Caveman 2 Cosmos

What is the point of UNIQUE entertainer units? Why would they cost 10-20% more than the base tier entertainer, and indeed, be limitted at all?
 
What is the point of UNIQUE entertainer units? Why would they cost 10-20% more than the base tier entertainer, and indeed, be limitted at all?
Mostly it is because we don't have entertainer units gaining exp from doing stuff yet. They only have a small chance of "surviving" the action and gaining a promotion that increases their chance of "surviving" the next mission. This is quite realistic when you compare to the real world where most entertainers don't become famous and do their thing all over the place ;).

We did have unique workers that were also very limited but we changed that to having unique promotions and that seems to be working - except Machu Picchu which isn't and I can't see why from the XML so it must be something to do with the peak terrain in the dll.

I did start a discussion with the modder who built those units and the caravan ones suggesting that a Culture (or Wonder) promotion may be a better way to go but it has not gone far.
 
1 unique entertainer has cultural stability 1,2,3. curbs revolutions. Some others have education 1,2,3. Which honestly is just worse than cranking out 'stories'

For the rest get your 'dances' done with the super cheap story tellers. Then ignore them till you have a chance to crank out a steady stream of entertainers for 'stories'.
For the rest you'll never use them outside of very specific problems.

Using them for culture bombs just doesn't seem worth it at all.
 
Sparth created many of these special entertainer culture units and I found a lot of them are really works in progress still, awaiting later developments to be truly cool. Now that we're post-recosting with units, perhaps a few should be made cheaper as their 'special ability' and a few made better at culture bombing.
 
I always love these little comedic snippets. They ask a favor of you, then it's like "yeah, whatever, we don't really need it." It could be the AI's way of testing you, to see your willingness to trade. When a civ does that, I'm less likely to trade in the future. Probably overreacting and cutting my nose off to spite my face, but arrogance is a pet peeve of mine.
 
I just came back to C2C a couple of days ago with a new computer; game &mod run fine!! thanks, for this mod!! But I have a game play question, what is with the hundreds&hundreds of animals all over the map!!!???
Gee wiz!! I am into approx.4400bc I have killed approx. 100+ and there is still at least that many left on visable map. Gosh it's just getting boring just having to kill 10 animals a turn!! Is there a way to cut this
amount down by at least by half?? A couple of years ago when I found this mod the editions then seem to have thsi about right!! Is there something in setup or that bug thing to cut this down significantly?? Thiis spoiling the game/mod for me.

jmk
 
You should try the SVN. It gets updated frequently and I believe spawn rates was something they were working on at some point. There are instructions here on how to get everything set up.
 
You can put hunters on automate. When you get a few with hunter3 or better you can just put it on and enjoy the steady stream of free culture/science.
Make sure to turn the captures horses, sheep etc into herds within your cities.

Getting those subdued animals is actually a major part of the early game and will help you a lot.
 
Hi! Fantastic mod -- probably my favorite for Civ IV. However, I recently updated to v. 37 from the first version I had downloaded, which was from 2014. After I loaded my save game and let it modify things for the update, it ended up messing some things up. Firstly, it removed the culture(s) of my empire (which was Gothic) and made it one of the African cultures, replacing both my flag and unit graphics. And that caused my unique units that required various Germanic cultures to build to disappear -- such as my Panzer tanks that were fighting on the front lines of the war that was ongoing. And thirdly, some city names got replaced with what looks like the text that appears for the names in the actual .ini files or somesuch...in ALL CAPS and with underscores. Changing the city names back is a minor annoyance, but having my empire's culture and unique units suddenly change kinda ruins my investment in that particular save game...which I'm loathe to abandon considering how many hours it took to get to the WWII era.

FYI, for the update, I completely deleted -the older version's folder and freshly installed v. 37.

Is there a way I can get at least the culture restored in the save game with v. 37, or a way I can re-download a version from 2014 to use just for that save? The old version worked fine.

Thanks.
 
There were some savegame breaking changes that were long overdue - at some point this had to happen if the mod was to go any further.

If you want to return to a 2014 version the best way would be to use SVN - please refer to the first post in https://forums.civfanatics.com/threads/c2c-svn-changelog.429816/

SVN has been used by this mod since 2011. In the year 2014 the revisions 6761 - 8195 were committed. The biggest savegame breaking period started with revision 9099, so you could try with 9098 first (anything later that that will certainly not work). You can go to a specific revision number with TortoiseSVN with the "Update to revision..." command.

For reference: Revision 9695 is the current one.
 
There were some savegame breaking changes that were long overdue - at some point this had to happen if the mod was to go any further.

If you want to return to a 2014 version the best way would be to use SVN - please refer to the first post in https://forums.civfanatics.com/threads/c2c-svn-changelog.429816/

SVN has been used by this mod since 2011. In the year 2014 the revisions 6761 - 8195 were committed. The biggest savegame breaking period started with revision 9099, so you could try with 9098 first (anything later that that will certainly not work). You can go to a specific revision number with TortoiseSVN with the "Update to revision..." command.

For reference: Revision 9695 is the current one.
Thanks, I'm trying that out. Never used SVN before so it's a bit confusing, but I have it checking out now.
 
There were some savegame breaking changes that were long overdue - at some point this had to happen if the mod was to go any further.

If you want to return to a 2014 version the best way would be to use SVN - please refer to the first post in https://forums.civfanatics.com/threads/c2c-svn-changelog.429816/

SVN has been used by this mod since 2011. In the year 2014 the revisions 6761 - 8195 were committed. The biggest savegame breaking period started with revision 9099, so you could try with 9098 first (anything later that that will certainly not work). You can go to a specific revision number with TortoiseSVN with the "Update to revision..." command.

For reference: Revision 9695 is the current one.

So I followed the instructions and also reverted the folder to Revision 9098. But...

B: Getting the current version into play:

1) Create an empty folder somewhere not inside 'program files'
2) Right click and drag the root folder of your working copy to this new folder
3) Select the 'export without versioned files' option
4) Move the result into your mods folder (and rename it from C2C to Caveman2Cosmos)

When I right-click and drag, there is no option to "export without versioned files." Instead it says: 1) Export versioned items here. 2) Export all items here. 3) Export changed items here.

Which should I do?
 
Thanks. 9098 had the same effects on the save, and it looks like there are hundreds of versions in 2014 alone. Too many to try one-by-one! Fortunately I realized that the backup I did of my system about a month ago did indeed backup the old version of C2C that my save originated on, so I was able to restore it. It still has an issue with the messages in the top center of the screen getting clogged with BUG errors (something about failing to write to the .ini), but everything else seems to work as it did before. Once I finish this game, I'll move on to the latest version of C2C.
 
Thanks. 9098 had the same effects on the save, and it looks like there are hundreds of versions in 2014 alone. Too many to try one-by-one! Fortunately I realized that the backup I did of my system about a month ago did indeed backup the old version of C2C that my save originated on, so I was able to restore it. It still has an issue with the messages in the top center of the screen getting clogged with BUG errors (something about failing to write to the .ini), but everything else seems to work as it did before. Once I finish this game, I'll move on to the latest version of C2C.
Those errors are fixed if you run as administrator. The game can't write to the INI and some log files without it. The INI files contain your preferences.
 
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