Caveman 2 Cosmos

1) i renamed the Rise of Mankind to RoM
2) installed your mod with its name Rise of mankind- a new daw

and then it worked.

First tries i renamed your mod, and it did not work at all.

ie am a real newbie. What does it mean. Does it mean i will be able to get the FW190 and JA-37 even though it do not show in the start sequense?
I also looked thru the civilopedia, NO Viggen there :(

plz plz tell me how to get those units again.
 
i found a solution for this. I had the babaric civ option. Removed that and game runs with 3 secs at start
 
Am i doing anything wrong? Starting the game at 10 000 BC and have 2 techs to choose from Ritualism and fishing. the older ones is already discovered. Anything wrong with this ?
i even do not have to research agriculture, and that feels odd 10 000 BC
 
the xml errors are

modules\dancinghoskuld\custom_wonders\orionveteran\strategic_grain_reserve\strategicgrainreserve_civ4artdefines_movies.xml,

modules\dancinghoskuld\custom_wonders\orionveteran\strategic_grain_reserve\strategicgrainreserve_civ4artdefines_building.xml and

modules\dancinghoskuld\custom_wonders\orionveteran\strategic_grain_reserve\strategicgrainreserve_civ4buildingclassinfos.xml.

each error appears twice.
 
hey man i been there done that, so i understand. appreciate you letting us know whats going on though.
 
i found a solution for this. I had the barbaric civ option. Removed that and game runs with 3 secs at start

Yeah Barbarian World and Barbarian Civs are waaaay to hard on the Civ4 engine, i recommend to everyone NOT to use them.

the xml errors are

modules\dancinghoskuld\custom_wonders\orionveteran\strategic_grain_reserve\strategicgrainreserve_civ4artdefines_movies.xml,

modules\dancinghoskuld\custom_wonders\orionveteran\strategic_grain_reserve\strategicgrainreserve_civ4artdefines_building.xml and

modules\dancinghoskuld\custom_wonders\orionveteran\strategic_grain_reserve\strategicgrainreserve_civ4buildingclassinfos.xml.

each error appears twice.

Dont worry about these, minor errors, but the grain reserve will still work. Dancing H, i hope saw this and should take care of anything like this.

I am adding in the next version some extra religions, Asatru, Druid, Shinto, Voodoo, Mesopotamian, Nagualismo and Ngai, that i finally got working, at least i hope.
 
One thing about the extra religions. I find the druid and Shamanism food buildings a bit unbalancing. +80% food if you spam both religions (and you dont even need to be in either of those religions to build those temples either). When used in conjunction with the Deninneh civ it gets kind of silly. Another thing is those religious wonders.Nice concept, but right now one can just switch to the relgion just to build the best wonders, then switch out and still get the benefits.
 
I love this mod it has lots of unique concepts,civs,religions and more but I have the same
aerial bombardment crashes other have discussed.If that issue were fixed this mod would
be the bomb.:)
 
One thing about the extra religions. I find the druid and Shamanism food buildings a bit unbalancing. +80% food if you spam both religions (and you dont even need to be in either of those religions to build those temples either). When used in conjunction with the Dininneh civ it gets kind of silly. Another thing is those religious wonders.Nice concept, but right now one can just switch to the religion just to build the best wonders, then switch out and still get the benefits.

Pls read this:

http://forums.civfanatics.com/showpost.php?p=9790701&postcount=322
 
Hi,

first of all: Thanks for your mod combination! It is exactly what I wanted.

But I have a problem while playing: It seems, that there are some problems with the bombard option.
For example: I have activated archer bombard under RevDCM but the archer has no bombard option in the unit action bar at the bottom.

I'm playing with Win 7 64Bit, 6 GB RAM and plain NWA (newest version) without any other additions (modmods or modmodmods)

Do you have any idea what's going on there?

I've checked the main RevDCM and BUG ini files and all wanted options are properly activated.
 
Hi,

first of all: Thanks for your mod combination! It is exactly what I wanted.

But I have a problem while playing: It seems, that there are some problems with the bombard option.
For example: I have activated archer bombard under RevDCM but the archer has no bombard option in the unit action bar at the bottom.

I'm playing with Win 7 64Bit, 6 GB RAM and plain NWA (newest version) without any other additions (modmods or modmodmods)

Do you have any idea what's going on there?

I've checked the main RevDCM and BUG ini files and all wanted options are properly activated.


Yes that is a known problem with AND 1.75b, Afforess has to fix that. (My suggestion for now is dont check the Archer bombardment stuff, sorry, but he is aware of the problem), thx for writing.
 
Hi,

thank you for your fast reply. That makes it easier for me... lol

Another thing: As I understand you have added the prehistoric era by yourself. I started a game and I had lots of pleasure while playing it.
The only thing is, that the AI seems not to be able to use some key ressources and strategies of that era.
For example: I haven't seen them building tribes and founding new cities in that era. At least one or two of my AI opponents might have been able to do that. Instead they focus more on building strong armies but with only one city. That cripples their sience activities.
That caused that I have entered the ancient era with four cities while the AI opponents still have only one. I'm playing now in the middle af the ancient era while the AI opponents are still in the middle of the prehistoric era.
Also I'm not really sure if the AI really use the subdued animals to improve ther cities.
What I have to say is that I had a perfect starting place. That allowed me to grow really fast but that couldn't be the only reason.
(I'm playing with AggressiveAI option activated and noble difficulty in eternity speed on a gigantic map)

A suggestion about exploring the map: It would make more sense if the AI starts to explore the map not only with warriors which give them less bonusses fom the goodie huts. It would make more sense if they start exploring as soon as they have got the ability to build scouts.

Well, it's just a feedback fom a player but maybe it might help you to balance some things out a bit more...
 
Hi,

thank you for your fast reply. That makes it easier for me... lol

Another thing: As I understand you have added the prehistoric era by yourself. I started a game and I had lots of pleasure while playing it.
The only thing is, that the AI seems not to be able to use some key resources and strategies of that era.
For example: I haven't seen them building tribes and founding new cities in that era. At least one or two of my AI opponents might have been able to do that. Instead they focus more on building strong armies but with only one city. That cripples their sience activities.
That caused that I have entered the ancient era with four cities while the AI opponents still have only one. I'm playing now in the middle af the ancient era while the AI opponents are still in the middle of the prehistoric era.
Also I'm not really sure if the AI really use the subdued animals to improve ther cities.
What I have to say is that I had a perfect starting place. That allowed me to grow really fast but that couldn't be the only reason.
(I'm playing with AggressiveAI option activated and noble difficulty in eternity speed on a gigantic map)

A suggestion about exploring the map: It would make more sense if the AI starts to explore the map not only with warriors which give them less bonuses from the goodie huts. It would make more sense if they start exploring as soon as they have got the ability to build scouts.

Well, it's just a feedback fom a player but maybe it might help you to balance some things out a bit more...

Thx for the input, but that is a part of the "new" way Afforess has designed the AI especially the barbarian civ, so you'd have to post a "feedback" in his thread for AND but dont mention that its for anything to do with Prehistoric stuff;) ok. He might not answer otherwise.

http://forums.civfanatics.com/showthread.php?t=344523

If you really want a challenge try Raging Barbs, i had a heck of a time then, but i must say it is hard.:p

Also post a reply in the Subdue Animals thread for Dancing H to what has happend, thx.

http://forums.civfanatics.com/showthread.php?t=360796
 
Thx for the input, but that is a part of the "new" way Afforess has designed the AI especially the barbarian civ, so you'd have to post a "feedback" in his thread for AND but dont mention that its for anything to do with Prehistoric stuff;) ok. He might not answer otherwise.

http://forums.civfanatics.com/showthread.php?t=344523

If you really want a challenge try Raging Barbs, i had a heck of a time then, but i must say it is hard.:p

Also post a reply in the Subdue Animals thread for Dancing H to what has happend, thx.

http://forums.civfanatics.com/showthread.php?t=360796

Just to understand it and to place my posts right:
The issue about the AI opponents (not barbarians) not using the tribes to found new cities in prehistoric era has nothing to do with that era itself or a configuration part of that era. It is an AI behavior which Affroress might have to look for.
Is that right?

Is there a way for me to check out which techs an AI opponent has researched so far?
I want to get really sure about this before I'm posting it in Affroress thread.
Well, one of the visible AI opponents has founded a new city in the meanwhile and I just want to check out if "he" has done it after researching the tech which made the settler and the worker available for "him".
 
Just to understand it and to place my posts right:
The issue about the AI opponents (not barbarians) not using the tribes to found new cities in prehistoric era has nothing to do with that era itself or a configuration part of that era. It is an AI behavior which Afforess might have to look for.
Is that right?

Is there a way for me to check out which techs an AI opponent has researched so far?
I want to get really sure about this before I'm posting it in Afforess thread.
Well, one of the visible AI opponents has founded a new city in the meanwhile and I just want to check out if "he" has done it after researching the tech which made the settler and the worker available for "him".

Oh your talking about regular civs, then, it takes quite awhile for any civ including your civ to found an extra city, that is why i have it set up that way, cause back in the day, they hardly ever wondered around that much, except to look for food, settling cities/tribes were not that important. Thats why the Tribesman is quite a ways back in the tech tree, then later you can found SEDENTARY_LIFESTYLE to get regular settlers and workers. Now unless you can come up with a better suggestion:confused::confused:

Afforess mainly dealt with Barb AI (some regular also), sorry for the misunderstanding:blush:
 
My suggestion here would be as follows:
As soon as any AI opponent has researched the ability to build Tribesman they should focus more on founding new cities. Otherwise they're lacking in researching new techs and could be outrunned easely. They should also focus more on building citiy buildings which increase research.

For example: In my actual game (Eternity speed, 4500 rounds) I'm now at round 1200 to 1300.
My civ has ten cities and I'm up to found the eleventh one and I have reached the classical era.
My hardest visible AI opponent has just two cities and I assume "he" is about to reach ancient era (I have TechDiffusion activated!) or has just reached it.
 
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