Caveman 2 Cosmos

Maybe she could just not add the bamboo feature art to the FPK at this point.
This folder "Assets\art\Terrain\Features\Bamboo" doesn't need to be present in the v38 FPK file-set and the files within the folder could stay as loose files for this version.
I'm asking for this because they are a work in progress and it is easier for me if those files stay as loose files while I'm working on them.
You realise of course that the loose files overwrite whatever is in the FPK files so there is no loss if it is easier to include the existing ones than not.
 
You realise of course that the loose files overwrite whatever is in the FPK files so there is no loss if it is easier to include the existing ones than not.
I was going to point that out. She's already put it in the FPK but it doesn't matter because when she updates before committing, the new one will stay there and will override the one in the FPK anyhow.
 
We about there for getting v38 out?
 
Sorry to use the SVN thread but there is nothing "USA centric" about Halloween. It's a Celtic feast celebrated for centuries in Ireland and (less so) in other Celtic countries
In the game the halloween building is clearly representing the typical American celebration, trick or treat candy feast.
I'm pretty sure that what you are referring to is a harvest festival that deserves a new holiday building perhaps even one that requires the Celtic culture wonder.
Halloween was originally a catholic holiday that many European countries adopted in one way or another and it was all about commemorating all the misc. saints that did not already have an entire day dedicated to them.
It was conveniently set to the typical date of pagan harvest celebration in the hope that it would replace heathen traditions.
The catholic version of halloween is a different holiday than the one we recently had in C2C that I deactivated.

Christmas has a similar story in that it was supposed to replace pagan solstice celebration, in Norway we called it Jol since long before the viking age and today we call it Jul, very few Norwegians today consider it a Christian holiday at all.

Halloween in Norway was almost only celebrated by the most religious christians in this country before 1990 and that celebration had nothing to do with candy or children in spooky costumes.
Around the start of this century it began to be common in Norway to celebrate halloween the same way as in America.
Question to our friends from the states, is Halloween a free from work kinda day over there? I'm asking because it ain't that here and I had always assumed that it wasn't that anywhere else either.

Well I guess this post points out why it's not really straight forward to design holidays buildings for a game like this, why it might be best to just deactivate that one holiday building that C2C got as it feels so out of place overall.
 
Halloween was originally a catholic holiday that many European countries adopted in one way or another and it was all about commemorating all the misc. saints that did not already have an entire day dedicated to them.
It was conveniently set to the typical date of pagan harvest celebration in the hope that it would replace heathen traditions.
The catholic version of halloween is a different holiday than the one we recently had in C2C that I deactivated.
.

Suffice to say I don't agree with a lot of that history.

Point taken about the difficulty of putting feast days into the game
 
We about there for getting v38 out?
I have been getting bug reports faster than I can solve them so it's good we're getting a lot of playtesting in now. I have a 3 day weekend coming up and am hoping to be able to catch up then. One bug has kept me working on it for about 4 days now - still haven't fully solved it.
 
I have been getting bug reports faster than I can solve them so it's good we're getting a lot of playtesting in now. I have a 3 day weekend coming up and am hoping to be able to catch up then. One bug has kept me working on it for about 4 days now - still haven't fully solved it.
:yuck:

So maybe I can commit over the next couple of days some ground work on the Pollution/Disease short comings huh?

(another interrupted night's sleep last night, woke up at 3am and could not go back to sleep till after 6:30. then went back to bed till 11:30am, still feel groggy.)
 
So maybe I can commit over the next couple of days some ground work on the Pollution/Disease short comings huh?
Yeah you've got a little time. Just try not to do anything too drastic that won't be tested.
 
Thoughts were to expand Flams operating range from it's current 100 to 500 range to 0 to 1000. Things like this. Reset the entry levels for Disease, Crime, and such. Seems they need to be somewhere inbetween the current entry levels and the old original entry levels.

In the save game I provided you Crime was under controll but would pop up the levels from time to time. Now that I'm further into the Industrial Era I've noticed a major shift in some citiy's levels(not all) of Crime dropping fast. I need to figure out the why, when and where. Young cities still have to be vigilant though and it's mostly in Old Main Cities. Just could be the upgrading of LE Units from Guards to City Guards and then to Sheriffs.
 
Yeah, upgrades make a big difference. Are you seeing what I mean that with larger and larger numbers in play, both pushing and pulling in crime and disease, the farther into the future you get, the more the operating range on buildings needs to widen some? The range of the swing of numbers grows as time goes.
 
Question to our friends from the states, is Halloween a free from work kinda day over there? I'm asking because it ain't that here and I had always assumed that it wasn't that anywhere else either.
No it not a national or state holiday, just a commercial holiday to sell candy, costumes, decorations and things associated. Most Christians here in the States don't celebrate it like it was when I was a kid (1950's 60's). But even then it was all about going out and getting goodies from the neighbors and interacting with them a bit. Used to (back then) when you said trick or treat at the door you might have to answer some questions before you got any treats and some older neighbors would have you step inside to ask who you where and what your family did for a living. I even was asked if I could say certain scriptures from the Bible. Most of the time I could, like the Lord's Prayer and Psalms 23.

But those days are Long Gone now here in the USA, it's all commercialism at it's "finest".
 
Yeah, upgrades make a big difference. Are you seeing what I mean that with larger and larger numbers in play, both pushing and pulling in crime and disease, the farther into the future you get, the more the operating range on buildings needs to widen some? The range of the swing of numbers grows as time goes.
You also have take into account that now that we've added in these extra Era and broke up the old Industrial and Modern that some of the later crimes don't come into play Tech wise (when they get introduced into the game) than what it was before the added Eras. They are not all as clustered together as before.
 
Yeah, upgrades make a big difference. Are you seeing what I mean that with larger and larger numbers in play, both pushing and pulling in crime and disease, the farther into the future you get, the more the operating range on buildings needs to widen some? The range of the swing of numbers grows as time goes.
Actually No. All Diseases end at Smart Drugs and Regenerative Medicine. And as such Crime should also start ending somewhere in the later Eras like Cosmic Era. The constant increase and expansion makes for very poor end game play. All the Property systems need to have endings. Else the Mod never really has any ending other than Total Conquest which can be achieved Long before the later Eras come into any meaningful play. In essence all of pepper2000's additions become a wash because of this design philosophy to make the Mod totally war centric.
 
Actually No. All Diseases end at Smart Drugs and Regenerative Medicine. And as such Crime should also start ending somewhere in the later Eras like Cosmic Era. The constant increase and expansion makes for very poor end game play. All the Property systems need to have endings. Else the Mod never really has any ending other than Total Conquest which can be achieved Long before the later Eras come into any meaningful play. In essence all of pepper2000's additions become a wash because of this design philosophy to make the Mod totally war centric.
I played it as simulation and exploration more than standard war game on my AI-less space map.
Similar stuff can be said from mod internal reality perspective:
This is not a story, that Luddite would tell you, properties (except Education and maybe tourism) are dead.
Starting from Information era humans starts getting merged with technology - maybe to stay competent with AI or to be able to colonize places normally not colonizable, or to extend their abilities.
It is in background of space exploration, one of @pepper2000 thingies.
At first its stuff like Digital Lifestyle or Digital Identity - basically more and more stuff can be done trough internet and there are social media and various forums.

In Nanotech and Transhuman era you have cybernetic implants and genetic modification. If you ever saw sci-fi stuff, then you have some sort of idea how it may look - basically humans are improving themselves with technology, but still are humans.
Here Robocop, Batman and Spiderman says hi - some of their powers could be replicable before travel to stars is possible.
All pests could be obsoleted here.
Here some cimes can be obsoleted and pollution can be replaced with buildings (few pollution pseudobuildings are actually replaced with buildings in second half of game.

In Galactic era humans can convert themselves to nanotechnological robots. This means goodbye to old biology.
And goodbye to pollution in later part of Galactic era.
Terminator or Optimus Prime are creatures like this.
Even ultra high tech star dust is still star dust.
Most crimes of old are obsolete and there are new crimes.

There comes Cosmic era.
Molecular stardust is old fashioned - femto, pico all way to zeptotechnology are available during course of that era.
Pests, disease and pollution simply don't exist anymore.
Computers are so powerful, that you can store yourself as information and basically act as game character with all super powerful toys, but unlike current games you can transfer your stuff between them.
All old crimes are obsolete, but there are still some crimes mainly all sort of breaking Prime Directive like building pyramids in some ancient civilization or trolling Information era planets.

And then there is last Transcendental era - here each post posthuman can essentially recreate any fictional world, that ever existed in reality.
Reality is basically plaything.
Basically any show can be shorted to: "Trascedentals did it or recorded it (except ones in our universe :p)"

Last three eras require Faster than light travel, Time travel and few others stuff to exist, that may be actually impossible to do in our universe.
While Nanotech and Transhuman may be hard and realistic Science Fiction, Cosmic and Transcendental are more like techno fantasy and backstory to lore of many fantasy worlds.
Education should be only property, that survives to end of tech tree, as it represents technological competence.
As for tourism, as this represent population flow it could exist to end of time.
Pests and properties like water/air pollution would be eroded when humans don't depend on their environment anymore and crime would drastically change (and reduce to couple max ten or so of pseudobuildings) its nature over second part of game and then go extinct somewhere in transcendental era.
Basically increasing acceleration of technology should crush properties and food related stuff sooner and later.

I like SF and Fantasy stuff, so what was "(Kerbal) Pepper Space Program" on beginning it turned into Final Frontier Fantasy, where instead of being character in fantasy world like Skyrim or watcher/reader of Harry Potter you pretend to see them created, when you build that "Fantasy City" or "Layered World" late game buildings, that you make in space cities.
As for Human Mod culture bonuses - they represent technological evolution.
As for Creativity yield - it soars to divine levels following technology.

TL;DR
I had a lot of fun with Information+ eras.
Game can switch objective from conquest/domination/cultural/diplomatic victory to science/space mastery somewhere in Modern - Nanotech era.
Players end up assimilating Earthly AIs by Galactic era and there would be barbarians in various space zones representing aliens.
Pests and Pollution should be inexistent in Galactic era or be something different and depedant on map zones by that era,
Crime pseudobuildings should be thinned from 76 pseudobuildings to less than 10 in Galactoc/Cosmic era and be overhauled in their kinds and be locked to certian map zones.
Education and Tourism can last forever.
 
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Stone quarry requires flint in city vicinity to give a :hammers: bonus, but flint is only obtainable from buildings.
 
Stone quarry requires flint in city vicinity to give a :hammers: bonus, but flint is only obtainable from buildings.
Wrong thread.
 
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