Caveman 2 Cosmos

Also, just saying, but satellite abuse could cause Kessler Syndrome in Earth's orbit, which would require special equipment to remove (if that's ever possible). Perhaps that's an option to implement as well, just a thought.
 
I wonder if the text is accurate on that. If you set it higher is it less chance or more? I could look at the code to make sure later. I'm not against making it a much lower chance than it was previously set to. I'm just against its absolute removal. I'm also not against making it possible to keep it out of your game if you turn off the module. That seems fair to me. Overall I think this is a good solution. At least until we batch up a bunch of this stuff into an option.
Text was wrongly formatted - it seems like its referencing absolute value.
So it would be like X in 10000.

Added it to rest of nuclear reactors.
Starter reactor is 10 in 10000
Fast breeder is 5 in 10000
Clean nuclear reactor and hitech powercomplex are 3 and 2 in 10000 (atompunk buildings)
Generation IV reactor is 1 in 10000 (pepper's module).
 
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@Toffer90: what do you think about making the likelihoods of the forest change events rely on globals that can be thereafter easily adjusted, not only by us as modders, but also then by those who are disrupted enough that they could try to find a balance that's more appealing to them if they were willing to take that step into the realm of the simplest modding? Could help us dial it in over time as well.
I'll consider it. I plan to at least add an on/off switch for woodland cycle to BUG options.
 
I'll consider it. I plan to at least add an on/off switch for woodland cycle to BUG options.
Cool... setting up globals are super easy to do in the code btw, and then also super easy to report over to python. I was able to figure it out in some 5 minutes of observation so I know you'd be able to just as quickly. It's just a suggestion but I find any dial-in value that we might want to mess with a lot to get right is good to do this with.
 
Does this mean that with No Nukes Option On I will still get meltdowns now?
Yes. Meltdown mechanic was completely disabled for over year.
Module can be safely turned off, as its just couple of building overrides.
 
Let me make sure I'm getting this straight.
So an event type situation is now a permanent situation. Unless you adjust the xml files to stop it. Right?
 
Let me make sure I'm getting this straight.
So an event type situation is now a permanent situation. Unless you adjust the xml files to stop it. Right?
It always was permanent situation.
I then removed meltdown chance from all buildings year ago, as it was too disruptive.
If it was tied to game option, then it was changed when it wasn't applied to any buildings.
Now it is back, but now exists as module override, so you can turn it off by editing MLF XML files.
For example you can turn off entire Bad Karma module, or Building Meltdown module in that folder.
 
Does this mean that with No Nukes Option On I will still get meltdowns now?
THAT option MIGHT disable the effect from being possible when called, regardless of what Rax has done, because it called on the nuclear blast effect in the 'event' and that might be short circuited for any call if the No Nukes option is on. However, been a while and IIRC, it was not the blast that was disabled but the ability to train a unit that could cause one.
 
I think there should be upgrades for Fishing Boats improvements.

I just captured two cities sized in the mid-50s. The only difference is that one is coastal and one isn't. They are both starving, that's ok. However, the landlocked one is at -100 food, equating to the loss of 10-12 pop. The coastal one is -500+, meaning it will be lucky to still be in double figures when it stops shrinking.

While on the subject, sea tunnels should also upgrade.
 
Question -- why does Fusion Nova cost more hammers than the Peace Maker? Apparently the latter is the ultimate nuke (however, it's not clear from the description, what it does exactly).
 
Question -- why does Fusion Nova cost more hammers than the Peace Maker? Apparently the latter is the ultimate nuke (however, it's not clear from the description, what it does exactly).
Ask pepper2000. It's his modmod that we incorporated into the Main mod for the new later eras.
 
Ask pepper2000. It's his modmod that we incorporated into the Main mod for the new later eras.
Those nukes are old as Rise of Mankind.
I guess there are recosting errors as techs were moved and moved.
 
Different Pepper.

SGTPepper.
And it's not like pepper2000's modmod was a small thing now was it. Of course he did not change Everything. But his changes significantly changed/altered the old late eras and their contents. You voted to include his modmod because it was expansive ie huge and full of different and changed ideas, mod concepts and base items. Bigger is better you always say.
I think he just calls that part of game "pepper's stuff", but there was mrazure and other futurists.
Some future civics could be old as rise of mankind.
Duh sherlock. You seem to forget I have been here thru All of these changes with All of these ex modders. pepper2000 changed almost every Civic in the mod from Post Modern era to the Future Era. Some a little and many a lot. And he changed much much more.

Now, once I get more data, I will go in and re-balance what in many cases was not balance to begin with. Whether it was Hydro, MrAzure, Mr Azure's one time GF, and even pepper2000. SGT Slick's work too (2 T-brd, there was no SGT Pepper by the way, just SgtSlick.). :P
 
And it's not like pepper2000's modmod was a small thing now was it. Of course he did not change Everything. But his changes significantly changed/altered the old late eras and their contents. You voted to include his modmod because it was expansive ie huge and full of different and changed ideas, mod concepts and base items. Bigger is better you always say.
I'm just saying that the extra nuke stuff was done by SGT Pepper in AND and we haven't really advanced any on that stuff. We've been intending to for a long time. He WAS a different modder to Pepper2000 btw. Or at least it was a different name/login. It MIGHT have been the same guy for all I know. I know there was also a Sgt Slick - he was working on the traits.
 
There is ET Discovery wonder in Nanotech (TECH_AMPLIFIED_WAVELENGTHS).
It requires SETI World Wonder, so I can't get it.

Firstly, that's very early for it to be guaranteed to happen. Interstellar Travel may have to be commonplace (early/mid Galactic) before it happens (assuming like the mod currently does that it's guaranteed). Secondly, SETI should be a national wonder, like the ISS, not because everyone can build one, but because everyone can contribute to, and benefit from, the one that is built.
 
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