Caveman 2 Cosmos

It would slow turns down:lol:.

I don't get the joke. We are talking pre-Astronomy, so turn times are not a problem. And a dozen civs with two or three exploratory vessels each won't take any time at all to process.
 
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...

As mentioned in the other thread, I'd have it check once per round from wherever the unit starts the round. And it wouldn't slow things much DH - not done in the dll it wouldn't. The game already performs some checks on all units at the beginning of each round and this one would be pretty basic since it wouldn't require any loop sequences. I suppose we could also add a check on each move... I can see some cause for that.
 
Cut down on the amount of Ambushers that each non-player civ and build. Some of them seem to concentrate just on building those. You should not have to escort every single worker.

Glad you took out the pirates in the modern era. You should not have to station a battleship with every fishing boat.
 
Cut down on the amount of Ambushers that each non-player civ and build. Some of them seem to concentrate just on building those. You should not have to escort every single worker.

Glad you took out the pirates in the modern era. You should not have to station a battleship with every fishing boat.

Sorry but I've gotta disagree on both points.

@SO: looks like they're finally building all the ambushers and rogues you were hoping they would!

You shouldn't have to escort every worker inside your borders as long as you build enough dogs and promote and station them such that your lands are always revealing invisible units. But if the invis units weren't a threat to the player, what would be the point of having them in the game at all?

And I've been stationing fish protectors ever since vanilla when as soon as you'd go to war, the first thing they'd do is come along and trash all your ocean resources with subs you couldn't see - and then there were always privateers to watch out for. So I'm used to having to protect my fishies anyhow.

Honestly, the AI sounds like its improving a lot because if you can harry them, they should in turn be able to harry you in the same way and in fact should be taking you to school on how to do so if you weren't doing it already... Thanks Koshling!
 
Sorry but I've gotta disagree on both points.

@SO: looks like they're finally building all the ambushers and rogues you were hoping they would!

YEAH!!! That is mainly do to the re-working of Koshling's stuff he did already.:goodjob:
 
Stupid question, and I'm not sure which thread is the right one to post stupid questions so I'll just post it here. But how do you delete a building from your city? I can't remember how and I looked in civopedia and couldn't find the answer either. Even google let me down, kept giving me pages about surround and destroy LOL.
 
Stupid question, and I'm not sure which thread is the right one to post stupid questions so I'll just post it here. But how do you delete a building from your city? I can't remember how and I looked in civopedia and couldn't find the answer either. Even google let me down, kept giving me pages about surround and destroy LOL.

In the city screen pres ctrl-A. However there is a bug in it that I only fixed this morning so if you are using the download it should work but you need to update from the SVN if you are using that.
 
My complaint is not there are a few, it's that building those types of units is the only thing some civs concentrate on, rather than building necessary buildings. I have seen a minor civ with only three cities devote one city to building nothing but rogues and ambushers.
 
My complaint is not there are a few, it's that building those types of units is the only thing some civs concentrate on, rather than building necessary buildings. I have seen a minor civ with only three cities devote one city to building nothing but rogues and ambushers.

Which might make sense. in my current game I lost quite alot of workers and a few huners to those, since I lacked the funds to support enough dogs to find them. Hit my economyquite hard for a while since it took me a while to get enough units to potect the workers( and those units of course made a dent in my coinpurse). So from the AIs perspective it was quite usefull in weakening a neighbour.
 
In the city screen pres ctrl-A. However there is a bug in it that I only fixed this morning so if you are using the download it should work but you need to update from the SVN if you are using that.

Great thanks! Seemed to work even though I'm not using SVN.
 
Shouldn't the AI be trying to steal techs rather than just killing workers?

There should also be a provision that if someone is a lot bigger with you, you don't mess with them. One of the main reasons I have for going to war against a small civ is that they won't leave me alone, but are constantly killing my workers and being a nuisance. This does not make sense if a civ with only three or four cities is harassing a civ with thirty or so cities. Time after time I have totally crushed a much smaller civ for just that reason.

Which might make sense. in my current game I lost quite alot of workers and a few huners to those, since I lacked the funds to support enough dogs to find them. Hit my economyquite hard for a while since it took me a while to get enough units to potect the workers( and those units of course made a dent in my coinpurse). So from the AIs perspective it was quite usefull in weakening a neighbour.
 
Which might make sense. in my current game I lost quite alot of workers and a few huners to those, since I lacked the funds to support enough dogs to find them. Hit my economyquite hard for a while since it took me a while to get enough units to potect the workers( and those units of course made a dent in my coinpurse). So from the AIs perspective it was quite usefull in weakening a neighbour.

I think the cheapest most spammable anti-Ambusher unit...is the Ambusher...:)
 
I think the cheapest most spammable anti-Ambusher unit...is the Ambusher...:)

True :D Didn´t think of thatdurign that game.

Problem wiht messing with me: I am never sure whose ambusher it was..it might have been the head hunters or byzantines.. but it might have been the Japanese's as well.. and war with them had a high liklyhood of draggin the Apachee into it, who according to my spies fielded about twice as much military as me, so not exactley the best of ideas.

But since we are at wars: Inoticed the AI is hesistant to go and pillage tiles near cities, exept when going with dedicated attack stacks including siege engines.
maybe they fear the defences damage, but those cities I noticed it at, hadn´t build those.
 
Great work on the mod, I've been enjoying it a lot. Have a couple of questions, though:

First, with Realistic Corporations turned on, is it necessary for more than one civ to research Corporation before any of them will be founded? I've reached the middle of the Transhuman techs without seeing a single one founded so far; the remaining AIs are very backward, so I might finish the tech tree without corporations if I have to wait till they go/reach industrial. ;)

Second, is it possible to get the Weather Station building in game? It has no cost, so can't be built normally - and though I read in an old forum post that the National Weather Service wonder will grant Weather Stations in every city, it does not do so (might have changed at some point, I suppose).
 
If i remember correctly, realistic corporations require 3 different civs to be able to normally found the corp (for example, Mining inc can be auto founded if at least 3 civs have researched corporation and railroad); I don't know if the number is scaled with map size

for the weather i don't know, it's been a while since i got so far in the game
 
If i remember correctly, realistic corporations require 3 different civs to be able to normally found the corp (for example, Mining inc can be auto founded if at least 3 civs have researched corporation and railroad); I don't know if the number is scaled with map size
Ah yes, I see now that that info is actually given in the Sevopedia; not sure how I overlooked that earlier. :blush: Anyway, thanks!

Oh, another question - are Sea Tunnels not yet implemented? I can't seem to get the option to build them, not even with Constructor ships (which are pretty hammer-intensive for a unit that's consumed upon building fishing boats, heh).
 
there's a sort of "bug" with sea tunnels
you have to go in the bug menu (Ctrl-Alt-O) and look at the option Hide obsolete worker options; if it is checked, you don't get the icon to build sea tunnels. uncheck it and you can build them, if you have all prerequisites
 
there's a sort of "bug" with sea tunnels
you have to go in the bug menu (Ctrl-Alt-O) and look at the option Hide obsolete worker options; if it is checked, you don't get the icon to build sea tunnels. uncheck it and you can build them, if you have all prerequisites
Thank you! I did have that option enabled, got it working after unchecking. :)

Yet another small question: is it intended that the National Park national wonder gives free specialists from forest preserves, but not from treefarms or hybrid forests? Seems like an oversight, as currently it may be better to keep preserves from upgrading to treefarms around a city with that wonder.
 
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