Caveman 2 Cosmos

1. When my crims want to lose their Wanted status, they have to "charter" a Transport or Hospital Ship, and go on a cruise to nowhere in particular in the middle of the ocean.

Do they sleep with the fishes? Far be it from me to speculate, but they don't die, and when they come back, the "cops ain't after dem no more"!?

Tbrd's gonna say he likes that, but it's a bit bizarre. Is it really intended that this is necessary?

2. When penguins spawn at sea, ships cannot hunt them, because they're land animals. Land units cannot hunt them, because they can't attack them from outside the tile. The exception is hunters, with their animal ambush/assassinate. However, while their transport is present, ambush/assassinate don't work. The hunter has to get off the transport, the transport has to leave the tile, only then can the hunter ambush his prey.

Then there's the lazy option of using them as target practice for unwanted missiles or nukes...
 
2. When penguins spawn at sea, ships cannot hunt them, because they're land animals. Land units cannot hunt them, because they can't attack them from outside the tile. The exception is hunters, with their animal ambush/assassinate. However, while their transport is present, ambush/assassinate don't work. The hunter has to get off the transport, the transport has to leave the tile, only then can the hunter ambush his prey.
Can they spawn at sea? Another bug in the machine then.

Edit: lol, the African and Galapagos penguin are set to spawn on coast and fish bonuses.
Maybe the idea was that they would be able to move onto land from coast.
Similar thing is done with some sea animals that spawn on coastal land (sea lion), though it's more reliable that they can move into a neighboring coast tile than the other way around.
What if the only neighboring land tiles are peaks or cities....
 
What if the only neighboring land tiles are peaks or cities....
Where I meet them, that's not a problem because there are no neighbouring land tiles...:mischief:
 
1. When my crims want to lose their Wanted status, they have to "charter" a Transport or Hospital Ship, and go on a cruise to nowhere in particular in the middle of the ocean.

Do they sleep with the fishes? Far be it from me to speculate, but they don't die, and when they come back, the "cops ain't after dem no more"!?

Tbrd's gonna say he likes that, but it's a bit bizarre. Is it really intended that this is necessary?
They have to get out of visibility range of any units of the nation that made them wanted so that they can reinvent a new identity and return. As for what happens if you make your own wanted, I can't say I recall exactly how that works but I could refer to it in code somehow. I think I might've explained it in the Player's Guide or the link to the breakdown of criminal stuff from there.

You can achieve this faster by pulling off a heist or something that sends the criminal back to your capital.
 
They have to get out of visibility range of any units of the nation that made them wanted so that they can reinvent a new identity and return. As for what happens if you make your own wanted, I can't say I recall exactly how that works but I could refer to it in code somehow. I think I might've explained it in the Player's Guide or the link to the breakdown of criminal stuff from there.

You can achieve this faster by pulling off a heist or something that sends the criminal back to your capital.
These are crims who have never ended a turn outside of my cities or forts. I'm getting Wanted status on crims in cities with no LE in them. So my capital doesn't help. And even though they're only wanted by me, being wanted means anyone can try and arrest them. So the only safe place out of sight of me (except for the transport and its escort, which doesn't matter apparently/thankfully) is mid-ocean.

In the past I've sent them to stacks in the countryside on my safe home continent. Then that stopped working.
 
These are crims who have never ended a turn outside of my cities or forts. I'm getting Wanted status on crims in cities with no LE in them. So my capital doesn't help. And even though they're only wanted by me, being wanted means anyone can try and arrest them. So the only safe place out of sight of me (except for the transport and its escort, which doesn't matter apparently/thankfully) is mid-ocean.

In the past I've sent them to stacks in the countryside on my safe home continent. Then that stopped working.
OK, well a few things have been done to screw up the code here then.
1) Cities without an LE unit should not be capable of causing a unit to become wanted.
2) A unit should not be capable of being investigated outside of a city period.
3) If I'm not mistaken, if you have become wanted by your own authorities, you should be able to simply move the criminal to, as you say, any plot that's not a city. Some refactoring changes may have disrupted that.
 
1) Cities without an LE unit should not be capable of causing a unit to become wanted.
OK I take that one back. I'm still in the habit of having a dog (now Canis Superior) in every city, and I should've known they had Investigation, although I was still (I think validly) surprised to just now find out they were LEs.

I'd be grateful if you still investigate this however, since their 5% investigate I swear succeeded 2 turns in a row more than once, and possibly three.
 
I'd be grateful if you still investigate this however, since their 5% investigate I swear succeeded 2 turns in a row more than once, and possibly three.
If there's even one unit that can investigate, the city buildings can be adding a lot to that ability as well.

OK I take that one back. I'm still in the habit of having a dog (now Canis Superior) in every city, and I should've known they had Investigation, although I was still (I think validly) surprised to just now find out they were LEs.
Not sure why it's surprising. Canis Superior are human intelligence augmented canines.
 
Some notes (I'm playing on SVN 11142 due to the game I started being on a map that has been reworked):
1. Great Farmers can plant resources over exiting resources! I didn't notice at first, but is this a bug?
2. Great Farmers don't have the "place guinea pig" option
3. Early Mountain Mines that had resources discovered on them don't auto-upgrade to Mountain Mines
4. Cities lose access to free Water Pipes provided by the Department of Water (I don't understand, when exactly does it happen)
 
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Some notes (I'm playing on SVN 11142 due to the game I started being on a map that has been reworked):
1. Great Farmers can plant resources over exiting resources! I didn't notice at first, but is this a bug?
2. Great Farmers don't have the "place guinea pig" option
3. Early Mountain Mines that had resources discovered on them don't auto-upgrade to Mountain Mines
1. They shouldn't replace existing resources, upload save.
2. You can place resources that you have.
3. Early Mountain Mines can now be placed on peaks with resources only.
Also improvements upgrade only if they are worked on (civilian ones at least).

Update to latest SVN.
 
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Hi, thanks for the reply! As I mentioned, I can't update to the latest SVN. I'm playing the Alternate Space map, which got reworked in 11143 (and some terrains that are on it, were removed). I want to finish the game at least once!

As for saves, I upload two of them, QuickSave being the one where I realized that I've planted over a bonus. Near the city of Mediolanon there's a melons farm, and near the city of Ribe there's a corn farm, both of these were planted over bonuses (Melons over Bauxite Ore, Corn over Fossil Beds -- see REVERT BURNT FORESTS save).

I have certain local changes now, namely:
1. I changed Terra Sigiliata to work with ROMAN_BONUS, not ROMAN_EMBASSY
2. I commented out the code in WoodlandCycle.py, because it was annoying (I stated my reasoning for that a little earlier, but also the burnt forest mechanic screws up with culture placement
3. I applied the "no latitude restrictions" modmod -- hence I'm able to place any resource anywhere I want (at least I thought that was the reason I'm able to plant Corn on ice. That's why I noted that the Guinea Pigs weren't available; but then again, maybe it was due to terrain restrictions.
 

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What about using Great Engineers to place new mining resources in land tiles.
Or perhaps a new unit called Great Prospertor that works similarly to the Great Farmer unit.
 
3. I applied the "no latitude restrictions" modmod -- hence I'm able to place any resource anywhere I want (at least I thought that was the reason I'm able to plant Corn on ice. That's why I noted that the Guinea Pigs weren't available; but then again, maybe it was due to terrain restrictions.
It appears there are four bonuses with underscore in them - there is bug, that prevents great farmer from placing those resources.
 
Should it be possible to place resources on top of craters (and later build gathering improvements on them)? Or is that not intended?
 
Should it be possible to place resources on top of craters (and later build gathering improvements on them)? Or is that not intended?
Currently I didn't give any build feature restrictions.

I asked @Toffer90 if that's fine if seasonal camp can be built on any feature.
I guess Great Farmer doesn't have any restrictions too.
 
Should it be possible to place resources on top of craters (and later build gathering improvements on them)? Or is that not intended?
SO wanted great farmers to be able to place any resource on any terrain and feature.

Improvements can only discover resources if the terrain and feature is correct for the bonus to be a natural occurrence there.
 
It appears there are four bonuses with underscore in them - there is bug, that prevents great farmer from placing those resources.
Is the bug fixed in the current SVN version? Can I, perchance, cherry-pick it into my local version (e.g. is it an XML Conigurtion/Python bug, or a DLL/CFG bug)?
 
Is the bug fixed in the current SVN version? Can I, perchance, cherry-pick it into my local version (e.g. is it an XML Conigurtion/Python bug, or a DLL/CFG bug)?
Yes, its fixed now. It was purely python bug.
 
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