Caveman 2 Cosmos

The solution that seems to work every time is unpacking all FPKs so likely the issue is some bad pointer stuff in the FPK handling.
And the main thing that base Civ4 or BtS never did is replacing art in FPKs with art in FPKs which is something that C2C does in around 1200 cases. So the test I would suggest is moving the 1200 files that have names that are in both the C2C FPKs and the base Civ4 FPKs out of the C2C FPKs and into the normal Arts folder structure.

:goodjob:I love this guy! I would've figured the names and all references to those overlapping arts would've had to change to something unused or unique but I can see how in some cases that's not the right way to go about it either and in those cases, yes, moving into the normal structure would be the 'way to go'. Great point AIAndy!
 
can somebody help me with downloading cavemen to cosmos

Do you mean the V28 stable version or the SVN rolling beta version?
 
I'm not sure what it is you guys have done but I played again after a little pause and hell is the game running smooth! I mean I'm only running on a large map but still, I'm already in late modern and only start to get some delay when queuing buildings, also turn times are much faster and I haven't had a single crash yet. All things that used to be way worse even on standard sized maps.

Just want to say great job you've done on optimization :) (and so much new content on top of it too)
 
@DH - in my current game (SVN as of a day or so ago) I'm having immigrants appearing every now and again for no obvious reason (no messages, they just suddenly appear in a city). Is this intended? Should there be at least a message?

Also I am able to BUILD immigrants (and they are pretty cheap) is that intended?
 
Hello again!

Got a quick question (again) - have the mechanics of nuclear meltdown been rewritten (i.e. the chance of meltdown augmented or the math of it rewritten alltogether) ? I poked around in Python scripts, but just found the standard doMeltdown() invocation - does this mean, that the meltdowns are still going to be a pain in the ass ?

Also I had a meltdown when building a ship. Well, it was a nuclear ship, but still -is it okay for units to cause meltdown?
 
Why can my city build Bands of Homo Sapiens after researching Nomadic Lifestyle? Is this a bug or intentional?
 
@DH - in my current game (SVN as of a day or so ago) I'm having immigrants appearing every now and again for no obvious reason (no messages, they just suddenly appear in a city). Is this intended? Should there be at least a message?

Also I am able to BUILD immigrants (and they are pretty cheap) is that intended?

They should not just suddenly appear perhaps the linkage to the event is wrong. Originally they were not under the control of the player (AI or human) at all and would suddenly appear in cities with unhappiness or unhealthiness but there should have been a message.

They should cost twice as much as a settler and remove 2 population from the city building them.

Why can my city build Bands of Homo Sapiens after researching Nomadic Lifestyle? Is this a bug or intentional?

Someone has changed the iCost value in the XML for the band it used to be -1 meaning you can't build it now it is 5 which means you can. I am assuming that someone decided that you should be able to build the. It dpoes not seem right to me as you will now be able to build cities before tribalism.

Edit the cost of a settler is zero:confused::crazyeye::eek:. A colonist still costs 350 - I Think we may have someones test costs in here.
 
They should not just suddenly appear perhaps the linkage to the event is wrong. Originally they were not under the control of the player (AI or human) at all and would suddenly appear in cities with unhappiness or unhealthiness but there should have been a message.

Someone has changed the iCost value in the XML for the band it used to be -1 meaning you can't build it now it is 5 which means you can. I am assuming that someone decided that you should be able to build the. It dpoes not seem right to me as you will now be able to build cities before tribalism.

Edit the cost of a settler is zero:confused::crazyeye::eek:. A colonist still costs 350 - I Think we may have someones test costs in here.

I haven't seen any in my game i am playing (immigrants), i dont even think the AI has used it, and i am in the Medieval Era now.

The Tribe and Settler have been that way since before Jan 13, thats as far back as i have on this PC???
 
I think those must have their costs modified somewhere in someone's units. That sort of thing should be in core:mischief:.

What do you think they should be, i can change them, no biggy.
 
They are correct when playing - except for mouthwash who may have inadvertently disabled the mod with the correct values in.

I dont think i have given him permission to commit to SVN?
 
Who is talking about the SVN?:crazyeye: if mothwash can build bands of homo sapiens then he must have modded something in his version of C2C.

Sorry, didnt read his post above yours, i just saw your post and went from there :blush::blush:
 
Who is talking about the SVN?:crazyeye: if mothwash can build bands of homo sapiens then he must have modded something in his version of C2C.

I have private copies of Soundtrack and CivilizationInfos (because I still hate those barb city names). That is all. I haven't modded anything in.
 
Why can my city build Bands of Homo Sapiens after researching Nomadic Lifestyle? Is this a bug or intentional?

From what I can tell they always had a build cost of 5, however they have a national unit number of 0. Meaning you could never build one. However I think the new "unlimited national units" setting has changed the intention of that and now I think you can make the Band of Homo Sapiens when you never should have been able to.

To confirm this theory can you check if you had "unlimited national units" on when making your game?
 
From what I can tell they always had a build cost of 5, however they have a national unit number of 0. Meaning you could never build one. However I think the new "unlimited national units" setting has changed the intention of that and now I think you can make the Band of Homo Sapiens when you never should have been able to.

To confirm this theory can you check if you had "unlimited national units" on when making your game?

Yes, I did.
 
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