JosEPh_II
TBS WarLord
Hold your mouse cursor over your Flag bottom right and a Pop up will display build info on left side of Main screenHow do I know which of version of C2C is currently installed on my PC?
Hold your mouse cursor over your Flag bottom right and a Pop up will display build info on left side of Main screenHow do I know which of version of C2C is currently installed on my PC?
It's showing what version the last DLL commit was made.The flag is usually a few versions behind (it doesn't update with every SVN version). If you have the SVN version installed, you right-click on the Caveman2Cosmos directory, choose "properties" and then there should be a tab that states the SVN version.
If I don't get more bug reports that keep making the goal stretch out further and further, We'll have a release by the end of this weekend.
For some test setups it's the fastest way to setup a game.Does anyone use Duel/Tiny/Small map sizes?
Would be they useful for normal gameplay?For some test setups it's the fastest way to setup a game.
Yeah, except your opponent(s) are getting 2-3 techs per round and you're not. It would be tough to juggle though and I wonder if the AI could do it. We used to have faster gamespeeds too. I wish we could get them back for testing purposes.Would be they useful for normal gameplay?
Game pace settings like Small and smaller/Normal/Noble and easier must be hard for building stuff in cities - techs would fly like crazy, when you try to build upwards and keep your resource/property control infrastructure updated
Or just keep research rate near 0% to get research only from research buildings![]()
Their civilizations (and AIs too) would be thoroughly blended by time they reach Information era on Duel/Normal/SettlerYeah, except your opponent(s) are getting 2-3 techs per round and you're not. It would be tough to juggle though and I wonder if the AI could do it. We used to have faster gamespeeds too. I wish we could get them back for testing purposes.
Who knows what some people consider fun? Some people like it when their hand gets stuck in a blender.
That adds fuel to the suggestion that easier games are getting far more research benefits but it hurts in a way because you research far too fast for the production which cannot keep up, making the easier setting, in a way harder.Well, I started up a game with Duel-Normal-Settler. It is nuts. In less than an hour (about 45 minutes) of game-play, and 14 turns in game, I have reached Sedentary Lifestyle and surpassed it. My city has produced a mere 5 buildings (the cheapestones) in this time, and no units at all. I have no
income, so cannot upgrade any units, and there are lots (at least 5 that I can see) of Barbarian units wandering around nearby that could conquer me if they wanted to (all I have is the default Tribal Defender, but his Str2 won't hold long). I am going to try and make a Atlatlist (takes 4 turns) and see how much longer I can go before being annihilated.
In other words, as expected, I am gaining techs like mad, but the game is basically unplayable. In the first two turns, I gained over 30 techs.
If anyone wants more details, ask away.
IF (and that is a big if) there is any interest in trying to balance setups like that game, perhaps building & unit costs should be adjusted like research costs are.
Yeah, if you're willing. This game will probably finish soonUnless you mean start a new one.
More likely an AI problem with the unit type leading the stack. *sigh* not ALL things can be made perfect prerelease.I am guessing it has something to do with the Settler setting, but I have never (recently anyway) seen the Barbarians so ... skittish to enter my territory before. In one place, the have a stack of around 20 to 25 units just milling around, and another area with about 15 to 20 others. They could easily wipe me off the map if they wanted to, but they just don't seem to want to. This is not a complaint, just an observation. A couple of turns ago, I used two units to kill off a straggler, and the main stack in the next square over just moved away instead of retaliating. This is probably expected behavior for the Settler setting, just seems odd to me.
Agreed but not just if there's interest in balancing this sort of setup. It also confirms a big part of the problem I thought DH was having when playing on Noble setting, his production rates being unable to come close to keeping up with tech progression. I had a feeling it had to do with the easier settings than Joseph and I had been testing ourselves (and most other players.)IF (and that is a big if) there is any interest in trying to balance setups like that game, perhaps building & unit costs should be adjusted like research costs are.
It's a bit imprecise, but as I stated at the top "there won't be any divided by 100 or +/- 1 in the equations.".The values of the tags and defines listed below have been normalized for simplicity, meaning that there won't be any divided by 100 or +/- 1 in the equations.
[Cumulative Tech Modifier] = ( iResearchPercent WorldInfo ) + ( iResearchPercent EraInfo ) + ( iResearchPercent HandicapInfo ) + ( iBeelineStingsTechCostModifier EraInfo )
[Base tech cost] = ( iCost TechInfo ) x ( TECH_COST_MODIFIER ) x ( iTechCostModifier EraInfo, depends on what era the tech is in )
[Tech Cost] = [Base tech cost] x [Cumulative Tech Modifier] x ( iResearchPercent GamespeedInfo ) x ( TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER )