Thunderbrd
C2C War Dog
It works in the production menu as well.
This is pretty much it so you're good.
For most things, you can usually find info in the Player's Guide to v38.5 thread, or the information is linked to from there. But I'll try to more directly answer this for you.
It depends on whether you are playing with the Hide and Seek option or not. If you ARE, then the main thing they hide with is their Disguise ability, which is fairly weak but represents their ability to pretend to be friendly so you'll let them into your community and they effectively become invisible as they are a part of your population, or appear to be. Watcher units have the visibility capability to counter this but they have to be right up close to you to see them unless you've promoted your watchers to have stronger abilities to see through Disguise. Criminals like these may also have a little camouflage ability. Scouts are pretty good at seeing through that at first, and hunters get a little, and strike teams are very good at it but probably better to have out in the field, thus dogs are the best once you can get those, so usually a camo visibility specialist dog and a disguise visibility specialist Law Enforcement unit make for the cross reference you need in each city to spot most incoming criminals - until much later when they start using political invisibility methods and at that point you're on your own to evaluate how to counter that.
If they are ruining your improvements, they are likely hiding in your cities between turns - where a good investigation Law Enforcement specialized unit can help to successfully figure out who the perp has been causing all these troubles and either he or an anti-criminal combat specialist unit can then go in and make an arrest if they are still on the same tile after becoming 'wanted' thanks to a successful investigation check over the course of the turn initializing. They also become more visible when they become 'wanted'.
Without Hide and Seek it's a little more simple, only a matter of camouflage and you only have a 'yes these units can see that' or 'no they can't' factor to that so you only need to staff your city with any unit that can see through camo.
When you press control, do it before you hover over the unit or unit icon. If you're trying to hover THEN you hit ctrl, it doesn't change the display - the tooltip display has to initialize with the ctrl already held down.
Spears are good against mounted, also against animals in the early forms.
Axes are good against melee.
Maces are a little good against melee and fairly good at capturing cities. I still plan to give them some city defense eventually as well.
Swords are very good at capturing cities, but not as good as a mace's modifiers IF the defender is a melee unit.
Throwing units are good at guarding AND capturing cities and are particularly good against archery units. They get better at attacking cities and worse at defending them the more advanced they become through upgrades. They get decent withdrawal capabilities as well.
Archery is very good at defending cities. They are also the only really early units that can distance attack.
Mounted is good against throwing but bad at attacking cities somewhat. Their very strong withdraw can make it worthwhile still.
You can get a count in the defense hover tooltip in the city screen, whether you can see them or not.Didn't I use to be able to see how many criminals were hiding in my city , has this been removed?
There was a bug in PPIO that allowed you to see all invisible units in the unit plot-list, if they were on the same plot as a selected unit/city.Didn't I use to be able to see how many criminals were hiding in my city , has this been removed?
I'd prefer this wasn't highlighted further than it is. Spies should be pretty much a total guess. I only include the count to give players a capacity to guess how much work they have to overcome the added crime. I kinda like it being a not-so-obvious thing to find in the UI.@Thunderbrd: should I add a dedicated display in the city screen that shows number of invisible foregin units inside the city? Should it also count spy type units?
Ok, and I agree with the rationale that you shouldn't really know that units are there when the units are avoiding detection from you.I'd prefer this wasn't highlighted further than it is. Spies should be pretty much a total guess. I only include the count to give players a capacity to guess how much work they have to overcome the added crime. I kinda like it being a not-so-obvious thing to find in the UI.
I guess C2C shortcut is broken.How does the C2C shortcut work? When I use it, it just opens BTS. Is it suppose to just skip to C2C? I should mention that I use Steam, and the Steam C2C shortcut found in the C2C folder.
How does the C2C shortcut work? When I use it, it just opens BTS. Is it suppose to just skip to C2C? I should mention that I use Steam, and the Steam C2C shortcut found in the C2C folder.
I just tried it and it works fine, as in the above statement, make sure UR file is named ,, Caveman2Cosmos , otherwise it wont work and it messes with the game also . .I guess C2C shortcut is broken.
Or your mod folder isn't named Caveman2Cosmos
I just tried it and it works fine, as in the above statement, make sure UR file is named ,, Caveman2Cosmos , otherwise it wont work and it messes with the game also . .
As should your Folder for the Mod. You are saying they do match correct?File? As in the shortcut? My mod folder has the correct name, so that shouldn't be a problem. The shortcut just has the default name.
Yes!SVN, the default shortcut is something like "C2C - Steam", so I guess I have to change that.
I cleaned that up: now there are only two shortcuts: One is steam shortcut, and other is bat file for non-steam version.Hmm that's strange, the Start C2C.bat worked for me on windows 7, now that I have win10 it doesn't work for me either...
Will try to fix it.
; Allows some memory savings *** ALT-TAB WILL NO LONGER FUNCTION ***
MemSaver = 0
I did that since forever - there were no problems with it when I tabbed out in windowed mode.Means you can't exit the program without it crashing though so going on windowed mode to enable getting in and out of the game at will would likely fail.
<Define>
<!-- Set to non-0 value to enable dynamic activation of unit graphics entities (reduced memory usage and growth) -->
<DefineName>ENABLE_DYNAMIC_UNIT_ENTITIES</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
Those ini options only act on the EXE rather than the DLL if I'm not mistaken.I did that since forever - there were no problems with it when I tabbed out in windowed mode.
I was just thinking if it wasn't obsolete by changes in DLL.
By the way shouldn't be this turned on in A New Dawn global defines? (its in same folder as regular global defines).
Code:<Define> <!-- Set to non-0 value to enable dynamic activation of unit graphics entities (reduced memory usage and growth) --> <DefineName>ENABLE_DYNAMIC_UNIT_ENTITIES</DefineName> <iDefineIntVal>0</iDefineIntVal> </Define>