Caveman 2 Cosmos

Auto hunt is not as bad as it used to be.
Are you playing with the hide and seek gameoption? They may simply disappear into the forest and jungles when they see your hunter approaching. In that case you will need the camouflage visibility promotions on your hunter. Camouflage invisibility type is represented in the tooltips by a green blob (with typical camouflage pattern) icon.
 
I've been playing without hide and seek, and I hunt manually to control what areas the hunters patrol. I understand that the animals wander and can get killed, but the disappearance of large groups often seems suspiciously efficient. Do animals share vision like player sides?
 
I've been playing without hide and seek, and I hunt manually to control what areas the hunters patrol. I understand that the animals wander and can get killed, but the disappearance of large groups often seems suspiciously efficient. Do animals share vision like player sides?
If they have the same flag then they have shared vision, just like any other teams.
Makes somewhat sense too, there are plenty of examples in the wild where one species understand the warning sounds or behavior another species perform when it perceives a danger.
 
10019
  • Removed Woddsman and guerilla promotion requirement from the Hunter promotions; it hampered the AI's ability to get the hunter promotions and why should forest and hill accustomedness be any more important for a hunter than e.g. wetland accustomedness.... Is a wetland Hunter somewhat less than a hillsman Huinter?
  • Tweaked subdue chances from promos a bit, @Dancing Hoskuld: if you want me to revert some of this I will do it without questions.
While I am considering this as part of the review doing it now has a major detrimental affect on hunting as far as I can see.

Those promotions are required simply because they are the ones that increase the chance to subdue. They increase the chance to subdue simply because the chance to subdue is hidden from the AI. Only those two were done because they were the only two in game at the time. No one added in the chance to subdue when they added the wetland and other terrain promotions.
 
While I am considering this as part of the review doing it now has a major detrimental affect on hunting as far as I can see.

Those promotions are required simply because they are the ones that increase the chance to subdue. They increase the chance to subdue simply because the chance to subdue is hidden from the AI. Only those two were done because they were the only two in game at the time. No one added in the chance to subdue when they added the wetland and other terrain promotions.
Well, I just added in a chance to subdue bonus to rugged and wetland promotions equal to that found in woodsman and guerilla promotion.
That the AI does not need to take woodsman and guerilla promos to get hunter promos is not that major a detrimental factor for AI hunting capabilities considering the woodsman promos give 2% subdue chance while the hunter promos give way more, especially not when it helps the AI get those real hunter promotions earlier. That change in promo requirement will strengthen AI subdue capabilities the way I see it.

To be honest, I rarely see AI hunter units taking the woodsman and guerilla promos, so it doesn't seem to mean much to the AI that those unlock the hunter III-IV promotions.
 
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How can I do a Hunting Review if the base is changing? Is there any point in doing one if tweaks are going to be made instead of looking at the big picture?
 
What about plains/hot/cold promotions?
Yeah, I added some subdue chance bonus to warmth and cold promos, but not to the field promotion. being better in flatland doesn't really seem like being close to nature in any way, almost the opposite, those field promotions are imo more about battle formations that requires flatland, than actually being accustomed to the terrains and biospheres of nature.
How can I do a Hunting Review if the base is changing? Is there any point in doing one if tweaks are going to be made instead of looking at the big picture?
Don't mind the small tweaks I made, do your review however you see fit. If you disagree with any of the tweaks then I will of course revert them.
I don't mind if the changes I just made get changed again later on.
 
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Animals can disband at times but there's less programming than previously for that. Many causes for it have been removed. Just to chime in on that discussion.
 
Are you playing with the hide and seek gameoption? They may simply disappear into the forest and jungles when they see your hunter approaching. In that case you will need the camouflage visibility promotions on your hunter. Camouflage invisibility type is represented in the tooltips by a green blob (with typical camouflage pattern) icon.
I do not play with hide and seek and have no interest in enabling it.
 
Well, I just added in a chance to subdue bonus to rugged and wetland promotions equal to that found in woodsman and guerilla promotion.
That the AI does not need to take woodsman and guerilla promos to get hunter promos is not that major a detrimental factor for AI hunting capabilities considering the woodsman promos give 2% subdue chance while the hunter promos give way more, especially not when it helps the AI get those real hunter promotions earlier. That change in promo requirement will strengthen AI subdue capabilities the way I see it.

To be honest, I rarely see AI hunter units taking the woodsman and guerilla promos, so it doesn't seem to mean much to the AI that those unlock the hunter III-IV promotions.

With the Great Holmegaard national wonder, hunters start with hunter II promotion. Dropping the woodsman and guerilla promos for the higher hunter promos, it means that a hunter only has to be lvl 3 to take hunter IV. Which is 5 xp? With Master Hunter building, that means that hunters can choose Hunter IV (almost) right out of the gate. Hunter IV is quite powerful, it has multiple attacks per round and substantial cumulative subdue chance. Not complaining about it, just pointing out some consequences. It may need serious re-adjustment of values for balance. Dropping woodsman/guerilla promo's shortened the runway to hunter IV by 3 levels. Perhaps add hunter V and hunter VI to the game, and move multi-attacks to hunter VI?
 
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It may need serious re-adjustment of values for balance. Dropping woodsman/guerilla promo's shortened the runway to hunter IV by 3 levels. Perhaps add hunter V and hunter VI to the game, and move multi-attacks to hunter VI?
DH is working on completely redesigning the hunter related promotions, I won't make any significant changes to those knowing DH is working on significant changes in that department in this moment.
A quick fix to what you point out would be to set a unit level requirement of 3-5 for Hunter III/IV or something along that line.
 
Fun fact: Most expensive tech in vanilla BTS costed 8 000:science:
In C2C most expensive tech costs 960 000:science:
Those are raw costs.

Pretty nice perspective.
Also original tech tree had 20 columns.
 
DH is working on completely redesigning the hunter related promotions, I won't make any significant changes to those knowing DH is working on significant changes in that department in this moment.
A quick fix to what you point out would be to set a unit level requirement of 3-5 for Hunter III/IV or something along that line.
I have almost everything for the review done. What we have, what would be better and how we can get there. I just need to bring it together into a form that will make sense to someone other then me.
 
It appears Mangrove doesn't spawn absolutely anywhere, that is its unused terrain feature.
 
It appears Mangrove doesn't spawn absolutely anywhere, that is its unused terrain feature.
It appears on all my maps. It is added post generation, like many other terrains (all coasts and seas for example) and some terrain features. This is because their placement should not be random. For starters they must be coastal which is not something you can set in the XML.
 
It appears on all my maps. It is added post generation, like many other terrains (all coasts and seas for example) and some terrain features. This is because their placement should not be random. For starters they must be coastal which is not something you can set in the XML.

Tested on the most popular generators, seems to spawn right near coasts in perfect world V2.

Well it doesn't have any terrain requirements.
Code:
        <!-- Mangrove -->
        <FeatureInfo>
            <Type>FEATURE_MANGROVE</Type>
            <Description>TXT_KEY_FEATURE_MANGROVE</Description>
            <Civilopedia>TXT_KEY_FEATURE_MANGROVE_PEDIA</Civilopedia>
            <ArtDefineTag>ART_DEF_FEATURE_MANGROVE</ArtDefineTag>
            <iMovement>2</iMovement>
            <iSeeThrough>1</iSeeThrough>
            <iDefense>25</iDefense>
            <iPopDestroys>6</iPopDestroys>
            <bNoCity>1</bNoCity>
            <FootstepSounds>
                <FootstepSound>
                    <FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
                    <FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
                    <FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
                    <FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
                    <FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</FootstepAudioScript>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
            </FootstepSounds>
            <WorldSoundscapeAudioScript>ASSS_OASIS_SELECT_AMB</WorldSoundscapeAudioScript>
            <PropertyManipulators>
                <PropertySource>
                    <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
                    <PropertyType>PROPERTY_AIR_POLLUTION</PropertyType>
                    <GameObjectType>GAMEOBJECT_PLOT</GameObjectType>
                    <RelationType>RELATION_NEAR</RelationType>
                    <iDistance>1</iDistance>
                    <iAmountPerTurn>-4</iAmountPerTurn>
                </PropertySource>
                <PropertySource>
                    <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
                    <PropertyType>PROPERTY_WATER_POLLUTION</PropertyType>
                    <GameObjectType>GAMEOBJECT_PLOT</GameObjectType>
                    <RelationType>RELATION_NEAR</RelationType>
                    <iDistance>1</iDistance>
                    <iAmountPerTurn>-5</iAmountPerTurn>
                </PropertySource>
            </PropertyManipulators>
        </FeatureInfo>
If oasis can't be at river or coast and flood plain must be at river, then it should be doable for coast.

On what terrains it should be spawned?
 
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Mangroves are almost exclusively on the poles for me, usually on VERY wet maps and strangely sometimes stretching several tiles inwards. Weird.
 
Well it doesn't have any terrain requirements.
Code:
        <!-- Mangrove -->
        <FeatureInfo>
            <Type>FEATURE_MANGROVE</Type>
            <Description>TXT_KEY_FEATURE_MANGROVE</Description>
            <Civilopedia>TXT_KEY_FEATURE_MANGROVE_PEDIA</Civilopedia>
            <ArtDefineTag>ART_DEF_FEATURE_MANGROVE</ArtDefineTag>
            <iMovement>2</iMovement>
            <iSeeThrough>1</iSeeThrough>
            <iDefense>25</iDefense>
            <iPopDestroys>6</iPopDestroys>
            <bNoCity>1</bNoCity>
            <FootstepSounds>
                <FootstepSound>
                    <FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
                    <FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
                    <FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
                    <FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
                    <FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</FootstepAudioScript>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
                <FootstepSound>
                    <FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
                    <FootstepAudioScript/>
                </FootstepSound>
            </FootstepSounds>
            <WorldSoundscapeAudioScript>ASSS_OASIS_SELECT_AMB</WorldSoundscapeAudioScript>
            <PropertyManipulators>
                <PropertySource>
                    <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
                    <PropertyType>PROPERTY_AIR_POLLUTION</PropertyType>
                    <GameObjectType>GAMEOBJECT_PLOT</GameObjectType>
                    <RelationType>RELATION_NEAR</RelationType>
                    <iDistance>1</iDistance>
                    <iAmountPerTurn>-4</iAmountPerTurn>
                </PropertySource>
                <PropertySource>
                    <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
                    <PropertyType>PROPERTY_WATER_POLLUTION</PropertyType>
                    <GameObjectType>GAMEOBJECT_PLOT</GameObjectType>
                    <RelationType>RELATION_NEAR</RelationType>
                    <iDistance>1</iDistance>
                    <iAmountPerTurn>-5</iAmountPerTurn>
                </PropertySource>
            </PropertyManipulators>
        </FeatureInfo>
If oasis can't be at river or coast and flood plain must be at river, then it should be doable for coast.

On what terrains it should be spawned?
If they have terrain requirements then they get placed in the wrong places. I think I put the reason in the code.

It is the same with the bonuses for sea-lions and walrus. They are placed post generation and have no terrain settings in them because they must be on the coast.

The coastal tag may have been added after these were set up.

Mangroves are almost exclusively on the poles for me, usually on VERY wet maps and strangely sometimes stretching several tiles inwards. Weird.

They do follow marshy land inland. They are viable at a different set of latitudes than we have for the sea terrains but they should not be occurring next to polar coasts.
 
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