Caveman 2 Cosmos

Thanks for clarification!

Regarding explorer boats -- is their inability to merge documented anywhere where I can see in-game? I'm just asking to know where to look regarding other units that might be unable to merge.
Also, one more question -- I'm in Ancient Era now, and, considering my post above, I was indeed able to merge three 1.5x obsidian macemen into a 2x obsidian maceman. However, I wasn't able to do the same to three 1.5x Horseman units. Why?

Update: I was able to combine them, when I got the three of them fully healed

I believe all units must have all of their movement points to merge. By the way, three 1.5x units make a 2.25x unit, not 2x... they increase by 50% strength each merge. So, for example, the atlatist has 4 strength; merge 3 of those, and the resulting unit has 6 strength; merge 3 of those, and the resulting unit has 9 strength (1.5x 6 strength, 2.25x 4 strength).
 
Thanks for the explanations!

One more question -- is there a way to fine-tune logging configuration? By "logging" I mean the "Event Log" screen. Namely, I'm interested in the following:
1. Right now, the number of "The enemy has been spotted near X" messages for me is limited to two (there could be more enemies near my cities, but I'm alerted about only two of them). Is there a way to configure the number of these messages?
2. Can I somehow configure production messages ("You have constructed a X in Y. Work has now begun on Z") to display ONLY when the city has an empty production queue? (e.g. only when the actual message is "You have constructed a X in Y")?

The options in Logging tab of the BUG screen don't seem to affect the events displayed in the event log...
 
I have started a new game on one of my "Standard" space maps with the current SVN + Raxo's Rescaled Longitude Modmod. Everything concerning Barabarians and animals is unchecked, except Babrabarian Civ, Teleport Hunting Awards, Peace among NPCs and Animals Stay Out! I have reached mid-prehistoric (before Tribalism), I am living on a mediocre sized continent with only one opponent.

A few observations:

  1. Barbarians: Only Neanderthaler so far, no villages. I meet them regularly and sometimes they try to invade my only city with single units. Everything OK.
  2. Animals: There should be more! 3 parties of hunters roam the continent and I meet an animal only about every 20th turn or so.
  3. Realistic Culture Spread: I gave up on it and started a new game. After about half the prehistoric time I only had 1 (yes, one!) growth of my borders although I built every culture building I could including all the dances. That was longer than it needed in my 2nd game (without Realistic Culture Spread) to get the 2nd ring. Does anybody play with this option? Shouldn`t I have plenty of growths in this time?
 
I'm glad I'm not the only who has thought the amounts of animals is really low.
 
@Snofru1 , @irishhombre ,

I have asked Toffer90 to readjust the Barb and Animal Spawn settings. They were too strong but after the last change are now nerfed to non existence. He has replied he will try to set a more median/medium setting. See the Bug thread for SVN and my posts there.

And yes to using Realistic Culture Spread Option, I use it almost all the time. BUT I do Not use Fixed Borders with it. Or even without it. Fixed Borders does not work well with Culture spread.
 
I have checked in WorldBuilder and there is not a single animal on my continent although the other nation doesn't hunt at all. Looking at other continents there are some animals but quite few.
If you play with hide and seek you won't see the animals in worldbuilder, you'll need to look at the tooltip for each plot to find them using ctlr+alt+shift+D followed by shift+Z.
In world builder you don't have the plot tooltip so you would have to select edit unit mode and click on all the plots to see if a unit edit popup appears that can tell you what animals are on that one plot.
 
If you play with hide and seek you won't see the animals in worldbuilder, you'll need to look at the tooltip for each plot to find them using ctlr+alt+shift+D followed by shift+Z.
In world builder you don't have the plot tooltip so you would have to select edit unit mode and click on all the plots to see if a unit edit popup appears that can tell you what animals are on that one plot.
Wow! That's some intense stuff to remember if working in WB Or when using the Hide and Seek Game set up Option. Yikes! :eek::sad:
 
Wow! That's some intense stuff to remember if working in WB Or when using the Hide and Seek Game set up Option. Yikes! :eek::sad:
It's just because they are almost always invisible to someone I presume.
 
I have started a new game on one of my "Standard" space maps with the current SVN + Raxo's Rescaled Longitude Modmod. Everything concerning Barabarians and animals is unchecked, except Babrabarian Civ, Teleport Hunting Awards, Peace among NPCs and Animals Stay Out! I have reached mid-prehistoric (before Tribalism), I am living on a mediocre sized continent with only one opponent.

A few observations:

  1. Barbarians: Only Neanderthaler so far, no villages. I meet them regularly and sometimes they try to invade my only city with single units. Everything OK.
  2. Animals: There should be more! 3 parties of hunters roam the continent and I meet an animal only about every 20th turn or so.
  3. Realistic Culture Spread: I gave up on it and started a new game. After about half the prehistoric time I only had 1 (yes, one!) growth of my borders although I built every culture building I could including all the dances. That was longer than it needed in my 2nd game (without Realistic Culture Spread) to get the 2nd ring. Does anybody play with this option? Shouldn`t I have plenty of growths in this time?
1. Barbarian cities don't start to appear until someone has Tribalism

2. You can change the spawn rate of animals in A_New_Dawn_GlobalDefines.XML (the name should really change in the next break save games release) in the Assets/XML folder. The lines are
Code:
<Define>
    <DefineName>NEANDERTHAL_SPAWN_MODIFIER</DefineName>
    <iDefineIntVal>0</iDefineIntVal>
  </Define>
  <Define>
    <DefineName>BARBARIAN_SPAWN_MODIFIER</DefineName>
    <iDefineIntVal>50</iDefineIntVal>
  </Define>
  <Define>
    <DefineName>ANIMAL_SPAWN_MODIFIER</DefineName>
    <iDefineIntVal>100</iDefineIntVal>
  </Define>
  <Define>
    <DefineName>SEA_ANIMAL_SPAWN_MODIFIER</DefineName>
    <iDefineIntVal>75</iDefineIntVal>
  </Define>
  <Define>
    <DefineName>BANDIT_SPAWN_MODIFIER</DefineName>
    <iDefineIntVal>0</iDefineIntVal>
  </Define>
  <Define>
    <DefineName>KILLERRABBIT_SPAWN_MODIFIER</DefineName>
    <iDefineIntVal>0</iDefineIntVal>
  </Define>
Note: BANDIT and KILLERRABBIT values should not be changed. I am not sure they have been implemented but you don't want your nation destroyed by a rabbit.

The numbers are basically percentages and are used along with the values in the Unit Spawn file. If you want twice as many animals to spawn then use
Code:
<Define>
    <DefineName>ANIMAL_SPAWN_MODIFIER</DefineName>
    <iDefineIntVal>200</iDefineIntVal>
  </Define>

3. Yes sometimes there are problems but not always. I have complained often that this does not take into consideration the importance of a resource.
Hint: escort some workers/gatherers to build tracks on all the plots that the city can expand to.

I always play with this and the one plot city start on. I use story tellers in to get new cities up to the first rung.

I am still having the problem where a single plot completely surrounded by my territory will switch between being mine and unowned and back every turn. I usually build a watch tower on it and leave it for a few turns before putting in the real improvement I want ther. That most often fixes that problem.
 
Thank you for the extensive answer :thumbsup:, I will try it out!

3. Yes sometimes there are problems but not always. I have complained often that this does not take into consideration the importance of a resource.
Hint: escort some workers/gatherers to build tracks on all the plots that the city can expand to.

I always play with this and the one plot city start on. I use story tellers in to get new cities up to the first rung.

I only had one resource next to my starting plot (3x3) and this was the one the border extended to after quite a while. Then nothing else happened, I even transferred about 20 Story Tellers to culture and still couldn't get another tile. I gave up then and startet a new game. I didn't test the track building, though.
 
I am still having the problem where a single plot completely surrounded by my territory will switch between being mine and unowned and back every turn. I usually build a watch tower on it and leave it for a few turns before putting in the real improvement I want ther. That most often fixes that problem.
I've had the same problem and use the same solution.
Thank you for the extensive answer :thumbsup:, I will try it out!



I only had one resource next to my starting plot (3x3) and this was the one the border extended to after quite a while. Then nothing else happened, I even transferred about 20 Story Tellers to culture and still couldn't get another tile. I gave up then and startet a new game. I didn't test the track building, though.

When you say " Story Tellers to culture" do you mean turn on their Patriotism Promo. That is what I use to keep from losing tiles to an encroaching AI Civ that has a stronger Culture level than my Empire.

Also if there is any caves in the vicinity I send an escorted worker/gatherer and build the Fortified Cave/StockpiledFCave immediately to claim the surrounding 8 tiles besides the Cave tile. This even with Realistic CS On. Usually works every time. Cause the game sees it as a city base from which it was designed.
 
I meant that I "offered" the Story Tellers to transform them into culture...
Yes that is a way but very very slow as the STs "sacrificed" this way give, imhpo, way too little Cuture. And it kills the unit too. Double whammy and little gain.

The Patriot Promo use is much better and you don't lose the ST. If the player can use the Pat Promo I don't see why the AI can not do the same. Since the AI has full usage of promotions. T-brd would need to weigh in on this though to be sure.

And the AI loves to build palisades. When you see them start to build them they are preparing to claim that territory. May take awhile if they happen to be at war. But they will do so rather quickly if at peace. Been there fought that! Need a Hidden Unit to get in and destroy it though during peace time.
 
Thanks for the explanations!

One more question -- is there a way to fine-tune logging configuration? By "logging" I mean the "Event Log" screen. Namely, I'm interested in the following:
1. Right now, the number of "The enemy has been spotted near X" messages for me is limited to two (there could be more enemies near my cities, but I'm alerted about only two of them). Is there a way to configure the number of these messages?
2. Can I somehow configure production messages ("You have constructed a X in Y. Work has now begun on Z") to display ONLY when the city has an empty production queue? (e.g. only when the actual message is "You have constructed a X in Y")?

The options in Logging tab of the BUG screen don't seem to affect the events displayed in the event log...

Hello, sorry for re-posting my own question, but is there something I can do regarding this? A use-case is when I have 30+ cities, and two of them on different continents have ended their build queues. I only consider the "enemies" information in the event log, and the build queue messages, hence the question.
 
Hello, sorry for re-posting my own question, but is there something I can do regarding this? A use-case is when I have 30+ cities, and two of them on different continents have ended their build queues. I only consider the "enemies" information in the event log, and the build queue messages, hence the question.
All messages that do not include a "...Work has now begun on Z" represent empty build queues (unless you remedied this via the production popup, but your question seems to imply that you don't use this). I don't think you (ie. the player) can make it so they're the only messages you get, but I could be wrong.
 
Actually, I do use the Event Log for this use-case, however, when you have, say 15+ messages related to buildings, and 2 out of them relate to build queues being empty (e.g. the "Work has now begun on Z" is not present), it becomes a little tricky to pinpoint the necessary messages (especially if the situation repeats itself multiple times, for example, 2 cities have their queues ended in 1 turn, 3 cities finish their queues in 2 turns, 2 more -- in 3 turns etc).
 
I have updated to the newest SVN and have increased the ANIMAL_SPAWN_MODIFIER in A_New_Dawn_GlobalDefines.XML from 100 to 300. Animals are more common now but are still way too few, all my units see one maybe every 5th turn. Tomorrow I will try 600 or more ...
What gamespeed are you playing?
 
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