Caveman2Cosmos

You can build multiple anythings per turn. If you have say 600 production, queue up 5 buildings that cost 120-150 and they (well at least 4 of them) will build that turn.

interesting... how can I queue up buildings?
 
interesting... how can I queue up buildings?

When asked what you want to build in a city select "examine city". In the city screen when you click on a unit or building it is added to the queue. Things in the queue will be built in order. If you have a lot of production then many things will be built in the turn.
 
Hold the shift key while clicking your buildings will allow you to que multiple items.
 
Holly molly....Will you believe it, i never knew you could do that :) And i have played this game to death!! I thought that only existed in the CtP series.
 
Please consider this a semi-official reply to your bug report. :p
Thanks !


(...)
Your problem does seem like a bug, although I couldn't say for certain as I've never played into the modern/postmodern eras. If you assume (for now) that it is not a bug, is your save still playable? It sounds like it is. So, as I say, I understand your annoyance, but I suggest your best course of action is to keep playing, dealing with the fluctuations as best you can. Keep a save from the current time, so that if it is a bug and gets fixed, you can continue your game from before it got too serious.

I must say that the fact that many people adding content to this mod apparently have never played a full game explains quite a bit about some of the lack of cohesion.

My game is still playable but clearly not enjoyable. Anything over 1000 pollution gets a -30 happy penalty, large disease and healthiness effect, very degraded tiles yield, etc...

When it happens to a random number of cities and only gets worse with time, the games very quickly stop making sense. There is no way to manage something random.

I'm not sure where you're getting a figure for projected growth in properties. The city screen gives the change in the property since last turn - I sometimes wish it would project it into the future, but as far as I'm aware...it doesn't...

I'm glad I now know what the number means. It is telling something about the clarity of the mechanism that I never understood what it was before. Why no Air pollution entry in the game concept part of the pedia ?


I can assure you the modders are certainly playing the mod, however as you can imagine, they have less time to play because they are quite busy modding...

You're saying yourself that you never got to the modern era... When talking about a game that is supposed to be 100+ hours long, 20 hours foray into the prehistoric and ancient era are barely stubs of games. Incidentally, It is clear that the earlier parts of the game are much more polished than the rest.


It seems to be the assumption that opinions formed by reading the XML and seeing if it agrees with one's personal reading of the wikipedia to see if stuff is how it "should" be is enough to make a game fun. It isn't. A good game is a game you enjoy playing, not a game in which asset definition matches a certain set of belief accepted as "realistic" - which is actually a quite subjective set anyway.


I understand that it's of course not possible for everyone to play a full game every time the mod is updated, but at least it's important to listen to the people actually playing the game if you want to make it good.


I don't think it's desirable (even for the moders themselves) to give the players the feeling that they don't care about some unfinished features. As it is the game is great, the first eras all have their flavour and distinct gameplay and challenges that make the game very good, then little by little it degrades and more and more of it feels half baked, cluttered, and from where my game is now ("near future" era ?), you get a strong feeling that the real game is in fact not playing civ but writing XML.


I had a great time for the first 30 hours, which is quite a feat in itself. My enthusiasm from the start then started to decrease (slowly over time), which was at first mostly related to the fact that I had not chosen difficult enough settings. I wanted to discover the rest of the game before starting a new, harder and updated one. From where I am now, having a new go at it with new unstable features, having to relearn half the things I discovered the first time, to know that at one point or another, I'll get my game crashed by an obscure bug is starting to lose some of its appeal...

I'd still like to, but I'm starting to think I might be better of trying another mod instead. I was looking forward to a good modern war stomp as a conclusion for the current one, but this last bug makes it look like it won't happen. I'll try to test if v33 or v34 (I guess we're approaching v34 ?) solves it, even if I don't like the idea of changing the rules of the game in the middle of it the least bit, but if it doesn't I can't see myself shelving my savegame for months and getting back to it later. Maybe I'll end up only playing the game to the early middle age only, like most people seems to do.

C2C is definitely a great experience, and the "more is more" philosophy, of going so absurdly over the top with feature bloat clearly ends up creating something quite unique, which is definitely interesting, even if I think it's quite a misconception to think it makes a gameplay "more complex". The way the development works is clearly one of its amazing strength, but it also is its main weakness.
 
I keep restarting when a new release is out, I have reached industrial era myself, I never found anything real unbalanced. I play Snail speed too otherwise you miss out on the cool things the mod has.

All will be addressed and polished though as time goes on. Less negativity and such always help a project, critics are welcome of course but lets keep it on an even keel. ;)
 
I must say that the fact that many people adding content to this mod apparently have never played a full game explains quite a bit about some of the lack of cohesion.

You're saying yourself that you never got to the modern era... When talking about a game that is supposed to be 100+ hours long, 20 hours foray into the prehistoric and ancient era are barely stubs of games. Incidentally, It is clear that the earlier parts of the game are much more polished than the rest.

tl;dr I'm not wasting any more time on nonsense like this. I will just say that 100 hours is about 20 turns in Renaissance the way I play. I have been playing C2C exclusively and uninterrupted since last December, so probably 1000+ hours.
 
It seems to be the assumption that opinions formed by reading the XML and seeing if it agrees with one's personal reading of the wikipedia to see if stuff is how it "should" be is enough to make a game fun.

Since the pedia is built from the XML I am not understanding this comment.

I understand that it's of course not possible for everyone to play a full game every time the mod is updated, but at least it's important to listen to the people actually playing the game if you want to make it good.

You do know that C2C games are compatible from one version to the next.

I don't think it's desirable (even for the moders themselves) to give the players the feeling that they don't care about some unfinished features.

I always find comments like this amusing. It reminds me of the time when someone was complaining about the music being unfinished and why anyone would not consider it the most important thing. One of the modders at the time was deaf and I always turn ff the music because it just gets in the way. So yes it is possible that the modders don't care about some unfinished features but for good reason. Though mostly things are unfinished because of lack of time or they require coordination between modders and when one has the time the other(s) don't.
 
So, little feedback, but before I say anything: english is not my mothertongue, so please forgive me if this comes around as harsh criticism - it is not intended.

The queuing, especially for buildings, helped a lot. Thanks for that, would have been an endless torture of repetitive cut-your-arms-open-boredom without it. I enjoyed C2C quite a bit, very much and detailed stuff. But I am still on the "less quantitiy, more quality and non repetitive stuff"+more cohesion-side. I continuily lost the oversight and felt not free at all in my overwhelming choices. In the end, I built everything, all of my cities had 30+ population with no health or unhappy citizens. I made tons of money per turn, teched very fast, could buy everything and everyone (played on emperor) and had nearly every turn new units, buildings etc. to build. Tooooo mucho much. It is fun in the beginning, but it becomes a bit repetitive. And I got the feeling to be forced to build everything, if not, I would miss sth... so I queued always about 5-10 buildings and got them often ready in one turn, especially when I played a selfforced one city challenge superspecialist game.

What was fun and cruel at the same time, when the AI took control for 15 turns of my civ (lost an election) and did all the stuff I would never do :lol: :D :cry:
Why not focus on stuff like that and cut a few (a lot) buildings, units and techs. Or make some things preventing other things more, like you build x, so you cannot build y. Or you go this tech path, so you cannot go this one...

There is tons of great stuff added, really really great ones, but one actually misses it or cannot enjoy it, because it's too much.

I would maybe split this mod into 4 different ones: prehistoric, ancient & medieval, renaissence & modern times, postmodern era & future & transhuman.

I played till the Rennaissence, but ran repeatedly in CTDs, so no going on with the game. I can try to produce you a savegame if you want.

I played on snail, too, so I guess I got some of the previously described feeling, although I agree with everything, really everything what Athmos said. Great post, Athmos, you summed up everything pretty great. I understand why the developpers and team members react like they do, but please don't take this personal, it isn't meant so. I, we all know how much work you all put into this still great mod and we are all (at least I hope so) greatful for this. You do this for free, so normally we should stay quiet, shut our cakeholes for the better and enjoy your mod. BUT we could enjoy it even more if you would focus on other stuff, too.

I, for example, enjoy fast turncounts and stable games with cohesion (in all ways). So, another downside were the repeatable CTDs and the very very very long turn counts, although I use a state of the art desktop pc. MoM and even PAE are much faster.

So, gank me now if you want to,

Tschuggi
 
MoM and even PAE are much faster. I, enjoy

I understand all of what you said, but comparing anything MOD to this one is purely "no offense" junk(i didnt want to use a different word, but was going to).

Others mods dont even have 1/4 of the stuff C2C has in it, so comparing them is absurdity.(MPO)

its amazing.

Its nice to have comments from both of you, so thx for writing. have a great day!! . . . SO
 
I played till the Rennaissence, but ran repeatedly in CTDs, so no going on with the game. I can try to produce you a savegame if you want.

Yes the AI guys want these save games. Please post them in the Stickied Bug thread in the C2C forum. Also needed is the Minidump.dmp file created when the Mod CTD's. It must be zipped, rar'd or 7z'd to get it uploaded along with the savegame. This Minidump.dmp file is located in the Main BtS directory (where the .exe for BtS resides).

This thread is more of an introductory thread and not a discussion thread. Please post your discussions, opinions, and bug reports in the main Caveman2Cosmos thread. http://forums.civfanatics.com/forumdisplay.php?f=449

Thanks,
JosEPh
 
Nobody starts modding knowing how to mod.

Very true. And even with limited modding skills one can do a lot.

My game is still playable but clearly not enjoyable. Anything over 1000 pollution gets a -30 happy penalty, large disease and healthiness effect, very degraded tiles yield, etc...

When it happens to a random number of cities and only gets worse with time, the games very quickly stop making sense. There is no way to manage something random..

I beg to differ. In one game the lead AI went crazy with the pollution and caused massive global warming to the point that the oceans started drying up and all land become dunes. It was one of the most memorable games I ever played. Especially with terrain damage turned on.
 
Very true. And even with limited modding skills one can do a lot.



I beg to differ. In one game the lead AI went crazy with the pollution and caused massive global warming to the point that the oceans started drying up and all land become dunes. It was one of the most memorable games I ever played. Especially with terrain damage turned on.

which settings did you play or do you normally play on? I played on a standard tectonics map on snail with emperor, but the turn counts became so long that I got annoyed quite much. I got till the renaissence era when my game got ended by a CTD, but I would have quit anyhow because of the long turn counts. Are c2c-games on small/tiny maps with less ai-civs fun?
 
Yes the AI guys want these save games. Please post them in the Stickied Bug thread in the C2C forum. Also needed is the Minidump.dmp file created when the Mod CTD's. It must be zipped, rar'd or 7z'd to get it uploaded along with the savegame. This Minidump.dmp file is located in the Main BtS directory (where the .exe for BtS resides).

This thread is more of an introductory thread and not a discussion thread. Please post your discussions, opinions, and bug reports in the main Caveman2Cosmos thread. http://forums.civfanatics.com/forumdisplay.php?f=449

Thanks,
JosEPh

sry, already deleted them after SOs post. Don't get me wrong, I like a lot of the stuff you guys made, f. e. I enjoyed the animal-hunting-capturing-building-thingy a lot. Would fit other mods, especially MoM, very well.
 
TLDR : sorry everyone I offended, I know there is a lot of work and a lot of love involved (it shows). I was trying to offer a constructive criticism about the mod and the way it evolves. Warning : the next wall of text is worse than the last one.

Moderators and admins : Feel free to move the whole discussion to another more appropriate thread; since I will try to give detailed answer, I can't really do it without quoting, which is why I'm doing it here.

OK, let's go :)


I keep restarting when a new release is out, I have reached industrial era myself, I never found anything real unbalanced. I play Snail speed too otherwise you miss out on the cool things the mod has.
I would also like to finnish my game before restarting with the last release. That's what i meant by "not wanting to change the rules of the game in the middle of it". I understand that many people don't mind, but I think (and your post also is an indication of it) that I am not the only one who does.

Of course it implies that I won't get any fixes or update before my next game or if I change my mind about it, which I am of course OK with.

All will be addressed and polished though as time goes on. Less negativity and such always help a project, critics are welcome of course but lets keep it on an even keel. ;)

Yes, I'm aware that any "living" mod is an unfinished thing, and I am actually OK with that, and certainly being so very much alive is one of the greatest things about C2C, and what made it such a special experience.

However, when you classify my attitude as "negative", you are getting it wrong. I was probably a little too frustrated by this bug, English is not my first language, so it is probably due to insufficient precautions and awareness of the tone my messages convey from my part, but while I voiced some critics, I did, and do acknowledge that C2C is a very great project and mod.

If I just didn't like it, I wouldn't post : I would just move to something else. Actually, It's right up there with FFH2, Final Frontier Plus and Planetfall amongst my very best Civ4 experiences. Great work everyone !

I was posting to point out issues and frustrations that may arise from playing the game, that modders may miss given the more fragmented experience they have of playing the game. I tried to point out specific issues, and I reported some bugs and issues (mostly very small ones actually) in the bug report section to try and offer as constructive a critic as I could provide.

tl;dr I'm not wasting any more time on nonsense like this. I will just say that 100 hours is about 20 turns in Renaissance the way I play. I have been playing C2C exclusively and uninterrupted since last December, so probably 1000+ hours.

Try not to take it as an insult. I'm not saying that you don't know a thing. But the fact is, even playing 10 000 hours of C2C renaissance era won't get you even a moddicum of insight in what playing the post-modern era feels like.

I understand that it's very hard to have a global grasp of so huge a game, specially as even going on gaming binges like I did (probably 100+ hours of C2C in 2 month), when you'll get to the end of your game, 2 new released versions will have been published, and a significant part of the accumulated knowledge will be obsolete already.

I was trying to say that precisely because it is so, modders should be careful not to dismiss opinions from players too easily if it concerns a part/era of the game they have no recent playing experience in. No offence meant (no, really), I truly respect the knowledge and hard work of modders, but C2C is huge enough that I am not satisfied with answers you extrapolate from up-to-renaissance experience when I'm pointing at issues in post modern era.

And I hope that you are open to the idea that people spending less than 4 hours of play per turn might still have a relevant opinion about the game ;)

Since the pedia is built from the XML I am not understanding this comment.
I was saying wikipedia, not civilopedia. I didn't want to point to specific work, since all modders evidently did much more than me for this project, and I didn't actually want to hurt anybody when posting this (Apparently, I failed big time ! apologies to everyone, sincerely).

Since this was all very vague, I will develop anyway :

As an example, the recent additions of many insect food, while I'll be quite happy to eat tarantula grubs in my next game, feels a lot like someone discovered a Wikipedia article about insect eating, then found a list of various insect that have been consumed as food in different periods and places, and decided to add the whole list to the XMLs.

A significant amount of the additions in C2C apparently follow such a pattern; I was trying to say that while it adds "things" (buildings, units, etc) to the game, such process is "only" additive.
I was also saying that some area of the game where whole new mechanisms were implemented (new properties for example, but the very interesting superforts I didn't experience yet or many other aspects would qualify), while probably harder to implement, balance and tune finely (code is obviously harder to learn and to master than XML edition) actually contribute more to the amazing experience that is C2C than the perpetual additions of new buildings, units, and splitting of tech, since that one parts gets more repetitive as the game progresses.

For me, all those new aspects are the most fascinating parts of the mod; they make the gameplay quite specific, and I enjoy learning these new mechanisms and trying to master them. To me and people who feel the same way (I'm not even claiming that we are a majority, but I'm sure I'm not the only guy enjoying these features out there), it feels like such features which have so much potential should get a little more priority over comparatively mono dimensional "additions", even if I DO enjoy the huge content of C2C.

Since such "larger" features requires a lot of work, and adjustment across multiple versions, they require a lot of focus to get right; I think the more or less anarchic way C2C is evolving is lacking direction for the development of these aspects, while I was acknowledging that it is one of it's great strength concerning the "more content" aspect. That's the main idea I was trying to voice with my previous wall of text.


Concerning the way properties work, I think the present ones are very good, crimes does look like the most "finished" one, air and water pollution definitely bring something to the game (I think a radiation pollution would nicely compliment these two), and disease is maybe a bit to parallel to the health mechanism, but certainly interesting. The main issue is actually IMO more explaining how they work and making their mechanism more explicit to the player, so that we can actually plan, manage and play with this aspect better. The balance could use some tuning, but they're definitely playable.

A Bug which end up breaking a part of the game I found very interesting to play with is of course a disappointment; in any case, of course it won't get fixed in the version I experienced it in; but some measure of acknowledgement from the modding community goes a long way to make sure people having an issue with something will report it and try to give insight into what went wrong, rather than rage quit their game and move along to another game / mod. That's purely a communication thing.

You do know that C2C games are compatible from one version to the next.
I Do. However, I don't like the idea of "changing the game rules while I'm playing it", as I tried to explain before. I will update my game if it fixes a particularly annoying bug for me, such as the one I was reporting, but at the moment I don't know if it's the case. Apparently no one does. I'll report if I test it, but I'm reluctant to update my game and find out that it doesn't.

I always find comments like this amusing. It reminds me of the time when someone was complaining about the music being unfinished and why anyone would not consider it the most important thing. One of the modders at the time was deaf and I always turn ff the music because it just gets in the way. So yes it is possible that the modders don't care about some unfinished features but for good reason. Though mostly things are unfinished because of lack of time or they require coordination between modders and when one has the time the other(s) don't.

I'm happy if I can offer entertainment :)

I am trying right now to explain myself and my opinion in a clearer way. I certainly don't want to imply that modders are lazy or anything of that kind. It's not even a matter of priorities in the development, actually opinions are as varied as people concerning this aspect, including inside the modder community it seems.

I was saying that when someone reports a bug, it's nice to give some kind of answer, specially as the mod will benefit from it. Since my original report, I found out that actually the way to do it is to post in the main thread, not create a thread for a given bug/problem. I will do it that way from now on, but I didn't know the usual procedure and it didn't look as something evident for me. Sorry.

So, little feedback, but before I say anything: english is not my mothertongue, so please forgive me if this comes around as harsh criticism - it is not intended.

(...)
Great post, Athmos, you summed up everything pretty great. I understand why the developpers and team members react like they do, but please don't take this personal, it isn't meant so.

English isn't my mothertongue either, no problems :) I'm glad if I could give voice to some feeling other than mines. I actually enjoy the "too much" feeling to a point. It is definitely one of C2C speciality and what makes it so special (as i was trying to state in the end of my previous post).

I have no issues with the harsh tone of some of the answers, I'm not stupid enough to think I can post a critic in a modder forum without taking some flak. I only regret that I wasn't able to do it in a way that would hurt less and be more understandable.

I, we all know how much work you all put into this still great mod and we are all (at least I hope so) greatful for this. You do this for free, so normally we should stay quiet, shut our cakeholes for the better and enjoy your mod. BUT we could enjoy it even more if you would focus on other stuff, too.
(...)
I definitely feel this way too. I clearly wasn't able to convey any amount of gratitude in my last post, and I apologise for it. I definitely had a blast playing C2C, despite any issues or critic I have voiced.

So, congratulations and thank you to everyone in this modding community, never mind how critical and negative I may sound.



Its nice to have comments from both of you, so thx for writing. have a great day!! . . . SO
Thanks for accepting what I was trying so goofily to say. Have a great day too :)

(...)
I beg to differ. In one game the lead AI went crazy with the pollution and caused massive global warming to the point that the oceans started drying up and all land become dunes. It was one of the most memorable games I ever played. Especially with terrain damage turned on.
I guess it's a personal thing. I don't really know how I would react to the AI going that way in my game*, but when it's my cities doing such stuff despite what I am doing, everything goes out of my hands, and for me, once again I acknowledge that it is probably a personal thing, I can't enjoy playing a management game where my stuff gets impossible to manage.
I can't fight or try to contain what's happening since it's random. The challenge, the learning, the decision making are all gone from this aspect of the game. Since it is one aspect I took great interest in, and that influences the game a lot (from tile yield to happiness, health, production, etc...), this specific bug IS a game breaker for me.

I will give v33 and v34 a go, specially if I can find a way to try them without breaking my v32 game, to see if I can get over this bug and finish my first game properly (It was won probably 50 hours of playing ago at least), with the modern war I was looking forward to, before trying a new one. I'll report if the update can fix this bug, since no one is sure about what happened with it yet.


* Thinking about it, probably by going all out war and pollution fighting in their captured city, so definitely the playing route I guess.


edited for many spelling mistakes and other broken sentences. There are probably a lot still in, apologies !
 
So, little feedback, but before I say anything: english is not my mothertongue, so please forgive me if this comes around as harsh criticism - it is not intended.
Tschuggi

: sorry everyone I offended, I know there is a lot of work and a lot of love involved (it shows). I was trying to offer a constructive criticism about the mod and the way it evolves.

I'm happy if I can offer entertainment :)

Thanks for accepting what I was trying so goofily to say. Have a great day too

Nice come back, but i see it as some modders taking it slight wrong, but what is a person to expect. They work tirelessly, and withOUT pay and as you know as a hobby ONLY.
So when a person says something about the work they do, and IF they had a bad day in RL then come here to relax and see alot of criticism, well cant expect not for them to lash out a little bit.

Again i take all written words as constructive words, good, bad, indifferent which ever it may be.

Cant always be good words, and sometimes modders forget this, and so do writers.

So lets put it to you this way as JosePh said, if you have comments for a certain section of C2C, then PLEASE address it there, and only there, not in the general public area, where it wont be taken seriously.

Discussions here: http://forums.civfanatics.com/showthread.php?t=377892

Bugs/Crashes here: http://forums.civfanatics.com/forumdisplay.php?f=460

Complete list here: Please use these thx. http://forums.civfanatics.com/forumdisplay.php?f=449

this goes for everyone.:p
 
which settings did you play or do you normally play on? I played on a standard tectonics map on snail with emperor, but the turn counts became so long that I got annoyed quite much. I got till the renaissence era when my game got ended by a CTD, but I would have quit anyhow because of the long turn counts. Are c2c-games on small/tiny maps with less ai-civs fun?


You can see my favorite setting here. And it was on snail speed, PW2f map and I think Large sized map since it was before I upgraded my computer. Note the global warming was in Renaissance for me but was in the Industrial era for the lead AI that was causing all the pollution.
 
I think a lot of the feedback has been spot on but it must be understood that for myself, and perhaps others on the team, we're thinking through the mod from the beginning ourselves. The polish that you see at the start of the game is only now beginning to expand to later eras and it is indeed around modern that we haven't had nearly enough testing but it used to be classical so we're getting somewhere and fast in our balancing acts.

We're also waiting for multi-maps to be able to really focus on the post modern game the way we want to so those eras have received SOME focus but very little real quality focus yet.

Yes, the mod is in fact evolving, not quite as chaotically as it may seem though as we do discuss our plans and goals among each other. In reality, what I've seen is that where we must operate as a team is where we are slowed down the most as one of us is usually not in sync with the other enough to make the handoff of tasks easily mastered. But we do pitch in and help each other quite a bit and trust and believe we all care about resolving bugs that exist but not all of us may be able to address a given bug so it often must wait for the particular modder with the right expertise to resolve it. Again, this is much like the handoff situation I just mentioned.

We do play the game but for myself, I play as far as I'm thinking into the mod development and the fact that the modern and beyond game has been a little lacking has been a problem for us since we started expanding on the prehistoric and other base game systems that have yet to be fully ironed out in those later eras. We'll get there! If there's anything I've come to understand about this mod team it's that we're persistent, driven, obsessed and committed to making this mod the most awesome game ever. The fact that you can play into it and catch the same fervor we do when we get into our own games is a testament to us being on the right track but we'd never claim it's perfection yet.

Most of the modders on the team loved the mod and developed their skills purely so they could help to resolve the issues we saw it had. So by all means... help us! This feedback IS help but is probably more effective if delivered on our forum on specific topic matters. And yeah, very frustrating to know that someone's been experiencing CTDs without reporting them as those of us working the dll are all very committed to making sure we fix those whenever we can find them (some of us are better at this than others but we just picked up another great programmer on the team and I've got some real hope because he's proven very skilled at bug cleanup!)

About the buildings and the tech speed... I'm personally feeling that the tech costs, at least in the beginning of the game, are not nearly what they need to be but we had some dissent among strategic methods to approach the research/production balance and while I feel as has been expressed here (I like to stay on top of my buildings!) others feel that it's important to make sure we have to prioritize what we choose to build thus must make the eras race by and thus force us to run out of time to build them all. You may well see a game option that takes this the other way but we're working on figuring out how to swing that right now... theoretically we should be capable of this but there's something not quite firing right about that project at the moment... grr...

Anyhow, I for one appreciate the feedback and don't see it at all as negative, just a clear and pretty much honest statement as to where we're at right now with development.
 
Continued with a few games, always on marathon or snail, and am trying to get past the indoustrial era now... didn't have any other ctds till now. And: I have fun. Thanks for that, it really is fun. And I really recommend to queue the buildings... makes life and your right hand much more healthier :crazyeye:
 
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