Caveman 2 Cosmos

We were asked to change the name of the Brothel to Gentleman's Club by someone who wanted their 8 year old to play the game. They felt it was easier to explain to someone that age. It was the only change they wanted so "no biggie" as they say. That was quite awhile ago, before we introduced crime or disease.

I am the only one doing any XML at the moment and I don't usually do anything to post Renaissance stuff because it is outside my area of the mod. As I said elsewhere people are taking a break, so change is slow.
 
Ah. Thank you. And yeah, I understand the need for changing Strip Club to Gentlemen's Club.

It's much easier to explain that to a 8 year old by saying, "It's where grownups like to hang out." :)
Bonus points for telling the kid that they all wear fancy top hats. :p
No, really, I would totally say that to my son. If I ever had one, before Mind-Uploading happens.

I just am curious who made the prositution ban to include Gentlemen's club. I'm not even mad, I am just honestly curious.

Is the guy hiding or something? :eek: Did some nice ladies who work in said clubs beat him up?
Is he like scared someone's going to do this to his house? :nuke:
 
It is probably in Hydro's area. One aim for v37 is to merge all his stuff into core as well as a lot of my stuff.

I looked through his files, the main building files and my own files. These were the 3 biggest building files I'm aware of... You can merge mine, too :goodjob:

@David:
Basically all building related stuff was done / commanded by Hydro. He is not very active at the moment as he is working on another game's mod...

If it's gantleman's club, it's also easy to fix. You find it in Hydro's Module, the BuildingInfos file. The replacement buildings list contains "prostitution ban", just delete the whole section.
I think some Strip Clubs contain a brothel, and maybe that's the case for Gantlemans club as well, dunno. Anyways, I think these "Bans" are all useless anyways and you'd need some motivation to build them... But that's another story.
 
I don't think any Strip Clubs contain brothels.
I mean, nowadays.

Okay, maybe the Mustang Ranch out in Nevada does, but that's the only legal prostitution business I know of.
Grandfathered in a brothel, now that's funny.
I'm not going to bother building the prositution ban, so I'll probably avoid editing the files today. :)
Later, yeah.

I blame the French.
 
Hey, I've been playing cavemen 2 cosmos for over a year now, and I am currently on version 34, (still on a game that uses v34 XD) Any way, I was wondering if there is multi maps yet, or maybe you can go to the Moon, or Mars. Maybe I'm still a noob and can't figure it out. If anyone knows if you CAN go or if it is still not available, a reply or PM would be nice, THANKS!!!!

(I have a lunar rover (which the civlopedia says will work once they "figure out multi maps" and a spacecraft settlers just chilling in the cities where the Apollo program is located))
 
Hmmm the Modiki says it's that, and in the Microwave Power Plant it is set to 1000. Where did you find the Utility Fog entry?
Sorry for the late answer. You were right, it is there, I just didn´t search thoroughly enough.

These are all the settings of iNukeExplosionRand I found that are not zero:

In Hydro_CIV4BuildingInfos.xml:

BUILDING_NUCLEAR_PLANT iNukeExplosionRand: 2000 (Line 118872)
BUILDING_MICROWAVE_PLANT iNukeExplosionRand: 1000 (Line 120967)
BUILDING_TOXIC_WASTE_DUMP iNukeExplosionRand: 1000 (Line 189619); That was new to me...

In CIV4_BuildingInfos.xml:

BUILDING_NANITE_POPULATION iNukeExplosionRand: 2000 (Line 118872); Is this the Utility Fog?
 
According to this it may be possible to fix the problem of some nations building too many healers simply by increasing the iAsset value of the unit.

From what Zlatko says it appears that if you have many units of about the same strength the way to inform the AI of the actual value of the unit in the game is through this value.

I don't think we have done much with this value at all and from the example.
 
BUILDING_NANITE_POPULATION iNukeExplosionRand: 2000 (Line 118872); Is this the Utility Fog?

I don't know... I can't find the text-file for those buildings :confused:

I read something interesting about "new" energy concepts yesterday. One of them was about nuclear power:

In short, you enrich Uranium235 and then put it into a waterbath. This will heat the water up and the steam can be used by a turbine. This is how we do it now. The downsite is, that after losing only 5% of the Uranium235 you have to exchange them, leaving waste with 95% of the original enriched Uranium235.

If you put it instead in liquid salt, you have to exchange them only when they are down to 5%. That's not only WAY more efficient, it also reduces the radioactivity of the waste a lot.

These 4th generation reactors are expected to be built by 2030-2040 and some of the benefits are:

- 100-300 times (not percent!) higher energy output from the same amount of fuel.
- Waste is readioactive for Centuries, not thousends of years
- broader range of fuels
- virtually impossible of causing a runaway fission, iE a meltdown

In civ terms I'd recommend a new Nuclear Reactor in the near future with higher energy output, less :yuck: and no meltdown chance.
 
According to this it may be possible to fix the problem of some nations building too many healers simply by increasing the iAsset value of the unit.

From what Zlatko says it appears that if you have many units of about the same strength the way to inform the AI of the actual value of the unit in the game is through this value.

I don't think we have done much with this value at all and from the example.

I interpreted Zlatko to be saying something different. Zlatko said that the aggregate effect of all the other annotations of the unit is to have the A.I. compute one of them as being best, and therefore it builds just that one.

The asset trait discriminates between elements of the same era (and same UNIT_AI ?), and the A.I. deliberately mixes among those types in preference to its valuation of everything else.
So iAsset is some kind of .... opposite-of-value symbol. Perhaps it represents ... asset types like in a military sense, these units have different strengths and weaknesses. And there is a secret code that we don't have the documentation for, where '4' actually means a certain kind of unit and '5' means something else. The A.I. has been coded to pick a tempered army composition so it does that by referring to iAsset to know things are different.
Alternately, it might be meant to stand in for the necessity of army composition, and works as an override to the A.I. thinking it can know what the "best" unit is, but does not actually have associated meanings and the numbers are just distinct symbols.

Or it might be a third thing.
 
Is hydro still around?
Otherwise, I suggest that we remove Meltdown from everything except the actual Powerplants, give the Toxic Waste Dump a strong :( and add a building later that can use the waste dump to produce power and reduce the :( and :yuck:
I wonder how the public would see nuclear power if they are proven to be secure, yield much more energy and stop producing so much radioactive waste?

I also suggest events for the Oribital Solar Power Plant (you can build them totally safe with some gyrometers and a gimbaling laser) for the SimCity Easter Egg and then add an event for the Utility Fog.
 
I know, I made it ;) But it's only Atom Punk, isn't it?
True. The Clean Nuclear Reactor is Atompunk, as well as the High-Tech Nuclear Reactor which replaces all other Nuclear Plants and has 50 hammers base production.

I´d agree that the Clean Nuclear Plant should not rely on Atompunk.

And I hereby make the request to have nuclear meltdowns as an option, being turned on by default, if you like.
 
I don't think meltdowns are events... Meltdowns are (or at least should be) pretty rare in the game. I think they are in Civ for two reasons: a) to nerve Nuclear Power Plants and b) lack of education and bad propaganda against nuklear plants in the real world. Making it an option seems not worth the effort. It's just such a tiny influence to the game...

Regarding the Atom Punk reactors:
Atompunk builds are a "what if" scenario, if you'd put much more focus on nuclear power and pushed it's developement. I asked for safe nuclear plants in the core game but for some reasons I was asked to keep them in atom punk.
In my vision there would be clean and safe plants earlier with atom punk then without.
 
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