Caveman 2 Cosmos

Just using modules to turn off and hide all the techs past the end point. They are still there so you don't get XML errors but they wont show in the tech tree or ,in theory, the pedia.

The buildings, units etc. will still appear in the pedia but you wont be able to build them. This is why it is not "professional".
Techs don't have a NotOnGameOption tag I take it huh?
 
Yes they do. Do we have game options for ending the game at the end of each era?
AIAndy and I always wanted to do an endgame droplist instead of a standard option selection but I think we found it can't be done.

However, it is possible with the new gameoptioninfos tags to force set certain options if you've selected another. Thus if you make an option that says 'No Techs Past Modern' and also had one that says 'No Techs Past Transhuman' and a player only selects the 'No Techs Past Modern', we can use these new tags to force set 'No Techs Past Transhuman' because the first is selected. Thus we'd only have to set all techs in transhuman to have NotOnGameOption as 'No Techs Past Modern' and those past Transhuman to have the NotOnGameOption for that option and so on.

There are no options for ending the game at the end of a particular era but that would be an interesting option alternative to 'Time'. Wouldn't be hard to setup I don't think.
 
Don't know if this has been asked yet but... any plan on making a C2C version for Civ V or VI yet? Or is it currently impossible?
 
Don't know if this has been asked yet but... any plan on making a C2C version for Civ V or VI yet? Or is it currently impossible?
I believe that the critical flaw in design of Civ V and VI of having one unit per tile makes the concept of C2C as such a diverse expression of stack warfare impossible to port over. I would prefer to start a new game from scratch than to try working with a single unit per tile approach to large scale strategy.
 
the One unit per tile thing is why I haven't even bothered with V and VI yet rofl
 
Never played V, (well I did but don't remember) but in VI the one unit per tile is not an absolute.

As you advance you can have two or threre in a "Coirps" or "Army" and even from the start there are escorts possible so it's not like it's hard wired or anything
 
With the scope of these maps you really need an "unlimited" option, or something like SM (perhaps with a "combined arms" option that would likely go beyond the scope of a mod). As an alternative you could have increasing collateral damage if a large stack is bombarded, or the problems of logistics (if implemented) get harder to solve.

The really "funny" thing with the 1UPT rule is with generals - these guys are apparently so fat that 2 of them cannot be placed on the same tile.
 
Never played V, (well I did but don't remember) but in VI the one unit per tile is not an absolute.

As you advance you can have two or threre in a "Coirps" or "Army" and even from the start there are escorts possible so it's not like it's hard wired or anything

I don't see any point for such huge, parallel amount of work. VI engine does not provide anything better than what IV already does, more on the contrary and the team certainly have their hands and feet full already.
 
the Corps and Army thing was also used in Civ III not a novel concept,
 
I watched a you tube demo of CivV. What finally put me of buying it, was that a land unit could walk into the water - and hey presto they morphed into ships. A fantasy idea. I suppose to get planes, all they had to do was jump in the air, but I never got that far in the demo.
 
I watched a you tube demo of CivV. What finally put me of buying it, was that a land unit could walk into the water - and hey presto they morphed into ships. A fantasy idea. I suppose to get planes, all they had to do was jump in the air, but I never got that far in the demo.

Just the worker unit - "Builder" or Missionaries, not defending it!
 
Yeah, the embarking effect, when I learned of it, was another real stab in the eyeball. Makes sense it has to happen when you have 1UPT, but just goes to show how stupid 1UPT really is.

Don't get me wrong, 1UPT has a place. On a strategic game like Chess. Or on a combat map zoom in combat resolution phase. But NOT in a large scale overland replication. The fact that firaxis went in that direction goes to show exactly what they think of Civ. They think of it as a game, just that, and not an elegant attempt at a simulator that makes the player capable of suspending disbelief in the delivery of the story of an alternative historical progression. The difference is that a game doesn't bother to create the pretense... it just focuses only on trying to make the game as playable and inviting to as large an audience as possible and gives a lot less importance to the casting of the immersive illusion.

Sid's Civ, to me, was awesome because it was an amazing simulation attempt of a complex subject. The excitement about the future of the franchise was always, to me, about the pending ability to improve the resolution of that simulation with more game features, systems and objects that memory could handle. The graphics never meant much to me... I know they are important to many. But a decision to reduce the resolution of the simulation in favor of trying to make the game play faster for folks with less attention span (not necessarily the same as 'dumbing down') is completely flying in the face of the future for this game that development should be striving for. It should be looking to stretch player attention span to a greater epic play rather than trying to streamline it for lighter demand on the player's attention.

I guess it's kinda like taking classical music and evolving it into pop rock. There's really nothing wrong with pop rock, hell it's great, but it shouldn't be trying to conquer the domain of what classical music is intended for. Imagine if the next Star Wars movie had pop music in the background instead of an orchestra and you'll get my point.
 
I've listened to bands that incorporated Classical Music to Newer styles of music (go listen to Apocalyptica Classical instruments doing Metal really awesome), and it can work, but it's the same with Covers some nail it, others you just want to grab a shotgun and just go "Leave the song alone and back away Slowly"
 
I watched a you tube demo of CivV. What finally put me of buying it, was that a land unit could walk into the water - and hey presto they morphed into ships. A fantasy idea. I suppose to get planes, all they had to do was jump in the air, but I never got that far in the demo.
There is a Civ IV mod that does this for Recon units only. Basically the unit carries a canoe on land and rides in it on water. It makes sense for single units without much equipment.
 
That is the plan of the head modder.
 
We'll see... after some sudden very expensive repairs and the growing realization I'm probably not going to have the time off for the holidays that I did last year, it may not be a reality to push the release so soon.
 
I much rather wait into next year than get another V37 launch disaster so just take your time.
 
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