Caveman 2 Cosmos

two volcanoes just up and disappeared being replaced with rocky terrain with sulfur. is this a bug? they were their before i exited the game last.

Probably not... this can happen due to events that you may not get notification of.
 
No idea. DH would know more about that process.

is it based on number of turns? looking around the map a lot of them have turned. if the chances aren't modified by game length it would greatly increase the chances during a long game. and rocky terrain really? mount st helens surrounding area returned to the state it was in before the eruption in a few decades. why not just replace it with a mountain?
 
It is events. Events are random but appear to cluster. New volcanoes should occasionally appear. Some existing active volcanoes should be come dormant. Dormant and erupting volcanoes may erupt. Which would make the dormant one become active again. Dormant may become extinct.

People were complaining about getting volcano messages all the time so I reduced the number you see, I may have gone too far. Normally events only happen where you can see them but your event may be for a volcano anywhere on the planet, so leaving the message as it was would give you messages about events in places you can't see.

I don't understand events either but the changing of the graphic, the increase and decrease in food, the damage to units and destruction of improvements is done in the python.
 
Are we using the Dynamic Trait mod? Or are we using our own implementation from before some code for it was was released?

I have some ideas I would like to try out with traits. For starters I think it would be a better way of linking in Sevo's Faces of God mod. However that would require linking a building to be a available to only a set level of traits. Can we link a building to a trait level in a way the AI would understand?
 
Are we using the Dynamic Trait mod? Or are we using our own implementation from before some code for it was was released?

I have some ideas I would like to try out with traits. For starters I think it would be a better way of linking in Sevo's Faces of God mod. However that would require linking a building to be a available to only a set level of traits. Can we link a building to a trait level in a way the AI would understand?

We're using our own implementation.

So you're looking for a BuildingInfo tag or BuildingClassInfo tag TraitPrereq. The question is, in what way are we looking for the AI to 'understand'? Are we looking for it to evaluate the building into the value of the trait or are we looking at or are we looking for the AI to understand the building is or is not evaluatable for value if they don't have the trait?

Traits are not really technically 'valuated' for determining which traits are taken. They should be to a degree, which is currently implemented in my own trait structure plan. (Which still has a lot of work to go before it can be put into play.) Instead, they are taken by leaders to match to the leader's personality Flavors. Flavor strengths are thus the ultimate way in which traits are given value for selection by leaders... the more the leader matches his flavors with the trait's flavors, the more likely the trait is to be selected.

Therefore, you could add a little flavor value to the trait to reflect the value of the building. This isn't a dll automated valuation process but it does work nicely to give us control.

The building itself would be valued as any other building would be and once available would be built or not and at what priority based on its value to the city/nation.

I'd have to make the PrereqTrait tag for the building so let me know when you need it. Probably won't be all that tough to implement.
 
This was one of those ideas that come when you are kilometers from the next town driving near the speed limit on an empty straight road that goes for 100's of k to the west:D.

The building, similar to a national wonder, will only become available at level 3 of a set of traits.

Sevo's Faces of God mod has a bunch (6) buildings that greatly specialize one city and affect the buildings and units available to your nation. The implementation is that you can only have one active at a time. Many people complained that they wanted two or more but there is no way to do that as things currently stand. Having each of these linked to various levels of traits would make it possible without a complete rewrite of the religion system.

Egs the "fanatics" wonder would require level 5 of the military trait or level 3 of the theology trait, while the "food" one would require level 2 of the agriculture trait and so on.
 
Cool... I'm thinking only 3 levels of each trait + some crossover traits that are only selectable if you've capped out two other primary trait lines. But it sounds like a great addition to that structure that I'd not considered. Thing is, the trait line designs need to be hammered out first. Maybe I can make that the next big thing but I figured the military units and their AI are needing more attention if we're prioritizing the 'things the mod needs most'. So perhaps a tentative, v39 plan should involve the completion of the traits structure.
 
Maybe instead MODDB try to use SVN version of the mod?
Here is instruction how to do this

As for lack of interface try this:
- remove your Caveman2Cosmos from BTS mod directory
- after SVN update copy mod to directory Caveman2Cosmos to BTS mod folder.

After this write here full path to yours c2c Assets directory and we check if everything is ok.

The link didn't come through sadly. Tried googling for a SVN version and found the instructions, but didn't find a link for V36.

I tried multiple redownloads from MODDB and re-extractions (and complete deletions) of caveman 2 cosmos, and not much luck :confused:
 
Did you re-name the folder, it MUST be Caveman2Cosmos. And try running it "as Administrator", see if that works.

I did double check to make sure it was named exactly as you had it written. No luck. As far as running as admin, I went into the parent folder of where its listed (I have a steam copy) and ran the game as admin. No help sadly :(

Thanks for the idea though!
 
The link didn't come through sadly. Tried googling for a SVN version and found the instructions, but didn't find a link for V36.

I tried multiple redownloads from MODDB and re-extractions (and complete deletions) of caveman 2 cosmos, and not much luck :confused:

The steps for installation and set up for using the SVN is in the Opening Post for the SVN thread right here in this section. The SVN does not provide a link for a particular version. ALL versions are available by using the Export function of the SVN. The Point of the SVN usage is to keep your C2C mod updated to the current level of development And Bug fixes.

No need to keep re-downloading from Moddb, or re-installing Civ IV BtS. And since you got your copy from Steam they have a more convoluted path than non steam.

There are many Steam users here who can chime in with where the Mod needs to be in the right path (I don't use steam so i can't help with that). Just don't put the Mod into the My Documents BtS Mods folder.

And as for the Admin rights, not only Civ IV BtS needs you to do it but also the Caveman2Cosmos Mod needs to be set to admin, especially with Steam.

1 last item, do you have another possibly older version of C2C in your BtS/Mods Directory? And if you do/did, hopefully you did not try to overwrite it with the MODDB D/L. Always remove older versions out of the Civ IV\BtS path before putting in a newer version.

JosEPh
 
The steps for installation and set up for using the SVN is in the Opening Post for the SVN thread right here in this section. The SVN does not provide a link for a particular version. ALL versions are available by using the Export function of the SVN. The Point of the SVN usage is to keep your C2C mod updated to the current level of development And Bug fixes.

No need to keep re-downloading from Moddb, or re-installing Civ IV BtS. And since you got your copy from Steam they have a more convoluted path than non steam.

There are many Steam users here who can chime in with where the Mod needs to be in the right path (I don't use steam so i can't help with that). Just don't put the Mod into the My Documents BtS Mods folder.

And as for the Admin rights, not only Civ IV BtS needs you to do it but also the Caveman2Cosmos Mod needs to be set to admin, especially with Steam.

1 last item, do you have another possibly older version of C2C in your BtS/Mods Directory? And if you do/did, hopefully you did not try to overwrite it with the MODDB D/L. Always remove older versions out of the Civ IV\BtS path before putting in a newer version.

JosEPh


I understand what you're saying now. I installed the SVN and its working great! UI is all back and running. Thank you very much everyone! :king:
 
You are Welcome. :D

JosEPh
 
does that mean the ocean terrain changes are in the standard version now?

Toffer's Ocean tile changes are a part of the current SVN. So if I understand your question correctly, yes.

JosEPh
 
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