Caveman 2 Cosmos

my Dad's brother just died on 9-11
Sorry to here that. i my self haven't had anyone that close to me die yet, but i am certain it is hard on you.

Desolator, raxo2222, you purposely trying to BE heartless here? Especially Raxo. HE said his uncle died and your hoping strategyonly's can get fixed SOON. i sorry if i sound rude, but that isn't what you should be worried about.
 
Sorry to here that. i my self haven't had anyone that close to me die yet, but i am certain it is hard on you.

Desolator, raxo2222, you purposely trying to BE heartless here? Especially Raxo. HE said his uncle died and your hoping strategyonly's can get fixed SOON. i sorry if i sound rude, but that isn't what you should be worried about.

No. My condolences to SO. All I meant that what I posted was a "simple" changelog version (no author, date, modified files). It also can be done like this:
Spoiler :
Revision: 3548
Author: ls612
Date: 2012. szeptember 6. 23:31:37
Message:
V26 Release.
----
Modified : /trunk/Assets/Python/Contrib/CvModName.py

Revision: 3547
Author: ls612
Date: 2012. szeptember 6. 23:30:19
Message:
-Tweaked the Pack Llama
----
Modified : /trunk/Assets/XML/Units/CIV4UnitInfos.xml

Revision: 3546
Author: calvitix
Date: 2012. szeptember 6. 23:10:59
Message:
French Update - Language fix

+Tranlation of harcoded English Strings in Python (Thanks lordfistas for catching them)
+Small fixes in french strings
----
Modified : /trunk/Assets/Python/EntryPoints/CvRandomEventInterface.py
Modified : /trunk/Assets/Python/Revolution/RevolutionInit.py
Modified : /trunk/Assets/XML/Events/CIV4EventInfos.xml
Modified : /trunk/Assets/XML/Events/CIV4EventTriggerInfos.xml
Modified : /trunk/Assets/XML/GameInfo/CIV4ProcessInfo.xml
Modified : /trunk/Assets/XML/Text/A_New_Dawn_Settings_Civ4GameText.xml
Modified : /trunk/Assets/XML/Text/CIV4GameTextInfos_Objects.xml
Modified : /trunk/Assets/XML/Text/CIV4GameText_HEROES.xml
Modified : /trunk/Assets/XML/Text/Outcome_GameTexts.xml
Modified : /trunk/Assets/XML/Text/Prehistoric_CIV4GameText.xml
Modified : /trunk/Assets/XML/Text/REVDCMHints_CIV4GameText.xml
Modified : /trunk/Assets/XML/Text/RoM_CIV4GameText_Events_BTS.xml
Modified : /trunk/Assets/XML/Text/RoM_Rev_Shortcuts_Civ4GameText.xml

(But in this form, the changelog would be about 374.000 characters (limit is 30.000), so this requires an attached txt.)
 
Why did a volcano suddenly appear right on Mansa's city (I have the latest SVN)?
 
Oh wow :(
I thought only PC got broken...

Now its all calm except PC now?

Hope it will all get good soon. :)



Its good enough changelog.

Sorry to here that. i my self haven't had anyone that close to me die yet, but i am certain it is hard on you.

Desolator, raxo2222, you purposely trying to BE heartless here? Especially Raxo. HE said his uncle died and your hoping strategyonly's can get fixed SOON. i sorry if i sound rude, but that isn't what you should be worried about.

No. My condolences to SO. All I meant that what I posted was a "simple" changelog version (no author, date, modified files). It also can be done like this:
(But in this form, the changelog would be about 374.000 characters (limit is 30.000), so this requires an attached txt.)

Thats ok guys, i didnt take ANYTHING rude or annoying:) No biggy, and thx Desolator for doing that changelist, that helps alot.
 
Wait, it's gone. It wasn't there. I also saw another volcano on the water that disappeared. The volcano graphics are going crazy lol.
 
It just crashed. Is the SVN usually like this?
 
Wait, it's gone. It wasn't there. I also saw another volcano on the water that disappeared. The volcano graphics are going crazy lol.

Do you have viewports on? I've noticed that with viewports, certain feature graphics (volcano, tar pit, bridge over river) are getting shifted around and it's making the map really misleading. I've already posted it to the bugs thread.
 
Just tried loading it again. Crashed right after I clicked on the save. This is bad.
 
Do you have viewports on? I've noticed that with viewports, certain feature graphics (volcano, tar pit, bridge over river) are getting shifted around and it's making the map really misleading. I've already posted it to the bugs thread.

Yes, but I never noticed it in v25.
 
Wait, it's working. My bad.
 
It just crashed. Is the SVN usually like this?

Sometimes. Those are the risks you take with a "beta" version. That's why although I update the SVN daily, my working copy only gets updated when a subversion is pushed that seems to be bug-free (I always check the bugs threads before I change my working copy). If you wish to find the bugs for the mod team, you can update your working copy daily...:p
 
Are you planning to get rid of all those bugs? I was always annoyed by it by it but now I can't tell where volcanoes and oases are. It's really bad. Right now I can't even spot a single one that's in the right place, and their are like 4-5 volcanoes in the waters around Carthage.

EDIT: Just noticed the coral is doing it too.
 
Also, before the storms seemed to be stuck in only a few places, but now they're all over the place as they should be. I suspect they're also illusions.
 
So this is like a continuation of Rise of Mankind? Does it include everything from Rise of Mankind 2.92? It sounds awesome because I remember I was so sad once that mod was gone but this... this is even better :)

Still, I wish the mod allowed you to actually build spaceships, go into space and see your colonies on other planets... Hopefully that will be possible with civ 6 :)

EDIT: I have realized that quite a lot of the techs (especially future ones) have no benefits whatsoever. I would like to have actually seen some spaceships rather than researching a tech that does absolutely nothing. Obviously this is going to be worked on though so I'm not judging... I am guessing you have planned ahead by creating the techs first and you are going to then add units and buildings later to those "blank techs" right?

Just for future reference I am using Version 26. One thing that really bugs me though is the extremely long white spaces/gaps in the timeline especially towards the end. Are you going to fix it by shortening the white lines connecting techs or are they there because you plan to add more techs in between?

Good job on the mod so far though... I am extremely impressed but it definitely needs some polishing.
 
So this is like a continuation of Rise of Mankind? Does it include everything from Rise of Mankind 2.92? It sounds awesome because I remember I was so sad once that mod was gone but this... this is even better :)

Still, I wish the mod allowed you to actually build spaceships, go into space and see your colonies on other planets... Hopefully that will be possible with civ 6 :)

EDIT: I have realized that quite a lot of the techs (especially future ones) have no benefits whatsoever. I would like to have actually seen some spaceships rather than researching a tech that does absolutely nothing. Obviously this is going to be worked on though so I'm not judging... I am guessing you have planned ahead by creating the techs first and you are going to then add units and buildings later to those "blank techs" right?

Just for future reference I am using Version 26. One thing that really bugs me though is the extremely long white spaces/gaps in the timeline especially towards the end. Are you going to fix it by shortening the white lines connecting techs or are they there because you plan to add more techs in between?

Good job on the mod so far though... I am extremely impressed but it definitely needs some polishing.

Our intention is to have multiple maps, building space units and exploring space eventually yes. We will not be waiting for Civ6 (which will also not be expectable to ever cover such ground) to make that happen. Many of the future techs are still under development so for now, please enjoy as much of the game as you can reasonably play at this time (you'll probably have 'won' by then anyhow as we still have a lot of AI improvements to get the AI to remain competitive throughout all ages.)

In the meantime, we continue to innovate and perfect on every front of modding here and will be doing so with this mod for some time to come! :D
 
To solve the Black Tiles problem, could you try releasing a C2C version with low or even the original Civ4 BtS textures for the tiles. (you dont need to change the unit textures, as far as i know they all show up)
 
To solve the Black Tiles problem, could you try releasing a C2C version with low or even the original Civ4 BtS textures for the tiles.

I don't think that's the problem. There was an alternate one posted, and it made no difference in the randomness of the problem.

As long as the subject was brought up, I tried SVN 3741 last night and got it to work once without the black tiles. After that nothing would get them to go away. I re-installed SVN3647, and I had no problems. I reinstalled 3741 and again, nothing would make them go away. Went back to 3647, and no problems. Take what you will from that...
Am going to try 3747 in a few minutes and see if it has the same problems as 3741. If so, I'm going to assume my computer can't handle the new multi-features, even though the features are displayed fine, just the base tiles don't show.

EDIT---no go. 3747 didn't load even once without black tiles (at least 3741 did it once) no matter what I tried. Went back to 3647 and it loaded fine first try even without "prepping" it. I'll continue to update the SVN out of habit if nothing else, but it looks like the last version that will work for me is 3647.
 
I don't think that's the problem. There was an alternate one posted, and it made no difference in the randomness of the problem.

As long as the subject was brought up, I tried SVN 3741 last night and got it to work once without the black tiles. After that nothing would get them to go away. I re-installed SVN3647, and I had no problems. I reinstalled 3741 and again, nothing would make them go away. Went back to 3647, and no problems. Take what you will from that...
Am going to try 3747 in a few minutes and see if it has the same problems as 3741. If so, I'm going to assume my computer can't handle the new multi-features, even though the features are displayed fine, just the base tiles don't show.

EDIT---no go. 3747 didn't load even once without black tiles (at least 3741 did it once) no matter what I tried. Went back to 3647 and it loaded fine first try even without "prepping" it. I'll continue to update the SVN out of habit if nothing else, but it looks like the last version that will work for me is 3647.

Could you try two things:

1) See if having viewports on/off makes any difference

2) Try enabling ENABLE_DYNAMIC_UNIT_ENTITIES in A_New_Dawn_GlobalDefines.xml
 
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