Caveman 2 Cosmos

NEEd SVN Update!
I have forgotten How to take the latest Git Updates and move them to the SVN for a Commit! :cry::sad::help:
 
NEEd SVN Update!
I have forgotten How to take the latest Git Updates and move them to the SVN for a Commit! :cry::sad::help:
I don't remember how either.
 
I've searched the thread but found nothing (but it's a big thread, so I could have missed this). I find units set to auto-hunt that get injured sometimes then run back and forth between two forts, as if they want to heal up but can't quite decide which fort to use. Of course they then don't heal at all, and so stay in this state indefinitely. Is this a known issue? Anything I can do about it?
 
I've searched the thread but found nothing (but it's a big thread, so I could have missed this). I find units set to auto-hunt that get injured sometimes then run back and forth between two forts, as if they want to heal up but can't quite decide which fort to use. Of course they then don't heal at all, and so stay in this state indefinitely. Is this a known issue? Anything I can do about it?
Don't automate. Maybe at some point there won't be so many unit thinking errors but it's going to take some big efforts to improve our tactical AI. The plans are there. The execution is highly delayed.
 
Don't automate. Maybe at some point there won't be so many unit thinking errors but it's going to take some big efforts to improve our tactical AI. The plans are there. The execution is highly delayed.
Correction: Don't automate HEALING and/or UPGRADING (it's in BUG).
Merely automating HUNTING itself isn't much of a problem, though.
 
Correction: Don't automate HEALING and/or UPGRADING (it's in BUG).
Merely automating HUNTING itself isn't much of a problem, though.
Post above you states that there's a bug in hunting.
 
Post above you states that there's a bug in hunting.
The stated problem is caused by auto-HEALING, though, which can be de-BUG'ed into simply not happening.
Auto-HUNTING itself works just fine, if a bit risky for weak units (or strong Barbs).
 
I've searched the thread but found nothing (but it's a big thread, so I could have missed this). I find units set to auto-hunt that get injured sometimes then run back and forth between two forts, as if they want to heal up but can't quite decide which fort to use. Of course they then don't heal at all, and so stay in this state indefinitely. Is this a known issue? Anything I can do about it?
 
I've searched the thread but found nothing (but it's a big thread, so I could have missed this). I find units set to auto-hunt that get injured sometimes then run back and forth between two forts, as if they want to heal up but can't quite decide which fort to use. Of course they then don't heal at all, and so stay in this state indefinitely. Is this a known issue? Anything I can do about it?
 
Something is bugging out here on civfanatics it seems:
1684968894552.png
 
Fundamentally, healing is not an automation setting. Hunting is and its where the problem would lie is in the coding for healing underneath Auto-Hunt code. The way the report is written, if the unit is NOT set to Auto-Hunt, they can be instructed to heal as normal and they'd just wait in place as they should.
 
Fundamentally, healing is not an automation setting. Hunting is and its where the problem would lie is in the coding for healing underneath Auto-Hunt code. The way the report is written, if the unit is NOT set to Auto-Hunt, they can be instructed to heal as normal and they'd just wait in place as they should.
I'm too lazy to run Civ to test it now, but I do recall "auto-upgrade" being a separate BUG option, so are you sure that "auto-heal" isn't there as well? Or as a part of it?
Also, "auto-anything" results in "auto-healing" as well - my "border-guard" dogs keep coming to cities for healing, so are you sure it's a part of the "auto-action", and not of the "auto-status"?
 
I'm too lazy to run Civ to test it now, but I do recall "auto-upgrade" being a separate BUG option, so are you sure that "auto-heal" isn't there as well? Or as a part of it?
Also, "auto-anything" results in "auto-healing" as well - my "border-guard" dogs keep coming to cities for healing, so are you sure it's a part of the "auto-action", and not of the "auto-status"?
If you read his post closely, he's not using an auto-healing. There IS a heal til done system yes. But he's seeing the problem of how the automated unit on auto-hunt is reacting to the need to heal, which is, codewise, within the auto hunting sequences.
 
I did a SVN download of the files today (new system), and Tortoise reported that it only grabbed about 1100 Megabytes when it finished. Is something wrong? Am I going to be rudely surprised if I try to play with the files I got?
 
These are my game options but I still do not see the enemy moves, nor their attacks. Does C2C do something custom about this?

1686486847687.png
 
These are my game options but I still do not see the enemy moves, nor their attacks. Does C2C do something custom about this?

View attachment 664628
Turn off "minimize AI turns" in BUG options to stop the game from skipping animations during end turn.

Though I do think you should still see attacks specifically against your units during end turn with "minimize AI turns" when not using "quick combat (defense)".
 
Why law enforcer unit cannot merge? This make no sense. Even while i find criminal in city, i can't arrest him, just because 24 powered cutthroat outmatched my 8 powered guard. Please, move them to military branch, or what needed to merge them. Criminals 100% pain in the ass even without this, because as far i see, how many law enforcement unit you did not create, investigating only first.
 
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