Caveman 2 Cosmos

Quick update:
1. I may not be in first, only first on my continent. I was first to Sculpture but someone had already completed the Pyramids and the Sphinx once I got there. BTW, in a close game I'm not sure how you'd complete both in the same city without using tons of captives.

2. Finished up my neighbor, and noticed the AI leaving some Town Watchmen outside of the city as I was preparing to and then actually attacking it. Probably saved me half a dozen losses or more.
 
1) And merchants ;)
2) Interesting... I must've programmed property control units with the assumption they'd all be weak like healers. Might have to retool a little there.
 
@TB just a reminder, to finish off some of Vokarya's wonders we need Specialist Commerce tags to match the yield ones we already have. There are other things as well but I was just going through my stack of things that need doing to get rid of a few.
 
@TB just a reminder, to finish off some of Vokarya's wonders we need Specialist Commerce tags to match the yield ones we already have. There are other things as well but I was just going through my stack of things that need doing to get rid of a few.

I noticed that deficiency recently and thought it odd it had never been done yet. I think there was something I wanted to do with it too but found it a little irritating it wasn't there. Alright then... I've got it on a 'by the end of this version' list.

Also, too, I'd like to remind you that while you were away I added a function for Promotions so as to deliver you the correct information on which unitcombats are qualified to receive that promo. For the pedia. The details were in the SVN update.
 
Also, too, I'd like to remind you that while you were away I added a function for Promotions so as to deliver you the correct information on which unitcombats are qualified to receive that promo. For the pedia. The details were in the SVN update.

There are 300 entries in the SVN thread containing the word "Promotions" a bit of help with a link or pointer to the region of the thread may help as I expect I missed it or only registered a bit of it. I have some other pedia work I need to do also.
 
I think it's SVN 8964, committed on Dec 24.

Yup:

8964

Adds a Promotion tag that can be called by the pedia to express unitcombats that can obtain the promotion. Exposed to python: .def("isQualifiedUnitCombatType", &CvPromotionInfo::isQualifiedUnitCombatType, "bool (int i)") @DH: Let me know if you need more info to update the promotion page. (once you can)
 
It would be nice if the useless Animal Herder building was removed (at least until whatever work on that area is restarted). You can't do anything with it, and then have to completely build the Animal Tamer anyway.
 
Yup:

8964

Adds a Promotion tag that can be called by the pedia to express unitcombats that can obtain the promotion. Exposed to python: .def("isQualifiedUnitCombatType", &CvPromotionInfo::isQualifiedUnitCombatType, "bool (int i)") @DH: Let me know if you need more info to update the promotion page. (once you can)

The problem I have is that I am going to have to duplicate your code in Python which becomes a nightmare when things change. Whereas I currently just ask the dll if this unit can get this promotion (I think), or maybe I ask for a list of all promotions this unit can get:confused:. I'll have to refamiliarise myself with the code

It would be nice if the useless Animal Herder building was removed (at least until whatever work on that area is restarted). You can't do anything with it, and then have to completely build the Animal Tamer anyway.

You should be able to build at least Tamed horses, donkeys and cattle with it. If not then that is a bug. I have not yet done the sheep, goats and pigs.
 
I noticed that deficiency recently and thought it odd it had never been done yet. I think there was something I wanted to do with it too but found it a little irritating it wasn't there. Alright then... I've got it on a 'by the end of this version' list.

Also, too, I'd like to remind you that while you were away I added a function for Promotions so as to deliver you the correct information on which unitcombats are qualified to receive that promo. For the pedia. The details were in the SVN update.

I asked you a few years ago if you could make some tags for buildings. Mainly commerce and yield per population (like we have for :) and :health: ) on a city level and on a global level. My idea was to make some buildings that cost a lot maintenance per population in your empire but have a big bonus, to give smaller empires a benefit.
If they aren't too difficult or time intensive to make it would be really cool if you could make them, too, while doing the others.
 
The problem I have is that I am going to have to duplicate your code in Python which becomes a nightmare when things change. Whereas I currently just ask the dll if this unit can get this promotion (I think), or maybe I ask for a list of all promotions this unit can get:confused:. I'll have to refamiliarise myself with the code
You should be able to ask that the same way with the exposed function. Loop through the unitcombats and ask the dll: isQualifiedUnitCombatType(iunitcombatindex)

Made it as simple as I could for you. Should plug right in where the previous call for qualification is.

I asked you a few years ago if you could make some tags for buildings. Mainly commerce and yield per population (like we have for :) and :health: ) on a city level and on a global level. My idea was to make some buildings that cost a lot maintenance per population in your empire but have a big bonus, to give smaller empires a benefit.
If they aren't too difficult or time intensive to make it would be really cool if you could make them, too, while doing the others.
I've not forgotten them. And I recognize their value. Perhaps at the same time I can get to it. Been looking for an appropriate juncture for the project (it IS probably going to be a little costly in terms of time and focus - the AI for that kind of thing (commerce/yield building tags) is an honest pain in the arse) and it helps to know that if I do them you won't let them go unused now.
 
It would be nice if the useless Animal Herder building was removed (at least until whatever work on that area is restarted). You can't do anything with it, and then have to completely build the Animal Tamer anyway.

It can train the Donkey Breading Pair if the Animal Herder building is in the city with Donkeys in the vicinity and you have a Donkey Farm in that city and you have the Donkey Myth somewhere in your nation.

I can change it to have a Donkey Farm anywhere in your nation I suppose but then it would just be another Animal Breeder and far too early to boot.

Same goes for Horses but those are the only two.

Unfortunately I can't say that you need one of any of the supported animals in the vicinity of the city before you can build the building. I could make one for each supported animal and put the building requirement on that. This would probably be the better way to go I suppose. They would still all upgrade to the Complex. Call them Donkey Breeders for example.
 
I have donkeys (via subdued one converted to herd), horses (both subdued, and map) and cows (map) and couldn't build anything with that building. I tend not to get the horse myth, unless I use a zebra, as horses and onagers (i.e. donkeys) are just too valuable in building early herds in cities that don't have them.

Suggestion (if this fixes the building): What about allowing the associated myth(s) being allowed to be built if city has in its vicinity (possibly and is working?) one of the herd animals (i.e. deer/moose myth if deer in vicinity, cow myth, horse myth, etc...)
 
I have donkeys (via subdued one converted to herd), horses (both subdued, and map) and cows (map) and couldn't build anything with that building. I tend not to get the horse myth, unless I use a zebra, as horses and onagers (i.e. donkeys) are just too valuable in building early herds in cities that don't have them.

Suggestion (if this fixes the building): What about allowing the associated myth(s) being allowed to be built if city has in its vicinity (possibly and is working?) one of the herd animals (i.e. deer/moose myth if deer in vicinity, cow myth, horse myth, etc...)

+1, agreed.

Subduing a Horse or Onager early game is a Must have Herd. They don't spawn that often and wasting potentially your Only Subdued Horse or Onager on a Myth is just not worth losing that resource.

Deer, Caribou, and Moose in the Northern hemisphere spawn many times more than a wild Horse or Onager.

JosEPh
 
Heck, I even hold on to a subdued horse when it is the first capture I get than can build the Master Hunter.
 
Heck, I even hold on to a subdued horse when it is the first capture I get than can build the Master Hunter.

Exactly. I'll hold off on Master Hunter until I have a couple of the "right" kind of bears or any other animal that gives it. But I would never use a subdued horse for it, or a donkey.

JosEPh
 
I have donkeys (via subdued one converted to herd), horses (both subdued, and map) and cows (map) and couldn't build anything with that building. I tend not to get the horse myth, unless I use a zebra, as horses and onagers (i.e. donkeys) are just too valuable in building early herds in cities that don't have them.

Suggestion (if this fixes the building): What about allowing the associated myth(s) being allowed to be built if city has in its vicinity (possibly and is working?) one of the herd animals (i.e. deer/moose myth if deer in vicinity, cow myth, horse myth, etc...)

Interesting, I always build the Myth first and the herd second.

I have tried to come up with a way of allowing the Myths if you have a herd in the vicinity but have not been able to able to do so in a way that also allows you to still build them without a the bonus in the vicinity and works for the ai. The only viable way is to write some Python that gives you the Myth when you get the bonus in the vicinity and you don't already have the Myth. Which makes it a "two for one" which seems wrong.

edit I have figured out a way that should work but I will have to duplicate each of the Myth buildings. There will be you one that can only be built using the subdued animal and one that can be built by both :hammers: and the subdued animal but requires the vicinity building. You will only be able to build one or the other. They will both have the same effect with the second graphical only so it does not appear in the pedia building index. The second one will have "(vicinity)" appended to the name.
 
You should be able to ask that the same way with the exposed function. Loop through the unitcombats and ask the dll: isQualifiedUnitCombatType(iunitcombatindex)

Made it as simple as I could for you. Should plug right in where the previous call for qualification is.

Except I don't go through combat classes at the moment. I don't access combat classes for the unit at all. I go through each promotion and ask if that unit has access to that promotion. This use of unit combat classes is a C2C thing so I would have expected the method isPromotionValid(k, self.iUnit, False) to have been updated to include the unit combat class check.

I should point out that we use isPromotionValid(k, self.iUnit, False) in a lot of places in the python especially in the ai to support some of the promotions provided in some Python mods.
 
Except I don't go through combat classes at the moment. I don't access combat classes for the unit at all. I go through each promotion and ask if that unit has access to that promotion. This use of unit combat classes is a C2C thing so I would have expected the method isPromotionValid(k, self.iUnit, False) to have been updated to include the unit combat class check.

I should point out that we use isPromotionValid(k, self.iUnit, False) in a lot of places in the python especially in the ai to support some of the promotions provided in some Python mods.

This isn't for the unit page. It's for the Promotion Page. I know there's still work to be done for the unit definition to figure out what's ultimately going to be obviously valid for a unit type given any degree of previous promos and previous techs. But this is for the panel on the promotions page where it lets you know what unitcombats are qualified for the promo. There was a noteworthy error there in that it was not checking based on unitcombat access through promotionlines. This simplifies that check for the python side of things.
 
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