Caveman 2 Cosmos

Today, most animals in chernobyl thrive there without any noticable health problems.

This seemingly positive state exists only because of the heavy cement casing which is now worn and ready to crack. Under it is still aeons of absolutely lethal radiation just waiting to be released. Deadly hot spots around it are not uncommon. Yet, Fuk u shima is far worse still since it is still leaking into ocean and have been leaking all these years. It will be leaking for aeons.

Nobody knows the sieverts those animals bare, nobody knows their sorrow. :nuke:
 
I guess this is a good a place and time as any to ask this...

Can you add molten salt reactors as an upgrade to the traditional nuke plants?
 
There have been many complaints about being able to explore far to far and much to early. The natural solution to this is to set the option that requires that you escort subdued animals back to your territory. An option that the AI is designed to cope with.

I have tried this but find that the micromanagement of subdued animals becomes a bit tedious after awhile. I have a solution and will be putting it on the SVN soon.

For land animals including birds and bats
  1. the user option will be turned off and all subdued animals will need to be escorted back to safety.
  2. at Sedentary Lifestyle newly subdued animals will teleport to the nearest city.

I am rethinking the sea animals at the moment and may change many things there.
 
There have been many complaints about being able to explore far to far and much to early. The natural solution to this is to set the option that requires that you escort subdued animals back to your territory. An option that the AI is designed to cope with.

I have tried this but find that the micromanagement of subdued animals becomes a bit tedious after awhile. I have a solution and will be putting it on the SVN soon.

For land animals including birds and bats
  1. the user option will be turned off and all subdued animals will need to be escorted back to safety.
  2. at Sedentary Lifestyle newly subdued animals will teleport to the nearest city.

I am rethinking the sea animals at the moment and may change many things there.


I'm not sure it will prevent exploring far, will it? You might not be able to easily hunt far, but you can still cross whole continents...

An idea I had was to make every unit start with some kind of affliction that slightly damages it (and/or even just prevents it from healing) when it ends it turn outside the city borders. This affliction would be either lifted automatically (including for existing units) at SedLifestyle for example, or could be gradually lifted terrain by terrain when you discover the proper techs (so you're no longer damaged in grasslands at Scavenging, in forest at Hunting, etc.).

Alternatively I can recommend trying the Dangerous Hunting modmod, I promise you won't stray far from your city for a long time :D (except maybe early on when there aren't many animals spawned)
 
Rogues and ambushers are far too good at exploring already, you're making them the only units that can do so. Even apart from that, this (non-teleport of animals) is an extremely 'indirect' way to address the problem, and such solutions are unwanted side effects waiting to happen.
 
Hunting was designed with the non-teleport method in mind. Somehow it got turned off by default and forgotten.

Yes you can still explore, at the expense of those animals you subdue. Either you have to butcher them or you have to take them with you. They cost more to support in the wild than they do in your cultural borders.

My experimentation shows that this does slow down exploration. By Sedentary Lifestyle usually the continent I am on still has unexplored places.

IMO you should have explored everywhere you can get to by the time you get ambushers, so it is not an issue. I don't use rouges often and have forgotten when they come into play.

edit

While working on this I discovered an error that meant that the actual chance to subdue was less than advertised. I'll be fixing that to.

An idea I had was to make every unit start with some kind of affliction that slightly damages it (and/or even just prevents it from healing) when it ends it turn outside the city borders. This affliction would be either lifted automatically (including for existing units) at SedLifestyle for example, or could be gradually lifted terrain by terrain when you discover the proper techs (so you're no longer damaged in grasslands at Scavenging, in forest at Hunting, etc.).

I was going to do something similar but it will require AI code or the AI will be disadvantaged.
 
Hunting the Non-teleport way in the beggining was okay. And even fun if you could ambush the AI hunter and steal all his subdued "herd". :) But that was a 2-way street back then too.

If this makes Ambushers, Rogues and Thieves (can't remember last time I saw a thief) more relevant again then I'm all for it.

JosEPh
 
If this makes Ambushers, Rogues and Thieves (can't remember last time I saw a thief) more relevant again then I'm all for it.

JosEPh

I agree here, that was my reason I brought these units into the game, to make it more diverse, I love these units as Joe listed them above. . . Wish i could do more for them in action/quest etc etc with C++/python but I don't know either . .
 
I agree here, that was my reason I brought these units into the game, to make it more diverse, I love these units as Joe listed them above. . . Wish i could do more for them in action/quest etc etc with C++/python but I don't know either . .

Good to see you posting SO. :)

JosEPh
 
I agree here, that was my reason I brought these units into the game, to make it more diverse, I love these units as Joe listed them above. . . Wish i could do more for them in action/quest etc etc with C++/python but I don't know either . .

I agree about thieves - even at snail they are obsoleted before you even have the building required to build them. Regarding rogues otoh, I've got an early ancient game where my rogues are up with the Master Hunter as my most useful units. Rogues if anything need nerfing. Hunters are still escorted by scouts, and as soon as they step out of the forest, scouts are easy pickings. Even moreso, rogues are far too good at exploring. Dogs would help that (a bit but not much) but there are none around (I started at noble and I'm up to I think emperor).

How about if animals could see rogues? After all, they're not hunters, they're about robbing people not bears. And the heightened senses that allow dogs to 'see' them are common to nearly all animals are they not?

Ambushers are a little hard to get, but apart from that I think are just right balance wise.
 
The Ai uses Rogues still, but I don't because they've been, impo, nerfed too much. My dogs spot them easily enough and my better units take them out. Same for when an Ambusher shows up.

Early Versions in the 20-28 range (iirc) was some fun times with the trio of bad boys Plus Assassins later on. In fact getting to the assassin giving tech was as important as many of the major milestone techs was for me.

So many changes over the last, what 5 years now? Some really fun and good stuff got left behind imo. Overtaken and suppressed by the demands for less expansion and less gold and more :yuck: and crime and so on and so forth.

There are times I'd like to go back to version 17 and just have someone help fix the bugs in that version alone. I could play it for many more years. It was the version before the City Limits and Fixed Borders "war". And you could actually play thru to the modern era too! I remember that getting the Steam paddle ships was a big deal for naval and exploration. <Sigh> all gone now.

JosEPh
 
@Jo: When playing with fight or flight these units shine, perhaps a bit too much.

I would like to see ambusher nerfed to 2 str. and make them all visible to animals, I don't mind if this must mean that ordinary barbs see them too when an animal is close. Assassin has too much str. as well imo.

All of these units should start with more first strikes and be unable to get the best back down/chase promotions as having assassins with 4 movement points is a bit OP since they have no terrain movement penalty.

Ambushers and rouges can easily kill off master trackers and with a quality up promotion they can even take out master hunters with ease as it is now.
 
The Ai uses Rogues still, but I don't because they've been, impo, nerfed too much. My dogs spot them easily enough and my better units take them out. Same for when an Ambusher shows up.

Early Versions in the 20-28 range (iirc) was some fun times with the trio of bad boys Plus Assassins later on. In fact getting to the assassin giving tech was as important as many of the major milestone techs was for me.

So many changes over the last, what 5 years now? Some really fun and good stuff got left behind imo. Overtaken and suppressed by the demands for less expansion and less gold and more :yuck: and crime and so on and so forth.

There are times I'd like to go back to version 17 and just have someone help fix the bugs in that version alone. I could play it for many more years. It was the version before the City Limits and Fixed Borders "war". And you could actually play thru to the modern era too! I remember that getting the Steam paddle ships was a big deal for naval and exploration. <Sigh> all gone now.

JosEPh

Yeah the AI use of them seems to be pretty bad, but that's just the way the cookie crumbles isn't it? In the player's hands, the rogue is still overpowered, and AI dogs don't even show up until some time after the player gets them (okay I started on noble - if I started on deity this would probably not be the case). Even after dogs show up, rogues are still OP defensively and in neutral territory.

I do suspect some good stuff has been left behind. There are even some elements of vanilla, particularly the difficulty to grow cities and the impact of pillaging (siege equipment was in most cases far less important to sieges historically than was keeping the enemy inside their walls and away from their fields and port), that I miss.

I can't agree that paddle steamers should be more significant navally. Have they ever been used that way historically? And are they even capable of ocean travel? If I had my way they'd be strictly civilian and coastal transport only.
 
I used to be fond of rogues but nowadays the enemy builds too many dogs so my rogues tend to not live long anymore. Also I don't use them for hunting animals anymore because hunters with 2 hunting promotions have a much higher chance to subdue animals.
 
Yeah the AI use of them seems to be pretty bad, but that's just the way the cookie crumbles isn't it? In the player's hands, the rogue is still overpowered, and AI dogs don't even show up until some time after the player gets them (okay I started on noble - if I started on deity this would probably not be the case). Even after dogs show up, rogues are still OP defensively and in neutral territory.

I do suspect some good stuff has been left behind. There are even some elements of vanilla, particularly the difficulty to grow cities and the impact of pillaging (siege equipment was in most cases far less important to sieges historically than was keeping the enemy inside their walls and away from their fields and port), that I miss.

I can't agree that paddle steamers should be more significant navally. Have they ever been used that way historically? And are they even capable of ocean travel? If I had my way they'd be strictly civilian and coastal transport only.

Did you play v17? Where you around back then, just asking.

And Yes Steam Paddle boats traveled the Oceans. It was just a Game breakthrough moment next level sort of achievement when you got the Steam boat tech. Like getting Bronze working but for naval applications.

And much of C2C is not historical, in fact the larger % is not, it is a more "what if" Mod. Impo, I just wish ppl would stop with the "historically correct". It detracts from the mod, always has. Just sayin' as StrategyOnly would say. :)

JosEPh
 
I can't agree that paddle steamers should be more significant navally. Have they ever been used that way historically? And are they even capable of ocean travel? If I had my way they'd be strictly civilian and coastal transport only.

OK, so I got interested in the topic...

Paddle steamers capable of travel on the ocean were not militarily significant in the real world, but could have been. They had only a very brief period where they were built, that being the late 1830s and the 1840s, during which time there just happened to be little naval warfare going on. Some saw action in the Crimean War in the 1850s, which is when the first combat between steam ships happened. By 1850 they were eclipsed by those using screw propellers instead of paddle wheels, so they stopped building them around then but they were still in use up into the 1860s as warships. The early steam frigates, and smaller classes, were paddle steamers. The last paddle frigates built by the Royal Navy were the HMS Valorous and her sister ship, the HMS Magicienne, launched in 1849 and 1851 respectively (in between was the HMS Furious in 1850 which was a different design, the construction of the second planned ship of this class was never actually started). The British built about 18 paddle frigates. During the same time period they built somewhere near twice that many sail frigates.

They were built for use in smaller bodies of water until at least the late 1860s, such as in the Black Sea or the Mississippi River.

Civilian use of ocean-going paddle steamers was more extensive. The largest ship, by weight anyway, built in the 1800s was a paddle steamer, the SS Great Eastern. A longer but lighter ship was built in 1899, and one that was both longer and heavier in 1901.
The SS Great Eastern was equipped with both sails and paddle wheels (as about all the early and mid era steam ships were). It was an "iron sailing steam ship designed by Isambard Kingdom Brunel, and built by J. Scott Russell & Co. at Millwall on the River Thames, London. She was by far the largest ship ever built at the time of her 1858 launch, and had the capacity to carry 4,000 passengers from England to Australia without refuelling." [Wikipdia article]. So, given that it could sail from England to Austrailia without refueling I think it is safe to say that some paddle steamers are capable of ocean travel.

It's predecessor, in some sense since it was also designed by Isambard Kingdom Brunel, was the SS Great Western. It was "an oak-hulled paddle-wheel steamship, the first steamship purpose-built for crossing the Atlantic, and the initial unit of the Great Western Steamship Company.[3] She was the largest passenger ship in the world from 1837 to 1839. Designed by Isambard Kingdom Brunel, Great Western proved satisfactory in service and was the model for all successful wooden Atlantic paddle-steamers. [...] Great Western was an iron-strapped, wooden, side-wheel paddle steamer, with four masts to hoist the auxiliary sails. The sails were not just to provide auxiliary propulsion, but also were used in rough seas to keep the ship on an even keel and ensure that both paddle wheels remained in the water, driving the ship in a straight line. The hull was built of oak by traditional methods. She was the largest steamship for one year, until the British and American's British Queen went into service." [also Wikipedia] The oak hull was reinforces with iron bands. From another Wikipedia article: "It took 15 days to cross the Atlantic, as compared with two months by sail-powered ships. Unlike the clippers, steamers offered a consistent speed and the ability to keep to a schedule. The early steamships still had sails as well, though, as engines at this time had very inefficient consumption of fuel. Having sails enabled vessels like the Great Western to take advantage of favourable weather conditions and minimise fuel consumption."

The SS Savannah was the first paddle steamer to cross the Atlantic, in 1819, although it was not a full-time steamship. It only used the paddle wheels in clam weather and to maneuver in and around harbors. The ship was much too small to carry enough fuel to run the engine full time across the Atlantic, especially given the inefficient engines of the time. On the trip at least 2 different countries (Sweden and Russia) offered to buy the ship - considering what happened later,perhaps they should have accepted. It was lost off Long Island only 2 years later, although the steam engine and paddle wheels had been removed and sold the previous year by the new owners, after the ship was sold due the the owning company having financial difficulties following a fire sweeping though part of the city of Savannah where they were located (hence the name of the ship). It was not considered a success, among other things it had never actually run a regular delivery service between the US and Liverpool which was the reason it was built, only ever making that one trip across the ocean.

After the SS Savannah, the US didn't launch any more ocean going steamships for another 30 years (which seems odd to me). The British, and others, launched a bunch of them. Steam powered ships gradually replaced the sailing ships, but never completely until well after the invention of the steam turbine and by that time they were not using paddles since the screw propeller was perfected before 1850 and gradually replaced the paddle wheels.

In 1849 the California Gold Rush began. One way that people got to it from the eastern and southern US was to take steamships to Panama or Nicaragua, cross to the west coast, and then take steamships from Panama to California. One of the earliest oceangoing steamships launched in the US after the SS Savannah, in 1848, just happened to be on its way around South America to California when that started. So many people rushed to Panama to meet her coming up the west coast that it could not take most of them even though it ended up carrying double its rated number of passengers. Although it was mainly used as a coastal vessel, it was capable of ocean travel. The reverse route was how a lot of the gold made it back east - steamship to Panama, overland, and steamship to the east coast.

There is still one ocean-going paddle steamer in service, the PS Waverley. It is operated as a tourist ship for passenger excursions by the Paddle Steamer Preservation Society. It was launched in 1946 after it's predecessor of the same name was sunk while evacuating troops from Dunkirk in WWII.
 
So I'm having a problem with my graphics and the game I believe. I have a two year old lenovo laptop with a dedicated nvidia graphics card and six gigs of ram. I started a game on a large map (the earth one) thinking to play out history a little differently as the vikings (because lets face it, they were freaking awesome and if they had been a bit more organized we might all be worshiping Oden right now). It starts at about the beginning of the ancient era to crash every twenty turns or so. Not that big of a deal. But as the game progresses it starts to crash more and more frequently. Now I've just researched gunpowder and it is crashing every single turn. I've made sure the option is checked to phase out graphics that aren't in the window at the moment (which was the default), and I reduced my graphics to no effect. Do I just need more RAM? It seems like that is only a temporary fix. It keeps telling me to reduce m graphics, completely ignorant of the fact that I have already done so and it had no effect. I'm pretty sure I am running version 35, but I'm not positive.
 
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