Caveman 2 Cosmos

Are you absolutely certain about this? I started a new game with the latest SVN yesterday. About 800 turns in (Snail) and I know for a fact that at least 2 of the AI have researched Tribalism quite a few turns ago (as in, 100+), but they're still on just one city.
It was fixed. Make sure you cleared cache and you don't have multiple versions of mod in mod folder.
 
It was fixed. Make sure you cleared cache and you don't have multiple versions of mod in mod folder.
It's a completely clean install; I made doubly sure to remove any and all traces of my old v37 install before grabbing the SVN, so I doubt that's a potential cause.
 
It's a completely clean install; I made doubly sure to remove any and all traces of my old v37 install before grabbing the SVN, so I doubt that's a potential cause.
I recently changed name of tech - String Analysis to Simulation Analysis. You can see on end of tech tree if there is tech named Simulation Analysis.
You can also check flag at minimap if it says Caveman2Cosmos build 10069.
 
C2Cversion.jpg C2Ctech.jpg

Everything seems to be in order.

Is there perhaps a way for me to check in-game what the AI is doing? Through the editor perhaps? I've never used it before so I'm not sure what it can do.
 
View attachment 496227 View attachment 496228

Everything seems to be in order.

Is there perhaps a way for me to check in-game what the AI is doing? Through the editor perhaps? I've never used it before so I'm not sure what it can do.
Looks like your version is up to date.

In CivilizationIV.ini (shrortcut in BTS folder is _Civ4Config) search for "CheatCode" and change line so it will look like this:
; Move along
CheatCode = chipotle
Then in game press ctrl+z to see whole map.

On what game speed, map size and handicap you are playing?
And on what settings you are playing?
 
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On what game speed, map size and handicap you are playing?
And on what settings you are playing?

I checked out the AI I knew had reached Tribalism, and much as I expected,they both have a tribe in their capital, but don't seem to be doing anything with it. (C2Ctribe 1 and 2)

Also added two screenshots with my settings. (C2Csettings 1 and 2)
 

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Continuing second pass of tech tree cleanup.

I fixed places, where lines were tangled.
Too many pics to post them separately, so they are in link.
Now lines tangle with each other and go under techs only in couple places - Industrial, Modern and Nanotech eras.
Spoiler :
QvYZAmd.jpg
ulXFtP6.jpg
JM6kdAg.jpg
6qsnS5c.jpg

OLf8brK.jpg
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cixGDnC.jpg



Now I'll try to remove long lines by swapping AND/OR prereqs where it is applicable.
 
Are you absolutely certain about this? I started a new game with the latest SVN yesterday. About 800 turns in (Snail) and I know for a fact that at least 2 of the AI have researched Tribalism quite a few turns ago (as in, 100+), but they're still on just one city.
Some AI's may still have some issues related to strong local threats or economic circumstances. Also they do train escorts to go with them and if they can't get them trained in a timely manner, other priorities CAN mess them up. Generally speaking, the AI works a lot better than it did but I'm not claiming it's flawless. Will be a long time before that can be said if ever.
 
Generally speaking, the AI works a lot better than it did but I'm not claiming it's flawless. Will be a long time before that can be said if ever.

Oh, I fully understand. C2C is incredibly complex, so coding an AI that can play at a reasonable level without cheating (too much) is bound to be a daunting task. It's just that considering the AI in my game were seemingly not doing anything, I figured I'd stumbled across something that still caused trouble.

But if I understand you correctly, what is likely happening here is that the AI is/was trying to build units to escort the tribes but other things have taken priority due to various flags. And because it doesn't have the right escort units for the tribe, it's not sending them out at all.

Is this something that you think would fix itself with time, or am I better off just starting a new game? Perhaps on a different difficulty level?
 
Is this something that you think would fix itself with time, or am I better off just starting a new game? Perhaps on a different difficulty level?
Usually it does resolve itself and when the AI player gets to the point that it's rolling again, it's very fast to spread. Some AI's just get the right circumstances for the AI as it is programmed to work wonderfully. Others, less often, get stuck on something sometimes. Just as in RL, I suppose, not all civilizations were winners. Not all sought to expand much either. But there should be some that are growing like weeds as well somewhere. If a game shows a problem with this all around, then there's certainly some need to look at that particular save.

But if I understand you correctly, what is likely happening here is that the AI is/was trying to build units to escort the tribes but other things have taken priority due to various flags. And because it doesn't have the right escort units for the tribe, it's not sending them out at all.
I'm saying that's one likely reason. There's a lot of potential places where the mission to settle can get bound up in a bottleneck of circumstances. Even players can fall victim to this and be delayed, but players can see a bigger picture than any AI will ever be able to and juggle far more variables in play and get a better determination of priorities for that reason (while the AI is going to be a lot better at seeing immediate details with complete clarity and accuracy than a player likely would.) So I guess as a designer, at the moment my goal is to make sure that it USUALLY works. If you are on a particular option set that is causing larger trouble, that's worth some investigation, so it could be good to review options that might be an issue. I'd need to see your save to look through that and flag a few possibilities. There are some other very good contributors here at doing that as well. Joseph comes to mind, though I know he's not currently likely to want to look much into it. My time is very spread thin at the moment and looking like it might stay that way for a while, so I may be willing to look at the options and theorize a bit but probably not currently wanting to look deeply into the code to see exactly what's stopping them. The problem is not endemic to most games it seems at the moment.

I know one thing that stops them - if they want to expand via navy, requiring transport to another continent. There's a complex bug in that somewhere that has the settlers sit there for a while waiting on transportation that never seems to come (or just takes a very long time to put the mission together) and since the settler has been trained, it keeps others from being trained for a bit because the nation thinks it has what it needs to grow. This is hugely complex and I don't have the time to resolve it atm.

For a number of years here I have been stressing myself out looking to perfect the mod while making headway with design plans. I've put many thousands of hours into modding. I'm beginning to feel a need I often feel during spring and summer to not let it be so consuming as it has been. I promise I won't stop working on this mod but I can't just dive into every flaw found, even if it appears fairly critical. I'm tiring of being the primary mod doctor. I'll be taking on tasks like these with a very gradual patience, chipping away at it now and then as I feel the desire to. So by all means, upload a save and I'll take a look. At some point.
 
Thank you for the in-depth clarifications. Quite fascinating to see behind the scenes for a bit, as it were.

Will try for another few hundred turns, see how things develop. If by turn 1000 or so there's still no movement on the AI's part, I'll upload the save here somewhere so you can poke at it if you ever feel like it. I assume the Bugs and Crashes sub-forum would be the best location for that?
 
Somewhere was discussion about map height limit - probably when one of map makers wanted to do space map but kept crashing, as max height exceeded what game engine can handle - map can't be higher than 200 tiles even if its 24 tiles wide.

I looked at smart map script, that allowed to do map of any width and height up to 512.
I disabled selections of height >200, corrected some numerical mistakes in map size selector (it was just some numbers) and fixed size descriptions.
Now if you look at size overrides, they will look like this:
Spoiler :

Civ4BeyondSword 2018-05-21 20-36-11-72.jpg
Civ4BeyondSword 2018-05-21 20-36-01-14.jpg
Civ4BeyondSword 2018-05-21 20-36-15-13.jpg
Civ4BeyondSword 2018-05-21 20-36-25-65.jpg
Civ4BeyondSword 2018-05-21 20-36-22-25.jpg


It looks like no one even bothered with that script with only grand total of 5 commits on it.

Also I always look at changes, that I did just before committing - I compare unedited version with edited one in tortoise.
When I was polishing tech tree twice it was to messy to compare, but I restarted game once a while.
 
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Alright, sorry to bother you all again, but I really want to make this thing work.

Reinstalling the game entirely from scratch in one last attempt to fix my issues, going through the installing guide from the Player Guide to make sure I do everything right.

Got a question though. I have searched the forum to see if this was already answered before but I get a lot of conflicting information, almost all of which is 2+ years old, so I'd like to ask it again to clarify:

Do I, as someone who only has the Steam version of Civ IV, really need the 3.19 patch as provided by the Player Guide, or not? Because if I do, I'm out of options, as there is no way to downgrade the Steam version and the patch won't install otherwise.
 
Do I, as someone who only has the Steam version of Civ IV, really need the 3.19 patch as provided by the Player Guide, or not? Because if I do, I'm out of options, as there is no way to downgrade the Steam version and the patch won't install otherwise.
You can go to Library - Games - Civ 4 BtS - Rightclick and choose Properties - BETAS - Choose original_release_unsupported in the dropdown menu

After that you should be able to install the patch.
 
You can go to Library - Games - Civ 4 BtS - Rightclick and choose Properties - BETAS - Choose original_release_unsupported in the dropdown menu

After that you should be able to install the patch.

Thanks for the suggestion, but I'm afraid I already tried that. The patch will just freeze and I have to forcibly close it down.
 
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The steam version IS 3.19. You shouldn't have to do anything to the install off of steam. I never had to.
 
The steam version IS 3.19. You shouldn't have to do anything to the install off of steam. I never had to.

That's what I always used to think, but doing a quick search on this reveals that apparently none of the main C2C devs use the Steam version and they all insist that the Steam version of 3.19 is "off", although they never specify how exactly. They all claim that the patch provided by the Player Guide is the only way to ensure the mod works as intended. In fact, the installation guide explicitly states that there are other 1.39 patches, but that they cause problems. (To be fair, as I said before, most of these statements are 2+ years old, so things might have changed since then. But nothing I could find.)

But on the other hand you have Toffer90, responsible for the UI overhaul modmod, who says the exact same thing you do.

Maybe I *am* just grasping at straws at the moment, but seeing as I'm apparently the only one with issues involving the AI not settling cities right now, I'm trying to narrow down the possible causes as much as possible. If it is indeed the Steam version that's causing issues, I might very well just pick up a copy on GoG or something. See if that helps.
 
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If you use the steam release version (3.19.1) there is at least one bug: in the leaderboard (bottom right,above the minimap) you don't see the state religion of the nations.
 
Do I, as someone who only has the Steam version of Civ IV, really need the 3.19 patch as provided by the Player Guide, or not? Because if I do, I'm out of options, as there is no way to downgrade the Steam version and the patch won't install otherwise.
No, but you should activate the steam beta version of CivIV BtS. The beta version is v3.19 while the steam ordinary version is v3.19.1.

v3.19.1 amputates some multiplayer aspects of the game and was made because the gamespy servers CivIV uses were shut down and abandoned.
That's what I always used to think, but doing a quick search on this reveals that apparently none of the main C2C devs use the Steam version and they all insist that the Steam version of 3.19 is "off", although they never specify how exactly.
I've used the steam version since I discovered C2C (9 years ago), I've never installed the v3.19 patch manually, and have never had any issues with the steam version except for when they introduced v3.19.1. Suddenly a lot of the main menu options in the Multiplayer sub menu were missing, and those that remained did not work as expected making multiplayer an impossibility, even LAN.

Steam was quick to put out the beta version as many were angry with the amputated multiplayer v3.19.1 contained.
 
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No, but you should activate the steam beta version of CivIV BtS. The beta version is v3.19 while the steam ordinary version is v3.19.1.

v3.19.1 amputates some multiplayer aspects of the game and was made because the gamespy servers CivIV uses were shut down and abandoned.
No disrespect meant here, but your BUG may have been not set right. I see it when they actually get a state religion/get a civic that can have a state religion.

In regards to the AI selling cities, they sure as heck do in the latest svns and I often lose on immortal now.
 
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