Caveman 2 Cosmos

Is there a v36 torrent out yet?

Best thing to do is go to the download area, and down below the information,, people have written there, best to ask one of the ones that MADE a torrent before, sorry . . . SO
 
Arsonists, Grenadiers, Flamethrowers are designed to attack entrenched units, wither they be in cities or fortifications. But they shouldn't do so well against an armored and/or fast opponent. I'm actually quite surprised most early Mounted units do not have a bonus against throwing.

Mounted units patently have a bonus against throwing units but it may not have been working until recently due to some save/load issues on units.
 
On a different note: I notice some unit combats were added for some Galactic Ships- I.e. Gravity Drive Ship and Droid Ships. Is this a WIP or a teaser for v37?
 
It's a work in progress. There's a Naval Review thread - it's still an active project but it's been ongoing for a while now. There's a few things that have come up that show that a deeper review of the rest of the units will need to precede some of the plans there.
 
First of all, great work. v36 seems to have major improvements compared to earlier versions.

A few questions.

What happened to free Great Doctors linked to certain techs? I found it already hard to get a Great Doctor without these techs but now it seems almost impossible to get one?!

While other civs were hording animal units in previous versions, I found that the AI is now building tons of siege weapons such as battering rams + a few melee units. Sometimes that might be appropriate but it is stupid to see the AI wasting 60+ siege weapons on a barbarian town.

I noticed that Great Generals are not affecting experience of ships anymore. Seeing the introduction of Great Admirals, I assume they appear depending on EP gained in sea battles, right?

Similiar to previous versions I find it rather easy to keep people satisfied while health/pollution is always an issue.

How can you build stuff like pyramids by work units? Playing Egypt that sounded like a cool idea but I found no way except WB to add this feature.

While capturing Great Chiefs/Captains etc. seems to be a great idea to add them as military instructors to your cities, I found that it accumulated to insane bonuses over time (more than 100+ EP). Maybe the limit of instructors being added should be capped to avoid the building of 15+ promotion units...?

Anyway, great work. I hope the crash to desktop problems will decrease with the new version. In previous games, I always reached a point where the game repeatedly crashed on the same turn, forcing me to start a new game. Is it possible that the game crashes with save files of 10 MB+? Just an observation.
 
I can answer one of those questions. To build the Egyptian wonders you need to found/convert to Kemetism, the Egyptian religion.
Upon further investigation this doesn't seem to be the case. But you need city population of 6+, Stone, Marble, and/or Bricks.


Please Disregard, I misread the post
 
What happened to free Great Doctors linked to certain techs? I found it already hard to get a Great Doctor without these techs but now it seems almost impossible to get one?!
It'll take a while for us to put balancing GP pts into focus but it does need to eventually be done. Don't know about the 'free' ones and where they are/were or are not now.

While other civs were hording animal units in previous versions, I found that the AI is now building tons of siege weapons such as battering rams + a few melee units. Sometimes that might be appropriate but it is stupid to see the AI wasting 60+ siege weapons on a barbarian town.
I can tweak the balance here but one problem I believe is a lack of qualified city attack AI units being set. But the numeric tweak should be enough. I changed it from -25% to 0 modifier and that apparently was too large a swing back the other direction. So maybe -10% might do the trick.

I noticed that Great Generals are not affecting experience of ships anymore. Seeing the introduction of Great Admirals, I assume they appear depending on EP gained in sea battles, right?
Correct. Somewhat. Depends on the combat class of the unit. Explorer vessels still give points towards Great Hunters.

Similiar to previous versions I find it rather easy to keep people satisfied while health/pollution is always an issue.
Happiness has become a bigger issue as well but mostly if you let crime get out of hand. Unhealth is something that should be harder to control as its penalties are not as severe as Unhappiness and simply represents the mortality rate. But pollution does need a lot of rebalancing work yet imo.

How can you build stuff like pyramids by work units? Playing Egypt that sounded like a cool idea but I found no way except WB to add this feature.
DH is working on some things in this arena.

While capturing Great Chiefs/Captains etc. seems to be a great idea to add them as military instructors to your cities, I found that it accumulated to insane bonuses over time (more than 100+ EP). Maybe the limit of instructors being added should be capped to avoid the building of 15+ promotion units...?
Perhaps that's not a bad idea. Some sort of free specialist cap that's based on the city pop.

Anyway, great work. I hope the crash to desktop problems will decrease with the new version. In previous games, I always reached a point where the game repeatedly crashed on the same turn, forcing me to start a new game. Is it possible that the game crashes with save files of 10 MB+? Just an observation.
The save file size has nothing to do with it directly. It may help to show where it begins to take place in games. Some memory leaks were fixed last cycle so it should have improved quite a bit.
 
Anyway, great work. I hope the crash to desktop problems will decrease with the new version. In previous games, I always reached a point where the game repeatedly crashed on the same turn, forcing me to start a new game. Is it possible that the game crashes with save files of 10 MB+? Just an observation.

Depends. It can be a repeatable ctd, that has nothing to do with memory issues or save file size, but rather is caused by a programming error. If you encounter one of these, you should make a savegame right before it happens and then posting it in the bug thread with instructions on how to replicate it (like "hit end of turn" or "attack New York with Archer 3" etc.)
Usually the cause is found very fast and will be fixed so you can continue your game.
 
I will be honest, at somepoint, my research stated 12+ 2 TD. While looking around, i was unable to find out what TD is supposed to be. There is no explaination.
 
I will be honest, at somepoint, my research stated 12+ 2 TD. While looking around, i was unable to find out what TD is supposed to be. There is no explaination.

TD = Tech Diffusion. Bonus you get from knowing a more advanced neighbour.
 
I think the Green heroic promotions are too overpowered. They are worth about three normal promotions(priest being the most power with March, super-slaving, and extrahealing). Heroic units tend to end up with most or all of these promotions. Maybe each heroic unit should only be allowed three green promotions or have some other limit?
 
anyone know where do get a good reference for uranium deposits around the world? for some reason maps are a bit hard to come by... my USGS map seems to be lacking in that information.

Harrier do you have this info on your map accurate enough to reference?

No, I do not have a map for placements. Just used the original placements from the original SEM map and checked Wiki which just listed the top 6+ countries.

Old fashioned I know - but you could try going to a library and check some Atlas's. They use something called paper. :eek: :joke:

That's what I do if I can not find enough info on the Internet. :)
 
In the bugreport you warned us that the Lotus Temple causes a crash. How can i remove this great wonder a the start of the game (or remove the religion) ?
 
In the bugreport you warned us that the Lotus Temple causes a crash. How can i remove this great wonder a the start of the game (or remove the religion) ?

In Assets/Modules/Platyping edit Platyping_CIV4BuildingInfos.XML using a text editor.

Find <BuildingClass>BUILDINGCLASS_LOTUS_TEMPLE</BuildingClass>. In this section find
Code:
			<PrereqTech>TECH_RADIO</PrereqTech>
and change it to
Code:
			<PrereqTech>TECH_FUTURE_TECH</PrereqTech>
 
Is there any way to keep AIs from building numerous forts to mass-claim resources many tiles away from their cities? Portugal currently has a chain of these Wooden outposts stretching almost ten tiles away from his borders, snatching up the resources along the way.

I don't have a problem with the building forts or having military claim tiles if it's close to their border, a tile or two away, but chaining it that far (And he's still stretching it out further) I'd rather him not do. For whatever reason, he's the only one currently doing this. Several other AI are in the Ancient Era as well, but he's the only one spamming 'forts' to grab tiles away from his borders.
 
Use Hidden Nationality units to destroy his efforts.

There's none I can build at the moment (I'm not using Banditry currently), but placing a Warchief down in the WB the unit wasn't able to enter any of the fort tiles. Claimed it wasn't a valid move. I'd rather not have to be in Banditry to keep the AI from chaining forts all the way up to my borders (That's almost 20+ tiles there!) but if that's the only way to keep him from doing it... :sad:
 
There is a bug in the Super Forts merge - if you capture (makes the plot yours) and destroy the fort/tower the land remains yours. This is true of barbarian forts I have not captured and destroyed non-barbarian forts.
 
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