Caveman 2 Cosmos

If we were going the whole nomadic start so that the starting eras were longer then the idea of collecting and breading for improved whatever would come into play. Currently I think the idea is OP just like the Great Farmer.

Overpowered?
Its not that you could have new cattle, just move one that already is there to another place, which after a while would produce lesser yields as the ground has been used up. You could be fine with that or move on again, if you saw a better place (like, as I said, a new tile around city got unlocked by culture)

This economy, using the small resources that were available up to the max enabled the nomadic nations their survival and also growth.
To represent it even without nomadic start - which, sadly, seems to go nowhere (I don't know where the problem lies to be honest) - is not overpowered either because semi-nomadic civilizations, too, use to move their cattle, like the alpine herders in switzerland and austria do, each winter, for example.
 
How about if the various herds/flocks buildings produced by subdued animals allowed you to build a subdued animal (to be used in new cities for herds/flocks). Yes I know this hurts the Tengri religion schtick, but I don't like the horse/elephant restrictions and I still have never seen a good argument against the mobility-breeding of domesticated animals.
 
Last, but not least I wished platyping would start modding directly for C2C^^

This is my modding com :D

Also, modding in a mod with BUG sux.
In BTS you can make python changes in game directly and test the effects.
With BUG, you get 100000 python exceptions error until you get fed up and CTRL ALT Delete.

After that, I remove all the BUG files from HR mod when I helped Xyth that time.
 

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@tax

Now thats a good idea!

Resources + improvements = evolving into (pseudo) units (no health bar):)

The moveable pasture would be a UNIT that had the graphics of a pasture!

When the pasture (UNIT) is spending a turn it yields stuff regarding terrain and habitat

(f.e. cattle would yield not very much in a forest as deer which would not yield as much in steppe like bison... gazelle in desert, gemsbocks on mountain etc)

if it finishes the turn without having moved.

in the end you could even have a auto-grazing routes defined for your "improvements"^^
Herders could be used to defend them - maybe even carry them in a transport slot(!) around (although the pasture graphic must then be visible as well as the scout/herder)

Yeah and also good for nomad start progress, imho.

@platyping, well couldn't we have BUG as a gameoption in C2C, so you could start a game without it? :D
 
Also, modding in a mod with BUG sux.
In BTS you can make python changes in game directly and test the effects.
With BUG, you get 100000 python exceptions error until you get fed up and CTRL ALT Delete.

Only if you do something wrong, or are using a computer with a Windows version that has UAC and have the game installed in the default location and don't apply one of the fixes for that issue.

Adding Python stuff to mods that use BUG is not very hard. You just have to learn how. There is a lot of Python stuff in C2C (including a ome of your things) and C2C uses BUG.

As for that computer... Well, it should capable of running C2C but only for rather small maps (Standard might work in the early game, but you would probably need to activate the viewport feature to get much past the Ancient era and I'm not sure you could finish a game of that size). The main problem is the 2GB of memory. It has a somewhat faster CPU than what I had up until late January (Athlon X2 @ 2.1GHz), and the same amount of memory, but I had XP Pro instead of Home. So I made R2R which is much more playable on a computer with only 2GB of memory.
 
Well, for me it is simple.

Any mod component made in vanilla BTS should be able to be modified into BUG or WOC or whatever format to fit whatever mod, since BUG is afterall just a modified BTS.

The reverse may not hold true or be done easily.

Thus, I won't waste my time to make duplicates of the same mod component in various formats.
That is the modder job to add to his/her own mod.

@God emperor
Nope, not installed in default location.
Even change of a variable value will give tons of error messages.
 
Only if you do something wrong, or are using a computer with a Windows version that has UAC and have the game installed in the default location and don't apply one of the fixes for that issue.

Adding Python stuff to mods that use BUG is not very hard. You just have to learn how. There is a lot of Python stuff in C2C (including a ome of your things) and C2C uses BUG.

As for that computer... Well, it should capable of running C2C but only for rather small maps (Standard might work in the early game, but you would probably need to activate the viewport feature to get much past the Ancient era and I'm not sure you could finish a game of that size). The main problem is the 2GB of memory. It has a somewhat faster CPU than what I had up until late January (Athlon X2 @ 2.1GHz), and the same amount of memory, but I had XP Pro instead of Home. So I made R2R which is much more playable on a computer with only 2GB of memory.
What I think Platyping refers to is that several parts of BUG (and other Python mods that are included in C2C) don't deal well with the reloading of the Python environment that happens when you alter a Python script while running the game.

I guess it would be worth it to fix that at some point as especially working on UI stuff is far easier if you can just play around with the numbers and see the effect shortly after.
 
That is what I meant :D

As you know, C2C is well know for taking a long time to start up initially.
If I need to exit and reload the whole mod for every single python change, you know why I won't mod with BUG on...

BUG is nice for players, but not for modders.
 
BTW there exists a mod where herd resources would up and move and sometime have offspring. I remember playing around with it when RoM was young.

I suppose Platyping's version has one advantage that may stop it being OP - you can destroy all your iron resources without knowing it.
 
I seem to have a problem installing this rather awesome looking mod. (Want to try it so badly). I extracted it into the right folder (the mods one) etc. but when I try and run it from Advanced/Load a Mod, it will come up with the first loading screen then the thing crashes before I can get any further! I disabled CustomAssets in the Caveman2Cosmos ini. file and it is patched to the latest version, also tried playing about with the resolution incase that was causing an issue. Any ideas would be much appreciated, thanks.
 
I seem to have a problem installing this rather awesome looking mod. (Want to try it so badly). I extracted it into the right folder (the mods one) etc. but when I try and run it from Advanced/Load a Mod, it will come up with the first loading screen then the thing crashes before I can get any further! I disabled CustomAssets in the Caveman2Cosmos ini. file and it is patched to the latest version, also tried playing about with the resolution incase that was causing an issue. Any ideas would be much appreciated, thanks.

When you say "patched to the latest version", do you mean BtS? That needs to be at version 3.19. Make sure it is via the choice on BtS's Advanced menu that tells you this sort of thing. Patching via the in-game patching option frequently fails (this is probably not relevant for the Steam version, which is updated via Steam), so if you used that you could be wrong about whether or not it is patched to 3.19. It is frequently necessary to patch manually by downloading the patch file and running it.

Some of the details of your computer are very important for determining if you can run C2C. The most important factor is how much memory it has.

Well, there is another important factor: whether or not it is Windows. C2C is not compatible with running directly on a Mac. You should be able to run it via a virtual Windows install or probably via Wine or some similar thing, but not directly.

The size of the map you are trying to use is also important, but only after the game actually loads and you start a game.

You didn't provide any info about your computer, so here is some general info.

It is probably still be possible to play C2C with 2 GB of memory on 32-bit windows. It is more difficult, and perhaps impossible, if your graphics card (or motherboard or CPU integrated graphics) also uses system memory instead of having its own when you have only 2GB to start with. The R2R (Rocks 2 Rockets) mod is essentially a trimmed down version of C2C that works better on systems with this amount of memory, so you might try that if this is your situation.

If you are using a computer with less than 2GB of memory there is really no hope of running C2C at all. Even R2R probably won't work on less than 1.5 GB, but it might be possible to play on small maps at 1.5 GB.

The ideal system for C2C has a 64-bit version of windows and anything over 4 GB of memory with a separate graphics card with 1 GB or more memory of its own (although 512 MB is probably enough as I have never seen it go over 350 MB when I've monitored it, but I have never really played C2C with a map bigger than Large and have never gotten much past the Medieval era). Even then, you can not expect to play the largest 3 or 4 map sizes, all of which are bigger than the normal largest Huge size, without activating the viewport feature.

Which reminds me: the first post in this thread should probably indicate the minimum possible configuration (i.e. 2 GB of memory, assuming it is still playable on such a system) and the recommended configuration (i.e. more than 4 GB of memory on a 64-bit version of Windows).
 
I seem to have a problem installing this rather awesome looking mod. (Want to try it so badly). I extracted it into the right folder (the mods one) etc. but when I try and run it from Advanced/Load a Mod, it will come up with the first loading screen then the thing crashes before I can get any further! I disabled CustomAssets in the Caveman2Cosmos ini. file and it is patched to the latest version, also tried playing about with the resolution incase that was causing an issue. Any ideas would be much appreciated, thanks.

When it "crashes" do you get an error msg?

If you get No error msg then you were impatient and did not let the mod load (you will see No screen activity for several minutes on initial load just your desktop. Wait a bit an see if the Load screen appears)

Put the CustomAssets back to what they were from the download.

And as God_Emperor has pointed out comp OS and amount of Ram and vid ram can be determining factors as well.

Give it another go.

JosEPh :)
 
Just to cheer up everyone, I am enjoying C2C on a laptop with only 1GB of RAM, under Windows 7 64 bit, and... using large map. I guess the integrated GPU has 256 MB, not more. It is possible to use large map on my configuration instead of small ones after you made changes in ver. 29. Obviously, v.30 runs here smooth (but sure, with a hell of the heat). Thank you for your efforts in optimization!!!
 
Just to cheer up everyone, I am enjoying C2C on a laptop with only 1GB of RAM, under Windows 7 64 bit, and... using large map. I guess the integrated GPU has 256 MB, not more. It is possible to use large map on my configuration instead of small ones after you made changes in ver. 29. Obviously, v.30 runs here smooth (but sure, with a hell of the heat). Thank you for your efforts in optimization!!!

That is surprising. I would not have guessed it would work with only 1 GB, as you can tell from my post. (The game appears to lock some stuff into physical memory, hundreds of MB, which I thought would lead to 1 GB, some of which the OS and hardware need, not being a viable amount.)

I assume you have the viewport feature active and set to the default size or smaller, yes? If so, that is probably the reason it works. If not, it is even more surprising.
 
The beautiful surprise I dont need viewports since v.29!!! Thanks!!!

I assume you have the viewport feature active and set to the default size or smaller, yes? If so, that is probably the reason it works. If not, it is even more surprising.
 
Thanks very much for your reply God_Emperor, I followed your advice to update the game manually, which I did, but it appears my system is too underpowered :/ Oh well, that can't be helped, might try your suggestion in installing the Rocks2Rockets mod though, will check that out in due time!


Edit: I'll also try JosEph's suggestion of just being patient!
 
You are Welcome. Now just have Fun!

JosEPh :)
 
Hi all- first, brilliant mod, i admire the dedication and support you guys put into it. I started a game(v30) on snail speed with the gigantic map and many large islands with 10 other civs , but after 500 years i havent encountered any Barbarians, only Neanderthals and Animals. What time period do they normally appear ?

Cheers
ColonelFlag
 
Hi all- first, brilliant mod, i admire the dedication and support you guys put into it. I started a game(v30) on snail speed with the gigantic map and many large islands with 10 other civs , but after 500 years i havent encountered any Barbarians, only Neanderthals and Animals. What time period do they normally appear ?

Cheers
ColonelFlag

They start appearing when someone gets tribalism. You wont see many wandering barbarians as they tend to join a stack then attack on mass
 
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