Caveman 2 Cosmos

Is it safe to carry over my v28 user settings folder? I think I read somewhere that certain options were removed (or perhaps hidden/set off). If so are they particular settings (turned off and made unavailable) that I should check.

Thanks


I dont think so. I was getting CTDs when I tried to copy my old settings folder to one of the lastest SVN..
 
Just updated and I noticed the planet generator .68 does a ctd in multiplayer now. I never had problems before. It works in one player but for some reason it does not any longer work in our hot-seat or network games. It is my favorite generator. I always use the latest SVN version.
 
Just updated and I noticed the planet generator .68 does a ctd in multiplayer now. I never had problems before. It works in one player but for some reason it does not any longer work in our hot-seat or network games. It is my favorite generator. I always use the latest SVN version.

Pls post your OOS stuff in the muti-layer bug thread, thx.
 
I decided to stick with Ver29 and started another game and have made it a lot farther this time even with the barbs in the game. I went back to the strategy that I used without the barbs and got a 2nd city well before anyone researched tribalism. The barb cities came along as usual, but I got lucky with a culture wonder and was able to build some fairly strong units that could take out their cities. The worker upgrades are nice and the captives I have gotten so far have been a big help. I got a nasty suprise later on though when my cities started getting unhappy and I went from running about even on money to losing over $400 a turn. I checked one of the cities and found that my crime rate had gotten high and saw many buildings being built because of it. Thankfully the townwatchmen I built took care of most of that. The ai looks really good for this version and would be beating me except that I'm playing with a scientific leader and got my 2nd city early. The civics look good too and are making me do things a little differently. Thanks for the hard work on the mod everyone.
 
I decided to stick with Ver29 and started another game and have made it a lot farther this time even with the barbs in the game. I went back to the strategy that I used without the barbs and got a 2nd city well before anyone researched tribalism. The barb cities came along as usual, but I got lucky with a culture wonder and was able to build some fairly strong units that could take out their cities. The worker upgrades are nice and the captives I have gotten so far have been a big help. I got a nasty suprise later on though when my cities started getting unhappy and I went from running about even on money to losing over $400 a turn. I checked one of the cities and found that my crime rate had gotten high and saw many buildings being built because of it. Thankfully the townwatchmen I built took care of most of that. The ai looks really good for this version and would be beating me except that I'm playing with a scientific leader and got my 2nd city early. The civics look good too and are making me do things a little differently. Thanks for the hard work on the mod everyone.

You must really be playing a different kind of map, because i am almost 500 turns in, and my Continent i am on has NO barbarian cities yet???:eek:
 
You must really be playing a different kind of map, because i am almost 500 turns in, and my Continent i am on has NO barbarian cities yet???:eek:

I'm playing the planet generator 0_68 huge size with 18 civs at snail speed and started seeing cities pop around 375-400 turns. Some of them were close to my border, but most were in areas that I had not explored or had moved away from. The cities seem to grow faster too and I've saw a couple of them reach up to size 3. The barbs are tending to stay put in the cities though and not come out. It doesnt matter now though since I've got the great wall.
 
Just played a game for the first time in a while, and noticed this:

Production automation AI is messed up or something. I have cities with 3-4 rows of buildings needing to be built, and it just sits on research/wealth production. In addition, it doesn't take into account the fact it can do multiple buildings at once. Just does one building at a time.
 
1. The cities seem to grow faster too and I've saw a couple of them reach up to size 3. 2. The barbs are tending to stay put in the cities though and not come out. It doesnt matter now though since I've got the great wall.

1. This is exactly the way i wanted them then (great job Koshling)

2. In a way this is good, but it does need to send out RANDOM units (just to explore and actually get killed), i like that alot more that way (Koshling??).
 
1. This is exactly the way i wanted them then (great job Koshling)

2. In a way this is good, but it does need to send out RANDOM units (just to explore and actually get killed), i like that alot more that way (Koshling??).

In my current game the barbarians sent a well developed stack to attack my city in the prehistoric. I almost lost the city. I was impressed by their attack, except for the fact that they probably shouldn't have wasted time bombarding with Atlatls because they most often miss.
 
In my current game the barbarians sent a well developed stack to attack my city in the prehistoric. I almost lost the city. I was impressed by their attack, except for the fact that they probably shouldn't have wasted time bombarding with Atlatls because they most often miss.

Happened to me in v28 as well.

I took a barb city (at the end of the prehistoric), and a few turns later a massive stack attacked another of my cities nearby. Bastards razed it before I could get my army there.
 
Happened to me in v28 as well.

I took a barb city (at the end of the prehistoric), and a few turns later a massive stack attacked another of my cities nearby. Bastards razed it before I could get my army there.

Actually it happened to me twice, both after I took a city (once it was an AI city, Carthage, the second it was a barbarian city). Maybe it's supposed be modelling rebels fighting the new rule.
 
Forgot to report one more thing, my workers were set to automate, but about 1-3 workers every turn would forget their orders and need to be reassigned to automate. I thought this was fixed a long time ago :P
 
Forgot to report one more thing, my workers were set to automate, but about 1-3 workers every turn would forget their orders and need to be reassigned to automate. I thought this was fixed a long time ago :P

To me this usually happens because a barbarian or enemy is within two tiles of the automated worker. It's mostly only annoying when I have units protecting my workers and they still get interrupted. When they're unprotected, I usually appreciate the cancel of automation.
 
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