Caveman 2 Cosmos

Hello!
I am very sad and disappointed at the same time. There are a lot of people who play the mod, who can almost play it all the way through. I never succeed because it freezes at the beginning of the game! Now I kind of trusted the v43 version, but I'm very sad! But what if some setting or some deficiency causes the problem!

The problem!
System:
Windows 7 64 bit ENG SP1 Prof + 16GB RAM
Civ4 version: BTS 3.19 GOG
C2C: patched v43

In-game settings:
- World map remixed
- Enemy civs: 8
- Map size: Huge
- Era: Prehistorical

Error source: NTDLL.DLL (CTD) or HashStack (CTD)

I am attaching a save. Please take a look if you can. Start the save, then jump 3-4 rounds in a row. It immediately throws me into windows :(

Help me please!
 

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Hello!
I am very sad and disappointed at the same time. There are a lot of people who play the mod, who can almost play it all the way through. I never succeed because it freezes at the beginning of the game! Now I kind of trusted the v43 version, but I'm very sad! But what if some setting or some deficiency causes the problem!

The problem!
System:
Windows 7 64 bit ENG SP1 Prof + 16GB RAM
Civ4 version: BTS 3.19 GOG
C2C: patched v43

In-game settings:
- World map remixed
- Enemy civs: 8
- Map size: Huge
- Era: Prehistorical

Error source: NTDLL.DLL (CTD) or HashStack (CTD)

I am attaching a save. Please take a look if you can. Start the save, then jump 3-4 rounds in a row. It immediately throws me into windows :(

Help me please!
You have windows 7 which is known to CTD mysteriously.
• Fix by running the game with windows vista/XP/10 compatibility mode.

v43 is actually quite old now, and lots of issues in it has been fixed since. To get the newest version you need SVN tortoise, follow the instructions here: https://github.com/caveman2cosmos/Caveman2Cosmos/wiki/Using-SVN
 
You have windows 7 which is known to CTD mysteriously.
• Fix by running the game with windows vista/XP/10 compatibility mode.

v43 is actually quite old now, and lots of issues in it has been fixed since. To get the newest version you need SVN tortoise, follow the instructions here: https://github.com/caveman2cosmos/Caveman2Cosmos/wiki/Using-SVN
I'm trying...(So far it doesn't work)

Thank you for the SVN version. With it Can I use my save? I don't really want to restart the game
 
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I see, unlikely that we will debug a crash reported on a v43 save as we need to install v43 and then update the patch for it (have you installed the patch btw?)

Patch is here: https://forums.civfanatics.com/threads/v43-1-patch-changelog.681675/
Yes, I installed the patch right after C2C v43.

Anyway, I managed to overcome the mistake. In other words, it looks like the game continues. I had a team (captured civilian + captured animal), it was killed by the enemy in the city + I turned on the "Minimize AI turn time" option in the menu that can be called up with CTRL+ALT+O.

However, if the aforementioned team does not die, it will freeze, even if the "Minimize AI turn time" option is turned on.So interesting!
 
The Poison tech in Prehistory is broken I managed to destroy all civs on a small map with Stone Macemen, ruined the immersion

Instead of 25% against everything it should be 5% bonus damage lol
 
The Poison tech in Prehistory is broken I managed to destroy all civs on a small map with Stone Macemen, ruined the immersion

Instead of 25% against everything it should be 5% bonus damage lol
Or have more requirements (maybe even cultural). The effect itself is logically sound, though, if we assume it represents actual poison, since that one's really deadly, lol.
 
Or have more requirements (maybe even cultural). The effect itself is logically sound, though, if we assume it represents actual poison, since that one's really deadly, lol.
Yeah I don’t know it’s just so OP

All I need is 10-13 poisoned Stone Macemen to kill all civilizations and barbarian cities on a map

2 Great generals give additional XP to combat units for more promotions making my units more OP

I was never able to get to Sedentary Lifestyle because the game ends so quick even on Ethernity

I want the game to be harder LOL 😂
 
Question: For unknown reasons I cannot see the complete turn date, only the current year. Once the game goes towards using months and possibly even single days within those turns, I'm missing crucial information I have to look up via saving the game which is really weird. Is there a specific reason the complete game date isn't shown? And how can I make the game show the date? I'm playing on 2560x1440 and there should be more than enough space to show the complete date on the upper right little box.
 

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Question: For unknown reasons I cannot see the complete turn date, only the current year. Once the game goes towards using months and possibly even single days within those turns, I'm missing crucial information I have to look up via saving the game which is really weird. Is there a specific reason the complete game date isn't shown? And how can I make the game show the date? I'm playing on 2560x1440 and there should be more than enough space to show the complete date on the upper right little box.
If a turn doesn't end on a granular month interval, it will only show the year of the turn. What makes anything more than that crucial?
 
If a turn doesn't end on a granular month interval, it will only show the year of the turn. What makes anything more than that crucial?
Mostly my own feeling of liking to know what date things are happening if they also have a month and/or day :crazyeye:

Another thing though: What determines the Strength Rate for BUG Diplomacy Scoreboard? For reasons I cannot adequately understand I usually sink to 0.3 or even 0.1 even if I'm two Ages ahead of the AI playing on Deity and I cannot for the life of me understand what the AI does to determine that Rating. Is it really just the AI building 599 Trained Dogs (or updated versions) as soon as they can regardless of their utility in the face of an artillery/infantry/mounted force?
 
That's...really goddamn stupid, especially as it seems to not include ships at all. So here I am, sitting on my island, untouchable but in constant war with all AIs as they believe me to be militarily weak. Weird.

Another question: Is there a way to force the AI to only settle up to a certain distance from their cities? The way they settle regardless of position, quality of terrain or whatever just to box the human player in is asinine to say the least.
 
That's...really goddamn stupid, especially as it seems to not include ships at all. So here I am, sitting on my island, untouchable but in constant war with all AIs as they believe me to be militarily weak. Weird.

Another question: Is there a way to force the AI to only settle up to a certain distance from their cities? The way they settle regardless of position, quality of terrain or whatever just to box the human player in is asinine to say the least.
I doubt it. AI is absolutely stupid most of the time and in most ways. This is both an easy exploit and an enraging nuisance, depending on what we are talking about.
 
That's...really goddamn stupid, especially as it seems to not include ships at all. So here I am, sitting on my island, untouchable but in constant war with all AIs as they believe me to be militarily weak. Weird.

Another question: Is there a way to force the AI to only settle up to a certain distance from their cities? The way they settle regardless of position, quality of terrain or whatever just to box the human player in is asinine to say the least.
Increase the minimum distance between cities from 2 to 3 or 4 (whatever you prefer), it is in the global define xml file.

It makes it impossible to settle a city if another city is that amount of tiles away from the spot.
 
After some years I have finally managed to see another few team members grasp the depth of the dog overtrain problems and how to fix them but its a very big set of core issues none easily solved and the priority to restructure code architecture keeps taking over. The problem is at its most basic explained as trying to compare the value of a swiss army knife vs a katana. And really thats just one part of a many pronged host of issues.
 
Increase the minimum distance between cities from 2 to 3 or 4 (whatever you prefer), it is in the global define xml file.

It makes it impossible to settle a city if another city is that amount of tiles away from the spot.
This is a misunderstanding. It's not the minimum distance between cities, I want the AI to settle more realistically, best case scenario by using a modifier of "don't settle more than x tiles away from your closest city" because the concept of the AI building cities next to mine when it can neither defend nor support them at that location is dumb as hell. I want a more realistic or at least more useful sort of sprawl, so to speak. The value could even increase with ages so that it allows the AI to finally settle those really fudging bad wasteland towns it loves so much.

After some years I have finally managed to see another few team members grasp the depth of the dog overtrain problems and how to fix them but its a very big set of core issues none easily solved and the priority to restructure code architecture keeps taking over. The problem is at its most basic explained as trying to compare the value of a swiss army knife vs a katana. And really thats just one part of a many pronged host of issues.

Wouldn't the easiest fix be that Dogs are civilian units and not to count civilian unit strength for power calculation?
 
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