Caveman 2 Cosmos

there are no availible mirrors on the site for me neither for v29 nor for v28. there were mirrors for v27 before you removed the file. I play on v27 with unofficial polonisation (a patch which brings polish language to the mod) and I like the mod much, however I would prefer to play newer version at least because most of last era techs are mostly blank in v27. Please do something with the mirrors... maybe provide a traditional mirror outside the site you use?


also I have a question - is there much text for translating in c2c (I know the mod is huge but I speak about readable text only)? I ask because the only availible translation to polish is bad quality and I may want to do own transaltion or help the team who tried to translate first. Also do you have any planning for support non-english languages? It not have to do by you guys - it may be third-party work, just I want it to be included in official modpack (because polonisation I use not blend well with official version on the network, and askingpeople over internet to install polonised version when they are not polish people is just weird). I have a modding team which for now is only polonising one mod for another game (about milion lines of written dialogues) and it took us about two years, so If it would be less than 50 000 lines of long text plus less than 250 000 short lines (single words etc) so we may be able to do it under a month we may want to help to include polish language in v30 or v31 :)
 
I feel like this is a stupid question but do I have to reload the mod every time I start the game? Is there not a way to have the mod permanently loaded? I ask because it takes several minutes to load the mod each time and while it's only an annoyance I am getting kind of tired of it.

You can get C2C to load whenever you start Civ but it will still take minutes. Even with the C2C cache which speeds things up. In your Civilization.ini file in your My Games/Beyond the Sword folder find the line
Code:
Mods=0
and change it to
Code:
Mods=Caveman2Cosmos
where Caveman2Cosmos is the installation folder name for C2C.

Hmmm what happened to the "No Barbarians" option when starting a custom game? I cleaned out my saved options, and now its missing...

There have been some changes to the options recently, not all of us agree with them. If you are using the SVN there is now the ability to change game options in the WorldBuilder. This is not perfect because some XML may have been turned off.

there are no availible mirrors on the site for me neither for v29 nor for v28. there were mirrors for v27 before you removed the file. I play on v27 with unofficial polonisation (a patch which brings polish language to the mod) and I like the mod much, however I would prefer to play newer version at least because most of last era techs are mostly blank in v27. Please do something with the mirrors... maybe provide a traditional mirror outside the site you use?


also I have a question - is there much text for translating in c2c (I know the mod is huge but I speak about readable text only)? I ask because the only availible translation to polish is bad quality and I may want to do own transaltion or help the team who tried to translate first. Also do you have any planning for support non-english languages? It not have to do by you guys - it may be third-party work, just I want it to be included in official modpack (because polonisation I use not blend well with official version on the network, and askingpeople over internet to install polonised version when they are not polish people is just weird). I have a modding team which for now is only polonising one mod for another game (about milion lines of written dialogues) and it took us about two years, so If it would be less than 50 000 lines of long text plus less than 250 000 short lines (single words etc) so we may be able to do it under a month we may want to help to include polish language in v30 or v31 :)

We have people doing the French, Italian and German translations for C2C. There is a lot of text in C2C.

@Dll coders do we have the code to support any language or only the 6 that come with BtS?
 
Is there any way to disable barbarians from a txt file somewhere? i couldn't find it :(
If this were some other mod that didnt have what it did in the first few thousand turns of the game,i would not be telling you this, but you will break your game experience turning barbs off.

This mod isnt balanced for the lack of barbs yet. In fact, without barbs all players including you will have a much harder time. No Barbs is a massive difficulty spike here, as it also means no animals....and in the beginning, you need all the food you can, but without animals, you dont get very much food.

Just make a larger military.
 
Is there any way to disable barbarians from a txt file somewhere? i couldn't find it :(

If you want No Barbarians on from the start then in Assets/GameInfo edit file CIV4GameOptionInfos.XML find GAMEOPTION_NO_BARBARIANS and set default to 1.

This will turn off animals and Neanderthals as well.
 
Ah Thanks. And yeah i've been playing this mod without barbs for a looonngg time now. I hate all the micro management with hunting animals and such, its really annoying. The difficulty spike applies to everyone equally, so it doesn't really matter to me.
 
Ah Thanks. And yeah i've been playing this mod without barbs for a looonngg time now. I hate all the micro management with hunting animals and such, its really annoying. The difficulty spike applies to everyone equally, so it doesn't really matter to me.

however, it does make it much harder for the AI. which has a much harder time dealing with the spike. hence why it wrecks the game experience.
 
okay downloaded v29 from rutracker (russian torrent), and hope it's unmodified official version :P
the moddb still don't give me v29. but where the guilds go? I have no option for enabling medieval guilds on game start :( - is it hidden or removed?
 
okay downloaded v29 from rutracker (russian torrent), and hope it's unmodified official version :P
the moddb still don't give me v29. but where the guilds go? I have no option for enabling medieval guilds on game start :( - is it hidden or removed?

Medieval Guilds have been replaced.
 
@Dll coders do we have the code to support any language or only the 6 that come with BtS?
I believe I read somewhere that you can add any language you want so long as all text entries in all files have lines for it. If there are any that are missing, apparently it can crash out the whole support for that language when it encounters a txt object that doesn't have an entry for that language.

Thus, if you're going to include Swedish, for example, you need to make sure all our text files include Swedish lines on all text entries. And I believe that also means that you need to include a modded version for all the original BtS, Warlords, and CivIV base files, copies that also include those 'Swedish' lines. (Actually, if we did this, it'd make finding given text references much easier for us! We'd only have to search our mod's text file, not all the ones I just mentioned as well.)

I'm not sure if an object needs to be created somewhere in the xml structure to initiate a particular language either. If memory serves, you don't have to... that the programming will pick up on a new language entry if the rule in the last paragraph here is adhered to properly. But I can't say that for sure. May even be something to add to the enums perhaps. I'm not sure without doing a little digging there.
 
Polish translation for BTS replaces french entry number. But I assume in XML you just rite French or Polish not the number, so both would work dependent what version of bts has the client?
 
I once wrote a proposal, strategyonly like even accepted with enthusiasm, but it is something to see or was lost or forgotten. Admirals - similar to the great generals of the fleet. Something similar is already in Civilization 5. The easiest way to realize the possibility of converting a great general in the great naval commander. Personally, I sometimes severely lacking :)

Well, the idea that suggest themselves:
- Aztec floating field (field on artificial floating islands)
- Farming of sea turtles (Olmec's and Zapotec's, if not confused tightly practiced in special ponds)
- Marine city, of course, for the later periods, the benefit is realized in several mods :)
 
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