Caveman2Cosmos Game Manual?

Nerdman3000

Chieftain
Joined
May 16, 2009
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Is some type of Game Manual planed for the mod? I know the three main Civ4 games have a game manual included with the game boxes, and I was wondering if a similar manual was planned for the mod to perhaps explain it's features in detail for someone who has never played it and is interested in the mod. It might be interesting to read truth be told.
 
Is some type of Game Manual planed for the mod? I know the three main Civ4 games have a game manual included with the game boxes, and I was wondering if a similar manual was planned for the mod to perhaps explain it's features in detail for someone who has never played it and is interested in the mod. It might be interesting to read truth be told.

I think the issue is the mod changes daily.

The pedia in game is kind of a manual, but I do think it could use some good entries for things such as disease system. A full list of which diseases are added when, and an idea of how the numbers work.

Pollution too. I still have no idea about pollution other than knowing whats good and bad.

How do these numbers scale with population? What terrain is good to keep around to help?

Instead of a manual, volunteers for pedia updating (which would need progammer input in many, if not most, cases) is probably the way to go.
 
But you can also add a page in the Pedia as simple text in a certain file, right? Like the whole strategy pages in the pedia are made.

They are also XML. Put stuff in the correct XML file and format and they will appear in the pedia. Both Strategy and Concepts are probably the best for this. We have to do a review of those at sometime as many are not quite right for C2C.
 
We have to do a review of those at sometime as many are not quite right for C2C.

Aaaaaaand now you have a job Nerdman3000 :crazyeye:
Could you make a List of contents that needs a strategy page in your opnion? Like:

Air Pollution
Water Pollution
Cultures
...

And the second possible task would be to have a look on the existing strategy pages and report those that need to be adjusted / removed since they don't fit in C2C. This might need someone with some more C2C knowledge thou.
 
Here is something that info is needed for:

Workers and settlers. Why go for elephant worker over regular worker? Because you like huge mounds of Elephant turds in your city?

What is the difference between a settler and a colonist?

These things dont seem to be in the pedia
 
What is the difference between a settler and a colonist?

If you are a human player then the colonist gives you a bunch of extra buildings and population in your new city. It does not work for non human players so is bugged. Platyping posted a fix which I started adjusting for C2C but broke everything when I did. Then I got side tracked. The Colonist and Pioneer will be removed when the fix is done as they will have no value. They are from RoM the grand parent of C2C.
 
If you are a human player then the colonist gives you a bunch of extra buildings and population in your new city. It does not work for non human players so is bugged. Platyping posted a fix which I started adjusting for C2C but broke everything when I did. Then I got side tracked. The Colonist and Pioneer will be removed when the fix is done as they will have no value. They are from RoM the grand parent of C2C.

Perhaps they can still be used. I have added the Aircraft Settler Spacecraft Settler and Seed Ship settler type units already. Perhaps we can make the settler based on transportation too. Such as a Mounted Settler or Covered Wagon Settler. Something that moves faster than a normal settler would.
 
Perhaps they can still be used. I have added the Aircraft Settler Spacecraft Settler and Seed Ship settler type units already. Perhaps we can make the settler based on transportation too. Such as a Mounted Settler or Covered Wagon Settler. Something that moves faster than a normal settler would.

Like the Band of Homo Sapiens gives a free Tribal Guardian when you found the city, the Colonist and Pioneer can give a free (or a few) Caravan to boost production early. It could go a step further: Like the Tresure Chest can instand build the Museum we could design a Colonist / Pioneer Supporter Unit that is immobile and can autobuild certain buildings instantly: Bakery, Aqueduct... When the conditions are met. I think a unit can't build multiple buildings before consumed, so we need to make the pionoeer/colonist give more then 1 Supporter Unit. If you don't use them, they will disappear after 1 or 2 turns. At the same time the Colonist can give 2 free Immigrants and the Pioneer 5. These Immigrants should also be immobile and disappear if not used after a turn.
This would avoid free Buildings which conditions aren't met and also avoids the bug for the AI.
 
I have been thinking about the auto-build buildings and the main problem is that one may not want a building to be built. What if instead we had special "Builder" units that could auto-build certain buildings like how great People can builder some wonders. Thus you could take a bunch of builders wit you when you settled a city and could kickstart it with some starter buildings instead built by the "Builder" unit.
 
Not sure I got the point of Nerdman3000, but at least I'll give a shot at it.

I should be back on the C2C wikia soon (tonight, at the very most tomorrow). I think we can use it for hosting manuals and tips. You may PM at any time about it. :)
 
Like the Band of Homo Sapiens gives a free Tribal Guardian when you found the city, the Colonist and Pioneer can give a free (or a few) Caravan to boost production early. It could go a step further: Like the Tresure Chest can instand build the Museum we could design a Colonist / Pioneer Supporter Unit that is immobile and can autobuild certain buildings instantly: Bakery, Aqueduct... When the conditions are met. I think a unit can't build multiple buildings before consumed, so we need to make the pionoeer/colonist give more then 1 Supporter Unit. If you don't use them, they will disappear after 1 or 2 turns. At the same time the Colonist can give 2 free Immigrants and the Pioneer 5. These Immigrants should also be immobile and disappear if not used after a turn.
This would avoid free Buildings which conditions aren't met and also avoids the bug for the AI.

Can't have the unit do anything when it founds a city because the non-human players code doesn't know what the unit was that founded the city. That is why we will move it to a test of what techs the player has to decide the extra buildings built when the city is built.

Extra buildings (should) only have population requirements which are ignored in this case only. Auto built and Free At Tech buildings are also built in the city but they do obey the requirements for them being built.

Not true.
Refer to the same colonists code I did.
I can even add the free buildings, population etc directly into the pedia

Yes and trying to merge that into into a BUG based mod is what broke everything - I think. It's my lack of knowledge of widgets and help text in BUG. I did have all the text appearing in the pedia but when I tried to add the stuff in the tech tree it stopped loading some of the python:crazyeye:
 
That is one reason I don't use BUG.
Why should I be forced to type codes in their way when the bts way works and there is no advantage in their way.

Anyway, those widget help texts are only for the tech tree.
It has nothing to do with the pedia so you can pretty much create a pedia page for disease or crime etc with relevant info.

These info can be derived from another python file like I did, rather than xml file.
So you can simply load the disease info from whatever file they are defined in.

It is much better than a strategy text section, because if I add a new disease, make changes to existing ones in the master file, the pedia is updated automatically.

Since you managed the pedia part for my colonists code, you will see that if I add more techs with those benefits, the master file is the only file I have to edit, pedia and tech tree updated automatically.
 
BUG is simply a compilation of many mini mod components like great people bar, unit naming convention.
Whatever is unnecessary can be singled out and removed.
Disabling the bts widget and forcing others to code in their style is definitely one unnecessary feature.

Anyway, the main reason for not using bug is it totally kills in game testing.
Can you imagine coding an intensive interface reliance mod like pedia or wb where you have to exit the whole game just to adjust position of a button because of bug.

Anyway, back to topic.
Coding the pedia has nothing to do with bug.
Since I can even make pedia pages for weird things like gamespeed info, there is nothing to stop you from making a page for diseases
 
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