Caveman 2 Cosmos

Oh, and the great Farmer says it can build sheep resources, but it is not an option when you try to use him. GAh.

The Great Farmer should be able to place all plant and animal bonuses but only if you already have access to that resource either existing in your nation or traded from another.
 
The Great Farmer should be able to place all plant and animal bonuses but only if you already have access to that resource either existing in your nation or traded from another.


Oh, that explains it.
Kind of a bit annoying that it doesn't say that anywhere, and there's no reason to think that. :)
:crazyeye:

On the bright side, my colonization issue is gone, Lunar spacecraft settlers allow me to build cities again.
Still enjoying the ride.
 
build hunting instructions in your starting city, which gives all new units +50% versus animals. Then build spiked clubmen (str 3) and place them on tiles with +75% defense bonus. That should be enough to win multiple battles against animals (except mammoths).

Initially, keep them very close to your city borders so they can retreat if they get banged up too hard. Later, let them move around in pairs so one can protect the other one while it is healing. As a rule, always defend, not attack, unless the animal is very weak and you will end up on a tile with good defense bonus after the attack.

Note that hunting instructions give a minor malus on melee, so you should promote it versus melee as soon as possible, to defend against Neanderthals. The malus is the reason I only build hunting instructions in one city, and not my main military unit production city later in the game.

I have found that rogues can survive fairly well too since they can heal without being in any danger. I have 3 of them in my game now and they are doing a great job against the barb animals.
 
I have found that rogues can survive fairly well too since they can heal without being in any danger. I have 3 of them in my game now and they are doing a great job against the barb animals.

Except they are designed to bring crime to your enemies and harass their worker units. They are countered by dogs and some other units.
 
So I found another interesting issue. Holographic technology cannot be build without requiring Manganese

Setting aside the fact that Manganese is not the building block of Holographic technology, it requires both iron ore and lead ore in the same city, or close to it to be built. If it is the main component of holographic tech, please tell me how that works.

Why is the Holographic tech literally dependent on the most amazing world generation of ore ever?
I mean, I have had 4 gold ore near my capital city before in BTS and some mods, but I've never once had iron and lead in the same area.

Please fix this hilarious oversight. :)
Seriously, I have to world builder in an iron ore and lead ore in a city limits, just to use tech?
I don't know how this happened, but I'm certain it needs significant adjusting, because otherwise, no one can build holographic tech ever.
 
So I found another interesting issue. Holographic technology cannot be build without requiring Manganese

Setting aside the fact that Manganese is not the building block of Holographic technology, it requires both iron ore and lead ore in the same city, or close to it to be built. If it is the main component of holographic tech, please tell me how that works.

Why is the Holographic tech literally dependent on the most amazing world generation of ore ever?
I mean, I have had 4 gold ore near my capital city before in BTS and some mods, but I've never once had iron and lead in the same area.

Please fix this hilarious oversight. :)
Seriously, I have to world builder in an iron ore and lead ore in a city limits, just to use tech?
I don't know how this happened, but I'm certain it needs significant adjusting, because otherwise, no one can build holographic tech ever.
@the Team: how did we make a tech dependent upon possession of a bonus?
 
@the Team: how did we make a tech dependent upon possession of a bonus?

It's the Holographic Projector Factory (building) that is dependent on the bonus. But I don't think you can do much with the tech without that building (which provides the Holographic Projectors resource).
 
Well, I'm glad I'm not crazy. :)

I had to do some tweaking with world builder too, mountain mines don't count for the mine requirement, modern mines do, so I had to super accelerate erosion on "twin peaks". :)
By turning them into hills. Also, I blame David Lynch. :lol:

I guess there is at least one good thing about me playing all the way past the modern era.
But yeah, the tech doesn't require it, it's just that the holographic buildings can't be build without the manganese.

As a side note, the LDS meetinghall removes access to books. I'm not an expert on Mormons, but they wouldn't ban books, because then no one can read their bible. :p
Also, after 1982, the book, not the year, no one wants to ban books anymore, even those whacky Mormons :) They really probably don't want to be compared to 1982's Big Brother. :)

My professor in College, one of them, was a Mormon, and he drank coffee. I think they're a bit relaxed now.

I'm not complaining about tobacco, that's still something they hate. :)
 
As a side note, the LDS meetinghall removes access to books. I'm not an expert on Mormons, but they wouldn't ban books, because then no one can read their bible. :p
Also, after 1982, the book, not the year, no one wants to ban books anymore, even those whacky Mormons :) They really probably don't want to be compared to 1982's Big Brother. :)

My professor in College, one of them, was a Mormon, and he drank coffee. I think they're a bit relaxed now.

I'm not complaining about tobacco, that's still something they hate. :)

No books is a typo, it should require books not remove access. The whole custom religion was designed in conjunction with a Mormon who wanted his religion better represented in game. I think ther were a few other things that need be done but I did not have the skill or we did not have the tags at the time.

If I could figure out how I would like o change the missionary to look more like the corp exec, and have them go around in pairs.;)
 
In my last game with the latest svn revision I run into the problem with volcanos again. After a while the tiles around the volcano have ridiculous amounts of food (50+ each), without the possibility to remove them (even with the world builder). What can I do to remove the +food effect from the volcano events.
 
In my last game with the latest svn revision I run into the problem with volcanos again. After a while the tiles around the volcano have ridiculous amounts of food (50+ each), without the possibility to remove them (even with the world builder). What can I do to remove the +food effect from the volcano events.

These Event effects will not last all game. They do subside.

So if you don't want to see this in your next game Disable Events.

Or Mod the Volcano Event and its effects as an alternate option.

JosEPh
 
So I found another interesting issue. Holographic technology cannot be build without requiring Manganese

Setting aside the fact that Manganese is not the building block of Holographic technology, it requires both iron ore and lead ore in the same city, or close to it to be built. If it is the main component of holographic tech, please tell me how that works.

Why is the Holographic tech literally dependent on the most amazing world generation of ore ever?
I mean, I have had 4 gold ore near my capital city before in BTS and some mods, but I've never once had iron and lead in the same area.

Please fix this hilarious oversight. :)
Seriously, I have to world builder in an iron ore and lead ore in a city limits, just to use tech?
I don't know how this happened, but I'm certain it needs significant adjusting, because otherwise, no one can build holographic tech ever.

Some of the Transhuman stuff was taken from the game Anno 2070. The Holographic Projector is one of them.

http://anno2070.wikia.com/wiki/Projector_Plant

Since there is a limited amount of map resources I had to utilize the combo resource bonues. This makes their appears very rare but it is very late in the game too.

I'd suggest replacing the manganese prereq with graphene.

Without bringing it up I think that is one of the main uses of it. Thus I would rather not switch it to graphine.

We also have to remember that resources can appear on the map later through events. So having Iron next to Lead is not as rare as you think. Though it would be nice to have some sort of "Procepector" unit to find new sources of minerals in late game.
 
In my last game with the latest svn revision I run into the problem with volcanos again. After a while the tiles around the volcano have ridiculous amounts of food (50+ each), without the possibility to remove them (even with the world builder). What can I do to remove the +food effect from the volcano events.

It is not as bad as it seems - you do not get rapid city growth, as you would expect.

I have a city (3 pop) with 2 tiles giving 50 food each because of a volcano. But after all the modifiers, I only have a surplus of 31 food (for growth). The reason wastage - 101 food is wasted.
 
Some of the Transhuman stuff was taken from the game Anno 2070. The Holographic Projector is one of them.

http://anno2070.wikia.com/wiki/Projector_Plant

Since there is a limited amount of map resources I had to utilize the combo resource bonues. This makes their appears very rare but it is very late in the game too.



Without bringing it up I think that is one of the main uses of it. Thus I would rather not switch it to graphine.

We also have to remember that resources can appear on the map later through events. So having Iron next to Lead is not as rare as you think. Though it would be nice to have some sort of "Procepector" unit to find new sources of minerals in late game.


Hydromancer, it makes zero sense to not change the requirement, I'm sorry, but as it stands, no one can build the Holographic projecter at all without being insanely lucky.

I have never once found an event that throws lead and Iron ore around.
Even mines don't have a high enough chance all game to spawn lead and iron like that.
I'm not running 3000 turns just to get iron and lead around. That's a hilariously bad game balance idea. Worse than that World Wonder that caused Grimith to rage quit this mod. :)

I'm sorry that I'm annoying about this, but it is an issue.

You're basically forcing people to world builder in iron and lead mines, just to have a chance in hell of completing buildings all the way in the transhuman era. Do you have any idea how absurdly silly that is?

Please fix it, think of the drones, they look up to you. :)

Please do not turn into Zappara who cannot handle criticism and doesn't work on fixing issues brought up.

This is the main reason I stopped playing Rise of Mankind. It all had to do with Communism. Really, it did.

It's how I found this mod, and how I enjoyed it since it essentially started. Please do not kill my enjoyment of the mod by being a new Zappara. I'm sure he's a great guy and all, but he's not a role model. :)

If you change anything, please change this. Graphine is easier to make, and makes more sense than manganese, especially since it's not a rare earth element. :)
I mean, it's not as common as iron, but it's not so rare that it deserves to be nearly impossible in the game to find unless God(Or any deity of your choice) himself smiles upon you with luck.

I'm glad to know the book issue was a typo, by the way.

I just see no reason not to change a game balance issue that completely removes an entire set of buildings from being built. I'm not trying to ramble on for 100 years, but this is not something you can dismiss with "It's not as rare as you think to get iron and lead in the same city."

How many games have I played where that has never happened in this mod? Dozens. I wish I was exaggerating the difference here, but if you claim it's not rare, why has it never happened to me before ever? In all the time I played the mod?

I'm simply stating that you shouldn't punish people for not having insanely good luck. This is lottery winning level luck to get iron and lead in a city radius in this game. It's a hundred thousand times rarer than starting a game on a map, and getting 4 gold ore hills right next to your starting city. I've had the 4 gold ore hills before in base BTS. I know how uncommon it is!

Again, I'm sorry for rambling and ranting here, but I simply don't see how ignoring this problem makes it go away. I really mean no disrespect to you, Hydromancer, I respect you, I respect StrategyOnly, but I've made it to the Transhuman era without getting iron and Lead in the same city radius, and had to world builder it in. I should not have to do that, and I should not have to rely on blind luck.


This is a far more serious issue than my complaint that Gentlemen's Clubs, I.E Strip Clubs, should not be killed by a Prostitution ban. :) Or the whole nuclear meltdown on buildings that don't have nuclear fuel rods in it. :) Or that plague event that doesn't even kill 47 population, but turns them into zombies. :) With the bad scaling side effects from the option to take care of the infected with fire.
Might as well turn that option into "Nuke it until it glows."

I'm sorry for getting carried away here. I take medication, and some times I forget it, and it makes me ramble if I don't take it. I have Asperger's focus on things, so I tend to be a bit more crazy than the average person.
I don't mean to be, though.

I found another thing to adjust, a Utility fog, I think that is it's name, which gives a major boost to production in cities, also has the meltdown flag.
It's required to build another building.
I really don't think any building that is required to build another building should have the meltdown chance.
Yes, a nanite swarm can go berserk and turn the world into a giant Von Numen machine. :)
But you know, Nanite Swarms have already been nerfed, so I don't consider them a threat anymore.

I'm just saying, a building you are forced to build, should not doom your cities to be new micromanagement hell when a meltdown occurs and you have to rebuild 50 buildings. Maybe a world wonder that prevents all nuclear meltdowns, and disasters needs to be build when you reach some really advanced tech.
 
Hydromancer, it makes zero sense to not change the requirement, I'm sorry, but as it stands, no one can build the Holographic projecter at all without being insanely lucky.

Not only do I agree, but I assert you are correct on this point...:p

I have never once found an event that throws lead and Iron ore around. Even mines don't have a high enough chance all game to spawn lead and iron like that.

You are again correct I suspect.

Worse than that World Wonder that caused Grimith to rage quit this mod. :)

The C2C modders should accept no responsibility for players rage-quitting. It's impossible to please some people, and the 'strictures' of the Let's Play are such that the pressures to abandon an LP are greater than in a normal game. For the record, there is nothing wrong with that wonder (the Catacombs of Qom El-Shoqafa...roughly;)) It's a game - bad luck happens - what do you expect?:dunno:

This is a far more serious issue than my complaint that Gentlemen's Clubs, I.E Strip Clubs, should not be killed by a Prostitution ban. :)

Extremely pedantic sorry.

Or the whole nuclear meltdown on buildings that don't have nuclear fuel rods in it. :)

Don't know so can't comment on specifics (off-topic too), but one just has to accept that "meltdown" is a blanket concept in Civ4 synonymous with "cataclysm", whether or not nukes are involved.

Or that plague event that doesn't even kill 47 population, but turns them into zombies. :) With the bad scaling side effects from the option to take care of the infected with fire.
Might as well turn that option into "Nuke it until it glows."

Don't know it + off-topic = can't comment...:D

I'm sorry for getting carried away here. I take medication, and some times I forget it, and it makes me ramble if I don't take it. I have Asperger's focus on things, so I tend to be a bit more crazy than the average person.
I don't mean to be, though.

Yeah you know you do this so please just dial it back a bit. I know the feeling of thinking I have to make every possible argument to give my case the absolute best chance of not being ignored... But it's a fine line and too much really is too much...

I found another thing to adjust, a Utility fog, I think that is it's name, which gives a major boost to production in cities, also has the meltdown flag.
It's required to build another building.
I really don't think any building that is required to build another building should have the meltdown chance.
Yes, a nanite swarm can go berserk and turn the world into a giant Von Numen machine. :)
But you know, Nanite Swarms have already been nerfed, so I don't consider them a threat anymore.

I'm just saying, a building you are forced to build, should not doom your cities to be new micromanagement hell when a meltdown occurs and you have to rebuild 50 buildings. Maybe a world wonder that prevents all nuclear meltdowns, and disasters needs to be build when you reach some really advanced tech.

Are you saying it's possible to handle radioactivity/nukes, fusion, antimatter etc. etc., including before you fully understand them, and never have an accident? Seriously?

Furthermore, I don't know what this building it's required to build is, but I'm guessing the sky doesn't fall if you don't build it for fear of potential extra micro...
 
How about getting manganese in the late game by other means, too? There are these huge amounts of manganese nodules on the ocean floor, maybe a late-game coastal building could extract it? Or even have a manganese nodule resource on the ocean floor that can be extracted?
 
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