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Do you know of any specific ones?
I only bumped into the 50 one, which is what triggered this question to begin with.
As in, is it just that everyone is using someone's ancient mod and nobody ever bothers to increase its capacity - or, like was said, that is hard-coded in some stupid way.
Note that "performance reasons" mean that 10 civs with 20 cities each (total = 200 cities) will still take MORE resources than 100 civs with just 1 city each (total = 100 cities).
So it's not an IMMEDIATE problem all by itself.
There was a mod that took it to 120. Don't remember it's name anymore either. But it ran into problems. They tried to use it on Huge and Giant maps and it quickly ran into crashes. That is why you don't see it as a top mod or even a remembered Mod. It's probably still in the archives. Maybe. Back when Civfanatics got hacked years ago many older lesser used Mods disappeared.
 
My point is that it's viable for a scenario with a bunch of static Independents that can't build Settlers or capture cities, but can do other stuff.
Building (some, very few) units, enabling very complex resource trading, even sort of funky international politics.
Heck, this could be turned into a mod that doesn't even HAVE war mechanics altogether - just tons of trade and politics.
And related RFC-style victory goals that also have nothing to do with weapons and fighting.
Like, "gather at least one of each known metal resources" - and those being restricted to "independent companies" civs.
So - more politics, trading and stuff, lol.
Not all functions in Civ actually overload the memory, ya know.
Or at least I hope so.
Would be REALLY fun to find it.
 
Could one of you knowledgeable people please tell me how to edit my Civ IV BTS desktop shortcut target properties, so it would start up C2C directly? I have GOG version, not Steam.
 
Could one of you knowledgeable people please tell me how to edit my Civ IV BTS desktop shortcut target properties, so it would start up C2C directly? I have GOG version, not Steam.
Make a shortcut to the C2C.bat file in your Caveman2Cosmos folder.
 
Could one of you knowledgeable people please tell me how to edit my Civ IV BTS desktop shortcut target properties, so it would start up C2C directly? I have GOG version, not Steam.
Open your civ4 ini file and set "mod = Caveman2Cosmos" there. Then launching BtS will load C2C right away, even if you simply double click the vanilla game exe without using any tweaked shortcut file.

...\Documents\My Games\Beyond the Sword\CivilizationIV.ini
 
Or that, of course, but my solution allows for more than one mod-shortcut, lol.
Not that there should be much need for other mods, but it's still better to mount the mod onto the launcher, instead of rigging the launcher to the mod.
Whatever, loool.
 
How do you counter the late game Hacker? Is it a ruffian unit? It can definitely destroy any hi-tech unit (except police mechs maybe?), even when they have the decoys or armed guard promotions.

I have a long line of border military units, protecting the entrances to my nation from criminals constantly trying to pillage my resources. Had infantries, then marines, then APC's, worked relatively fine against pre-hacker criminals.
Later went to hi-tech APC's+exosceleton infantries+hi tech marines, but hackers destroy all of them, because of their hi tech nature.
Went with automatons as they have even better HP (120), gave them full armed guard+decoys promotion. Hackers eat them for breakfast, even though automatons are just gunpowder units according to pedia info. My last combat log showed odds of hacker attacking a fully promoted automaton to 99%, so automatons must be hi-tech unit and not gunpowder?
 
How do you counter the late game Hacker? Is it a ruffian unit? It can definitely destroy any hi-tech unit (except police mechs maybe?), even when they have the decoys or armed guard promotions.

I have a long line of border military units, protecting the entrances to my nation from criminals constantly trying to pillage my resources. Had infantries, then marines, then APC's, worked relatively fine against pre-hacker criminals.
Later went to hi-tech APC's+exosceleton infantries+hi tech marines, but hackers destroy all of them, because of their hi tech nature.
Went with automatons as they have even better HP (120), gave them full armed guard+decoys promotion. Hackers eat them for breakfast, even though automatons are just gunpowder units according to pedia info. My last combat log showed odds of hacker attacking a fully promoted automaton to 99%, so automatons must be hi-tech unit and not gunpowder?
Interesting...
Hopefully the game balance at that time will be a little better but the hacker WAS meant to be a hidden (underestimateable) superpower unit somewhat. I can't say what you should be able to do now about it because I've been working at the future game unit balance and not the present much. Might be its hi-tech bonus is rigged a touch too high there.

It's relatively new to see the late game even GET strategic play so, that's kinda interesting in itself.
 
Turns out the automatons have/are a species-AI type and the Hacker has a +300% bonus against them, plus another also outrageous bonus in withdrawal against them. I found two after their attacks (had to have 2 units on the tile for visibility purposes I guess), and after messing a bit with the worldbuilder and my promotions, it looks like the Hackers are not affected by the usual decoys promotion, so they must not be a ruffian type. I only found the land warrior promotion to affect my battle stats.
 
In my current game I have a strange thing happening where periodically all of my civic choices will change to different, generally inferior options. Is this something with espionage? It's not really that big of a deal because I can basically start golden ages at will, so I'll do that a turn or two later and change them all back but it is kind of annoying.
 
Turns out the automatons have/are a species-AI type and the Hacker has a +300% bonus against them, plus another also outrageous bonus in withdrawal against them. I found two after their attacks (had to have 2 units on the tile for visibility purposes I guess), and after messing a bit with the worldbuilder and my promotions, it looks like the Hackers are not affected by the usual decoys promotion, so they must not be a ruffian type. I only found the land warrior promotion to affect my battle stats.

Hmmm, that's why I think the regular clones should maybe have an alternate upgrade path to turn into clone troopers. So basically you can either upgrade them into automatons to start down the cyborg line of units or upgrade to the clone troopers for organic infantry that isn't affected by hacking.
 
Hmmm, that's why I think the regular clones should maybe have an alternate upgrade path to turn into clone troopers. So basically you can either upgrade them into automatons to start down the cyborg line of units or upgrade to the clone troopers for organic infantry that isn't affected by hacking.
That's pretty close to how the review plan has them setup actually.
 
Hmmm, that's why I think the regular clones should maybe have an alternate upgrade path to turn into clone troopers. So basically you can either upgrade them into automatons to start down the cyborg line of units or upgrade to the clone troopers for organic infantry that isn't affected by hacking.

Actually the organic infantry is a Hi Tech unit, so it's also affected by the generous bonuses of the Hackers.
Still haven't found what kind of unit the Hackers are, police dogs can kill them relatively easy when they actually see them.
 
Actually the organic infantry is a Hi Tech unit, so it's also affected by the generous bonuses of the Hackers.
Still haven't found what kind of unit the Hackers are, police dogs can kill them relatively easy when they actually see them.
Criminals. You can get a list of their unitcombat types in the pedia of course.

Their bonus to hi-tech is a bit too strong as they are now probably and I think I observed that when replanning things. They will maintain a strong anti-AI aspect but not QUITE as strong against just computerized technology itself.
 
Actually the organic infantry is a Hi Tech unit, so it's also affected by the generous bonuses of the Hackers.
Still haven't found what kind of unit the Hackers are, police dogs can kill them relatively easy when they actually see them.

I thought there was a difference between High Tech and Robots? Do the hackers get an attack bonus against both? Because I thought cyborgs were also their own category to separate them from organics and machines. So it would only make sense for hackers to only be able to hack robots and cyborgs, no?
 
I thought there was a difference between High Tech and Robots? Do the hackers get an attack bonus against both? Because I thought cyborgs were also their own category to separate them from organics and machines. So it would only make sense for hackers to only be able to hack robots and cyborgs, no?

Well, cyborgs are Human species and AI species, so Hackers shred them to pieces.
So in this time and until Thunderbird finishes with the unit review plan, if it's a Hi Tech, Species AI or Mech unit, it's breakfast time for Hackers. Good thing there's a limit in how many of them exist in each nation.
The only units I've found not to be affected by Hacker attacks are simple clones. Chrome Infantry and Clone Infantry. A biker gang can take care of them though easily, cause it has many stealth strikes with invisibility.
And down the line, there's the Genetic Soldier (and later the Super one), also immune to Hacker attacks, and pretty powerful one.
 
Wow, this Future Tech stuff sounds interesting (and I haven't ever reached even halfway there, sigh), but I do have a question:
Can't you just BRIBE Hackers with Spies?
As in: Find them with "dogs" and convert them with "spies" during YOUR turn - and get some of them to work FOR YOU, lol.
Would that work?
 
Wow, this Future Tech stuff sounds interesting (and I haven't ever reached even halfway there, sigh), but I do have a question:
Can't you just BRIBE Hackers with Spies?
As in: Find them with "dogs" and convert them with "spies" during YOUR turn - and get some of them to work FOR YOU, lol.
Would that work?
I don't think you can bribe a unit, but not sure anyway.
Each nation has its own Hackers, I have mine doing my stuff. So my limit to maximum Hackers is reached, can't have any more.
But trying to find a highly mobilized and hidden unit, and use spies to convert it doesn't make much sense to me anyway, wouldn't try that one even if I could.
 
I don't think you can bribe a unit, but not sure anyway.
Each nation has its own Hackers, I have mine doing my stuff. So my limit to maximum Hackers is reached, can't have any more.
But trying to find a highly mobilized and hidden unit, and use spies to convert it doesn't make much sense to me anyway, wouldn't try that one even if I could.
You definitely CAN bribe units (might be a feature that must be turned ON, dunno), but maybe not ALL of them either.
And my suggestion is more towards "how to CATCH the annoying War Trolls that demolish my armies" and not so much just to catch them for (not so) free.
I never play that way anyways (I actually prefer political warfare in the first place, as opposed to endless wars that last forever and ruin the FUN of turn-based playing).
Just thought it might be a viable solution to "these FRACKERS keep eating my armies, no matter what I do", ya know.
Never mind, I guess.
 
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