Caveman 2 Cosmos

I have a question, in the automation tab in the bug menu there is option called national worker automations. How does it work or does it even work? I select which options I do and don't want but it keeps reselecting certain options. What I am trying to do is make it so workboats only build beacons and lighthouses only on automation.
 
Hi, can someone help me remind how do I level up great generals as commanders? How do they get XP? I killed a Neanderthal unit with great general on the same stack as my attacking unit, but it got no xp (the attacking unit got xp from the attack and also the global ticker for great generals ticked up 1 too (but the great general unit itself got no xp)). Do I have to do something first before it can become a commander? because the great general only has options for Start Golden Age and joining unit as warlord, there is no option to select being a "commander". Im missing something, but what? Thanks for any help
 
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Hi, can someone help me remind how do I level up great generals as commanders? How do they get XP? I killed a Neanderthal unit with great general on the same stack as my attacking unit, but it got no xp (the attacking unit got xp from the attack and also the global ticker for great generals ticked up 1 too (but the great general unit itself got no xp)). Do I have to do something first before it can become a commander? because the great general only has options for Star Golden Age and joining unit as warlord, there is no option to select being a "commander". Im missing something, but what? Thanks for any help
Great people don't level up.
 
Great people don't level up.

no but, I recall you could make great generals into commanders that got all kinds of nifty promotions that would benefit the units in the same field, or adjacent fields. How do I "convert" my great general into such a commander? Im sorry I sometimes take long brakes from playing and then I forgot things :mischief:
 
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This is from the C2C civilopedia Great General entry, it is the promotions listed on the page for the Great General. I recall leveling up commanders and selecting those red ones. When you click on each of them you go to a page to read about it those red promotions says they are available to "Commanders" and if you look at Great General page it says it has "sub combat type" as "commander".

I dont remember how do I make the Great General into a commander?? Edit: actually I faintly recall there was a button to make him into a commander? (I think) That button is not there now for some reason :confused:
 
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It was my own fault, I had not enabled the game option for Commanders (duh!). Fixed for my game by enabling it in worldbuilder!
 
The only problem with gold rushing is you almost never have to use it since the production from your cities is so good in the later eras you can often make multiple units in a single turn (especially with the carry over production submod added).
Ah, what submod ? I've been frustrated by unexplained losses of carried over :hammers:...

Can't you rush (gold or whip) multiple items per turn via keeping adding items at the top of the build queue ?

Related : any plans to be able to directly build merged units ?
 
Ah, what submod ? I've been frustrated by unexplained losses of carried over :hammers:...
Are you on SVN or version release. There was a bit there where we were trying to get rid of that but might have run into a better understanding of why it had been set that way to begin with so reverted it - I'm not sure where we landed on that.
Can't you rush (gold or whip) multiple items per turn via keeping adding items at the top of the build queue ?
Yes.
Related : any plans to be able to directly build merged units ?
If so not right away. It would be nice but a rather involved trick for coding indeed. TBH, I can't see how it would be done exactly, given the way things are setup to generate the buildable unit list, but there are better coders than I here.
 
Are you on SVN or version release.
That was probably on SVN 11394 (a week ago ?).

Changing the build order from less expensive units first to more expensive units first reduced the number of wasted :hammers: (comparing what my predicted production on the previous turn was to what was actually used while building, including the :hammers: in partially built items).

This is a big issue when planning : as an example scenario, imagine you get surprise attacked, and you see that with your current production you should be able to build 3 units in the nearby city (and then merge them), so you order that... but then the next turn only 2 of them have been built !

Whether there's a mechanic that makes you waste :hammers: or not-
(But then why would faster game speeds be disadvantaged ?
And why is this different from :gold: that you get when someone else built a world wonder you were working on ?
I guess other items could have a worse rate of conversion... in fact why wouldn't it be exactly the same as the % of your current :hammers: to :gold: conversion item ?)
-:hammers: being wasted is something that should be shown to the player, rather than happening "silently"...
 
A lunar rover with Bamboo armor, poison and martial arts training - this needs to become a movie!
It has Recons as one of unitcombats, so it can get promotions for Recons ;)
Also it has strength.

I guess space units need new combat type, and it would ban them from most of promotions.
 
It has Recons as one of unitcombats, so it can get promotions for Recons ;)
Also it has strength.

I guess space units need new combat type, and it would ban them from most of promotions.
thought strength for early space wars ;D
kinda forgot ai dunno how to use space part of map
 
promotion for all melee
rover is h2h combat so i guess is melee
H2H isn't always melee... but I'm sure that unit does need some improving regarding its classes.
 
I know, the game is probably not meant to be played like this, but still, maybe something worth looking at -- the culture level required to advance in trait development wraps around at some point. Here's a save file demonstrating this. I'm playing the SVN version with No latitude/longitude requirements modmod.

Wasn't able to find the logic that handles developing traits in Python scripts, so I'm guessing it's in the dlls somewhere, but I don't have a way of decompiling those, so can't propose a fix for that...
 

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I know, the game is probably not meant to be played like this, but still, maybe something worth looking at -- the culture level required to advance in trait development wraps around at some point. Here's a save file demonstrating this. I'm playing the SVN version with No latitude/longitude requirements modmod.

Wasn't able to find the logic that handles developing traits in Python scripts, so I'm guessing it's in the dlls somewhere, but I don't have a way of decompiling those, so can't propose a fix for that...
Sounds like overflow issue, or only text display issue.

By the way you placed cities in funny locations - placing them on hills would maximize available tiles (3 ring radius)
 
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