Caveman 2 Cosmos

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)
Regarding city placement -- yeah, I know, I don't really play to optimize or to counter the AI, I play this mod more for the fun of building and researching everything :) Just a thing I have :D

That's interesting -- whether it's actually overflow or only a display bug. I mean, I got used to my cities having -1% American culture value, but I assumed that it's just a display glitch, and internally the values are tracked and calculated properly.
 
Sounds like overflow issue, or only text display issue.
Is this the same issue that I was complaining about recently - the limited number of Leader Traits that caps (and gets stuck) due to the same reason of going into the negative numbers?
Both are related to displaying the amount of total Culture of somewhere (city or civilization), so I guess it is so.
 
Is this the same issue that I was complaining about recently - the limited number of Leader Traits that caps (and gets stuck) due to the same reason of going into the negative numbers?
Both are related to displaying the amount of total Culture of somewhere (city or civilization), so I guess it is so.
This is fixed on github now - was text issue, apparently text formatter name was bit misleading - was still 32 bit, that is could show not more than 2 (4 for unsigned) billion before overflow.
Spoiler :

Civ4BeyondSword 2022-02-21 17-40-06-22.png

 
This is fixed on github now - was text issue, apparently text formatter name was bit misleading - was still 32 bit, that is could show not more than 2 (4 for unsigned) billion before overflow.
Yeah, so when is this getting transferred to SVN, pweetty pweese?

On a side note...
Sholy hit, this is some INVESTMENT of GAMEPLAY, wooow!!!

On an even sidier note:
And this is still way before going itno SPACE, mwahahaha!!!
Damn, I need to actually run a game like this myself one day, lol.
Well, I did start yet another one on Pit's Earth (now with Space), so...
Still, daaamn, dat's impressive.
 
Protip: With Realistic Corporations you must play on harder handicaps if you want to see corporations.
That is more than two players needs to meet requirements so corporations spawn by themselves.
You might want to enable TD/WFL and no handicaps for humans enabled.
Tech trading and brokering must be enabled too.
So if you are tech leader, then forget about corporations with Realistic Corporations, unless you give AIs needed techs.

Spoiler :

Civ4BeyondSword 2022-03-08 19-54-55-86.png
Civ4BeyondSword 2022-03-08 19-54-51-95.png

 
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From raxo222:
  • f9498b1 Replaced silk farm with generic plantition
  • 9941104 Replaced mushroom gatherer with generic orchard
  • 94a6a31 Replaced grape gatherer with generic fruit gatherer line
  • 1abcca2 replaced salt gatherer with generic stone tools workshop
WHY???
Did you remove the Mushroom tech too? Vineyards and wine presses too? The other salt gathering "buildings"?

None of this that you removed was necessary imo.
 
WHY???
Did you remove the Mushroom tech too? Vineyards and wine presses too? The other salt gathering "buildings"?

None of this that you removed was necessary imo.
I agree - I understand the thinking here to consolidate but the reason these are on their own is more about the tech access than anything. Perhaps they can be made to consolidate into upgrades earlier though.
 
WHY???
Did you remove the Mushroom tech too? Vineyards and wine presses too? The other salt gathering "buildings"?

None of this that you removed was necessary imo.
Only those specialized improvements.
Also it is separate branch, so it isn't in master.
 
I agree - I understand the thinking here to consolidate but the reason these are on their own is more about the tech access than anything. Perhaps they can be made to consolidate into upgrades earlier though.
Pretty much they all have unique improvement, only mushroom gatherer could be upgraded to Orchard.

These plants have tech reveal on Gathering by the way.
But since you really want them, I'll keep them.
 
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Pretty much they all have unique improvement, only mushroom gatherer could be upgraded to Orchard.

These plants have tech reveal on Gathering by the way.
But since you really want them, I'll keep them.
Reveal and Trade access are two different things and then the improvement itself is another way to control tech access.
 
Reveal and Trade access are two different things and then the improvement itself is another way to control tech access.
I know, I meant that probably someone wanted them unique like Winery and Silk Farm.
 
Hello. Please tell me how to make the map editor of one team not increase the cost of technology depending on the number of players. I want to make a map with unequal teams so that the technology laggard can quickly study due to the fact that there are more players
 
Hello. Please tell me how to make the map editor of one team not increase the cost of technology depending on the number of players. I want to make a map with unequal teams so that the technology laggard can quickly study due to the fact that there are more players
There's a global I think that can control that but I can't remember off the top of my mind which one it is. Somewhere in the global.xml files in the xml folder it shouldn't be too hard to find.
 
There's a global I think that can control that but I can't remember off the top of my mind which one it is. Somewhere in the global.xml files in the xml folder it shouldn't be too hard to find.
Good afternoon. In which file is it possible to change or add new starting settings like "endless war" or "Neanderthal cities"? Is it possible to make my settings in a new, separate file?
 
Good afternoon. In which file is it possible to change or add new starting settings like "endless war" or "Neanderthal cities"? Is it possible to make my settings in a new, separate file?
These are game options and there's a game options xml file you can add to, but you do need to program out the details in C++ in the source files to have them do what you want them to do.
 
@JosEPh_II
  1. Thunderbrd — Today at 10:23 PM
    @dev Team Well, I did a quick playtest...
  2. [10:23 PM]
    A few things
  3. [10:25 PM]
    1) Do we really want 30+ rounds to a technology vs 1 to a unit or 3 to a building? I'm spending so much time in idle this is crazy!!! Shouldn't it be nearly a whole building per tech research time?
  4. [10:25 PM]
    2) I popped a Thief goody hut and rather than just one, some many multitudes of them attacked my unit... was this a bug or is this now by design?
  5. [10:26 PM]
    Didn't really see anything else too standout.
  6. [10:26 PM]
    But those are worthy of discussion before release
 
Just wanna say that I am really looking forward to v42 :)
If you weren't following the SVN (and just sticking to 41.2)... you're in for quite a lot of surprises, lol.
42 will be vastly different from 41, at least in certain aspects.
This is also what I just love about this mod, loool.
 
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