Caveman 2 Cosmos

Anyone have any idea what wonder this is? It should at LEAST be modularized and turned off by default so that players that want it can have it in the game but we aren't irritating those who aren't prepared to deal with it's quirks.
Catacombs of Kom el Shoqafa
 
There is also a building that does exactly the same thing, the catacomb extension to the castle. However it is supposed to be one for one. If you kill one of theirs there is a chance yours will also die.
 
Thank you, Thunderbird.

I don't have much time at the moment to write out a lengthy reply, but I'll update the Caveman2cosmos SVN.

I've started a new game, as America, with the new trait system.
Scientific gives the promote units outside of borders, which is amazing.

While the rules of war have changed, I'm still used to the base game where you go up to the city and attack there.
Not build 20 bombers and spam a ton of other things.

Regarding Ranged bombardment, what would turning it off do, I wonder?
Probably make the sieging a lot harder.

The biggest issue with modern warfare is the fact that cities are pretty much unconquerable with any army that doesn't measure in the hundreds, with cruisers parked off the coast stacked with missiles, and more bombers than there are squadrons in real life!

I also don't know why AI cities would have 15,000 production, and it was a capital, so I don't think it was ever taken in a war. THere was no war with his empire until I declared war.

IF the production craziness happens again, I'll send you a link.

I also do believe defense buildings should be altered to have a max damage limit. :) And that if you built 4 different types, they can't all target the same unit.
That would help make them less insane.

Just be glad I didn't lose a Nanite swarm, or I would have sent a Nanite swarm after whoever added those things in real life. :)

Also, Hydro may have explained why he did the meltdown for Toxic Waste Dump, but it's still a rather absurd way of dealing with it, since the dangers in this game for a nuclear meltdown are about 30 thousand times greater than the result of the worst possible Toxic Waste dump disaster. :) A bit much, you think?

I mean, just ask New Jersey. :) The greatest disaster that happened there from a toxic waste dump disaster was Jersey Shore! :lol:
 
There is also a building that does exactly the same thing, the catacomb extension to the castle. However it is supposed to be one for one. If you kill one of theirs there is a chance yours will also die.

Are you positive? I'm fairly sure that what the catacomb extension for the castle does is give you a gold bonus, and has a small chance to lower the city defenses each turn an enemy unit is adjacent.

At least, that's how it works in the latest release (non-SVN) version.

Also, another issue with the catacombs of kom el shoqafa wonder is that it goes obsolete quite late, and it's one of the first wonders you can build after sedentary lifestyle is achieved.

*edit* I've also experienced the crazy production of AI cities - I might even have a save game of it, if that's helpful. I'll take a look.

*edit 2* Nope, it's gone, looks like. I do recall that it was the result of a revolution, however - a small, backwards 1-city nation had a revolution in which a long-dead faction took the city, and proceeded to suddenly have science output levels far outpacing my own, who previously had twice the science output of the second place nation.
 
I don't play with Revolutions, so that's not the reason for it on my end.

I can appreciate why people would like that kind of challenge, but Revolutions burned me quite bad a long time ago, and well, once burned, twice shy.

An army of 12 highly promoted units from one city when it rebelled that had slightly better units than I did was a bit much. :)

Regardless, in my new game, the only funny thing to mention, and yes, I updated the SVN, is my city I settled around the hot springs, Pannakate, or whatever it's called, in the permafrost, is now basically going to be the city of 100 defenses around it. :)
MY workers only can build forts and a few mines, and mostly watchtowers.

No one is going to take that city. :)
 
I don't play with Revolutions, so that's not the reason for it on my end.

I can appreciate why people would like that kind of challenge, but Revolutions burned me quite bad a long time ago, and well, once burned, twice shy.

An army of 12 highly promoted units from one city when it rebelled that had slightly better units than I did was a bit much. :)

Regardless, in my new game, the only funny thing to mention, and yes, I updated the SVN, is my city I settled around the hot springs, Pannakate, or whatever it's called, in the permafrost, is now basically going to be the city of 100 defenses around it. :)
MY workers only can build forts and a few mines, and mostly watchtowers.

No one is going to take that city. :)

Yeah there's probably not MUCH one can do on non-riverside permafrost to help the plot out for a long time.
 
AHaha. Yeah. I'm now getting to make Workshops on it. The tundra got tree nursery of all things on it, and a farm.

This game is doing very well so far. Got three vassals almost immediately after unlocking vassal states!
I have crazy Charlemagne and Ragnar as the other two civs.
Thankfully, they seem to not be cranky. :)

Hopefully I can get the Holy Roman Empire's Divine Cult to switch to something else so I can spread Taoism.
By the way, the Taoism promotion doesn't require a great general, which is nice, 20% free strength and all.
Taoism is also amazing, with the World Wonders.
If anything, the boost to relations wonders will allow me to get Charlemagne as friendly as possible with "You are a heretic." And they are Christians, obviously. I love Choose religion.

So, update. After building the field of cloth and gold, Charlemagne became a vassal.
It helped that he switched from Christianity to Taoism first.

Still, having the Holy Roman Empire as a vassal is pretty crazy!
 
I see that version 35 will be the most complex and interesting of all versions. When it comes out approximately?
 
I see that version 35 will be the most complex and interesting of all versions. When it comes out approximately?

Now thats a good question, it was supposed to come out along time ago, but we kept finding stuff critically wrong, and XML errors and duplicates, so here we are, then now i have 2 CTD's to get fixed yet by TB, and besides that DH is sick, so it might be 2 more weeks, sorry.
 
if you are asking about xml editing/work with svn etc - yes. But if you are doing something bigger - not especially. I will contact you via prv
 
I love to play with the Revolutions op on. I use it to its relatively unknown power. I was facing a 70+ city civ, and I was able to do a cold war on them, cause them to go into a Soviet Union collapse and then I was faced with a 45 city "Russia" and several small civs that I could easily take over.
 
So, Playing that newer game as the Americans, build the Empire State Building, and upon completing it, got an error message and no 3 bonus resources. I am very sad. :(

Other bug, Uranium Mines are kind of problematic.
Sometimes they let you build them in cities with Uranium in the vicinity, other times they don't.
Really annoying.
 
Where do I find the log files?
 
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