Caveman 2 Cosmos

Since v.28 or 29 all Fusion nukes do not have any titled effect. They do behave exactly as regular nukes - they somewhat injure units, but do not erase cities and do not create "water spots".
 
I just got a PM from someone in this project but I don't use the private messaging system. Everything I say is public.

*Of course RevolutionDCM is under source forge control it has been for years now. Please see the OP of the RevolutionDCM mod thread. Also please don't use my code unless you have at least tried my mod! What is the point of me writing code that is just leeched and no-one ever play tests the mod?*

Could someone in this project improve the list of acknowledgments please? It is terribly presented as just an un-formatted dump of names. I have to look at least four posts down before I see a spoiler and then have to open it up to find it is unreadable.

*That is not good enough. No wonder some of the best modders of all time have left Civfanatics for good*

This project hasn't even highlighted in bold one of the biggest contributors of all time Jdog5000 the author of the Revolutions mod and I sincerely hope you haven't used any of my code or the code of Phungus420 because we are not list in that dump of unreadable names.

Lift your game people. Please don't PM because I will not respond. If you want to talk, do it in public on my RevolutionDCM thread in the eye of public democracy.

Cheers
 
You can find all the credits ingame (in the BUG options), well sorted out, of course also mentioning glider1, Jdog5000 and Phungus420.

Yeah, i just thought of that when you wrote this, nice, thx for remembering this!!;)
 
So I am not the only one left out? :D

You are in the MOD credits area see here: (as WERE the others.

Spoiler :
Code:
"platyping - Python modcomps",
			"-", "REVOLUTIONDCM_TEAM|RevDCM Team",
			"jdog5000 - Designer, Lead Programmer",
			"glider1 - Producer, Programmer",
			"phungus420 - Coding, testing",
 
Not in the "un-formatted dump of names" as mentioned by glider1 :D
Neither in page 1 of this thread nor the main thread in the mod section.

But personally I don't really care so it doesn't bother me as much.
The "un-formatted dump of names" is pretty much unreadable anyway so whether it is there or not makes no difference.
 
Hi,
i have already posted it here: http://forums.civfanatics.com/showthread.php?t=444594&page=20 but now i see, that this subject is better for this question (sorry for double post if i'm wrong)

i have problem - how to calculate crime rate?
For example (screen1 - Katowice):
1. Constant building sources: -9/turn. It is simple, no comments needed.
2. General property sources: +23/turn. I have no idea how to calculate this value. Last turn there was +22/turn. There was no grow up, meanwhile i have build only Stoneworker's Hut. But this building have no influence on crime rate(?). I have read that general property sources = population*3 but it's not correct.
3. "City crime rate increase-decrease/turn". (-9) + (+23) =/= -2. How to calculate this most important value?
And screen2 - Skierniewice. +5/turn Constant building source. +14/turn General property sources. Last turn "City crime rate increase-decrease/turn" was +5/turn, and now i see -2/turn. No new buildings, no grow up, no crime units in city (i have a dog 1 field next to city). Anarchy have no effect, i made this screens after revoultuion, but there was same values before. What is going on?

btw. This is less important, but there is some formula how flammability works? (For example if flammability = x there is y% chances to burn random building). Can i lose wonders because of fammability?


 
I just got a PM from someone in this project but I don't use the private messaging system. Everything I say is public.

*Of course RevolutionDCM is under source forge control it has been for years now. Please see the OP of the RevolutionDCM mod thread. Also please don't use my code unless you have at least tried my mod! What is the point of me writing code that is just leeched and no-one ever play tests the mod?*
So let me ask you clearly: Is that a demand to remove all your code from C2C (that was included by the ancestor mods of C2C of which the modders might or might not have played your mod) ? If that is a yes, do you make the same demand on behalf of the other modders you mentioned?

Could someone in this project improve the list of acknowledgments please? It is terribly presented as just an un-formatted dump of names. I have to look at least four posts down before I see a spoiler and then have to open it up to find it is unreadable.

*That is not good enough. No wonder some of the best modders of all time have left Civfanatics for good*
So you claim the reason that modders leave a game after modding it for years is that they don't feel credited enough?
Well, I am not feeling terribly wanted if I read posts like that either.
 
Don't worry Andy... it miffed me a bit too. But what he DOESN'T realize is that THE best modders of all time are currently on the C2C team he's speaking to with such disdain.

I gotta say... I feel horrible for honoring those who've modded before us with recognition of the value of their work enough to have wanted to include it in our mod in the first place.
 
I think that everybody here modding for fun and for free. From players to players.

Credit list is just something like thanks for others modders to do some job so we dont have too.
 
Anyway I guess that anything may be solved peacefully and respectfully. It hurts to think someone might stop modding or discourage anybody else by arguing... We, gamers, love and respect your work. Please keep doing the state-of-art code and do not fight, you might always use the "please include me" formula to achieve that... peace, people ! =)
 
You gotta understand some do it for the fame others because of love. Real love doesn't have a need for recognition it is given and happy if being received. Of course the fact that it is even more happy if received consciously and open hearted is true - but real love would never be stopped to flow if it wasn't.

As an example, I am commenting, betatesting and making suggestions since the days of RoM and AND - there must been a 1000 ideas at least. My name is nowhere to be found in the credits.
I don't care. First, because I love the project so much, secound because I know that the people I respect very well are not arrogant about constructive criticism and/or ideas.

The open-mindedness of the project is very high (with the usual exceptions of posters that prove the general rule), so the idea by other modders to feel unloved by people who use their work can only be the experience of those outside the development process of this mod.

As Thunderbrd said - the will alone to merge someone elses mod with C2C should show the huge credit it receives! To ask stuff per PM is absolutely ok (regarding the matter: I saw posts that gave hints about a new rev version being out, and it seems the PM-writer saw them and sent a PM - thats absolutely the way to go! Imo, no need for public democracy there - as much as I am for it)

So don't be a wet hen and feel free to work with C2C - a lot of new REV possibilities there with crime and all the civic stuff! ;-)

BTW. I love the REV MOD and use it everygame. THX for your work!
 
You gotta understand some do it for the fame others because of love.

Can I choose boredom instead :D

Modding is simply:
1) Typing
2) In game testing
3) Google for artwork to make buttons/movies
4) Pulling of hair, scream and yell if bugs appear
5) Scrap the project if cannot be solved and think of a new feasible idea

So I do it only when I have nothing better to do.
 
Can I choose boredom instead :D

Modding is simply:
1) Typing
2) In game testing
3) Google for artwork to make buttons/movies
4) Pulling of hair, scream and yell if bugs appear
5) Scrap the project if cannot be solved and think of a new feasible idea

So I do it only when I have nothing better to do.

You forgot a step.

2.5) Wikipedia for Civpedia background text. ;)
 
I just got a PM from someone in this project but I don't use the private messaging system. Everything I say is public.

*Of course RevolutionDCM is under source forge control it has been for years now. Please see the OP of the RevolutionDCM mod thread. Also please don't use my code unless you have at least tried my mod! What is the point of me writing code that is just leeched and no-one ever play tests the mod?*

Could someone in this project improve the list of acknowledgments please? It is terribly presented as just an un-formatted dump of names. I have to look at least four posts down before I see a spoiler and then have to open it up to find it is unreadable.

*That is not good enough. No wonder some of the best modders of all time have left Civfanatics for good*

This project hasn't even highlighted in bold one of the biggest contributors of all time Jdog5000 the author of the Revolutions mod and I sincerely hope you haven't used any of my code or the code of Phungus420 because we are not list in that dump of unreadable names.

Lift your game people. Please don't PM because I will not respond. If you want to talk, do it in public on my RevolutionDCM thread in the eye of public democracy.

Cheers

Isn't Afforess listed as a contributor to REV? I believe he is. And I know there was much communications between Zappara and jdog5000, Phungus420 and even you glider1. Both Rise of Mankind (Zappara) and A New Dawn (Afforess, os79, and killtech) worked repeatedly with the REV team to fix bugs in REV. What happened to that spirit of cooperation? And REV Has been tested repeatedly by both RoM, AND, and now both these mods successor C2C.

If you need your Name in a prominent place I'm sure Strategyonly will make it so. But there is no need to be condescending or arrogant or even flat out rude. No one on the Team has denigrated you or your work. In fact just the opposite is true.

I personally dislike your Mod Very much, but the C2C Team defends it as if they had actively made it along with the REV team. They have upheld and even fixed broken features in it. Yet you castigate and berate? Elevate your game glider1 you've really slipped and don't have a clear view of the Honor this team gives your Mod.

JosEPh
 
Hello,

First a big THANK YOU for your incredible, awesome mod ! Never I played to a so deep, intense and realistic mod for Civilization before ! And, most incredible, it's free ! :eek:

Thanks guys :goodjob:

I played a bit and I noticed some problems so I thought it may be an opportunity for me to help you a bit in this incredible project :

- Bandits : there is a loophole with bandits. If you agree on Open Borders with a civ, and you send a few bandits in theirs lands, they can enter the cities of the civ without problem.

It's a problem, since with a few horses bandits I can just pillage the entire country, kill a lot of units, and just go into one of the civ's cities to heal when I need too. When the bandits are in this civ's city no unit of this civ can attack them.
It doesn't make sense from a realistic point of view (the bandits would be recognized by a survivor one day or another, and people are not that stupid ;) ) and it allows you to basically ruin a civ easily and without any risk of retaliation, making it an easy victim if you want to declare war just after.

So bandits should not be allowed to enter cities, even in civ with Open Borders agreement. Only the infiltrator and rogue should be allowed because they are not a big treat, even for earlier units.

Or... but perhaps it would be difficult to code... each time a bandit does a bad thing like pillaging or killing an unit he have a chance to be recognized and then denied to enter cities of this country for life. And each time he does a bad thing in the same country the chances of him being recognized increases...

- Buildings and IA : there are so many buildings that IA seems to struggle to decide what's best for me when a building or a unit is completed in a city. Often the preferred choice highlighted by the IA is definitely not the best choice at all.

For example I realized that I could have build a river's port in my capital a few turns ago, and it could have bring me a lot of extra commerce. It was the building with the most interesting bonus of all, yet the IA didn't highlight it at all, proposing me far less interesting buildings.

Also often the IA proposes to build buildings that will be obsolete in a few turns, like proposing wild herbs when agriculture will be researched in 3 turns.

So I have to check manually each time a building is complete what is the best one after, which takes huge amount of time since there are so many buildings.

- Find buildings that generate gold : the function to find buildings that do X or Y is great ! But it's hard to find buildings that generate gold, because when you click on the coin icon, it apparently only shows building that generate commerce, not gold.

There is no icon for buildings that generate gold, or I missed something :) .

That's all ! Keep the good, incredible, awesome work guys ! :goodjob:
 
- Bandits : there is a loophole with bandits. If you agree on Open Borders with a civ, and you send a few bandits in theirs lands, they can enter the cities of the civ without problem.

It's a problem, since with a few horses bandits I can just pillage the entire country, kill a lot of units, and just go into one of the civ's cities to heal when I need too. When the bandits are in this civ's city no unit of this civ can attack them.
It doesn't make sense from a realistic point of view (the bandits would be recognized by a survivor one day or another, and people are not that stupid ) and it allows you to basically ruin a civ easily and without any risk of retaliation, making it an easy victim if you want to declare war just after.

So bandits should not be allowed to enter cities, even in civ with Open Borders agreement. Only the infiltrator and rogue should be allowed because they are not a big treat, even for earlier units.

Or... but perhaps it would be difficult to code... each time a bandit does a bad thing like pillaging or killing an unit he have a chance to be recognized and then denied to enter cities of this country for life. And each time he does a bad thing in the same country the chances of him being recognized increases...
We've got some planned dynamics to address this sort of thing with Law Enforcement units being able to find and arrest these little devils hiding out in your cities.

- Buildings and IA : there are so many buildings that IA seems to struggle to decide what's best for me when a building or a unit is completed in a city. Often the preferred choice highlighted by the IA is definitely not the best choice at all.

For example I realized that I could have build a river's port in my capital a few turns ago, and it could have bring me a lot of extra commerce. It was the building with the most interesting bonus of all, yet the IA didn't highlight it at all, proposing me far less interesting buildings.

Also often the IA proposes to build buildings that will be obsolete in a few turns, like proposing wild herbs when agriculture will be researched in 3 turns.

So I have to check manually each time a building is complete what is the best one after, which takes huge amount of time since there are so many buildings.
We've outgrown our advisors' intelligence levels for sure. I wouldn't trust a dang thing those fools say! Suggestion: figure out what you value now, be it production, food, happiness etc... go into view the city when choosing what to build and figure out the filter buttons to bring those buildings that will most assist your current needs to the forefront. Buildings will list themselves in order of how long it will take to build them so the ones at the beginning are the low hanging fruit to grab right away (assuming you've filtered for what it is you want to enhance in your city.)

- Find buildings that generate gold : the function to find buildings that do X or Y is great ! But it's hard to find buildings that generate gold, because when you click on the coin icon, it apparently only shows building that generate commerce, not gold.

There is no icon for buildings that generate gold, or I missed something
Well... at least you're somewhat familiar with the filters already ;) Interesting observation. I've figured out how to add more tags to the building filter's considerations so perhaps I can resolve that in the not so distant future. I know there's a number of things I've noticed should be considered in one filter or another but currently aren't but I keep forgetting to take thorough notes for a project to update those filters. I'll get around to it eventually... or AIAndy might beat me to it. It was his amazing design to create these genius filters in the first place to which I'm sure all players of C2C that use them (which should be all players of C2C) are more than thankful for!
 
We've got some planned dynamics to address this sort of thing with Law Enforcement units being able to find and arrest these little devils hiding out in your cities.

Great ! Also I could just send a horse bandit in each major cities of my opponents, and use it every turn to pillage the surrounding area of the city, or destroy weak units, and then re-enter the city to be safe until next turn, so there is no way that my unit will be destroyed if I use it carefully... and it could bring huge amount of damage...

From a reality point of view, it could make sense to enter/leave with impunity in a city without walls, but if there are walls around it, there are gates too, right ? And the gates are guarded so bandits could not leave/re-enter the city to ravage the surrounding country with impunity like that.

So perhaps bandits should be forbidden to enter a city with walls, or walls should add a bonus to Law Enforcement units (as well as town watch, town guards, etc.).

- Also, I love the combat feature of Realism Invictus, where different types of units give a bonus to the whole stack : heavy bonus from the heavy unit, recon bonus from the recon units, etc.
It's great because it feels way more realistic and it's an awesome incentive to have balanced stacks that feels like a real army, vs huge stack of one-unit-type.

Do you plan to integrate it in C2C, at least as an option ?
 
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