Caveman 2 Cosmos

The game gets a bit slow for me, but not 30 seconds slow, maybe 13 at most, on Small maps, with Marathon Difficulty.

Also, I'm not sure why the tech tree, or the Civopedia takes so long for you to load up?
For me, it's barely 10 seconds, my computer is from over a year ago. :)
Buildings list only takes 10 seconds, sometimes a little more. Once it loads up though, it's faster.

Try setting your graphics options to medium quality.
Also, why are you complaining about the techs listed in the Galactic Era if you'll never get there? :crazyeye:

They've been working on this mod for years and years. I think the techtree may need a bit of refining, but it's not terribad.

Also, I'm currently in the middle of the Transhuman era, still working on getting Fusion for that 1000 hammer bonus. :)
I've before, a long time ago, got almost all the way to the very end of the Tech Tree. Like 4 away.

Then again, I'm a bit crazy sense I believe that the Gentleman's Club should not be removed by the Prostitution ban, because calling Strippers Prostitutes is going to get you beat up by Bouncers at Strip Clubs. :)

Perhaps that will only change after I get the Cosa Nostra to go to Strategy's House and give him an offer he cannot refuse. :)
 
You're on Small/Marathon and I'm on Large/Snail. As I said, I'll try a smaller map next time.

I never claimed that the tech tree was "terribad" at all, and I'm not sure why my not playing into the Galactic Era makes my dislike of empty techs irrelevant, but if it makes it clearer, consider Chopping, Piercing and Slashing. There we have three early techs, with just about one tech's worth of stuff between them. Or there's the religious techs - once someone has founded said religion, those techs are now empty, dead-end techs for every other civilisation, useful only for exploiting AI diplomacy. That really shouldn't be the idea.
 
Er, Sorry for misunderstanding you.
I don't mean to do that.

And yeah, the tech tree does need to be refined significantly.
 
Don't worry. I sometimes to fail to communicate as well. It's not entirely your fault. :)
 
Or there's the religious techs - once someone has founded said religion, those techs are now empty, dead-end techs for every other civilisation, useful only for exploiting AI diplomacy. That really shouldn't be the idea.

Once a religion has been founded if it was on a dead end it should be ignored by the AI. There are some religion techs which are not dead ends but lead to other religions.

Some game options make it not that simple to code since if you are playing with Divine Prophets or Choose Religions the religion is not connected with the tech.

The AI will pay a small amount for those dead end techs but at a greatly lesser value than a tech in the same column. I think they pay slightly more for a linking tech.

At to diplomacy, I have not noticed any diplomatic advantage for trading a dead end religion tech where the religion has been founded.
 
Yeah, the only thing AI gives you for dead end techs is a little bit of money.
Then again, maybe on Settler, which I play on a lot, I will move up soon, guys, their AI is a bit dumb, so they're willing to trade better deals.
"I'm not your vassal, but here's 200 gold for this dead end tech."
And when they're your vassal, at least on Settler, you can get all sorts of great deals!

Oh, they do give you cities if the city is about to flip from culture. Poor Holy Roman Empire, they got pushed off the continent. :) Hopefully, they aren't as bugged anymore. I mean, 10000 base production city with 360 happiness? Yes please!

Charlemagne was my ancestor, so I feel a bit bad for overrunning him with culture. Then again, 25% of the world's population is related to him.
I'm also related to Lord Baltimore, who owned Maryland basically. And since he was in line to the British Throne, so am I! Just 2500 people before me.

And thanks for understanding, Arakhor
 
You're on Small/Marathon and I'm on Large/Snail. As I said, I'll try a smaller map next time.

I never claimed that the tech tree was "terribad" at all, and I'm not sure why my not playing into the Galactic Era makes my dislike of empty techs irrelevant, but if it makes it clearer, consider Chopping, Piercing and Slashing. There we have three early techs, with just about one tech's worth of stuff between them. Or there's the religious techs - once someone has founded said religion, those techs are now empty, dead-end techs for every other civilisation, useful only for exploiting AI diplomacy. That really shouldn't be the idea.

We've found making religious techs dead end to improve on the spread of civs that capture religions.

As for empty or underdeveloped techs, just because they're empty now doesn't mean they weren't included for a reason and that there aren't further plans for them. Keeping them as placeholders is extremely useful for development. We can't pretend the mod isn't a work in progress here y'know?
 
We've found making religious techs dead end to improve on the spread of civs that capture religions.

I agree they should be dead end techs. But is it possible to display a notification in the tech tree to indicate it is already founded (and not needed for future religions). i.e. A red background or a red cross through the tech box for example..

As for empty or underdeveloped techs, just because they're empty now doesn't mean they weren't included for a reason and that there aren't further plans for them. Keeping them as placeholders is extremely useful for development. We can't pretend the mod isn't a work in progress here y'know?

1. The fact that players can now get to these techs and comment on them - must be a great improvement. :goodjob:

2. I see lots of posts about futuristic additions to the mod, mixed in with current and pre-history posts. But is there a thread that explains the basic overall concepts and long term visions for this mod beyond the current age. Is it just pure fantasy or based on probabilities. I, and I am sure others would like to know. :)
 
I agree they should be dead end techs. But is it possible to display a notification in the tech tree to indicate it is already founded (and not needed for future religions). i.e. A red background or a red cross through the tech box for example..
The text that states that you'll get a religion if you're the first to get to the tech will disappear now if the religion has been taken (whether by Divine Prophets or not)... I'm not sure if it's been updated for Choose Religions but it could probably be easier done in the code than anywhere else. This means it's still whether that RELIGION has been taken or not and can still be confusing on Choose Religions. Yes, something to address that's been a problem for a while.



1. The fact that players can now get to these techs and comment on them - must be a great improvement. :goodjob:
I'm also talking about all throughout the game, even some of the prehistoric techs in place will take on more definition under Nomadic Starts when we get around to that. (That's what most of those techs that don't have much in them were originally designed for - however those techs are also some of the best to get quickly if you know what you're doing! (I know YOU do but it's a hint to others reading ;) ))

2. I see lots of posts about futuristic additions to the mod, mixed in with current and pre-history posts. But is there a thread that explains the basic overall concepts and long term visions for this mod beyond the current age. Is it just pure fantasy or based on probabilities. I, and I am sure others would like to know. :)
The Transhuman Techs thread is a nightmare to read through. You're best off just reading the pedia entries on the techs to get a good idea of things really. Establishing the tech tree throughout this era was a major project and was mostly about establishing proper order of progression and trimming techs down to what was absolutely necessary from a huge tsunami of original concepts. There's still a lot of work to get it all into meaningfulness and the Naval Review thread is where work is currently ongoing towards that effort (Navies were the first to recieve this full review because they were the most out of whack but the more I'm looking into it the more I think they really are a great way to establish a measuring stick of meaningful tech developments that will serve us grandly as we go about full game reviews of other unit types (and that leads to buildings and promotions as well.))

In a lot of ways, C2C is only now receiving it's full game audits that it has needed all along. They're a bit ahead of us in this regard in AND because Vokarya's quite good at this sort of thing as well and he's not had as ambitious a team vision to have to work around there. As these projects proceed here it will end up filling in a lot of uses for techs that are currently 'blank' as well as give us yet more techs where meaningful developments needed to be portrayed anyhow. These skeletal points of progression represented by these blank techs are very helpful at forming guideposts for further development and if we remove them we'll just be back to the stage before they were put in. They must come first to give an initial design map.
 
I see what you're saying, Thunderbird, but perhaps a few (new) posts about wouldn't go amiss about what's supposed to be going in the noticeable holes would help people (me, especially) know what your plans are and so on. They wouldn't need to be large, but if we know what you're on about, it would be much easier to appreciate The Grand Plan, as it were.
 
There's still a lot of work to get it all into meaningfulness and the Naval Review thread is where work is currently ongoing towards that effort (Navies were the first to recieve this full review because they were the most out of whack but the more I'm looking into it the more I think they really are a great way to establish a measuring stick of meaningful tech developments that will serve us grandly as we go about full game reviews of other unit types (and that leads to buildings and promotions as well.))

In fact it was the Naval review thread that prompted me to make some of my comments.

I was confused about all the new future ideas being discussed in a thread I thought was about improving existing naval units - not futuristic ones.

But thank you, I appreciate your post and must say I agree with what you say.

Could I make a suggestion , that you create a new thread - Futuristic Naval Units and continue those discussions there.
 
I agree they should be dead end techs. But is it possible to display a notification in the tech tree to indicate it is already founded (and not needed for future religions). i.e. A red background or a red cross through the tech box for example..

It is easier to display the info if you are not playing with Divine Prophets or choose religions.:mischief:

Currently when the tech has been discovered/religion founded by someone else the icon changes. Perhaps the change is not as visible as it should be. If it has the generic religion symbol of hands then it has not been founded/researched if it does not then it has.

edit Nomadic Start and extended Super Forts require that we be able to bring up a city like screen for the nomadic tribe units and the fortification improvements. So far it looks like we may be able to have such a screen but we wont be able to display a city like bar on the unit/improvement giving you information on the main map similar to the city has.
 
I see what you're saying, Thunderbird, but perhaps a few (new) posts about wouldn't go amiss about what's supposed to be going in the noticeable holes would help people (me, especially) know what your plans are and so on. They wouldn't need to be large, but if we know what you're on about, it would be much easier to appreciate The Grand Plan, as it were.
Few of us have the oversight to try to summarize what's hoped for in all of them. If you want this kind of review I'd suggest to start a thread to ask about each one one at a time so that the team can try to comment on what they know or recall or envision for each, one at a time. As it is I spend about 30-40% of what could be modding time responding to posts on the forum. So if it's a patient exploration it would be helpful.

In fact it was the Naval review thread that prompted me to make some of my comments.

I was confused about all the new future ideas being discussed in a thread I thought was about improving existing naval units - not futuristic ones.

But thank you, I appreciate your post and must say I agree with what you say.

Could I make a suggestion , that you create a new thread - Futuristic Naval Units and continue those discussions there.
The Naval review is a project taking place that spans all naval vessels from Steam powered ships all the way through where Navy will no longer be valid as a concept beyond that point. The project encompasses it all so as to provide measured progression in stats. As it passes ships we already have in the mod it begins to enter into undeveloped territory, and this is the best way to expand into it so as to give clear consideration to proper staging of improvements across tech progressions.

Until a few points of feedback at the beginning of the week had thrown some of the entire platform of planning into reconsideration I had thought the project nearly complete (planning phase anyhow). Not to complain - it's made for an improved consideration in the approach I think. And all the work so far isn't exactly made obsolete by it and helps to speed things up once the foundation of unit inclusions is redetermined as the stat progression charts can be easily adjusted now that they've been setup to begin with.

I had posted the charts (most of them) as I had them thinking that it was nearly a final draft. For review they are HERE as well. Once the new unit sets are updated and the charts adjusted I'll update these documents and probably include the rest as well.

It is easier to display the info if you are not playing with Divine Prophets or choose religions.:mischief:
Assuming you're talking about a python solution. Is there not a 'first to' boolean you can call that states whether the tech has been learned by any civ or not? I think there's one in the code so I'll have to look into that for you.

edit Nomadic Start and extended Super Forts require that we be able to bring up a city like screen for the nomadic tribe units and the fortification improvements. So far it looks like we may be able to have such a screen but we wont be able to display a city like bar on the unit/improvement giving you information on the main map similar to the city has.
Interesting indeed... shouldn't need that but I'm wondering how you are going to make it possible to pull up the Nomad screen on a unit - the UI interaction of it is what I wonder.

Also... that screen... will probably be quite difficult to determine what we need on it but something LIKE a city screen would be a good start. Probably won't need nearly as much info...

I'll bet that a Unit page in general would be cool... the unit data in general is getting overwhelming so if we can organize it into a 'character sheet' page it would be REALLY useful!
 
Assuming you're talking about a python solution. Is there not a 'first to' boolean you can call that states whether the tech has been learned by any civ or not? I think there's one in the code so I'll have to look into that for you.

No it is standard BtS tech tree behaviour controlled by the XML for the religion and technology.
 
Er, Sorry for misunderstanding you.
I don't mean to do that.

And yeah, the tech tree does need to be refined significantly.

Tech tree has already seen at least 5 revisions over the last 10 versions. Vokarya's work on the Tech tree was a Major undertaking. But that work has already been distorted way beyond his organization.

Who's going to spend hours redoing all that work?

JosEPh
 
As I was playing through though I found a bug or something I'm not sure the right name for it. But basically the technology Barter is miscolored once it has been researched. It shows up as the same color as a technology that is being researched. I included a screen shot with the tech highlighted. I for some reason this is a fault on my end I apologize for taking up your time but I absolutely love this mod and I just wanted to try and help make it better.
-acerstart-
 

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As I was playing through though I found a bug or something I'm not sure the right name for it. But basically the technology Barter is miscolored once it has been researched. It shows up as the same color as a technology that is being researched. I included a screen shot with the tech highlighted. I for some reason this is a fault on my end I apologize for taking up your time but I absolutely love this mod and I just wanted to try and help make it better.
-acerstart-

Yeah its a bug, thats been there for quite a while already, and many many thx for pointing stuff out, without help from (everyone) on bugs/complaints) this mod would be JUST another mod, but thankfully this is a "Great Mod" so again thx. SO
 
No it is standard BtS tech tree behaviour controlled by the XML for the religion and technology.

That behavior is picking up on whether or not the RELIGION has been taken and can be changed to pick up on whether the tech has been researched by any player is what I'm saying.
 
Anyone would please help? It seems this modthread isn't in use for quite some time. TIME FOR MY REPORT: I run a windows 8 Computer with some "moderate" or okay components. Trust me, it's not like a dell or anything. It's a VAIO computer with the most recent updates (OF 2013). There is nothing wrong with it at all, it runs over 4 games without any problems or random crashes. This mod requires 3.19 which I can't install. HERE'S THE MAJOR PROBLEM. My old computer still had CIV 4 Complete edition in it. The content was pretty much easy to transfer to my current, (VAIO). It runs without problems, but I've tried everything to pretty much put it into the right directory. Program Files (x86) and stuff like that. I won't surely re-purchase a game I still have access to. I lost my CD's to it but it runs without CD's. Pretty weird but I pretty much can play without the required CD. I would love to play this mod so badly, installed successfully to my CIV 4 mods, but it requires 3.19.

P.S I TRIED INSTALLING IT TO MY OLD COMPUTER, IT DOES WORK BUT ENDS UP CRASHING AFTER AGREEING TO THE TERMS OF AGREEMENTS. (It requires task manager to remove it)

EDIT: IF YOU MAY PLEASE GIVE ME A MANUAL INSTALLATION. I would try to work something out. the 3.19exe just says "Installation of Beyond the Swords is corrupt or whatever" Pretty much impossible for a valid download.
NO TORRENTS PLEASE. I JUST WANT A LEGIT COPY WITH A semi-LEGIT PATCH. Thanks.
 
Anyone would please help? It seems this modthread isn't in use for quite some time. TIME FOR MY REPORT: I run a windows 8 Computer with some "moderate" or okay components. Trust me, it's not like a dell or anything. It's a VAIO computer with the most recent updates (OF 2013). There is nothing wrong with it at all, it runs over 4 games without any problems or random crashes. This mod requires 3.19 which I can't install. HERE'S THE MAJOR PROBLEM. My old computer still had CIV 4 Complete edition in it. The content was pretty much easy to transfer to my current, (VAIO). It runs without problems, but I've tried everything to pretty much put it into the right directory. Program Files (x86) and stuff like that. I won't surely re-purchase a game I still have access to. I lost my CD's to it but it runs without CD's. Pretty weird but I pretty much can play without the required CD. I would love to play this mod so badly, installed successfully to my CIV 4 mods, but it requires 3.19.

P.S I TRIED INSTALLING IT TO MY OLD COMPUTER, IT DOES WORK BUT ENDS UP CRASHING AFTER AGREEING TO THE TERMS OF AGREEMENTS. (It requires task manager to remove it)

EDIT: IF YOU MAY PLEASE GIVE ME A MANUAL INSTALLATION. I would try to work something out. the 3.19exe just says "Installation of Beyond the Swords is corrupt or whatever" Pretty much impossible for a valid download.
NO TORRENTS PLEASE. I JUST WANT A LEGIT COPY WITH A semi-LEGIT PATCH. Thanks.

I really am having a hard time understanding, because 3.19 is in the "download" section of CFC, you MUST install it Manually.
If you are saying that C2C crashes, that probably means you have a bad copy of it when you downloaded it, just re-download and try again.

btw Welcome to CFC and trying this Great mod.
 
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