Caveman 2 Cosmos

I'm quite certain I've answered this question 3 times already (once today). ;)

Yes. Sgt Slick's traits are the default.

:old: need to be sure! Even if that means you have to tell us 3 times. :p

That really sucks then cause all this time I thought I was defaulting to the base BtS or original pre Slick C2C trait system. Gah! No wonder I hated crime so much and what it did to this mod! Slick has been running the show all this time and even hydro had no really good idea of how much those traits were affecting his view on how to build crime. I think I have a Royal Headache now. :sad:

JosEPh
 
Selecting no positive and no negative traits gives you just that. Every leader has no traits at all.

Okay T-brd what is your answer to that!??:eek: This is what I thought I was getting too. Now you see the basis for the :confused: ?'s and why I keep asking?

JosEPh
 
Okay T-brd what is your answer to that!??:eek: This is what I thought I was getting too. Now you see the basis for the :confused: ?'s and why I keep asking?

JosEPh

I say it's working properly. It was intended that you could select both to play without traits at all.

If you select developing leaders with that arrangement, you'll still earn positive traits over time and not ever deal with negative traits.
 
Was there a SGT Slick thread for traits, i cant find one??

I'll bump the thread where most of the discussion was taking place. Gimme some time to find it.
 
I'll bump the thread where most of the discussion was taking place. Gimme some time to find it.

i think i found it taking Joes advise. .

Here is what koshling said??

I'd lik to see a system where each Civ has a set of leaders (with differing traits), and your leaders die off and are replaced by successors as the game goes on, so you get stronger and weaker leaders at different times. Ideally the traits would not be cast in stone, but perhaps set as the 'base level traits' for each leader, and get modified by your civilization's 'cultural values'. The kind of thing I have in mind is a 'score' for each trait, which is initially set to all 0s. Over time the civics you are in slowly adjust your trait scores (so spend a lot of time in militeristic civics and the militaristic trait score boosts up for example). As each leader dies off (one per era maybe??) another is randomly selected from your civikization's pool. The base traits of the new leader are then adjusted by your current civilization trait scores to give the effective traits for your new leader.

The idea here is to make your civic choices influence your historical progression, and give you something extra to think about in making those civic choices. Other things could also influence your cvilization trait scores too (random events maybe), though no one influence should be too large.

The main thing that would need to be done would be changing the trait mechanism to be weighted rather than just on or off for each trait, so that instead of just being 'militaristic' you'd have a 1-10 scale (perhaps in that case giving a probability of unit production exp bonuses say).
 
Rather than doing all this writing here, Joe make a NEW thread for traits, and YOUR advice like you did in that LONG post, for starters, or what ever you want just make sure you take the first 2-3 posts just incase you need to expand on current ideas, being thrown out, its easier looking a thet1st couple of posts rather than going through everything, OMPO
 
Rather than doing all this writing here, Joe make a NEW thread for traits, and YOUR advice like you did in that LONG post, for starters, or what ever you want just make sure you take the first 2-3 posts just incase you need to expand on current ideas, being thrown out, its easier looking a thet1st couple of posts rather than going through everything, OMPO

Done SO.

JosEPh
 
Currently there is only one layer of traits in Developing Leaders.

True... sadly the layers were never developed. Would be nice to see that finally come to some fruition.
 
As far as I know- when there's no Traits, more are awarded frequently- up to 3 positive 1 negative
 
Now we need input from Toffer, DH, Sparth, alberts2 and any other team member that has not chimed in. Don't you think?\

JosEPh

I have no love whatsoever for traits as they are in the mod at the moment. Something has to be done. I planned to make huge changes to it in my modmod but haven't had time yet. Glad to hear that others dislike it as much as I do.
 
So it seems that something like 60% of the active modders actively dislike (at best!) the current trait system, which makes me wonder why this discussion hasn't happened earlier.
 
So it seems that something like 60% of the active modders actively dislike (at best!) the current trait system, which makes me wonder why this discussion hasn't happened earlier.

Cause :old: trouble wasn't diggin' into the crime files! ;)

JosEPh :D
 
The traits issue was exhausted by bickering long ago and we all know that it's a can of worms to open back up again. I've been putting it aside to move on with developing the combat mod and other checks and balances in the mod that need attending. And the truth is I don't think I'll be able to spare much distraction towards traits even now. It's pretty absorbing to work on.
 
The traits issue was exhausted by bickering long ago and we all know that it's a can of worms to open back up again. I've been putting it aside to move on with developing the combat mod and other checks and balances in the mod that need attending. And the truth is I don't think I'll be able to spare much distraction towards traits even now. It's pretty absorbing to work on.

That's fine with me as long as you don't mind me tweaking values and asking questions over properties and what they mean.

JosEPh
 
Don't forget the removing options breaks save games because which options are on/off is stored in a set of 1s and 0s in a single string. We can only set them and hide them. We can get rid of all the stuff activated by them though so that if people go into WB and change those options nothing will happen.

The one I would like to see worked on it the developing leader ones. I currently play with all traits off as that seems to give the AI better chance at survival. Although even then some don't expand while others do.

To improve the mod, I think you have to occasionally break save game compatability. Initially it only effects SVN users - most (not all), probably restart on a regular basis anyway.

Those that want to keep playing long games, do not need to update to the break save version.

I currently keep a version from last May and (an almost) up to date one.

To not do something, that is really needed, just because it breaks saved games. Seems the wrong approach IMO.
 
Sure but it shouldn't be necessary Harrier. Options can easily be defuncted and made invisible and you can later reuse those enumerations for new options.
 
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