Caveman 2 Cosmos

I apologize again for being such a butthead. Some old football injuries have been really nagging at me and making me short-tempered...
 
Well, hello again. Great mod , but as usualy I have few complains:blush: first of all I would like to point your veiw to the Horseman and Elephant rider units. They become available too soon(imho) and before you can get to the copper working they literally are the best tools for both defense and attack , moreover I use my Elephants in the midle classical era pretty succesfuly(can't imagine any ancient city to withstand their attack) Don't you think they should be placed at least in the ancient era ?:confused:
Now, coming to my main problem =) :
I am playing at the Giant map with Eons speed on Emperror dificulty. i have noticed that AI expands way too fast and got some boost to research, somehow his cities grow at enormous speed. But that is fine , this is what I expected from the challenging opponent. But their research speed is pretty disturbing(I mean I don't mind being behind in research but their research speed is too fast) In late classical era they got technologies at about 6-9 turns, while I need 8-25 turns( I find my research speed is pretty good not too long, not too fast). I do understand that they have more gold etc but I want some satisfying game on a long run, not the duel map research contest.
So here is the question : Is there any way I can adjust their research speed (remove dificulty research bonus for example ( if such exist) not harming their actual dificulty? Because getting thro the middle ages in 50 turns on giant map with Eons speed isn't fun at all:sad:
 
Iam playing on emperor also and I think that AI is still poor and far behind me in research.

Please reduce your difficulty in bug menu.
 
Iam playing on emperor also and I think that AI is still poor and far behind me in research.

Please reduce your difficulty in bug menu.
I don't feel any contest on monarch dificulty(tried few times ended up with changing to the weakeened AI factions like 4 times).
The question is still open, how not to pass the midle ages in 50 turns ?
 
Maybe do like me and start as deity on eternity speed. Deity on generated maps is harder than on custom scenario "precolumbian GEM" though (where I tend to play most of the time) because on generated maps the starting positions aren't as balanced and maybe the deity AI on generated maps gets some free techs as well as the additional secound settler and some free stonethrowers which they also do get on GEM.

If you don't want to have the AI two settlers from start, start as immortal and change difficulty in bug menu to deity on turn one. Thats what I did before I moved up.

EDIT: oh I just saw you said it's too hard, was confused by the response you got :)
Yes I see the AI with all the boni on higher difficulties does tech through eras like a maniac but then again you as a human can tech for techs it doesn't research and trade them in to catch up as well as leaving out techs you don't need (for example the riding techs) or slow leading AI down by espionage actions (with REV on aid rebel fractions to stir up a civil war or change its civics which generates anarchy)
but yes horsemen should have a significant malus againt cities as I have suggested some time ago but it seems that hasn't had enough backup by more players so I renew my suggestion to give -50% city attack for horse units if city has palisades or walls.
 
I don't feel any contest on monarch dificulty(tried few times ended up with changing to the weakeened AI factions like 4 times).
The question is still open, how not to pass the midle ages in 50 turns ?

In the file assets/GameInfo/EraInfo.xml each era has modifiers for various things for that era. In particular there is an <iResearchModifier> value (which is 80 for ERA_MEDIEVAL aka Middle Ages). You could lower this number to slow research in hat era (and thus progression through it)
 
Thanks for all the responses !
P.S Horseman should have some City attack penalty(mb even defense as well)
 
I didn't want to start a thread for this, as it's a minor point, but is it possible to change the music on the main menu back to the vanilla one?
 
I didn't want to start a thread for this, as it's a minor point, but is it possible to change the music on the main menu back to the vanilla one?

25049337.jpg

You don't like Brentalfloss?
 
I didn't want to start a thread for this, as it's a minor point, but is it possible to change the music on the main menu back to the vanilla one?

Just remove the offending music from the Sounds/Soundtrack/Title folder. I think if none is there it defaults to what is in the BtS folders. If not copy the ones you what into Sounds/Soundtrack/TitleNew and C2C will move them into the Title folder and choose a random one each time you start up.
 
I didn't want to start a thread for this, as it's a minor point, but is it possible to change the music on the main menu back to the vanilla one?

It's possible to change it back in the Graphics -> Opening Menu -> Civilization IV, although it changes the menu graphic back.
 
Weird problem:

When I load the mod (windows xp), in the first attempt it makes it to the initial main menu screen ("Single player"...) but the menu isn't displayed and apparently not functional - nothing seems to happen.

When I then crash it and load the mod a second time, it usually works and the main menu is displayed and functional.

Without making any changes, now even this doesn't work anymore. No matter how or how often I load the mod, I only see the start picture and no menu whatsoever.

Any suggestions?
 
Weird problem:

When I load the mod (windows xp), in the first attempt it makes it to the initial main menu screen ("Single player"...) but the menu isn't displayed and apparently not functional - nothing seems to happen.

When I then crash it and load the mod a second time, it usually works and the main menu is displayed and functional.

Without making any changes, now even this doesn't work anymore. No matter how or how often I load the mod, I only see the start picture and no menu whatsoever.

Any suggestions?

Maybe load normal BTS, change language to english and then load C2C.
Then change language to german in and look if same thing happens like before.

Are you using SVN version or v30?

I think our recent SVN version fixed some bugs with other languages.
 
The suggestion to make horses worse at attacking cities is noted and will eventually be accounted for ;)

I Hope Not!

Yeah because horses magically flying over walls, squeezing through sharp sticks and manoevering in narrow alleys is so awesome lol. Man up!


@danielkulla I responded to you on the previous page.
 
Do you Have to comment on everything I post?

Your suggestion of giving Mounted/Horse units a -50% city attack is wrong in many ways.
So you Man Up! :)

JosEPh
 
Do you Have to comment on everything I post?


If your comment is polemic (in the sense of not argueing with facts), this may happen quite frequently.

Your suggestion of giving Mounted/Horse units a -50% city attack is wrong in many ways.

What ways would that be?

I specified my suggestion to -50% for horses attacking cities with palisades and walls.
But generally all cities with positive defense values should have -50% for horses. While a damaged wall of a city that is bombarded down to like 34% may enable foot troops to enter the city more easily, this doesn't allow whole battalions of horses in formation to enter the breaches over meters of rocky rubble.

By the way, do you also disagree over the -50% city attack for tanks?
Don't think so.

The ancient and medieval streets were as narrow for horses as the modern streets are for tanks.
 
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