Caveman 2 Cosmos

That is not normal you should not have 6 bengal tigers on your borders.... they are sparced out so im not sure how true your claim is unless you send me some proof and then we can look into it. Experienced advanced hunters with good lvls can deal with anything. The idea is not that the game is for elites... calm down please.
I think this is the result of the scaling that I've been saying we should try turning off basically. Perhaps a really fast gamespeed?
 
You're assuming chasers should be able to take on bengal tigers and haasts eagles? Yeeeeah that might be the problem right there. An unarmed guy that runs to scare animals until they exhaust themselves so he can take them out with a rock or something is not what I'd think should be able to take out a tiger. Tigers are kinda hard to hide from too. Some games you're supposed to have to put hunting aside for a bit until you get access to spears that you can merge and go hunting for the bigger stuff (send some good spotters though or you'll end up even feeding those kinds of forces to those that now have a taste for human meat.)
It would not be so bad but those tigers and haast eagles love to spawn right on my borders. I have been playing with fight or flight too with 44 and been able to get 1 unit a crazy amount of XP. It is level 52 right now and still getting lots of promotions. That scout can kill anything it finds, but they need a chance to get promotions to get that strong. Maybe I just need to be patient though, because I am well ahead of the AI right now. On the game I'm playing now I went to the world builder and gave myself 2 stronger hunting units. I'm thinking about going back and trying 1 more time without doing that and see what happens. I can see why they need to be harder with the reward changes, but I think it went a little too far. I expect to run into trouble away from home, but I find it hard to get more than 2 tiles away from my city before getting wiped out. I guess my early game strategy of trying to explore the entire map in prehistoric is done for now.

I am just about to get sedentary lifestyle and move into the ancient era and will see what happens. So far, except for my animal issues everything else looks great. It's going to interesting to see what I find later on in the game. Maybe I ought to look in the civil pedia to see the changes, but I like to find out about them as I go along.
 
I think this is the result of the scaling that I've been saying we should try turning off basically. Perhaps a really fast gamespeed?
Marathon game speed. Used to play snail, but that became too slow for me. I think someone said this mod is balanced for snail though, so maybe I need to use it.
 
I tried another game, but it simply not possible to play it without cheating. It just cannot be done. I cannot take ONE step outside of my city right now without dying. And in this one I ran out of money too because of 2 back to back events. I'll say it again. This mod is now for ELITE players only unless you cheat. Noble difficulty might as well be emperor difficulty now.
 
I tried another game, but it simply not possible to play it without cheating. It just cannot be done. I cannot take ONE step outside of my city right now without dying. And in this one I ran out of money too because of 2 back to back events. I'll say it again. This mod is now for ELITE players only unless you cheat. Noble difficulty might as well be emperor difficulty now.
Give the save file, i don't have any proof of your claims stop the constant moaning....
 
Give the save file, i don't have any proof of your claims stop the constant moaning....
That 4 animals right on the border and 2 more very close by that I do not stand a chance with right now. There are others on the map of course, but not 4 of them right that close together. Basically, all I can do is hit the enter key over and over. Things are not bad at all until about 25 turns into the game but after that it becomes impossible. That goes for every game I have started with 44.
 

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Something needs to be done about the thieves in goody huts too. I just opened a hut with at least SEVEN of them right near my city. Of course, they come right into the city and hide out so I am unable to use gatherers to do anything and have no way to even scratch them. In this game the animals were not quite as bad but the thieves more than made of for it. Thankfully this stupidness can be stopped by disabling barbarians. This mod is 100% being made for the ELITE players, with NO thought being given to anyone else.
 
That is not normal you should not have 6 bengal tigers on your borders.... they are sparced out so im not sure how true your claim is unless you send me some proof and then we can look into it. Experienced advanced hunters with good lvls can deal with anything. The idea is not that the game is for elites... calm down please.
I have got no reason to calm down until some things are nerfed like the stupid animals and especially thieves. There is nothing to do but start over or cheat if they show up because there is nothing to be done about them for hundreds of turns. I have played this mod for 15 years now but am about to move on and leave it.
 
I have got no reason to calm down until some things are nerfed like the stupid animals and especially thieves. There is nothing to do but start over or cheat if they show up because there is nothing to be done about them for hundreds of turns. I have played this mod for 15 years now but am about to move on and leave it.
1,random seed,reload and touch goodyhut again
2, dont touch goodyhut until u have enforcement unit or spiked warrior
 
I guess my early game strategy of trying to explore the entire map in prehistoric is done for now
If you think about it, as designers looking to make a more simulative game, this is obviously something we're going to want to be a very very difficult thing to achieve anyhow.
 
It's no fun mashing the enter button over and over. That's I can do unless I cheat. This mod is being made for 1 or 2 players right now and the rest can shove it I guess.
No fun or not, sometimes this is where you end up. I do too. We probably all do at the game beginning at times. I take solace in it for a bit actually. Happened a lot more often in vanilla anyhow. And yeah it's frustrating but a game that NEVER frustrates isn't really much of a 'game'. Benefit of adventure really is the reward despite the potential to lose and the greater the suffering for that loss, the greater the sense of reward in the reward.
 
That's not the point. These huts should not have that many thieves in them ever. 1-2 or even 3, but this one had SEVEN. That's not right.
THIS I brought up earlier on the discord - the thief event should only release 1. It was blended into another result in the code at some point. Not going to point fingers at who made this choice nor be too loud about it since I'm trying to be a more humble elder, but I think it's too much too. I suppose a thieves DEN is REALLY a den right now. And yeah that can be very very VERY bad as far as a result.

Obviously, this is a very good reason to value using specifically recon units for unveiling goodies. No bad results.

As a mod goal, I WANT to make goodies possible to slowly respawn, numerous types of new ones for what you'd find later on different maps, the result of collapsed cities, things like that, and then also give us the ability to rate the results on a value scale AND then give recon units the ability to not just say NO BAD results entirely, but get promos and modifiers from things like traits and maybe even civic choices (player level stuff) that make it so they can upgrade or downgrade likely results when they uncover goodies, as well as give to some units ways to DOWNGRADE results - your own barbaric clubmen are probably going to spawn angry tribesmen for example. This might even open up some USE for a diplomat unit to begin with that REALLY specializes in this kind of thing.
 
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Marathon game speed. Used to play snail, but that became too slow for me. I think someone said this mod is balanced for snail though, so maybe I need to use it.
It does seem like there could be a bug in how fast animal units are spawning if it's that intense. IIRC it was the faster gamespeeds that get animals and barbs in every tile after a while.
 
It still may not be the best way to play, but I finally got a game going without extra units by hitting the save button on almost every turn enabling me to keep a scout alive until it got enough promotions to look after itself. It is now 4.5 strength and ready to take on most animals.

I owe you, SMciv, and MesaC2CModder apologies. It's just frustrating how this has started out, but maybe I have found a workaround for now with saving the game. As I said in another post I have played this basically since it got started and would hate to leave it now.

Moving on, I'm not sure if it's because I put those 2 big game hunters in or not, but the AI does not seem to be handling this well either on the game I just moved into the ancient era on. I have 6 cities, but everyone of the AI civs only have 1 and I noticed the one on the continent with me had a bunch of stuff near its border too so it's having the same trouble I had it looks like.

1 more thing about the animals. It may be because I play the biggest map in the game with only 6 civs sometimes making the animals so widespread. No one else is out there hunting them down.
 
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