Caveman 2 Cosmos

That btw is a horrible strategy, it means that some AI will come and take that land, or if not, that you will be weaker. Animals are almost irrelevant for their benefits by the end of the Ancient Era (Except perhaps for Mascots, but at that point you should have a couple dedicated military cities so even those won't make much difference). Unless it will pop your city limit or sink your treasury you should always expand into empty space that isn't crap (desert/tundra).

Very well could be, but i have NEVER ever finished a game, and NEVER will. If i make it even close to the end, i delete the game as NOT to finish it. If i finish a game then, you know you have in your mind, and sometimes then you'll say to yourself, why bother, heck i have already been there and done that, this way i cant say that (mind purposes, mind you).

Winning to me, is irrelevant.

Plus by now you guys ought to remember, i dont play like everyone else, i do more testing than anything, and in a testing mode you GOT TO try everything thats available to you, except win, (in my case). I play for FUN.:high5: Hence my saying: "Just Have Fun."
 
hmm well its seems like the latest driver (13.1) for the my ATI hd 6670 is not compatible with the mod because the terrain goes black. Hopefully I wont be stuck uninstalling and reinstalling drivers each time I want to play civ. Just to be sure I re download the entire mod via SVN and cleared my game cache. The only thing that worked was using a very old driver I still had but I dont like that driver for other things. I put my new driver back in and see if I can figure this out....

Look forward to playing another round since I haven't played in a month.
 
Go look under the Bugs and Crashes Topic and then the 'black terrain' thread. I encounter Black Terrain whenever I update my GEForce drivers too. Soloution (for me at least) is 1) Warm Reboot (may not be necessary); 2) Start a vanillia Civ4/BTS game and create a world (maybe even just load a saved game?); 3) End vanillia game and start C2C and load your save game.
 
What's changed from v27?
 
Go look under the Bugs and Crashes Topic and then the 'black terrain' thread. I encounter Black Terrain whenever I update my GEForce drivers too. Soloution (for me at least) is 1) Warm Reboot (may not be necessary); 2) Start a vanillia Civ4/BTS game and create a world (maybe even just load a saved game?); 3) End vanillia game and start C2C and load your save game.

ok ill try that idea

Edit Update: That worked perfectly !!!!!!!!! :) Thanks.
 
Okay, here's the error i get on startup after disabling some modules:

Edit: oh and i get hundreds of these on startup, each about a different item in the module that is disabled.
 

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Sorry for that... I tend to just respond to whatever I'm reading regardless of the thread.

And to wrap that up, so far as I can tell, you may have removed the module files but did you fix up the MLF files to not be trying to find them still??? Much easier to not delete modules but simply turn them off in the MLF files which guide the mod to know what it should load and what it should ignore. They are openable and manipulable in a text editor and are located in the main module file and every file within it. As any boolean, 0 means 'not this one' and 1 means 'this one yes'.

Go take a look.
 
hmm... this doesn't seem to be stemming from dependencies on mod file objects that exist in the core (those are safely ignored) but rather something that went wrong with the MLFs somehow. Without seeing your whole file structure, that makes it hard to diagnose. I would start back at an unadjusted point and start by taking out one element at a time and see where you create a problem. If its RIGHT away, PM me with the details of what you did so I can test the same process and see if I get the same result and see if I can work out what step(s) if any were overlooked.

Let's take this conversation out of this thread anyhow... although this is somewhat pertinent to the general topic since it deals with downloading and customizing.
 
Okay, here's the error i get on startup after disabling some modules:

Edit: oh and i get hundreds of these on startup, each about a different item in the module that is disabled.

It looks like you turned off the subdue animals mod. Since this is a very important part of the prehistoric era it never occurred to me that some one would turn it off. It contains all the myth buildings some of which help wonders and others are necessary to build some wonders. I'll need to think about what to do to fix that.

The best way to turn that module off is to turn the animal spawn rate down to zero.
 
I haven't played C2C in a while, and ThePreHistoryChannel.mp3 seems new to me. I really like it! :)
 
Being at my second game, I consider myself still a newcomer in this mod. I'd like to bring in discussion some things I liked better in ROM, and I apologize in advance because I suppose this was talked about untill now. However:
1. Ship movement pre-astronomy. I found being able to cross ocean tiles, with reduced movement and a random chance your ship would get sunk every turn, a much better way to handle ship movement as the rigid rule of coast tiles in vanilla civ and C2C. It is a fact that vikings reached Greenland and America before Columbus, why deny this chance to the vikings or the english in this game?
2. Storms and vulcanic erruptions - seem to be much less frequent now. I sort of liked the almost permanent stormy Atlantic or south of India.
3. Catastrophic barbarian invasions. The stacks of 10 axemen which made you scream "Why didn't I research bronze working earlier?" provided a challenge. As well as later the stealthy torpedo boats which pillaged your fishing ships coming from nowhere. Now after the neanderthal pest is gone you only need to protect your workers from the ambushers the AI simply loves to build, and defend against the occasional warlord.
These are only my inputs / wishes as a player. There are much, much more things which I like better than in ROM, and you're doing a really great job developing this game.
 
Not sure when the ship movement thing was changed back but I think it was in AND and I tend to agree with you actually... that was a nice feature.
 
Being at my second game, I consider myself still a newcomer in this mod. I'd like to bring in discussion some things I liked better in ROM, and I apologize in advance because I suppose this was talked about untill now. However:
1. Ship movement pre-astronomy. I found being able to cross ocean tiles, with reduced movement and a random chance your ship would get sunk every turn, a much better way to handle ship movement as the rigid rule of coast tiles in vanilla civ and C2C. It is a fact that vikings reached Greenland and America before Columbus, why deny this chance to the vikings or the english in this game?
2. Storms and vulcanic erruptions - seem to be much less frequent now. I sort of liked the almost permanent stormy Atlantic or south of India.
3. Catastrophic barbarian invasions. The stacks of 10 axemen which made you scream "Why didn't I research bronze working earlier?" provided a challenge. As well as later the stealthy torpedo boats which pillaged your fishing ships coming from nowhere. Now after the neanderthal pest is gone you only need to protect your workers from the ambushers the AI simply loves to build, and defend against the occasional warlord.
These are only my inputs / wishes as a player. There are much, much more things which I like better than in ROM, and you're doing a really great job developing this game.

1. Is a cheat since you can only loose one ship a turn it is very easy to explore everywhere very early on. The AI knows and uses that cheat.

2. Storms is an option which is off now because so many people complained about it. I think I may have broken volcano eruptions.
 
1. Is a cheat since you can only loose one ship a turn it is very easy to explore everywhere very early on. The AI knows and uses that cheat.
Uses the event system for that huh? yeah, that could be programmed better. Makes sense why it was taken out... for now.
 
Uses the event system for that huh? yeah, that could be programmed better. Makes sense why it was taken out... for now.

So don't use the event system. Check every ship (and even canoes and rafts can try it) every ocean tile. There is a flat 20% chance for a galley/war galley to sink without trace, 35/40% for war canoes and canoes, and 50% for rafts.

Even better would be a random amount of damage per turn, but not a percentage. The average amount would be 1 point of damage, but zero damage would be a distinct possibility, as would 6 points of damage - enough to sink a trireme(/quinquereme/decareme etc.).

Personally I like the randomness of the above, but you could also use the existing game mechanics of terrain damage, storms, and giant squids. They are, however, blunter instruments and don't work as well...
 
So don't use the event system. Check every ship (and even canoes and rafts can try it) every ocean tile. There is a flat 20% chance for a galley/war galley to sink without trace, 35/40% for war canoes and canoes, and 50% for rafts.

Even better would be a random amount of damage per turn, but not a percentage. The average amount would be 1 point of damage, but zero damage would be a distinct possibility, as would 6 points of damage - enough to sink a trireme(/quinquereme/decareme etc.).

Personally I like the randomness of the above, but you could also use the existing game mechanics of terrain damage, storms, and giant squids. They are, however, blunter instruments and don't work as well...

It would slow turns down:lol:.
 
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