Caveman 2 Cosmos

Have any changes been made to the layout/use of the UserSettings folder?

That is; Is it safe to copy the old one from V27 and replace the one that comes with V28?

I've used the same Usersettings folder I made in V17 and it works great! I've copied it to a new computer, reinstalled Civ and Windows, and it has still worked for all of this time. So I'd say don't worry.
 
Some quickie comments:

1) I successfully downloaded from the Gamefront link in a little less than 20 minutes(I am MODDB member, but wanted to see if this worked since there was an issue d/l-ing v27)

2) The 'loading' splash screen came up much faster than normal. I'd say overall load time was about the same, though I didn't time it. I still get a balnk white window for said loading splash screen, though that's not a big deal.

3) After the Recalc I eventually discovered that over half my civics were set back to prehistoric 1st level. Be alert.

4) For those that weren't following the SVN changes and other discussions too closely Republic now has a city limit, while Monarchy doesn't. It was a bit of shock and forced me to change my gov't in my active game given how big I had gotten. *Though to be honest I should probably retire that game and start new as I had triple the victory points of the nearest AI.

5) It's too bad that the edits to the city screen don't seem to be saved in the UserSettings folder. I'll have to reapply my changes (basically to add crime info).
 
What previous (v27 and/or SVN) versions' saves is v28 compatible with?

We haven't broken savegame compatibility for many versions now... don't recall how far back but you should not have any savegame compat problems with updating unless you're talking a very very very old version save.
 
Some quickie comments:

1) I successfully downloaded from the Gamefront link in a little less than 20 minutes(I am MODDB member, but wanted to see if this worked since there was an issue d/l-ing v27)

2) The 'loading' splash screen came up much faster than normal. I'd say overall load time was about the same, though I didn't time it. I still get a balnk white window for said loading splash screen, though that's not a big deal.

3) After the Recalc I eventually discovered that over half my civics were set back to prehistoric 1st level. Be alert.

4) For those that weren't following the SVN changes and other discussions too closely Republic now has a city limit, while Monarchy doesn't. It was a bit of shock and forced me to change my gov't in my active game given how big I had gotten. *Though to be honest I should probably retire that game and start new as I had triple the victory points of the nearest AI.

5) It's too bad that the edits to the city screen don't seem to be saved in the UserSettings folder. I'll have to reapply my changes (basically to add crime info).

Following this post, I'd like to ask if someone can outline the main changes I can expect from v28 that could break an ongoing v27 game.

It's been going for quite a while, I'd like to know what has changed much, to decide whether or not to update. Thanks.
 
Please note - I will not be doing the change log this time. It took hours last time and once I had done it I had had enough of moding for two weeks or more!
 
Please note - I will not be doing the change log this time. It took hours last time and once I had done it I had had enough of moding for two weeks or more!

I am just asking for major changes. Like the aforementioned, "republic is no good now if you have many cities, go monarchy". I am not asking for team members to use hours of their times to write a changelog.

I'd just like to know changes like that, because for example for me having to stay monarchy is something game-changing. I never did stay as monarchy except for the small, brief period it took to research republic.

So for example things like "You can no longer build temples, monasteries, cathedrals unless you have the state religion" I would be interested to know, while "Fisherman's hut has increased food production" not really...
 
I am just asking for major changes. Like the aforementioned, "republic is no good now if you have many cities, go monarchy". I am not asking for team members to use hours of their times to write a changelog.

I'd just like to know changes like that, because for example for me having to stay monarchy is something game-changing. I never did stay as monarchy except for the small, brief period it took to research republic.

So for example things like "You can no longer build temples, monasteries, cathedrals unless you have the state religion" I would be interested to know, while "Fisherman's hut has increased food production" not really...

Sometimes I even lose track of every little thing we change. :mischief: The main points are new options for Traits and City Limits, some rebalancing of Civics, and a new tech tree setup (thanks Vokarya!).
 
Unless I have my BUG settings wrong, I see that the button for automatic upgrading of units has disappeared.
 
Unless I have my BUG settings wrong, I see that the button for automatic upgrading of units has disappeared.

Already did that. But you failed to address yourself to my concern.

It should not have, infact there are Two (2) ways to do so, one is in the NORMAL options by Firaxsis, and the other was done by Afforess in the Options there, its just located in the middle of the automations, (i believe). I still dont know why its in the BUG area?

I personally HATE(strong word, or dislike) almost all of those options Afforess put in there except the go kill (or something like that, automations)
 
Hmm. Let me recheck. I had to reload everything after I had to wipe my harddrive after I got hit by a virus. It could be that I just over looked it.

BTW, I think you overdid it with the fires. They are getting rather annoying happening every two or three turns for a long time after discovering fire...
 
Hmm. Let me recheck. I had to reload everything after I had to wipe my harddrive after I got hit by a virus. It could be that I just over looked it.

BTW, I think you overdid it with the fires. They are getting rather annoying happening every two or three turns for a long time after discovering fire...

In the events thread then, can you explain what is going on, and then (maybe) we can see if you need to provide us with a savedgame of what your encountering.
 
So I went and upgraded but I have 2 issues...

First, I get a: non fatal load warning - Current assets are missing in-use class BONUS_DYE. Any instances will have been remove. I had 2 Dye in my capital ciry, now I obviously don't have it anymore. Is this a bug?

Second, well, gold went from +85 to -296 per turn... But this could just be due to rebalancing maybe?
 
I found the options in the automation section of BUG.

As for the fires, they are happening every three or four turns. Now it's always the smokehouse. I think that setting needs to be adjusted.

In the events thread then, can you explain what is going on, and then (maybe) we can see if you need to provide us with a savedgame of what your encountering.
 
So I went and upgraded but I have 2 issues...

First, I get a: non fatal load warning - Current assets are missing in-use class BONUS_DYE. Any instances will have been remove. I had 2 Dye in my capital ciry, now I obviously don't have it anymore. Is this a bug?

Second, well, gold went from +85 to -296 per turn... But this could just be due to rebalancing maybe?

And a question as well. Supposing that there's nothing that can be done about the dye, would adding the dye in the world builder work? or not?

Still that would mean there's only one dye in the world I suppose, cause I imagine all other dyes have been erased as well...

EDIT: no it appears it's not working at all, I added them, quit world builder, and while I do have the resources showing on the map, and the correct output in the square they are, there is no dye showing up in the resources tab in the cities.
 
So I went and upgraded but I have 2 issues...

First, I get a: non fatal load warning - Current assets are missing in-use class BONUS_DYE. Any instances will have been remove. I had 2 Dye in my capital ciry, now I obviously don't have it anymore. Is this a bug?

Second, well, gold went from +85 to -296 per turn... But this could just be due to rebalancing maybe?

Dye is now a manufactured resource, it was replaced by 3 map resources Indigo, Henna and Murex (shell fish). That actually all happened in v27 we just got rid of the dummy map dye as we expected that any games started before v27 would have been finished by now.
 
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