Caveman 2 Cosmos

What resolution are you using from the BtS Options screen under Graphics? It looks like you are using 1024 x 800. Can you use a higher one?

Do you want the Grid to show up on the map or do you prefer not to have it? The Icons along the top of the bottom right panel of the Main screen turns On and Off things like the grid.

And what Version of C2C are you using? V38 or V38.5? Maybe even an earlier version like v37?
 
What resolution are you using from the BtS Options screen under Graphics? It looks like you are using 1024 x 800. Can you use a higher one?

Do you want the Grid to show up on the map or do you prefer not to have it? The Icons along the top of the bottom right panel of the Main screen turns On and Off things like the grid.

And what Version of C2C are you using? V38 or V38.5? Maybe even an earlier version like v37?
Hi JosEPh! How's your New Year? I am using 38.5 + SVN. Mastery Victory since August!
 
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Why does my game look different than yours?
The big difference (the change in the icons) is due to Toffer90's PPIO modmod - you can find it in the "modmod" section up in the stickied section. Be warned, though - if you install it, you'll need to delete your UserInfos folder, which means you'll have to reset all your BUG settings, and the first startup after you do install it will be significantly slower than normal. Personally, I think it's worth it overall - other that that first startup, it speeds the game up quite a lot, and it reorganizes quite a few things within the interface.
 
From @IdioticUlt1mara stream, the aquebridge! :lol:

Aqueduct.png
 
The big difference (the change in the icons) is due to Toffer90's PPIO modmod...

It works. Thanks a lot.

This PPIO modmod is great.
Much more recognized icons. Better tabs management (city screen - resources, properties, buildings,...). Civilopedia opens almost instantly, etc.

I wonder why this modmod is not default included to Caveman2Cosmos?


*Sorry for my bad English (if I wrote something ungramatical).
 
I wonder why this modmod is not default included to Caveman2Cosmos?

Well, it's definitely useful, but there's nothing in it that's actually necessary, so it really needs to stay optional. And since it's pretty much all Python, as I understand the matter, it can't really be turned on and off through something like BUG - the way it's implemented, it has to go through something like a modmod. Indeed, there are enough changes that the savegames aren't really compatible - you can't switch back and forth between having PPIO installed or not and have your saves work; they break. But if your willing to work with that, you're right, there's a lot of improved functionality. (Personally, the improvement I like the best is the much quicker startup time on the game. But that's a personal evaluation - more than likely different from person to person.)
 
Well, it's definitely useful, but there's nothing in it that's actually necessary, so it really needs to stay optional. And since it's pretty much all Python, as I understand the matter, it can't really be turned on and off through something like BUG - the way it's implemented, it has to go through something like a modmod. Indeed, there are enough changes that the savegames aren't really compatible - you can't switch back and forth between having PPIO installed or not and have your saves work; they break. But if your willing to work with that, you're right, there's a lot of improved functionality. (Personally, the improvement I like the best is the much quicker startup time on the game. But that's a personal evaluation - more than likely different from person to person.)
They don't break if you delete your UserSettings folder when switching between PPIO and non-PPIO C2C. It is save game compatible.
 
Wow this is still being worked on?

I cant wait to get home and start playing this again!

You guys rock!
AI was improved here and there.
XML side AI weight was added to buildings, that are part of chain, produce resource (Industrial era and later buildings) or give free building.
I wonder if absolutely all buildings should get this treatment, or at least all resource producers and all national/group/world wonders.

If some players called this mod Caveman2Castles, then it should be at least Caveman2Computers - that is AI should be competitive in Modern era or even later.

Other than that many inconsistencies and bugs were fixed in meantime.
 
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@raxo2222 - the straw gatherers need to not require grain. Just grass should be enough. They are part of a chain of prereqs that make them 100% necessary to have somewhere so that soap can be made so that medicine men can be trained. Requiring grain as well as grass, particularly grain in the vicinity, is just too much for a building in such a critical chain leading to a very basic need for the society.
 
@raxo2222 - the straw gatherers need to not require grain. Just grass should be enough. They are part of a chain of prereqs that make them 100% necessary to have somewhere so that soap can be made so that medicine men can be trained. Requiring grain as well as grass, particularly grain in the vicinity, is just too much for a building in such a critical chain leading to a very basic need for the society.
Straw gatherer requires Grass OR Grain.
Also Straw is OR requirement somewhere too.

Lye maker requires Straw or Grass.
Also Straw gatherer originally required Grain (locally manufactured).

Spoiler :

Civ4BeyondSword 2019-01-16 16-49-11-40.jpg
Civ4BeyondSword 2019-01-16 16-49-16-15.jpg

 
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Whatever you did in the last 2 days just cut off an entire huge nation from their medicine men.
Weird, grain is easy to obtain, as wheat/rice/barley/corn farms produce it.
Straw gatherers still should be at cities with wheat, rice, barley and corn, that is if AIs built those farms in cities.

Maybe there is mistake in text then.
Code:
<PrereqVicinityBonuses>
                <VicinityBonus>BONUS_GRAIN</VicinityBonus>
                <VicinityBonus>BONUS_GRASS</VicinityBonus>
            </PrereqVicinityBonuses>
That should be Grain OR Grass.
 
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