Caveman2Cosmos

The place we usually post our mod to has changed its rules. We are working out who owns the page and how they can give access to others so we can upload it.

Well when you do, at least promote it in this Thread/Forum. Not everyone looks at the development forums. :)
 
UPDATE: Version 34 23 Feb 14, 12:00a.m.

Download: http://forums.civfanatics.com/downloads.php?do=file&id=15324

Change Log:

http://forums.civfanatics.com/showthread.php?t=510804


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Blank Technology Advisor Screen @ Start-up & no task buttons.

Having a problem I didn't have with v.33. Maybe this is common with BUG, but I haven't been able to locate a workable answer on these pages. I've just done a double-check on a bunch of different mods that open OK, but this C2C v.34 is giving me trouble. I have the same problem with Next War. But Final Frontier +, Fall From Heaven II, Dune Wars, Star Wars II, Rhye's & Fall of Civilization, Planetfall, Fairy Tale, Realism Invictus, & Mars Now are working fine. I had to delete v.33 of C2C to make room for v.34, so I can't play it at the moment. I don't do code. Is there an easy fix for dummies?
 
Rats! That sort of error usually means you installed the current version over an existing version rather than deleting the old before installing the new, but you say you did delete the old. Also if you have been loading other mods it can't be the BtS cache which can rarely cause the same sort of problem.

Make sure that in the BtS Mods folder there is a Caveman2Cosmos folder and that that folder does not contain a Caveman2Cosmos folder.

Other than that all I can suggest is to make sure you remove caveman2cosmos and do another clean install.
 
OK, I'm good to go. Thanks DH. I think I just had the folder in the folder this time. Duh! At least now you know, too. Easy fix. I wonder what's up with the Next War mod, though. It came canned from Firaxis. It's part of C2C later on, isn't it? I hesitate to try Next War again right now since it took me about half an hour from the time I said load C2C to when the map and settler came up. Anyways, I finally got there. It's time to play!
 
OK, I'm good to go. Thanks DH. I think I just had the folder in the folder this time. Duh! At least now you know, too. Easy fix. I wonder what's up with the Next War mod, though. It came canned from Firaxis. It's part of C2C later on, isn't it? I hesitate to try Next War again right now since it took me about half an hour from the time I said load C2C to when the map and settler came up. Anyways, I finally got there. It's time to play!

I think Next War is included but I am more interested in the early part of the game.

The first load is the slowest because C2C has its own caching as well as BtS's. The next time you load should be faster unless you update to a newer version that is.:D
 
Great list of changes/improvements!

Really looking forward to the Three Planets map. Thank you!

I'll also be doing some multiplayer testing. For some reason, C2C wasn't working with my LAN games on v.33, even though FFH2 and vanilla do.

Edit: I'm sad to report that every game configuration I try with the 3 Planets map results in a CTD just before the map finishes creating (after the popup appears describing the features enabled). I have gotten the game to start just fine with many other settings and maps. Where can I find crash reports, so I can post them in the appropriate thread?

Edit2: Nevermind, I found the bug/crash report sticky. Posting there.
 
Yes the three maps ctd is known of.

Much work has been done on getting rid of those OOS problems in multi player. It is much improved in v34 but not all have been resolved.
 
After some time spent with the new version, i think it is slightly faster than the previous, while i also love the changes i saw this far. Good job!
 
C2C is in need of C++ programmers.

JosEPh
 
I am really baffled by how boring and unfair combat is in C2C; I thought the vanilla and BTS was bad but this takes the cake!!! AND the combat is what turned me off in the original and now having tried this mod(along with Invictus) I am struggling to keep playing. In C2C, the amount of animal attacks every turn gets really old fast.

Back to C2C; in 2-3 games now I have been trying to take a AI city and it's impossible; 20-30 units to take down one city; because the defensive power of archers are much to powerful. What is shown in 75% of the one-on-one battles is melee combat and the defence of archers in melee should be almost zero, yet time & again they win!!!! Terribly unrealistic!!! I thought the purpose of these mods was to make things more realistic and better???!!! This representation is not realistic!!! I have had bronze age units attacking cities vs the first archers to no avail!!! But the most frustrating thing I have found in this mod, is, one hovers over an AI city and it says 2 archers and a worker. So, one lines 12-15 units to attack and after losing 6-8 units, you finially kill 2 archers!! But low and behold, there is still 2 archers in the city!!! What-the-fudge is this??? And I have tried take take those down, but can't produce enough fast enough!!! Also, AI units recover in one, while yours take hundreds, thousands of years to recover; even with healers, still to long. In every situation, recovery should be one turn( in the beginning 150 years to health).

Now, I have an unusual problem going on; I read how big this mod is & how to make it run okay and it has been; But I am having to verify via Steam the files before & after playing. Yet , it's not taking. Because every time I go in and verify, it downloads files(re-aquires). I had same problem with CIV5 a while ago, but got no answer from Steam as to why. It's always the same answer, "must be your compurter.!!"

Anyways, this is really bugging me, and I'm sorry if this is not the place for this or if I'm a little harsh, but I am frustated. Any help will be welcomed.

MN
 
Are you reducing the city defences with siege units before you are attacking? I ask because I am not having to attack with more than about 6-7 units to take a city with 2-3 archers and that includes when the city is on the hill.
 
Your difficulties may be a matter of the version you're playing. We recently rebalanced archers so they shouldn't be quite as unfairly weighted. Also too... pay close attention to the strengths and weaknesses of particular units and you should be able to figure out how to successfully invade a city without taking great losses. There's more to consider than there was in standard vanilla civ4 and of course, as a mod, we wanted to make sure we introduced more to consider.

City invasions are difficult in the first portion of the game and gradually get easier. I've been finding this is enabling us to get the game to draw out longer which is good - gives us a hope of getting players to reach the future eras while maintaining a challenging game throughout. This is not an easy task.


Steam... yeah that's a whole 'nother topic. One I cannot say anything about as I don't use it and don't advocate its use from the problems I've seen others have.
 
thanks for reply & I understand your points; but I am talking about before there's any deceit seige weapons AND(this my point) there seems to be something askew, when you hover over cityand it says there is 2 archers& worker in city(let's say) and you take out those 2 archers and low&behold there is 2 more archers, ect, ect. I have seen this several times, like now with a barbarian village I trying to take. Plus AI units seem to get stronger as you atttack them and inflick damage. Example, you wack him and it seems he's taken approx. 50% casualties, yet when hover the next attack the defense is more than the beginning!!! At least in other mods and earlier versions, you could at least wear them down, if one can produce enough units.

I appreciate the feedback, but the issues seem like a bug, and if not!!! then I'm dumb-dumb. doesn't seem like normal combat resaults.

Have a nice day

MN

PS: Okay you can call me dummy!!! I went back in & built some "rams" & I took down the city!!!! Sorry, guess I am use to a lame AI and didn't realize they would actually have more than fortify for defense. But I still get a mis-reading of the correct number of units in a stack. IS this on purpose?? Fog-of-war??? Can someone answer another question please; when you kill off an animal & it says "2 food & 1hammer to cityX", is that just an add-on to what the city is producing?? Say, 10hammers& +7food, so total would be "11hammers&+9food" for that turn??

Thanks
 
If you post a save in our bug thread we can have a better look at what is happening.

Animal kills just add that to the city for the current turn so yes is the answer. Although I think the food part goes straight to the city store and not towards any units that may be produced using food.
 
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