Caveman 2 Cosmos

It is only as half done as C2C is:lol: The AI is there for all the bits as far as I know. I have noticed that the AI is better at monopolies than I am. They are good with the religion stuff to and obviously can figure out which bits to trade or not.

Monoplization system is my favorite so far. Its pushing player to expansion and obtaining as much resources as he can.
 
Hello! I'm a long time player and a first time poster. I have the "no user interface" problem with this mod. I tried to use the solution in the FAQ, but, unfortunately, the FAQ links to a post that gives you screenshots that don't exist! All of the instructions that I need appear to have been in these now defunct screenshots, so I find myself in a bit of a pickle. If anyone could replicate these instructions, preferably ad nauseum for us computer illiterate types, I would greatly appreciate it. Thanks.
 
Really??? and making tons and tons of people, infact AROUND the World happy isnt something of a return?? Money isnt everything . . besides to me, SELF esteem and making others happy and try different things is also a plus . . but of course U might have meant it in a different under tone?? :p;)

I'm sure it does, in an abstract sense - but even if a hundred or a thousand people say that his work on the mod is amazing and changed their lives...what does that do for him in any other aspect of his life?

Go for it, I say.
 
Is anyone else having a problem updating the SVN? I'm getting an error message;
Unable to connect to a repository at URL
Can't connect to host 'svn.code.sf.net': No connection could be made because
the target machine actively refused it.

Is 'svn://svn.code.sf.net/p/caveman2cosmos/code/trunk' still the valid path?
 
Is anyone else having a problem updating the SVN? I'm getting an error message;
Unable to connect to a repository at URL
Can't connect to host 'svn.code.sf.net': No connection could be made because
the target machine actively refused it.

Is 'svn://svn.code.sf.net/p/caveman2cosmos/code/trunk' still the valid path?

I experienced the same thing when I clicked "SVN Update" a half-hour ago, but a few minutes later I did so again and it appears to be working; if the files being "Restored" is what we should be seeing...

Edit: Connection forcefully closed, restarted - now I'm seeing Updated, to 9203.
 
Is anyone else having a problem updating the SVN? I'm getting an error message;
Unable to connect to a repository at URL
Can't connect to host 'svn.code.sf.net': No connection could be made because
the target machine actively refused it.

Is 'svn://svn.code.sf.net/p/caveman2cosmos/code/trunk' still the valid path?

I experienced the same thing when I clicked "SVN Update" a half-hour ago, but a few minutes later I did so again and it appears to be working; if the files being "Restored" is what we should be seeing...

Edit: Connection forcefully closed, restarted - now I'm seeing Updated, to 9203.

Yes this happens every so often a month or so, its just that the SVN personnel are either updating there records or updating their site . . as far as i know . .
 
So I updated to SVN, tried going for a more reasonable-sized map (giant), still at eternity speed, and I noticed something odd: My research was going ridiculously fast. When I hit the ancient era previously, research with zero funding took about 40 turns previously. Now, it takes 17, and that's with cities that aren't nearly as upgraded (simply because I haven't had the time to). Notable especially was that there wasn't nearly as much of an increase in neccesary research time on hitting the ancient era. I'm not sure whether this was because of the different map size or the SVN updates, but it really is going too fast.

Hello! I'm a long time player and a first time poster. I have the "no user interface" problem with this mod. I tried to use the solution in the FAQ, but, unfortunately, the FAQ links to a post that gives you screenshots that don't exist! All of the instructions that I need appear to have been in these now defunct screenshots, so I find myself in a bit of a pickle. If anyone could replicate these instructions, preferably ad nauseum for us computer illiterate types, I would greatly appreciate it. Thanks.

Crude workaround I found worked: Create map, save (shortcut for menu 'esc' still works), then fully exit the game to desktop, restart and load.
 
Giant (at Eternity) is a "Reasonable-sized Map!??? No no no it is not. A reasonable sized map is Large. Giant and Tiny/Duel are Extremes. And Eternity is an Extreme game distorting game speed. It is nearly Impossible to balance Eternity with the rest of the game speeds. That is why Eternity is Not a Recommend game speed for C2C. It is there because many players want it there. But it is Not balanced as well as Marathon/Snail simply because it's 2 to 3 times longer in number of turns.

Also as an added variant If you are using the Leader Trait system perhaps you picked a Leader with Creative trait. Now your research times are changed because of the Leader's Trait bonus.

Now add in that maybe you picked the Option More Resources. With the increased resources placed on the map your city grows and Researches faster too from the access to more resources.

I can go on and on Why your research on Eternity can change so much. And I have not even Mentioned about Tech Diffusion if it is On and if you selected to place 30 AI in the game that having early neighbors will Boost your research tons.

Too many factors to say something is wrong or odd with updating to current SVN without you giving more details to your set up besides Giant and Eternity selections.

Ever Option you select or Don't select adds variable to an already large pool of variables. So expect variances.

Now If you did not change Any of your Set Up Options then it can be stated as odd. (But again another caveat, was your previous game from the last Official v36 release version and Now you are starting a new updated SVN version game? If so, the Options have been all re arranged with some being removed since v36 release. Your User Settings folder will need to be reset as those setting from v36 are no longer valid because they do not point to the same Options as the current list provides)

JosEPh
 
Previous game on v36, current game newly started on SVN. Settings are mostly the same, except for revolutions being disabled, barbarians being raging and national units being limited. Tech diffusion was off. Cities are smaller, less-developed and have worse resources. Not as large a range of myths built as before. Traits were identical. By all measures I can think of, I was either doing the same or worse, and yet research happened more than twice as quickly.
 
Previous game on v36, current game newly started on SVN. Settings are mostly the same, except for revolutions being disabled, barbarians being raging and national units being limited. Tech diffusion was off. Cities are smaller, less-developed and have worse resources. Not as large a range of myths built as before. Traits were identical. By all measures I can think of, I was either doing the same or worse, and yet research happened more than twice as quickly.

Some resetting of some whacked out modifiers that had no real effort in calibrating recently has taken place and I suspect that would've caused this.

Which indicates that perhaps an overall modifier should nearly double the research costs across the board but again... something to see how it goes in playtesting.
 
Crude workaround I found worked: Create map, save (shortcut for menu 'esc' still works), then fully exit the game to desktop, restart and load.

Many thanks. So, a couple more questions for everybody:

1. How do I use multiple production?
2. My searches so far seem to suggest that these turn times shouldn't be quite this long. It's about two minutes a turn, give or take. I am using a pretty old laptop, but might there be anything I could do to speed things along? I get that running such an extensive mod on a five-plus year old craptop is probably going to be slow, but, hey, it's worth checking.
 
Some resetting of some whacked out modifiers that had no real effort in calibrating recently has taken place and I suspect that would've caused this.

Which indicates that perhaps an overall modifier should nearly double the research costs across the board but again... something to see how it goes in playtesting.
I think too that the research costs have to raise.

My current game is on a large map, I play on marathon speed, and I was able to found 13 cities on my continent before I run out of space. So it's nothing extreme. Yet I reached the Medieval era in 1200 BC which is too early. And as far as I can tell the other civs aren't far behind.

Edit: I play on Noble difficulty.
 
Which indicates that perhaps an overall modifier should nearly double the research costs across the board but again... something to see how it goes in playtesting.

At the present time, i would not worry about this . . . When everything cools down in 6 months, then maybe we can take another look, but too many things going on right now, and people here (modders) are sloooowing waaaaay down like yourself, so lets get the things that are on each others list done FIRST, is all i am saying???
 
I think too that the research costs have to raise.

My current game is on a large map, I play on marathon speed, and I was able to found 13 cities on my continent before I run out of space. So it's nothing extreme. Yet I reached the Medieval era in 1200 BC which is too early. And as far as I can tell the other civs aren't far behind.

Edit: I play on Noble difficulty.

Please do not get caught up in Dates that Eras are "supposed" to show up at.

We almost removed Dates because of this very type argument. But it is a flawed argument because of the fluid nature of C2C with it's myriads of Options and how different combinations give different results.

Add in the fact that we have over 800+ techs and trying to match research speed for each map size Plus each Difficulty level it becomes a "who to satisfy 1st" type scenario. Do we set it for Snail and Noble or do we set it for Eternity or Normal and Deity. Overall modifiers were tried in the past and Always somebody in one of the extremes would come complain, too fast or too slow.

What we have now works pretty well overall. But the time involved to "get it right" for every set of Options is too much for a Mod such as this with the current team.

JosEPh
 
I think too that the research costs have to raise.

My current game is on a large map, I play on marathon speed, and I was able to found 13 cities on my continent before I run out of space. So it's nothing extreme. Yet I reached the Medieval era in 1200 BC which is too early. And as far as I can tell the other civs aren't far behind.

Edit: I play on Noble difficulty.

I barely pay attention to the date. It's not accurate. In the early game when each turn is 100 years and it takes, say 4 turns to make a canoe, that equates to 400 years??
 
I know combat animations were turned off in a previous SVN update and was wondering when they would be turned back on.
 
Please do not get caught up in Dates that Eras are "supposed" to show up at.

We almost removed Dates because of this very type argument. But it is a flawed argument because of the fluid nature of C2C with it's myriads of Options and how different combinations give different results.

Add in the fact that we have over 800+ techs and trying to match research speed for each map size Plus each Difficulty level it becomes a "who to satisfy 1st" type scenario. Do we set it for Snail and Noble or do we set it for Eternity or Normal and Deity. Overall modifiers were tried in the past and Always somebody in one of the extremes would come complain, too fast or too slow.

What we have now works pretty well overall. But the time involved to "get it right" for every set of Options is too much for a Mod such as this with the current team.

JosEPh
Don't get me wrong, it doesn't really bother me, so I will not get caught in it. It was just my thought about the subject.

Also I still have to increase my games' difficulty level in the future.
 
Also I still have to increase my games' difficulty level in the future.

U know u can change the difficultly in the BUG option area, under Flexible Difficulty, i believe . .
 
I know combat animations were turned off in a previous SVN update and was wondering when they would be turned back on.

When the Animations get fixed by the graphics ppl. And they have some other things already on their plate and some Real Life things that come 1st before the mod. So basically unknown at this time.

JosEPh
 
I know combat animations were turned off in a previous SVN update and was wondering when they would be turned back on.

When the Animations get fixed by the graphics ppl. And they have some other things already on their plate and some Real Life things that come 1st before the mod. So basically unknown at this time.

JosEPh

The animations were working fine before the latest changes, or at least most were. There are two things that have been worked on that may have caused the problem.

1) there has been an effort to reduce the size of the mod by getting rid of duplicates in the graphics. Before every unit had its own animations even when they were a copy of another units animations.

2) we have changed the barbarians.
From what I have seen in the comments is that the wrong animation is being called or an animation that does not exist is being called. Which sort of suggests the first may be the cause either the method being tried is not working at all because of something in the exe or we have not got it quite right yet.
 
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