Caveman 2 Cosmos

It didn't really provide any information one cannot glean by looking at the define name itself.
<!-- Super Forts begin -->
<Define>
<DefineName>SUPER_FORTS_DURATION_BEFORE_REVOLT</DefineName>
<iDefineIntVal>5</iDefineIntVal>​
</Define>
<!-- Super Forts end -->
The Super Fort segment had more than just what you are showing there.\\

It is these 2 segments:
SVN 11232
Code:
<!-- Super Forts begin -->
    <Define>
        <DefineName>AI_WORKER_MAX_DISTANCE_FROM_CITY_OUT_BORDERS</DefineName>
        <iDefineIntVal>5</iDefineIntVal>
    </Define>
    <Define>
        <DefineName>SUPER_FORTS_DURATION_BEFORE_REVOLT</DefineName>
        <iDefineIntVal>5</iDefineIntVal>
    </Define>
Now SVN 11254
Code:
<Define>
        <DefineName>AI_WORKER_MAX_DISTANCE_FROM_CITY_OUT_BORDERS</DefineName>
        <iDefineIntVal>5</iDefineIntVal>
    </Define>
    <Define>
        <DefineName>SUPER_FORTS_DURATION_BEFORE_REVOLT</DefineName>
        <iDefineIntVal>5</iDefineIntVal>

By losing the comment <!-- Super Forts begin --> above the AI_WORKER_MAX you lose what this segment refers to.

Perhaps this is a nit pick to you. But to thers that do not frequent the GlobalDefines as much it makes working with the Defines sections harder.
 
AI_WORKER_MAX_DISTANCE_FROM_CITY_OUT_BORDERS has little to nothing to do with super fort coding. It relates to any improvements built outside borders by AI.
Usually that is forts, I can concede that.
If super forts were removed we would still keep that define.
 
AI_WORKER_MAX_DISTANCE_FROM_CITY_OUT_BORDERS has little to nothing to do with super fort coding. It relates to any improvements built outside borders by AI.
Usually that is forts, I can concede that.
If super forts were removed we would still keep that define.
It IS about Super Fort placement by the AI workers (evn the Barb AI). If you Do Not believe me then PM Dancing Hoskuld. He made/incorporated the Modmod into C2C. Else WHY did he include it in the Super Fort section? As he is the one that placed the <!-- Super Fort comment --\> too. And the lines of code into the GlobalDefine.xml

This is besides the point.
 
It's misleading to put that define under that header, makes one think it only has something to do with improvements that can claim territorial borders...
This define (AI_WORKER_MAX_DISTANCE_FROM_CITY_OUT_BORDERS) may be one of reasons on why AI can't colonize space:
It won't send space workers further than 5 tiles outside of borders to build space stations on Orbit or lunar bases on Moon.
We would need specialized Space AI, that overrides lots of usual stuff.
 
It's misleading to put that define under that header, makes one think it only has something to do with improvements that can claim territorial borders...
It is. Superforts was introducing exactly that through their new modification to forts.
 
This define (AI_WORKER_MAX_DISTANCE_FROM_CITY_OUT_BORDERS) may be one of reasons on why AI can't colonize space:
It won't send space workers further than 5 tiles outside of borders to build space stations on Orbit or lunar bases on Moon.
We would need specialized Space AI, that overrides lots of usual stuff.
Do space workers normally get to move 2 spaces like regular workers? If they do then it will be 10 spaces they can work outside their borders. BUT if Space workers are restricted to only 1 space per turn then yes they would only be able to go 5 spaces.

There is more to this than meets the eye. Which is what I think T-brd is relaying as well.

It is. Superforts was introducing exactly that through their new modification to forts.
It's misleading to put that define under that header, makes one think it only has something to do with improvements that can claim territorial borders...
And Toffer as I stated, Ask DH. He put it in there. And it really does not matter if you "think" it is misleading. It is the design of the SuperFort Defines.
 
Do space workers normally get to move 2 spaces like regular workers? If they do then it will be 10 spaces they can work outside their borders. BUT if Space workers are restricted to only 1 space per turn then yes they would only be able to go 5 spaces.

There is more to this than meets the eye. Which is what I think T-brd is relaying as well.
They can move 24 tiles per turn, so I guess they would be fine then.
 
Fun fact: Pushing to SVN is now much more reliable as appveyor will persistently try to checkout from SVN before committing to it.
Sourceforge has some weird connectivity issues lately, so @Toffer90 revised that thing.
When SVN dies randomly, cleanup command is executed and then appveyor continues updating stuff - can do that up to 25 times, which can be easily increased without major changes.
Also it won't compile other DLL variants mindlessly, if stuff was changed on Release branch - branch that appveyor uses to commit to svn.

So for players this means updates could be coming up more reliably and after shorter time.
 
Last edited:
Fun fact: Pushing to SVN is now much more reliable as appveyor will persistently try to checkout from SVN before committing to it.
Sourceforge has some weird connectivity issues lately, so @Toffer90 revised that thing.
When SVN dies randomly, cleanup command is executed and then appveyor continues updating stuff - can do that up to 25 times, which can be easily increased without major changes.
Also it won't compile other DLL variants mindlessly, if stuff was changed on Release branch - branch that appveyor uses to commit to svn.

So for players this means updates could be coming up more reliably and after shorter time.
Yeah I don't think I've said it yet but thanks @Toffer90 ! This was a very impressive improvement!
 
I am about 25% of the way through the ancient era with 41 on prince difficulty and things are going good so far. So far barbarians and animals seem to be a bit more aggressive and a little more numerous. My trackers and now my hunters are not having a great time of it. I am around 70 points better than the 2nd place known civ right now with 8 cities and am the most advanced. Two of the ai's now have 3 cities and most of civ's I know about are about half an era or so behind tech wise. No nasty surprises so far. You all have done another great job with this version.
 
I have run into trouble now with cultures. It looks your native culture is all you can get now. No Euro or Asia if you are North American and vice versa. DO NOT like this change at all.
 
Have you actually conquered another city with a different regional culture? Otherwise I have no idea what you mean as that has always been how the culture system has worked?
 
Have you actually conquered another city with a different regional culture? Otherwise I have no idea what you mean as that has always been how the culture system has worked?
Yeah, he has to conquer multiple cities of civ with other continental culture.
 
Well if the Assimilation function is not working, make a bug report in the appropriate thread and provide screenshots and a savegame so the developers can test and fix it.
 
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