
 
Just wanted to say. I was very sceptical about the intended cultures system that you were planning (end of last year?), I think if I had to have given an opinion on it at the time, it would have gone something like this.

"oh no, taking out a civs cultural identity at the beginning is a bad idea, removing uu's and ub's even worse, I love having those unique things to my civ"

But after trying v25 I can see exactly where you're going with this. It's such a great idea and one that increases replayability even more. I always play as random civ/leader so it really fits (much better) with how I like to play.

Please don't think I'm disregarding the mulitude of other features you've implemented. There are some absolutely amazing things that have been added. But I genuinely think the C2C culture system is the thing that everyone will remember this mod for.
 
Just wanted to say. I was very sceptical about the intended cultures system that you were planning (end of last year?), I think if I had to have given an opinion on it at the time, it would have gone something like this.

"oh no, taking out a civs cultural identity at the beginning is a bad idea, removing uu's and ub's even worse, I love having those unique things to my civ"

But after trying v25 I can see exactly where you're going with this. It's such a great idea and one that increases replayability even more. I always play as random civ/leader so it really fits (much better) with how I like to play.

Please don't think I'm disregarding the mulitude of other features you've implemented. There are some absolutely amazing things that have been added. But I genuinely think the C2C culture system is the thing that everyone will remember this mod for.

We scrapped the whole cultural traits/progenitor civs concept in march, after it got out of hand and some racist flame wars developed over it. The Culture System as it stands now is the same one (with more cultures or course) that has been around since the summer of 2011.
 
We scrapped the whole cultural traits/progenitor civs concept in march, after it got out of hand and some racist flame wars developed over it. The Culture System as it stands now is the same one (with more cultures or course) that has been around since the summer of 2011.

Oh that's really sad to hear :sad: I can understand why you dropped it then, but I'd say this (easy for me to say I know) Don't let anyone dictate to you, what you should or should not put in your mod. It's only a game and if some small minded people can't see beyond that, then that's their problem, not yours. Although you've all no doubt thought it all through.

Well the current implementation as it stands is still great, and a huge improvement over the original (which I was a huge fan of). Although I'm now realising that I must not have played any C2C since spring 2011?!?! :eek: What on earth have I been doing with my time?
 
Well actually thats NOT the "million dollar question", the question should be, how much can you afford, and if your PC is that old already, :hmm: then another ?

Hello,

I upgraded my system to the tune of 4 GB RAM to 16 GB RAM and I purchased the Asus GeForce GTX 550 Ti 1 GB. Solved the mysterious CTD... :D

Now I have a little gameplay issue. Volcanoes. More specifically a volcano spawning on a city plot. The city doesn't get destroyed, its still there with the volcano plopped on top. It does however wipe out the surrounding plots and my units garrisoned in the city. It seems weird. Either prevent volcanoes from spawning on city plots or destroy the city altogether and spawn a settler unit (refugees).
 
We scrapped the whole cultural traits/progenitor civs concept in march, after it got out of hand and some racist flame wars developed over it. The Culture System as it stands now is the same one (with more cultures or course) that has been around since the summer of 2011.

Hmm... I had not heard of that. And here I was considering reopening that discussion soon. I had been planning it as part of the fabric of the Adopt a Culture project... What was the biggest complaint/problem?

On another note: Why on Earth are we spending valuable memory space on a movie for building a wall? Just seems to be a lot of hooplah for a standard everyday building doesn't it?
 
Is there any key or algorythm which is used to pick the CIVs for the game. I'm asking because every game I started recently I got bunch of warmongering, aggressive leaders (Heke, Cunhambebe, Smoke Jaguar, Ostenaco etc.). Is it dependent on the game level? Strange - it seems that the game tends to pick new civs (which have been added in recent versions), especially Indian tribes. Hardly ever can I meet old Civs like Spain, Germany, France, Persia etc. Is that your trick, Strategyonly? ;) I'm using (still) v23 by the way...

Time to move on up to v25. See the difference for yourself.

JosEPh :)
 
Hmm... I had not heard of that. And here I was considering reopening that discussion soon. I had been planning it as part of the fabric of the Adopt a Culture project... What was the biggest complaint/problem?

On another note: Why on Earth are we spending valuable memory space on a movie for building a wall? Just seems to be a lot of hooplah for a standard everyday building doesn't it?

Wait we have movies for walls now. I would much rather see every wond have a movie or at least a picture that fits the whole wonder movie screen first
 
On another note: Why on Earth are we spending valuable memory space on a movie for building a wall? Just seems to be a lot of hooplah for a standard everyday building doesn't it?

We are not. The first person to build a wall gets the movie it has been there "for ever"! The movie actually belongs to the Hadrian's Wall wonder, it is just being reused.
 
PPLLZZ strategyonly i only want a units with more formations and numbers, thats all, how to do this????
 
PPLLZZ strategyonly i only want a units with more formations and numbers, thats all, how to do this????

You've not being paying attention:mischief: he has been asking you for help to get Formations working with c2c but no one else has been able to sort it out.

Oh ok, yeah i have been busy with that darn python stuff, i keep getting messed up with, as you know.


Here is WHAT was in AND, i am sure you can figure it out with whats there, i hope, just make sure you put it in the module area, and add it to the MAIN MLF also.
 
Unfortunely this didnt work:( PLZ strategyonly maybe you try to make some or somebody else plz help. This mod with formations and regiments like in rise of mankind mod will be the best mod ever:)
 
This is exactly what sea tunnels do. However they have all sorts of problems.

Dancing:
So the problem regarding Beacons not working the way you want is that the terrain feature (e.g. Reefs & Coral) can not have their modifiers (e.g. damage or terrain cost) adjusted, correct?

Now I haven't advanced far enough to see terraforming in the game, but I have read some indirect mentioning about it. Why not have the Beacon perform a primitive version of terraforming by having the Reef/Coral tile feature changed into a new tile feature (e.g. ReefwB or CoralwB). Then the new tile feature would have the characteristics that you want.

Unless it's more hassle than its worth to create a new tile feature?
 
Unfortunely this didnt work:( PLZ strategyonly maybe you try to make some or somebody else plz help. This mod with formations and regiments like in rise of mankind mod will be the best mod ever:)

Didnt have my coffee yet, you need this file in the XML/Units folder also: Now AND is set up for UU and C2C is not, so not that much will be in formation style, sorry.
 
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