Caveman 2 Cosmos

Hey guyz , I'm realy surprised. This mod version surpassed all my expectations, great work ! :goodjob:
However this Ram problem reaaly ruins my game :
Spoiler :



3 major powers in ancient world war conflict, spam rams at each other. And no, this is not ancient era probem . I though when they get light swordsmans they will sitch to them...no ! even after iron works AI jsut prioritize rams over everything, over defense force,over offense force. Rams= life.
Spoiler :


Please instuct me how to remove this problwm without hurting my current playthrough(I'm not familiar with modding) ? Or maybe there's some hotfix ?
 
Hey guyz , I'm realy surprised. This mod version surpassed all my expectations, great work ! :goodjob:
However this Ram problem reaaly ruins my game :
Spoiler :



3 major powers in ancient world war conflict, spam rams at each other. And no, this is not ancient era probem . I though when they get light swordsmans they will sitch to them...no ! even after iron works AI jsut prioritize rams over everything, over defense force,over offense force. Rams= life.
Spoiler :


Please instuct me how to remove this problwm without hurting my current playthrough(I'm not familiar with modding) ? Or maybe there's some hotfix ?

There's a global define for siege percent and it's not liking being set to 0. Try something like -10 or -15 if you can find it. I'm in the middle of a big project here but later I can try to find it and address it for the SVN. When it was at -25 they weren't generating enough siege so I suspect somewhere in the middle would be right.

There's deeper issues with AI strategy that's on the agenda to fix by the end of next version's development cycle.
 
What is the purpose of this? How does it improve the game?

It's a project to come soon. It's not really close enough to say it would happen right away but poisoning and its effects, as a game option, will be in play someday.
 
OK, I have found out why the Great Spy and some other units can build buildings in cities that do not have the requirements including technology. The XML uses the FourceBuildings tag which is designed for just that purpose. I had my suspicions that this was the case but only now have I remembered to look it up:crazyeye:

If we want them to have all the requirements then they need to use the Buildings tag.

We can't just do this change as it will severely nerf the Great People. We need replacements as well. I have done something towards that for the Great Spy with the spy network stuff, but it still will make that specialist useless in the early game.

Any suggestions?
 
The rest of the stuff a spy can do isn't useless. Buildings aren't its only advantage. Of course we could further expound on some of that by making it capable of performing some missions that normally require sacrifice without it having to die to perform them.
 
I am sorry for my incompetence in the matters of modding but I couldn't find anything regarding AI army composition or siege in general(I mean with the exeptions of collteral damage etc.). I checked all the defines I could find both with *Find* options and even scrolled the whole walls of text myself twice. :(
I also checked the unitinfo itself to see if maybe AI useus it as defensive unit. His only value for ai is city attack, which means his army consists 90% of attacking force made from wood.
Can't resume my game untill the matter is resolved, please land me a hand :help:
 
I'll have to check later tonight. I do think that when they capture ram units there is an issue with each new captured ram attempting to build up a new attack stack around itself. That's not so easily solved.
 
The rest of the stuff a spy can do isn't useless. Buildings aren't its only advantage. Of course we could further expound on some of that by making it capable of performing some missions that normally require sacrifice without it having to die to perform them.

Great Spy not spy. The Great Spy has very few missions, one I think.

All Great People can build at least one building from the start. The exception in BtS is the Great General. In C2C we would add the Great Spy but we don't get enough of them in a game to warrant the same treatment. Not only that in a normal game you build many military units and relatively few espionage units; this greatly down grades the value of those two exp from the settled GS compared to the settled GG.
 
Great Spies can still construct Scotland yard early in the game. Even when there's clearly attempts to make this not so.
 
Great Spies can still construct Scotland yard early in the game. Even when there's clearly attempts to make this not so.

It uses the ForceBuildings tag in the XML. Change it to use the Buildings tag and it wont.

That then becomes a big problem. Why is this the one Great Person that you can't use in a useful way?
 
In my current game of C2C , i experience because of all kind of production bonusses, the units are very cheap. As a result there are a lot of units in the game.
I prefer an option a the start of the game to make units and buildings 100% more expensive.
I used the option to make it 30 % more expensive, but they are still to cheap.
 
In my current game of C2C , i experience because of all kind of production bonusses, the units are very cheap. As a result there are a lot of units in the game.
I prefer an option a the start of the game to make units and buildings 100% more expensive.
I used the option to make it 30 % more expensive, but they are still to cheap.

We are planning to raise the cost of nearly every unit in the game, but we will not raise them all by the same percentage. This will therefore take some time, however, as a quick fix, you might want to increase <iTrainPercent>x</iTrainPercent> for the gamespeed you use in this xml: "Assets\XML\Gameinfo\CIV4GameSpeedInfo.xml".

Every gamespeed is listed twize in the xml, the first one is without the game option "upscaled unit & building cost" and the second listing is with the option.
 
I am wondering what you have done with research. I have tech diffusion ON but to my experience, it gives the AI an enormous bonus. As an example: I needed 7 rounds for Architecture (Prince, Marathon) but unlocked it with a Great Artist. While an AI civ needed 18 rounds before I unlocked it, it immediately jumped to 4 rounds! I have no clue what is going on here. When an AI civ gets a certain tech first, I see a minimal bonus on my own research, making it 6 instead of 7 rounds. In my current game, it is more or less impossible to get ahead in research due to these insane bonusses AI civs get. Am I doing anything wrong?

Also, the amount of siege weapons being built by the AI is just insane, referring to me previous post.
 
Also, the amount of siege weapons being built by the AI is just insane, referring to me previous post.

I agree here, and they leave it/them out in the open ALL BY THEMSELVES also. In the Medieval Era i have picked up maybe 40 siege weapons just by capturing them, because of what i just wrote .:crazyeye:
 
I am wondering what you have done with research. I have tech diffusion ON but to my experience, it gives the AI an enormous bonus. As an example: I needed 7 rounds for Architecture (Prince, Marathon) but unlocked it with a Great Artist. While an AI civ needed 18 rounds before I unlocked it, it immediately jumped to 4 rounds! I have no clue what is going on here. When an AI civ gets a certain tech first, I see a minimal bonus on my own research, making it 6 instead of 7 rounds. In my current game, it is more or less impossible to get ahead in research due to these insane bonusses AI civs get. Am I doing anything wrong?

Also, the amount of siege weapons being built by the AI is just insane, referring to me previous post.

Tech Diffusion is a port from A New Dawn 2 by Afforess and 45*38'N. It is intended to help those Civs that have fallen behind, for what ever reason, in the Tech race to acquire added beakers from what their neighbors have researched. Thereby keeping the tech race closer by aiding the slower more handicapped adjacent Civs (again for whatever reason) to not continue to fall even further behind.

If you want the standard research then turn Tech Diffusion Off.

JosEPh
 
In my current game of C2C , i experience because of all kind of production bonusses, the units are very cheap. As a result there are a lot of units in the game.
I prefer an option a the start of the game to make units and buildings 100% more expensive.
I used the option to make it 30 % more expensive, but they are still to cheap.

So you are using the Upscaled Building and Unit Cost Option and you don't think it's enough?

If you want less units use a smaller map like Standard size.

JosEPh
 
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